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>
date Sun, 04 Jan 2009 19:24:13 +0000
parents 520818033bb6
children 5a1df00b0359
line wrap: on
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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; }
		}
	}
}