MudEngine:
- BaseObject Saving and Loading fully implemented. - BaseCharacter Saving and Loading fully implemented. - Game.cs now contains SaveDataPaths property for allowing users to define where their data will be saved. -
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8 changed files with 137 additions and 125 deletions
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@ -25,8 +25,13 @@ namespace MudEngine.Commands
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{
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if (player.Role == SecurityRoles.Admin)
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{
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string path = player.ActiveGame.DataPaths.Players;
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for (int i = 0; i < player.ActiveGame.PlayerCollection.Length; i++)
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player.ActiveGame.PlayerCollection[i].Save();
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{
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string filename = Path.Combine(path, player.ActiveGame.PlayerCollection[i].Filename);
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player.ActiveGame.PlayerCollection[i].Save(filename);
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}
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player.ActiveGame.Server.EndServer();
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player.ActiveGame.Server.Initialize(555, ref player.ActiveGame.PlayerCollection);
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return new CommandResults("Server Restarted.");
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@ -28,39 +28,39 @@ namespace MudEngine.FileSystem
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}
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/// <summary>
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/// Saves the object using the specified output format
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/// Writes content out to a file.
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/// </summary>
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/// <param name="Filename"></param>
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/// <param name="o"></param>
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public static void Save(string Filename, object o)
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/// <param name="filename"></param>
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/// <param name="name"></param>
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/// <param name="value"></param>
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public static void WriteLine(string filename, string value, string name)
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{
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Type t = o.GetType();
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if (!File.Exists(filename))
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{
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FileStream s = File.Create(filename);
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s.Close();
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}
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foreach (PropertyInfo info in t.GetProperties())
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using (StreamWriter sw = File.AppendText(filename))
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{
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StringBuilder sb = new StringBuilder();
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sb.Append(name);
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sb.Append("=");
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sb.Append(value);
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sw.WriteLine(sb.ToString());
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sw.Close();
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}
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/*
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if (FileType == OutputFormats.XML)
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{
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XmlSerialization.Save(Filename, o);
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}
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*/
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}
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/// <summary>
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/// Loads the object using the specified FileType format
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/// </summary>
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/// <param name="Filename"></param>
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/// <param name="o"></param>
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/// <returns></returns>
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public static object Load(string Filename, object o)
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public static string GetData(string filename, string name)
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{
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if (FileType == OutputFormats.XML)
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foreach (string line in File.ReadAllLines(filename))
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{
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return XmlSerialization.Load(Filename, o);
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if (line.StartsWith(name))
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return line.Substring(name.Length + 1); //Accounts for name=value;
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}
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else return null;
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return "No data Found.";
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}
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/// <summary>
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@ -3,6 +3,7 @@
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public enum SaveDataTypes
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{
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Root,
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Player,
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Currencies,
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Realms,
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Zones,
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@ -146,6 +146,11 @@ namespace MudEngine.GameManagement
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[Browsable(false)]
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public string ProjectPath { get; set; }
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/// <summary>
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/// Gets or Sets the paths to various project related objects.
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/// </summary>
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public SaveDataPaths DataPaths { get; set; }
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[Category("Environment Settings")]
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[ReadOnly(true)]
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public Realm InitialRealm
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@ -180,7 +185,12 @@ namespace MudEngine.GameManagement
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CurrencyList = new List<Currency>();
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scriptEngine = new Scripting.ScriptEngine(this);
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RealmCollection = new List<Realm>();
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//PlayerCollection = new List<BaseCharacter>();
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SaveDataPaths paths = new SaveDataPaths();
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paths.Environment = FileManager.GetDataPath(SaveDataTypes.Realms);
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paths.Players = FileManager.GetDataPath(SaveDataTypes.Player);
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DataPaths = paths;
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GameTitle = "New Game";
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_Filename = "Game.xml";
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@ -263,18 +273,18 @@ namespace MudEngine.GameManagement
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if (!Directory.Exists(directory))
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Directory.CreateDirectory(directory);
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FileManager.Save(filename, this);
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//FileManager.Save(filename, this);
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}
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public object Load(string path)
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public bool Load(string path)
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{
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string fileName = Path.Combine(path, _Filename);
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if (!File.Exists(fileName))
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{
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return null;
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return false;
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}
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return FileManager.Load(fileName, this);
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return true;
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}
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public void AddRealm(Realm realm)
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@ -19,37 +19,17 @@ namespace MudEngine.GameObjects
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[Description("The Display Name assigned to this object.")]
