Removed old engine classes. Needs to be done prior to checking-in the new engine classes re-wrote from ground up.
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39 changed files with 201 additions and 3300 deletions
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//Microsoft .NET Framework
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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.Xml.Serialization;
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using System.ComponentModel;
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//MUD Engine
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using MudEngine.Core;
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using MudEngine.GameManagement;
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namespace MudEngine.GameObjects.Environment
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{
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[XmlInclude(typeof(BaseItem))]
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[Serializable]
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public class Door
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{
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public enum RoomTravelType
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{
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Arrival,
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Departure
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}
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[Category("Door Settings")]
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[DefaultValue(false)]
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public Boolean IsLocked
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{
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get;
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set;
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}
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[Category("Door Settings")]
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[Browsable(false)]
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public BaseItem RequiredKey
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{
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get;
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set;
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}
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[Category("Door Settings")]
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[DefaultValue(0)]
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public Int32 LevelRequirement
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{
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get;
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set;
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}
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[Category("Door Settings")]
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public AvailableTravelDirections TravelDirection { get; set; }
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/// <summary>
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/// Gets or Sets the Room that the player will be arriving.
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/// </summary>
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public Room ArrivalRoom { get; set; }
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/// <summary>
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/// Gets or Sets the Room that the user is leaving.
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/// </summary>
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public Room DepartureRoom { get; set; }
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private Game _Game;
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public Door(GameManagement.Game game)
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{
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LevelRequirement = 0;
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IsLocked = false;
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RequiredKey = new BaseItem(game);
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_Game = game;
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}
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public Boolean SetRoom(RoomTravelType roomType, String roomPath)
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{
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String[] path = roomPath.Split('>');
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if (path.Length > 3)
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{
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Log.Write("Error in Door.SetRoom(" + roomType.ToString() + ", " + roomPath + ") does not contain a full Room Path.");
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return false;
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}
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//TODO: Load the Realm via Game.World if it isn't loaded yet. Ensures that the Realm is only ever loaded once.
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if (_Game.World.GetRealm(path[0]) != null)
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{
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Realm r = _Game.World.GetRealm(path[0]);
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//TODO: Load the Zone via Game.World.GetRealm(). Ensures that only 1 instance of the Realm is loaded.
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if (r.GetZone(path[1]) != null)
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{
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List<Zone> zlist = r.GetZone(path[1]);
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Zone z = zlist[0];
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//TODO: Load the Room via Game.World.GetRealm().GetZone(). Ensures that the Room is only loaded once in memory.
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if (z.GetRoom(path[2]) != null)
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{
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List<Room> rlist = z.GetRoom(path[2]);
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if (roomType == RoomTravelType.Arrival)
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ArrivalRoom = rlist[0];
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else
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DepartureRoom = rlist[0];
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return true;
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}
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else
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{
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Log.Write("Error in Door.SetRoom(" + roomType.ToString() + ", " + roomPath + ") does not contain a valid Room");
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return false;
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}//GetRoom
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}//GetZone
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else
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{
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Log.Write("Error in Door.SetRoom(" + roomType.ToString() + ", " + roomPath + ") does not contain a valid zone.");
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return false;
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}
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}//GetRealm
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else
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{
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Log.Write("Error in Door.SetRoom(" + roomType.ToString() + ", " + roomPath + ") does not contain a valid Realm");
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return false;
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}
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}
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}
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}
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