MudEngine:
- Realm, Room and Zone editing no longer closes the menu once a task is finished. Use the Exit menu option to close the editing menu - Revised how the Game checks for existing InitialLocations. If a InitialLocation does not exist, but is created during server runtime, new players will automatically be placed there without the need to restart the server. - Improved the List command.
This commit is contained in:
parent
b3238d0227
commit
304b2d07eb
7 changed files with 155 additions and 91 deletions
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@ -21,7 +21,8 @@ namespace MudEngine.Commands
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public List<String> Help { get; set; }
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public List<String> Help { get; set; }
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private Realm realm;
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private Realm realm;
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BaseCharacter player;
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private BaseCharacter player;
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private Boolean isEditing;
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public CommandEditRealm()
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public CommandEditRealm()
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{
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{
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@ -63,6 +64,11 @@ namespace MudEngine.Commands
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//Otherwise, the Realm does exist and was retrieved.
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//Otherwise, the Realm does exist and was retrieved.
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//Lets build our Editing menu's and allow for Realm Editing.
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//Lets build our Editing menu's and allow for Realm Editing.
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else
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else
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{
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//Always re-build the menu so the user doesn't need to re-enter the edit command.
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//When the user selects the exit option, the loop will end.
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isEditing = true;
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while (isEditing)
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{
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{
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//Construct the main editing menu.
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//Construct the main editing menu.
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BuildMenuMain();
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BuildMenuMain();
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@ -83,6 +89,7 @@ namespace MudEngine.Commands
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//Parse the menu option that the admin supplied.
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//Parse the menu option that the admin supplied.
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ParseMenuSelection(value);
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ParseMenuSelection(value);
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}
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//let the admin know that we have now exited the editor.
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//let the admin know that we have now exited the editor.
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player.Send("Editing completed.");
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player.Send("Editing completed.");
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}
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}
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@ -238,6 +245,7 @@ namespace MudEngine.Commands
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ParseInitialSelection(entry);
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ParseInitialSelection(entry);
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break;
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break;
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case 9:
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case 9:
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isEditing = false;
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break;
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break;
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default:
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default:
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break;
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break;
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@ -322,7 +330,7 @@ namespace MudEngine.Commands
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else if (input.ToLower().StartsWith("edit"))
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else if (input.ToLower().StartsWith("edit"))
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{
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{
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//Retrieve the line number from the users input.
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//Retrieve the line number from the users input.
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String editLine= input.Substring("edit".Length).Trim();
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String editLine = input.Substring("edit".Length).Trim();
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//If no line number was provided, cancel.
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//If no line number was provided, cancel.
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if (String.IsNullOrEmpty(editLine))
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if (String.IsNullOrEmpty(editLine))
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@ -21,7 +21,8 @@ namespace MudEngine.Commands
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public List<String> Help { get; set; }
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public List<String> Help { get; set; }
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private Room room;
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private Room room;
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BaseCharacter player;
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private BaseCharacter player;
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private Boolean isEditing;
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public CommandEditRoom()
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public CommandEditRoom()
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{
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{
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@ -81,6 +82,10 @@ namespace MudEngine.Commands
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//Otherwise, the Room does exist and was retrieved.
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//Otherwise, the Room does exist and was retrieved.
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//Lets build our Editing menu's and allow for Room Editing.
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//Lets build our Editing menu's and allow for Room Editing.
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else
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else
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{
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isEditing = true;
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while (isEditing)
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{
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{
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//Construct the main editing menu.
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//Construct the main editing menu.
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BuildMenuMain();
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BuildMenuMain();
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@ -101,6 +106,7 @@ namespace MudEngine.Commands
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//Parse the menu option that the admin supplied.
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//Parse the menu option that the admin supplied.
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ParseMenuSelection(value);
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ParseMenuSelection(value);
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}
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//let the admin know that we have now exited the editor.
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//let the admin know that we have now exited the editor.
