Mercurial > repos > IBDev-IBBoard.WarFoundry.API
view api/Factories/AbstractNativeWarFoundryFactory.cs @ 152:0c0e14f03785
Re #180: Add multiple mutex groups
* Add multiple mutex groups to UnitEquipmentItem
* Add new attribute to Race schema
* Make everywhere handle multiple groups instead of assuming one
* Make factory load new attribute then fall back to old (deprecated) attribute
* Add method to Unit to get the blocking items (useful for future UI work to say "replace X and Y with Z")
* Add IsMutuallyExclusive method to UnitEquipmentItem to determine whether mutex groups overlap
author | IBBoard <dev@ibboard.co.uk> |
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date | Sat, 26 Sep 2009 19:51:11 +0000 |
parents | 1d13820b3d96 |
children | 70ba3bee0c2e |
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// This file (AbstractNativeWarFoundryFactory.cs) is a part of the IBBoard.WarFoundry.API project and is copyright 2007, 2008, 2009 IBBoard. // // The file and the library/program it is in are licensed and distributed, without warranty, under the GNU Affero GPL license, either version 3 of the License or (at your option) any later version. Please see COPYING for more information and the full license. using System; using System.IO; using System.Xml; using System.Xml.Schema; using System.Collections.Generic; using System.Text; using IBBoard; using IBBoard.IO; using IBBoard.Lang; using IBBoard.Logging; using IBBoard.Xml; using IBBoard.WarFoundry.API.Objects; using ICSharpCode.SharpZipLib.Zip; namespace IBBoard.WarFoundry.API.Factories { /// <summary> /// Base abstract class for all factories that load native WarFoundry data. /// </summary> public abstract class AbstractNativeWarFoundryFactory : AbstractWarFoundryFactory<ZipFile>, INativeWarFoundryFactory { public static readonly string SYSTEM_ZIP_IDENTIFIER = "WarFoundry_System"; public static readonly string RACE_ZIP_IDENTIFIER = "WarFoundry_Race"; public static readonly string ARMY_ZIP_IDENTIFIER = "WarFoundry_Army"; protected AbstractNativeWarFoundryFactory() { //Do nothing - just make the constructor non-public } protected override ZipFile GetFileAsSupportedType (FileInfo file) { ZipFile zip = null; try { zip = new ZipFile(file.FullName); } catch(ZipException) { //Silently dispose as per spec for the method } catch (IOException) { //Silently dispose as per spec for the method } return zip; } protected override bool CheckCanHandleFileFormat (ZipFile file) { return CheckCanHandleFileAsGameSystem(file) || CheckCanHandleFileAsRace(file) || CheckCanHandleFileAsArmy(file); } protected override bool CheckCanHandleFileAsGameSystem(ZipFile file) { return file.ZipFileComment.StartsWith(SYSTEM_ZIP_IDENTIFIER) && CheckCanFindSystemFileContent(file); } protected abstract bool CheckCanFindSystemFileContent(ZipFile file); protected override bool CheckCanHandleFileAsRace(ZipFile file) { return file.ZipFileComment.StartsWith(RACE_ZIP_IDENTIFIER) && CheckCanFindRaceFileContent(file); } protected abstract bool CheckCanFindRaceFileContent(ZipFile file); protected override bool CheckCanHandleFileAsArmy(ZipFile file) { return file.ZipFileComment.StartsWith(ARMY_ZIP_IDENTIFIER) && CheckCanFindArmyFileContent(file); } protected abstract bool CheckCanFindArmyFileContent(ZipFile file); protected override ICollection<IWarFoundryObject> DoCreateObjectsFromFile (ZipFile file) { ICollection<IWarFoundryObject> objects = null; string comment = file.ZipFileComment; IWarFoundryObject obj = null; if (comment.StartsWith(SYSTEM_ZIP_IDENTIFIER)) { obj = CreateGameSystemFromFile(file); } else if (comment.StartsWith(RACE_ZIP_IDENTIFIER)) { obj = CreateRaceFromFile(file); } else if (comment.StartsWith(ARMY_ZIP_IDENTIFIER)) { obj = CreateArmyFromFile(file); } if (obj!=null) { objects = new List<IWarFoundryObject>(); objects.Add(obj); } file.Close(); return objects; } protected Army CreateArmyFromFile(ZipFile file) { Stream dataStream = GetArmyDataStream(file); try { return CreateArmyFromStream(file, dataStream); } catch (InvalidFileException ex) { throw new InvalidFileException("Data file " + file.Name + " was not a valid army file", ex); } finally { dataStream.Close(); } } protected abstract Stream GetArmyDataStream(ZipFile file); protected abstract Army CreateArmyFromStream(ZipFile file, Stream dataStream); protected Race CreateRaceFromFile(ZipFile file) { Stream dataStream = GetRaceDataStream(file); try { return CreateRaceFromStream(file, dataStream); } catch (InvalidFileException ex) { throw new InvalidFileException("Data file "+file.Name+" was not a valid race file", ex); } finally { dataStream.Close(); } } protected abstract Stream GetRaceDataStream(ZipFile file); protected abstract Race CreateRaceFromStream(ZipFile file, Stream dataStream); protected GameSystem CreateGameSystemFromFile(ZipFile file) { Stream dataStream = GetGameSystemDataStream(file); try { return CreateGameSystemFromStream(file, dataStream); } catch (InvalidFileException ex) { throw new InvalidFileException("Data file " + file.Name + " was not a valid game system file", ex); } finally { dataStream.Close(); } } protected abstract Stream GetGameSystemDataStream(ZipFile file); protected abstract GameSystem CreateGameSystemFromStream(ZipFile file, Stream dataStream); public override bool Equals (object o) { if (o == this) { return true; } else if (o == null || !(this.GetType().Equals(o.GetType()))) { return false; } return true; } public override int GetHashCode () { return GetType().FullName.GetHashCode(); } } }