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//Required to refresh Filename property in the editors propertygrid
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[RefreshProperties(RefreshProperties.All)]
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public string Name
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{
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get
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{
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return this._Name;
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}
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set
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{
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this._Name = value;
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this.Filename = value + "." + this.GetType().Name;
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}
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}
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public string Name { get; set; }
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[Category("Object Setup")]
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[Description("A brief description of this object. The description is displayed to users when they use a command for investigating an object")]
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public string Description
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{
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get;
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set;
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}
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public string Description { get; set; }
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/// <summary>
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/// A detailed description that treats each entry as a seperete line when outputted to the player
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/// </summary>
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public List<string> DetailedDescription { get; set; }
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[Category("Object Setup")]
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[Description("The object script that can manipulate the object during the games life.")]
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//[EditorAttribute(typeof(UIScriptEditor), typeof(System.Drawing.Design.UITypeEditor))]
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public string Script { get; set; }
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[Category("Object Setup")]
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[ReadOnly(true)]
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[Description("The filename of the current object. This is assigned by the engine and not editable.")]
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@ -59,60 +39,47 @@ namespace MudEngine.GameObjects
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//Filenames are generated by the class itself, users can not assign it.
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get
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{
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return this._Filename;
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}
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set
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{
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string extension = "." + this.GetType().Name;
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if (extension.StartsWith("Base"))
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extension = extension.Substring("Base".Length);
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if (!value.EndsWith(extension))
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value += extension;
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this._Filename = value;
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if (this.GetType().Name.StartsWith("Base"))
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{
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return this.Name + "." + GetType().Name.Substring("Base".Length);
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}
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else
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return this.Name + "." + GetType().Name;
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}
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}
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[Category("Environment Information")]
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[Description("If a user asks to use his/her senses to investigate an area, this is one of the results that will be displayed. Senses can be used to assist blind characters.")]
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[DefaultValue("You don't smell anything unsual.")]
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public string Smell
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{
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get;
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set;
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}
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public string Smell { get; set; }
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[Category("Environment Information")]
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[Description("If a user asks to use his/her senses to investigate an area, this is one of the results that will be displayed. Senses can be used to assist blind characters.")]
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[DefaultValue("You hear nothing of interest.")]
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public string Listen
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{
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get;
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set;
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}
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public string Listen { get; set; }
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[Category("Environment Information")]
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[Description("If a user asks to use his/her senses to investigate an area, this is one of the results that will be displayed. Senses can be used to assist blind characters.")]
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[DefaultValue("You feel nothing.")]
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public string Feel
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{
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get;
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set;
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}
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public string Feel { get; set; }
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private string _Filename = "";
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private string _Name = "";
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internal Game ActiveGame { get; set; }
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public Game ActiveGame { get; set; }
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/// <summary>
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/// used for serialization only.
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/// </summary>
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internal BaseObject()
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{
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}
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/// <summary>
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/// Initializes the base object
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/// </summary>
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public BaseObject(Game game)
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{
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Script = "";
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_Name = "New " + this.GetType().Name;
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_Filename = _Name + "." + this.GetType().Name;
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Name = "New " + this.GetType().Name;
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ActiveGame = game;
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DetailedDescription = new List<string>();
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this.Feel = "You feel nothing.";
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this.Listen = "You hear nothing of interest.";
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@ -136,35 +103,6 @@ namespace MudEngine.GameObjects
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}
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#region Public Methods
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/// <summary>
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/// Loads the supplied filename and returns it.