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player.Send("Editing completed.");
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player.Send("Editing completed.");
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}
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}
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@ -120,7 +126,7 @@ namespace MudEngine.Commands
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player.Send("3: Senses");
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player.Send("3: Senses");
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player.Send("4: Initial Room");
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player.Send("4: Initial Room");
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player.Send("5: Settings");
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player.Send("5: Settings");
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player.Send("6: Doorways");
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//player.Send("6: Doorways");
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player.Send("9: Exit");
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player.Send("9: Exit");
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player.Send("Enter numeric selection: ", false);
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player.Send("Enter numeric selection: ", false);
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}
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}
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@ -262,6 +268,7 @@ namespace MudEngine.Commands
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case 6: //Doorways
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case 6: //Doorways
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break;
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break;
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case 9:
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case 9:
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isEditing = false;
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break;
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break;
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default:
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default:
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break;
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break;
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@ -694,7 +701,7 @@ namespace MudEngine.Commands
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//Next, we need to loop through every Room within this Room
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//Next, we need to loop through every Room within this Room
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//and update their Rooms names to match the new one
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//and update their Rooms names to match the new one
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foreach(Realm r in player.ActiveGame.World.RealmCollection)
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foreach (Realm r in player.ActiveGame.World.RealmCollection)
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{
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{
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foreach (Zone z in r.ZoneCollection)
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foreach (Zone z in r.ZoneCollection)
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{
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{
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@ -21,7 +21,8 @@ namespace MudEngine.Commands
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public List<String> Help { get; set; }
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public List<String> Help { get; set; }
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private Zone zone;
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private Zone zone;
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BaseCharacter player;
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private BaseCharacter player;
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private Boolean isEditing;
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public CommandEditZone()
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public CommandEditZone()
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{
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{
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@ -75,6 +76,11 @@ namespace MudEngine.Commands
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//Otherwise, the Zone does exist and was retrieved.
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//Otherwise, the Zone does exist and was retrieved.
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//Lets build our Editing menu's and allow for Zone Editing.
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//Lets build our Editing menu's and allow for Zone Editing.
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else
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else
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{
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//Always re-build the menu so the user doesn't need to re-enter the edit command.
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//When the user selects the exit option, the loop will end.
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isEditing = true;
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while (isEditing)
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{
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{
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//Construct the main editing menu.
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//Construct the main editing menu.
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BuildMenuMain();
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BuildMenuMain();
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@ -95,6 +101,7 @@ namespace MudEngine.Commands
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//Parse the menu option that the admin supplied.
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//Parse the menu option that the admin supplied.
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ParseMenuSelection(value);
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ParseMenuSelection(value);
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}
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//let the admin know that we have now exited the editor.
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//let the admin know that we have now exited the editor.
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player.Send("Editing completed.");
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player.Send("Editing completed.");
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}
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}
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@ -113,7 +120,7 @@ namespace MudEngine.Commands
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player.Send("2: Names");
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player.Send("2: Names");
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player.Send("3: Senses");
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player.Send("3: Senses");
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player.Send("4: Initial Zone");
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player.Send("4: Initial Zone");
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player.Send("5: Settings");
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// player.Send("5: Settings");
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player.Send("9: Exit");
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player.Send("9: Exit");
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player.Send("Enter numeric selection: ", false);
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player.Send("Enter numeric selection: ", false);
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}
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}
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@ -253,6 +260,7 @@ namespace MudEngine.Commands
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case 5: //Settings
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case 5: //Settings
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break;
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break;
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case 9:
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case 9:
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isEditing = false;
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break;
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break;
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default:
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default:
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break;
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break;
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@ -195,6 +195,7 @@ namespace MudEngine.GameManagement
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scriptEngine = new Scripting.ScriptEngine(this);
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scriptEngine = new Scripting.ScriptEngine(this);
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World = new GameWorld(this);
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World = new GameWorld(this);
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WorldTime = new GameTime(this);
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WorldTime = new GameTime(this);
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InitialRealm = new Realm(this);
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//Prepare the Save Paths for all of our Game objects.
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//Prepare the Save Paths for all of our Game objects.
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DataPaths = new SaveDataPaths("World", "Player");
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DataPaths = new SaveDataPaths("World", "Player");
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@ -279,6 +280,17 @@ namespace MudEngine.GameManagement
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//Load the game and world if it was previously saved.
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//Load the game and world if it was previously saved.
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Load();
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Load();
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String[] env = InitialRealm.InitialZone.InitialRoom.RoomLocation.Split('>');
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if (env.Length == 3)
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{
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if ((String.IsNullOrEmpty(env[0])) || (String.IsNullOrEmpty(env[1])) || (String.IsNullOrEmpty(env[2])))
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{
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Log.Write("Error: No starting location defined!");
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}
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}
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else
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Log.Write("Error: No starting location defined!");
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Log.Write("Game startup complete.");
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Log.Write("Game startup complete.");
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return true;
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return true;
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}
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}
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@ -429,6 +441,16 @@ namespace MudEngine.GameManagement
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//Restore the world.
