Mercurial > repos > IBDev-IBBoard.WarFoundry.API
view api/Objects/Race.cs @ 8:613bc5eaac59
Re #9 - Make WarFoundry loading granular
* Remove specific staged loading classes
* Rework category loading for GameSystem and Race to make it use AddCategory(Category) method
* Promote staged loading from Native Factory to all Factories level
* Refactor XML Factory to use smaller methods
Also removed some commented code that isn't used any more
author | IBBoard <dev@ibboard.co.uk> |
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date | Sun, 04 Jan 2009 19:24:13 +0000 |
parents | 520818033bb6 |
children | 5a1df00b0359 |
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// Race.cs // // Copyright (C) 2008 IBBoard // // This library is free software; you can redistribute it and/or // modify it under the terms of the GNU Lesser General Public // License as published by the Free Software Foundation; either // version 2.1 of the License, or (at your option) any later version. // // This library is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public // License along with this library; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA // // using System; using System.Collections.Generic; using System.IO; using System.Xml; using IBBoard.IO; using IBBoard.WarFoundry.API.Factories; namespace IBBoard.WarFoundry.API.Objects { public class Race : WarFoundryStagedLoadingObject { public static string SYSTEM_DEFAULT_RACE_ID = "GameDefault"; private string subID; private string systemID; private GameSystem system; private Dictionary<Category, Dictionary<string, UnitType>> unitTypesByCat; private Dictionary<string, UnitType> unitTypes = new Dictionary<string,UnitType>(); private Dictionary<string, EquipmentItem> equipment = new Dictionary<string,EquipmentItem>(); private Dictionary<string, Ability> abilities = new Dictionary<string,Ability>(); private Dictionary<string, Category> categories = new Dictionary<string,Category>(); public Race(string raceID, string raceName, string gameSystemID, IWarFoundryFactory creatingFactory) : this(raceID, "", raceName, gameSystemID, creatingFactory) { } public Race(string raceID, string raceSubID, string raceName, string gameSystemID, IWarFoundryFactory creatingFactory) : base(raceID + (raceSubID!="" ? "_"+raceSubID : ""), raceName, creatingFactory) { subID = (raceSubID == null ? "" : raceSubID); systemID = gameSystemID; } public string SubID { get { return subID; } set { subID = (value == null ? "" : value.Trim()); } } public GameSystem GameSystem { get { if (system == null) { system = WarFoundryLoader.GetDefault().GetGameSystem(systemID); } return system; } set { if (value == null) { throw new ArgumentException("Game system for a race cannot be null"); } system = value; } } public void AddCategory(Category cat) { categories[cat.ID] = cat; } /// <summary> /// Gets a category from its ID. Attempts to get the category from the race's overrides, or else it falls back to getting the Game System's category with that ID. /// </summary> /// <param name="id"> /// The ID of the category to get /// </param> /// <returns> /// The <code>Category</code> with the specified ID, or null if one doesn't exist. /// </returns> public Category GetCategory(string id) { EnsureFullyLoaded(); Category cat = null; categories.TryGetValue(id, out cat); if (cat == null) { cat = GameSystem.GetCategory(id); } return cat; } public Category[] Categories { get { EnsureFullyLoaded(); Category[] cats; if (!HasCategoryOverrides()) { cats = GameSystem.Categories; } else { cats = DictionaryToArrayConverter.Convert<string, Category>(categories); } return cats; } } public bool HasCategoryOverrides() { return categories.Count > 0; } public void SetEquipmentItems(Dictionary<string, EquipmentItem> items) { equipment = items; } public EquipmentItem GetEquipmentItem(string id) { EnsureFullyLoaded(); return (EquipmentItem)equipment[id]; } public List<EquipmentItem> GetEquipmentList() { List<EquipmentItem> items = new List<EquipmentItem>(); foreach (EquipmentItem item in equipment.Values) { items.Add(item); } return items; } public void SetUnitTypes(Dictionary<string, UnitType> types) { unitTypes = types; unitTypesByCat = null; } public UnitType[] GetUnitTypes(Category cat) { if (unitTypesByCat==null) { BuildUnitTypesByCategoryCache(); } Dictionary<string, UnitType> unitTypesDictionary; unitTypesByCat.TryGetValue(cat, out unitTypesDictionary); UnitType[] unitTypesArray; if (unitTypesDictionary == null) { unitTypesArray = new UnitType[0]; } else { unitTypesArray = DictionaryToArrayConverter.Convert<string, UnitType>(unitTypesDictionary); } return unitTypesArray; } private void BuildUnitTypesByCategoryCache() { unitTypesByCat = new Dictionary<Category,Dictionary<string,UnitType>>(); foreach (Category category in Categories) { unitTypesByCat.Add(category, new Dictionary<string, UnitType>()); } Dictionary<string,UnitType> catUnitTypes; foreach (UnitType unit in unitTypes.Values) { unitTypesByCat.TryGetValue(unit.MainCategory, out catUnitTypes); if (catUnitTypes == null) { throw new InvalidFileException(String.Format("Unit type {0} with name {1} is a unit of an undefined category", unit.ID, unit.Name)); } catUnitTypes.Add(unit.ID, unit); } } public UnitType GetUnitType(string id) { return (UnitType)unitTypes[id]; } public List<Ability> GetAbilityList() { List<Ability> items = new List<Ability>(); foreach (Ability ability in abilities.Values) { items.Add(ability); } return items; } public void SetAbilities(Dictionary<string, Ability> newAbilities) { abilities = newAbilities; } public Ability GetAbility(string id) { Ability ability = null; abilities.TryGetValue(id, out ability); return ability; } protected virtual Dictionary<string, UnitType> RaceUnitTypes { get { return RaceRawUnitTypes; } set { RaceRawUnitTypes = value; } } protected virtual Dictionary<string, EquipmentItem> RaceEquipment { get { return RaceRawEquipment; } set { RaceRawEquipment = value; } } protected virtual Dictionary<string, Ability> RaceAbilities { get { return RaceRawAbilities; } set { RaceRawAbilities = value; } } protected Dictionary<string, UnitType> RaceRawUnitTypes { get { return unitTypes; } set { unitTypes = value; } } protected Dictionary<string, EquipmentItem> RaceRawEquipment { get { return equipment; } set { equipment = value; } } protected Dictionary<string, Ability> RaceRawAbilities { get { return abilities; } set { abilities = value; } } } }