GetAward() public static method

This method is used to fetch a particular Award or rank by ID
public static GetAward ( string Id ) : IAward
Id string The Award ID
return IAward
        /// <summary>
        /// Restores the condition / criteria back to default (vanilla)
        /// </summary>
        private void RestoreToDefaultMenuItem_Click(object sender, EventArgs e)
        {
            // Make sure we have an award selected
            if (SelectedAwardNode == null || SelectedAwardNode.Parent == null)
            {
                MessageBox.Show("Please select an award!");
                return;
            }

            // Delay or tree redraw
            AwardConditionsTree.BeginUpdate();

            // Clear all Nodes
            AwardConditionsTree.Nodes.Clear();

            // Parse award conditions into tree view
            IAward SAward = AwardCache.GetAward(SelectedAwardNode.Name);

            SAward.RestoreDefaultConditions();
            AwardConditionsTree.Nodes.Add(SAward.ToTree());

            // Revalidate
            ValidateConditions(SelectedAwardNode, SAward.GetCondition());

            // Conditions tree's are to be expanded at all times
            AwardConditionsTree.ExpandAll();

            // Redraw the tree
            AwardConditionsTree.EndUpdate();
        }
        /// <summary>
        /// An event called everytime a new award is selected...
        /// It repaints the current award info
        /// </summary>
        private void AwardTree_AfterSelect(object sender, TreeViewEventArgs e)
        {
            // Set our award globally
            SelectedAwardNode = e.Node;

            // Only proccess child Nodes
            if (SelectedAwardNode.Nodes.Count == 0)
            {
                // Set Award Image
                SetAwardImage(SelectedAwardNode.Name);

                // Set award name and type
                switch (Award.GetType(SelectedAwardNode.Name))
                {
                case AwardType.Badge:
                    AwardTypeBox.Text = "Badge";
                    AwardNameBox.Text = Award.GetName(SelectedAwardNode.Name);
                    break;

                case AwardType.Medal:
                    AwardTypeBox.Text = "Medal";
                    AwardNameBox.Text = Award.GetName(SelectedAwardNode.Name);
                    break;

                case AwardType.Ribbon:
                    AwardTypeBox.Text = "Ribbon";
                    AwardNameBox.Text = Award.GetName(SelectedAwardNode.Name);
                    break;

                case AwardType.Rank:
                    AwardTypeBox.Text = "Rank";
                    AwardNameBox.Text = Rank.GetName(Int32.Parse(SelectedAwardNode.Name));
                    break;
                }

                // Delay or tree redraw
                AwardConditionsTree.BeginUpdate();

                // Clear all Nodes
                AwardConditionsTree.Nodes.Clear();

                // Parse award conditions into tree view
                SelectedAward = AwardCache.GetAward(SelectedAwardNode.Name);
                TreeNode Conds = SelectedAward.ToTree();
                if (Conds != null)
                {
                    AwardConditionsTree.Nodes.Add(Conds);
                }

                // Conditions tree's are to be expanded at all times
                AwardConditionsTree.ExpandAll();

                // Redraw the tree
                AwardConditionsTree.EndUpdate();
            }
        }
        /// <summary>
        /// Saves the medal data to a file
        /// </summary>
        private void SaveButton_Click(object sender, EventArgs e)
        {
            // ============ Check For Condition Errors and Alert User of Any
            string Profile    = ProfileSelector.SelectedItem.ToString();
            int    CondErrors = 0;

            // Check for condition errors on badges
            TreeNode BadgeNode = AwardTree.Nodes[0];

            for (int i = 0; i < BadgeNode.Nodes.Count; i++)
            {
                foreach (TreeNode N in BadgeNode.Nodes[i].Nodes)
                {
                    IAward    t    = AwardCache.GetAward(N.Name);
                    Condition Cond = t.GetCondition();
                    if (Cond is ConditionList)
                    {
                        ConditionList Clist = Cond as ConditionList;
                        if (Clist.HasConditionErrors)
                        {
                            CondErrors++;
                        }
                    }
                    else if (Cond.Returns() != ReturnType.Bool)
                    {
                        CondErrors++;
                    }
                }
            }

            // Check for condition errors on the rest of the awards
            for (int i = 1; i < 4; i++)
            {
                foreach (TreeNode N in AwardTree.Nodes[i].Nodes)
                {
                    IAward    t    = AwardCache.GetAward(N.Name);
                    Condition Cond = t.GetCondition();
                    if (Cond is ConditionList)
                    {
                        ConditionList Clist = Cond as ConditionList;
                        if (Clist.HasConditionErrors)
                        {
                            CondErrors++;
                        }
                    }
                    else if (Cond.Returns() != ReturnType.Bool)
                    {
                        CondErrors++;
                    }
                }
            }