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//Restore the world.
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World.Load();
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World.Load();
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//Check if any the initial room exists or not.
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if ((this.InitialRealm == null) || (this.InitialRealm.InitialZone == null) || (this.InitialRealm.InitialZone.InitialRoom == null))
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{
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Log.Write("ERROR: No initial location defined. Game startup failed!");
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Log.Write("Players will start in the Abyss. Each player will contain their own instance of this room.");
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//return false;
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}
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else
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Log.Write("Initial Location loaded: " + this.InitialRealm.InitialZone.InitialRoom.RoomLocationWithoutExtension);
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Log.Write("Game Restore complete.");
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Log.Write("Game Restore complete.");
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}
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}
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@ -74,17 +74,6 @@ namespace MudEngine.GameManagement
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break;
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break;
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}
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}
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}
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}
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//Check if any the initial room exists or not.
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if ((_Game.InitialRealm == null) || (_Game.InitialRealm.InitialZone == null) || (_Game.InitialRealm.InitialZone.InitialRoom == null))
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{
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Log.Write("ERROR: No initial location defined. Game startup failed!");
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Log.Write("Players will start in the Abyss. Each player will contain their own instance of this room.");
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//return false;
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}
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else
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Log.Write("Initial Location loaded: " + _Game.InitialRealm.InitialZone.InitialRoom.RoomLocationWithoutExtension);
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}
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}
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public void Save()
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public void Save()
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{
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{
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get
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get
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{
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{
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return this.Realm + ">" + Zone + ">" + Filename;
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return this.Realm + ">" + this.Zone + ">" + this.Filename;
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}
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}
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}
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}
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@ -57,11 +57,20 @@ public class CommandList : IGameCommand
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switch (data[0])
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switch (data[0])
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{
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{
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case "realms":
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case "realms":
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if (player.ActiveGame.World.RealmCollection.Count == 0)
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player.Send("There are currently no loaded Realm files.");
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else
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{
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player.Send("Currently loaded Realm files:");
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player.Send("Currently loaded Realm files:");
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foreach (Realm r in player.ActiveGame.World.RealmCollection)
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foreach (Realm r in player.ActiveGame.World.RealmCollection)
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player.Send(r.Filename + " | ", false);
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player.Send(r.Filename + " | ", false);
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}
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break;
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break;
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case "players":
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case "players":
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if (System.IO.Directory.GetFiles(player.ActiveGame.DataPaths.Players, "*.character").Length == 0)
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player.Send("There are currently no characters created on this server.");
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else
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{
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player.Send("Players with created characters:");
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player.Send("Players with created characters:");
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BaseCharacter p = new BaseCharacter(player.ActiveGame);
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BaseCharacter p = new BaseCharacter(player.ActiveGame);
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foreach (String file in System.IO.Directory.GetFiles(player.ActiveGame.DataPaths.Players, "*.character"))
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foreach (String file in System.IO.Directory.GetFiles(player.ActiveGame.DataPaths.Players, "*.character"))
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p.Load(file);
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p.Load(file);
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player.Send(p.Name + " | ", false);
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player.Send(p.Name + " | ", false);
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}
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}
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}
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break;
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break;
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case "zones":
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case "zones":
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player.Send("Currently loaded Zones. This spans across every Realm in the world.");
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if (player.ActiveGame.World.RealmCollection.Count == 0)
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{
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player.Send("There are currently no Zones created on this server.");
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}
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else
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{
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List<String> names = new List<String>();
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foreach (Realm r in player.ActiveGame.World.RealmCollection)
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foreach (Realm r in player.ActiveGame.World.RealmCollection)
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{
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{
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foreach (Zone z in r.ZoneCollection)
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foreach (Zone z in r.ZoneCollection)
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{
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{
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player.Send(System.IO.Path.GetFileNameWithoutExtension(r.Filename) + ">" + System.IO.Path.GetFileNameWithoutExtension(z.Filename));
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names.Add(System.IO.Path.GetFileNameWithoutExtension(r.Filename) + ">" + System.IO.Path.GetFileNameWithoutExtension(z.Filename));
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}
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}
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if (names.Count == 0)
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{
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player.Send("There are currently no Zones created on this server.");
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}
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else
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{
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player.Send("Currently loaded Zones. This spans across every Realm in the world.");
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foreach (String name in names)
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{
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player.Send(name);
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}
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}
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}
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}
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}
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break;
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break;
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