Mercurial > repos > snowblizz-super-API-ideas
view api/DefaultWarFoundryLoader.cs @ 275:10fb73206bd2
Re #296: Fix handling of equipment slot with no limit
* Take the easy way out - slots are to limit things and the code never worked without a limit before, even if the file validated, so just require a limit
Also:
* Arbitrary line ending clean-up from using Geany
author | IBBoard <dev@ibboard.co.uk> |
---|---|
date | Sun, 04 Jul 2010 13:52:26 +0000 |
parents | a36a0e9cc05d |
children | 5ed39187b0e3 |
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// This file (DefaultWarFoundryLoader.cs) is a part of the IBBoard.WarFoundry.API project and is copyright 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.Collections.Generic; using IBBoard.WarFoundry.API.Objects; namespace IBBoard.WarFoundry.API { /// <summary> /// The default implementation of a <see cref="AbstractWarFoundryLoader"/> /// </summary> public class DefaultWarFoundryLoader : AbstractWarFoundryLoader { private Dictionary<string, GameSystem> systemsTable; private Dictionary<string, Dictionary<string, Dictionary<string, Race>>> racesTable; //Keys are: System, Race, SubRace public DefaultWarFoundryLoader () { } protected override void PrepareForFileLoad() { //Just set up blank dictionaries for now - may try different and more complex handling in future systemsTable = new Dictionary<string,GameSystem>(); racesTable = new Dictionary<string,Dictionary<string,Dictionary<string,Race>>>(); } protected override GameSystem GetExistingSystemForSystem (GameSystem system) { return DictionaryUtils.GetValue(systemsTable, system.ID.ToLower()); } protected override void DoStoreGameSystem (GameSystem system) { systemsTable[system.ID.ToLower()] = system; } protected override void DoStoreRace (Race race) { Dictionary<string, Dictionary<string, Race>> systemRaces; string systemID = race.GameSystem.ID.ToLower(); racesTable.TryGetValue(systemID, out systemRaces); if (systemRaces==null) { systemRaces = new Dictionary<string,Dictionary<string,Race>>(); racesTable.Add(systemID, systemRaces); } Dictionary<string, Race> subRaces; systemRaces.TryGetValue(race.ID.ToLower(), out subRaces); if (subRaces==null) { subRaces = new Dictionary<string,Race>(); systemRaces.Add(race.ID.ToLower(), subRaces); } string subID = race.SubID.ToLower(); if (subRaces.ContainsKey(subID)) { Race existingRace = subRaces[subID]; if (!race.Equals(existingRace)) { //TODO: Raise an event to say we got a different duplicate //We can't just fail, because failing is for completely unhandled files, not for objects in a file } } else { subRaces.Add(race.SubID.ToLower(), race); } } public override GameSystem[] GetGameSystems() { if (systemsTable==null) { LoadFiles(); } return DictionaryUtils.ToArray<string, GameSystem>(systemsTable); } public override GameSystem GetGameSystem(string systemID) { if (systemsTable==null) { LoadFiles(); } GameSystem system; systemsTable.TryGetValue(systemID.ToLower(), out system); return system; } protected internal override void RemoveGameSystem(GameSystem system) { systemsTable.Remove(system.ID.ToLower()); } public override Race[] GetRaces(GameSystem system) { return GetRaces(system.ID); } /// <summary> /// Gets an array of the races for a game system by ID. /// </summary> /// <param name="systemID"> /// The <see cref="System.String"/> ID of the game system to get races for /// </param> /// <returns> /// An array of <see cref="Race"/>s for the specified game system /// </returns> public Race[] GetRaces(string systemID) { if (racesTable==null) { LoadFiles(); } systemID = systemID.ToLower(); Dictionary<string, Dictionary<string, Race>> system; racesTable.TryGetValue(systemID, out system); if (system==null) { return new Race[0]; } int count = 0; foreach (Dictionary<string, Race> racesDict in system.Values) { count+= racesDict.Count; } Race[] races = new Race[count]; int i = 0; foreach (string raceID in system.Keys) { foreach (string raceSubId in system[raceID].Keys) { races[i++] = GetRace(systemID, raceID, raceSubId); } } return races; } public override Race GetRace(GameSystem system, string raceID) { return GetRace(system.ID, raceID); } /// <summary> /// Gets a single race for a given game system by ID of the game system and race. /// </summary> /// <param name="systemID"> /// The <see cref="System.String"/> ID of the game system that the race is part of. /// </param> /// <param name="raceID"> /// The <see cref="System.String"/> ID for the race to load. /// </param> /// <returns> /// A <see cref="Race"/> with the specified ID from the game system with the specified ID, or <code>null</code> if there is no race or game system with those IDs. /// </returns> public Race GetRace(string systemID, string raceID) { return GetRace(systemID, raceID, ""); } public override Race GetRace(GameSystem system, string raceID, string raceSubID) { return GetRace(system.ID, raceID, raceSubID); } /// <summary> /// Gets a single race for a given game system by the game system's ID and the race's ID and sub-race ID. /// </summary> /// <param name="systemID"> /// The <see cref="System.String"/> ID of the game system that the race is part of. /// </param> /// <param name="raceID"> /// The <see cref="System.String"/> ID for the race to load. /// </param> /// <param name="raceSubID"> /// A <see cref="System.String"/> /// </param> /// <returns> /// A <see cref="Race"/> /// </returns> public Race GetRace(string systemID, string raceID, string raceSubID) { if (racesTable==null) { LoadFiles(); } Race race = null; Dictionary<string, Race> subraces = GetRaceTable(systemID, raceID); if (subraces != null) { subraces.TryGetValue(raceSubID.ToLower(), out race); } return race; } private Dictionary<string, Race> GetRaceTable(string systemID, string raceID) { Dictionary<string, Dictionary<string, Race>> races; racesTable.TryGetValue(systemID.ToLower(), out races); Dictionary<string, Race> subraces = null; if (races != null) { races.TryGetValue(raceID.ToLower(), out subraces); } return subraces; } protected internal override void RemoveRace(Race race) { Dictionary<string, Race> subraces = GetRaceTable(race.GameSystem.ID, race.ID); if (subraces != null) { subraces.Remove(race.SubID.ToLower()); } } public override string[] GetGameSystemIDs() { if (systemsTable==null) { LoadFiles(); } return DictionaryUtils.ToKeyArray(systemsTable); } public override string[] GetSystemRaceIDs(GameSystem system) { return GetSystemRaceIDs(system.ID); } /// <summary> /// Gets the IDs of all of the races of a specified game system. /// </summary> /// <param name="systemID"> /// The <see cref="System.String"/> ID of the game system to get the available races for. /// </param> /// <returns> /// An array of <see cref="System.String"/>s representing the IDs of the races of the specified game system. /// </returns> public string[] GetSystemRaceIDs(string systemID) { if (racesTable == null) { LoadFiles(); } Dictionary<string, Dictionary<string, Race>> races = racesTable[systemID.ToLower()]; if (races==null) { return new string[0]; } else { string[] keys = new string[races.Keys.Count]; int i = 0; foreach (string key in races.Keys) { keys[i++] = key; } return keys; } } } }