            // Warn the user of any condition errors, and verify if we wanna save anyways
            if (CondErrors > 0)
            {
                DialogResult Res = MessageBox.Show(
                    "A total of " + CondErrors + " award condition errors were found."
                    + Environment.NewLine + Environment.NewLine
                    + "Are you sure you want to save these changes without fixing these issues?",
                    "Condition Errors Found", MessageBoxButtons.YesNo, MessageBoxIcon.Warning
                    );

                if (Res != DialogResult.Yes)
                {
                    return;
                }
            }

            // ============ Begin applying Medal Data Update

            // Add base medal data functions
            StringBuilder MedalData = new StringBuilder();

            MedalData.AppendLine(Program.GetResourceAsString("BF2Statistics.MedalData.PyFiles.functions.py"));
            MedalData.AppendLine("medal_data = (");

            // Add Each Award (except ranks) to the MedalData Array
            foreach (Award A in AwardCache.GetBadges())
            {
                MedalData.AppendLine("\t" + A.ToPython());
            }

            foreach (Award A in AwardCache.GetMedals())
            {
                MedalData.AppendLine("\t" + A.ToPython());
            }

            foreach (Award A in AwardCache.GetRibbons())
            {
                MedalData.AppendLine("\t" + A.ToPython());
            }

            // Append Rank Data
            MedalData.AppendLine(")");
            MedalData.AppendLine("rank_data = (");
            foreach (Rank R in AwardCache.GetRanks())
            {
                MedalData.AppendLine("\t" + R.ToPython());
            }

            // Close off the Rank Data Array
            MedalData.AppendLine(")#end");


            // ============ Save Medal Data
            try
            {
                // Write to file
                File.WriteAllText(
                    Path.Combine(PythonPath, "medal_data_" + Profile + ".py"),
                    MedalData.ToString().TrimEnd()
                    );

                // Update variables, and display success
                ChangesMade = false;
                Notify.Show("Medal Data Saved Successfully!", "Operation Successful", AlertType.Success);
            }
            catch (Exception ex)
            {
                MessageBox.Show(
                    "An exception was thrown while trying to save medal data. Medal data has NOT saved."
                    + Environment.NewLine + Environment.NewLine
                    + "Message: " + ex.Message,
                    "Error",
                    MessageBoxButtons.OK,
                    MessageBoxIcon.Error
                    );
            }
        }
        /// <summary>
        /// This method is used to highlight the invalid condition nodes
        /// in the conditions treeview, as to let the user know that the
        /// conditions selected wont work properly when loaded by the server
        /// </summary>
        /// <remarks>Applies highlighting from the Root Nodes => to => The Award Nodes</remarks>
        private void ValidateConditions()
        {
            // Apply highlighting of badges
            TreeNode BadgeNode = AwardTree.Nodes[0];

            for (int i = 0; i < BadgeNode.Nodes.Count; i++)
            {
                int j = 0;
                foreach (TreeNode N in BadgeNode.Nodes[i].Nodes)
                {
                    // Fetch the award and its condition
                    Condition Cond = AwardCache.GetAward(N.Name).GetCondition();
                    if (Cond is ConditionList)
                    {
                        ConditionList Clist = Cond as ConditionList;
                        if (Clist.HasConditionErrors)
                        {
                            // Top level node
                            BadgeNode.ForeColor = Color.Red;
                            // Badge Node
                            BadgeNode.Nodes[i].ForeColor = Color.Red;
                            // Badege Level Node
                            BadgeNode.Nodes[i].Nodes[j].ForeColor = Color.Red;
                        }
                    }
                    // Make sure that this condition returns a bool
                    else if (Cond.Returns() != ReturnType.Bool)
                    {
                        // Top level node
                        BadgeNode.ForeColor = Color.Red;
                        // Badge Node
                        BadgeNode.Nodes[i].ForeColor = Color.Red;
                        // Badege Level Node
                        BadgeNode.Nodes[i].Nodes[j].ForeColor = Color.Red;
                    }
                    j++;
                }
            }

            // Apply highlighting for the rest of the awards
            for (int i = 1; i < 4; i++)
            {
                int j = 0;
                foreach (TreeNode N in AwardTree.Nodes[i].Nodes)
                {
                    // Fetch the award and its condition
                    Condition Cond = AwardCache.GetAward(N.Name).GetCondition();
                    if (Cond is ConditionList)
                    {
                        ConditionList Clist = Cond as ConditionList;
                        if (Clist.HasConditionErrors)
                        {
                            // Top level Node
                            AwardTree.Nodes[i].ForeColor = Color.Red;
                            // Award Node
                            AwardTree.Nodes[i].Nodes[j].ForeColor = Color.Red;
                        }
                    }
                    // Make sure that this condition returns a bool
                    else if (Cond.Returns() != ReturnType.Bool)
                    {
                        // Top level Node
                        AwardTree.Nodes[i].ForeColor = Color.Red;
                        // Award Node
                        AwardTree.Nodes[i].Nodes[j].ForeColor = Color.Red;
                    }
                    j++;
                }
            }
        }