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* Add handling for revised player house and room structure (v2.0) * Update player room load/dump file type filters
74 lines
3.1 KiB
C#
74 lines
3.1 KiB
C#
namespace NHSE.Core
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{
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/// <summary>
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/// Converts Player Room objects to different revisions.
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/// </summary>
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public static class PlayerRoomConverter
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{
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/// <summary>
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/// Checks to see if the <see cref="size"/> matches any of the Room object sizes.
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/// </summary>
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/// <param name="size">Size of the byte array that might represent a Room object.</param>
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/// <returns>True if it matches any size.</returns>
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public static bool IsRoom(int size)
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{
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return size == PlayerRoom1.SIZE || size == PlayerRoom2.SIZE;
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}
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/// <summary>
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/// Checks to see if the input <see cref="size"/> can be converted to the <see cref="expect"/> size.
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/// </summary>
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/// <param name="size">Current room file size</param>
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/// <param name="expect">Expected room file size</param>
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/// <returns>True if can be converted, false if no conversion available.</returns>
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public static bool IsCompatible(int size, int expect)
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{
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return expect switch
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{
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// Can convert to any format
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PlayerRoom1.SIZE or PlayerRoom2.SIZE => IsRoom(size),
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// No conversion available
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_ => false,
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};
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}
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/// <summary>
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/// Converts the Room data format to another format.
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/// </summary>
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/// <remarks>
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/// Before calling this method, check that a conversion method exists via <see cref="IsCompatible"/> and that the length of the <see cref="data"/> is not the same as what you <see cref="expect"/>.
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/// If the sizes are the same, it will return the input <see cref="data"/>.
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/// If no conversion path exists, it will return the input <see cref="data"/>.
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/// </remarks>
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/// <param name="data">Current format</param>
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/// <param name="expect">Target size</param>
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/// <returns>Converted data</returns>
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public static byte[] GetCompatible(byte[] data, int expect)
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{
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if (data.Length == expect)
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return data;
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return expect switch
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{
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PlayerRoom1.SIZE when data.Length == PlayerRoom2.SIZE => Convert21(data),
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PlayerRoom2.SIZE when data.Length == PlayerRoom1.SIZE => Convert12(data),
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_ => data,
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};
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}
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/// <summary>
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/// Converts a <see cref="PlayerRoom1"/> object byte array to a <see cref="PlayerRoom2"/>
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/// </summary>
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/// <param name="h1"><see cref="PlayerRoom1"/> object byte array</param>
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/// <returns><see cref="PlayerRoom2"/> object byte array</returns>
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private static byte[] Convert12(byte[] h1) => new PlayerRoom1(h1).Upgrade().Write();
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/// <summary>
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/// Converts a <see cref="PlayerRoom2"/> object byte array to a <see cref="PlayerRoom1"/>
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/// </summary>
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/// <param name="h2"><see cref="PlayerRoom2"/> object byte array</param>
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/// <returns><see cref="PlayerRoom1"/> object byte array</returns>
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private static byte[] Convert21(byte[] h2) => new PlayerRoom2(h2).Downgrade().Write();
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}
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}
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