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/// </summary>
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/// <param name="filename"></param>
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/// <returns></returns>
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public virtual object Load(string filename)
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{
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if (!File.Exists(filename))
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{
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return null;
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}
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return FileManager.Load(filename, this);
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}
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/// <summary>
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/// Saves the current object with the supplied filename
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/// </summary>
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/// <param name="filename"></param>
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public void Save()
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{
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string directory = Path.Combine(FileManager.GetDataPath(SaveDataTypes.Root), "Saved", "Players");
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if (!Directory.Exists(directory))
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Directory.CreateDirectory(directory);
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FileManager.Save(Filename, this);
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}
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public override string ToString()
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{
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return this.Name;
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@ -201,6 +139,32 @@ namespace MudEngine.GameObjects
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public virtual void OnDismount()
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{
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}
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public virtual void Save(string filename)
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{
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string path = Path.GetDirectoryName(filename);
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if (!Directory.Exists(path))
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Directory.CreateDirectory(path);
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if (File.Exists(filename))
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File.Delete(filename);
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FileManager.WriteLine(filename, this.Name, "Name");
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FileManager.WriteLine(filename, this.Description, "Description");
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FileManager.WriteLine(filename, this.Feel, "Feel");
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FileManager.WriteLine(filename, this.Listen, "Listen");
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FileManager.WriteLine(filename, this.Smell, "Smell");
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}
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public virtual void Load(string filename)
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{
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this.Name = FileManager.GetData(filename, "Name");
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this.Description = FileManager.GetData(filename, "Description");
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this.Feel = FileManager.GetData(filename, "Feel");
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this.Listen = FileManager.GetData(filename, "Listen");
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this.Smell = FileManager.GetData(filename, "Smell");
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}
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#endregion
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}
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}
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@ -3,6 +3,7 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.IO;
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//MUD Engine
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using MudEngine.FileSystem;
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@ -53,6 +54,44 @@ namespace MudEngine.GameObjects.Characters
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}
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public override void Load(string filename)
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{
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base.Load(filename);
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this.IsControlled = Convert.ToBoolean(FileManager.GetData(filename, "IsControlled"));
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//Need to re-assign the enumerator value that was previously assigned to the Role property
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Array values = Enum.GetValues(typeof(SecurityRoles));
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foreach (int value in values)
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{
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//Since enum values are not strings, we can't simply just assign the string to the enum
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string displayName = Enum.GetName(typeof(SecurityRoles), value);
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//If the value = the string saved, then perform the needed conversion to get our data back
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if (displayName.ToLower() == FileManager.GetData(filename, "Role").ToLower())
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{
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Role = (SecurityRoles)Enum.Parse(typeof(SecurityRoles), displayName);
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break;
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}
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}
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//Restore the users current Room.
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Realm realm = ActiveGame.GetRealm(FileManager.GetData(filename, "CurrentRealm"));
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Zone zone = realm.GetZone(FileManager.GetData(filename, "CurrentZone"));
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CurrentRoom = zone.GetRoom(FileManager.GetData(filename, "CurrentRoom"));
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}
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public override void Save(string filename)
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{
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base.Save(filename);
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FileManager.WriteLine(filename, this.IsControlled.ToString(), "IsControlled");
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FileManager.WriteLine(filename, this.Role.ToString(), "Role");
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FileManager.WriteLine(filename, this.CurrentRoom.Name, "CurrentRoom");
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FileManager.WriteLine(filename, this.CurrentRoom.Zone, "CurrentZone");
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FileManager.WriteLine(filename, this.CurrentRoom.Realm, "CurrentRealm");
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}
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/// <summary>
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/// Moves the player from one Room to another if the supplied direction contains a doorway.
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/// Returns false if no doorway is available.
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@ -135,8 +174,8 @@ namespace MudEngine.GameObjects.Characters
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}
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internal void Disconnect()
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{
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// TODO: Save();
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Save();
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string filePath = Path.Combine(ActiveGame.DataPaths.Players, Filename);
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this.Save(filePath);
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IsActive = false;
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client.Close();
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@ -53,7 +53,10 @@
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<Compile Include="Commands\CommandExit.cs" />
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<Compile Include="Commands\CommandLook.cs" />
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<Compile Include="Commands\CommandRestart.cs" />
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<Compile Include="Commands\CommandSave.cs" />
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<Compile Include="Commands\CommandWalk.cs" />
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<Compile Include="Commands\CommandLoad.cs" />
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<Compile Include="FileSystem\SaveDataPaths.cs" />
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<Compile Include="GameManagement\CommandEngine.cs" />
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<Compile Include="GameManagement\CommandResults.cs" />
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<Compile Include="GameManagement\ICommand.cs" />
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@ -16,15 +16,5 @@ namespace MudEngine.Scripting
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{
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_GameObjects = new List<GameObject>();
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}
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public void Save(string filename)
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{
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FileManager.Save(filename, _GameObjects);
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}
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public void Load(string filename)
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{
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_GameObjects = (List<GameObject>)FileManager.Load(filename, _GameObjects);
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}
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}
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}
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