MudEngine:

BaseGame.IsRunning property added.

MudGame:
Removed all of the old scripts.  They will be re-wrote.
MudGame will become a template project.  Including a template Game that inherits from BaseGame, along with template characters and items.
MudGame.cs added.  Initial Game class.  It does not support environment loading at this time.
Program.cs re-wrote to run the game in a while() loop checking MudGame.IsRunning propery and calling the MudGame.Update() method each iteration.
Deleted the Settings.ini file.  I want to use something different.
This commit is contained in:
Scionwest_cp 2011-10-01 22:36:42 -07:00
parent a365256d53
commit 68d49a4160
23 changed files with 131 additions and 1753 deletions

View file

@ -24,16 +24,39 @@ namespace MudEngine.Core
[Description("Enables or Disables the Auto Save feature.")] [Description("Enables or Disables the Auto Save feature.")]
public bool EnableAutoSave { get; set; } public bool EnableAutoSave { get; set; }
/// <summary>
/// Gets if the game is currently running or not.
/// </summary>
public bool IsRunning { get; protected set; }
/// <summary>
/// Gets or Sets the auto-save interval for the game during runtime
/// </summary>
public int AutoSaveInterval { get; set; } public int AutoSaveInterval { get; set; }
/// <summary>
/// Gets or Sets the minimum size a users account password must be
/// </summary>
public int PasswordMinimumSize { get; set; } public int PasswordMinimumSize { get; set; }
/// <summary>
/// Gets or Sets the maximum number of players allowed to connect to the server at once.
/// </summary>
public int MaximumPlayers { get; set; } public int MaximumPlayers { get; set; }
/// <summary>
/// Gets a reference to the collection of players currently connected to the server
/// </summary>
public Dictionary<TcpClient, ICharacter> ConnectedPlayers { get; private set; } public Dictionary<TcpClient, ICharacter> ConnectedPlayers { get; private set; }
/// <summary>
/// Gets or Sets the current version of the game.
/// </summary>
public string Version { get; set; } public string Version { get; set; }
/// <summary>
/// Gets or Sets the environment that will be used when a new user account is created.
/// </summary>
public IEnvironment InitialEnvironment { get; set; } public IEnvironment InitialEnvironment { get; set; }
public BaseGame() public BaseGame()

100
MudGame/MudGame.cs Normal file
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@ -0,0 +1,100 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.IO;
using System.Reflection;
using System.Text;
using MudEngine.Core;
using MudEngine.Runtime;
using MudEngine.Communication;
namespace MudGame
{
public class MudGame : BaseGame
{
/// <summary>
/// Gets a reference to the game scripting system
/// </summary>
protected ScriptSystem ScriptSystem { get; private set; }
/// <summary>
/// Gets a reference to the games command execution system
/// </summary>
protected CommandSystem CommandSystem { get; private set; }
/// <summary>
/// Gets a reference to the games networking server.
/// </summary>
public Server Server { get; private set; }
public MudGame()
: base()
{
ScriptSystem = new ScriptSystem(".mud");
CommandSystem = new CommandSystem();
Server = new Server(this);
}
public override void Initialize()
{
//Setup the example game.
this.Name = "Mud Example Game";
this.Description = "An simple Mud Game class that manages the basics";
this.AutoSaveInterval = 5;
this.EnableAutoSave = true;
this.PasswordMinimumSize = 8;
this.Version = "Alpha 2.0";
//Add the engine.dll.
this.ScriptSystem.AddAssemblyReference(Assembly.GetExecutingAssembly().GetName().Name + ".dll");
//If a scripts directory exists, compile them.
if (Directory.Exists("Scripts"))
{
this.ScriptSystem.Compile("Scripts");
if (this.ScriptSystem.HasErrors)
//TODO: Output script system compile errors
return; //temp. Shouldn't return.
}
//Scripts are compiled, now load all of the commands, if any script commands exist.
CommandSystem.LoadCommandLibrary(ScriptSystem.CompiledAssembly);
//TODO: Iitialize the game world.
//TODO: Load previously saved state.
//TODO: Enable server.
this.EnableServer = true; //Starts the server.
}
public override void Shutdown()
{
if (this.EnableServer)
this.EnableServer = false;
this.Save();
}
public override void Update()
{
throw new NotImplementedException();
}
public override void OnConnect(System.Net.Sockets.TcpClient client)
{
throw new NotImplementedException();
}
public override void OnDisconnect(System.Net.Sockets.TcpClient client)
{
throw new NotImplementedException();
}
public override int GetAvailableID()
{
return 1;
}
}
}

View file

@ -47,65 +47,9 @@
<Reference Include="System.Xml" /> <Reference Include="System.Xml" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Compile Include="MudGame.cs" />
<Compile Include="Program.cs" /> <Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" /> <Compile Include="Properties\AssemblyInfo.cs" />
<None Include="Scripts\PlayerCommands\CommandLogin.cs">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Scripts\AdminCommands\CommandRestart.cs">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Scripts\AdminCommands\CommandSaveWorld.cs">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Scripts\AdminCommands\CommandTeleport.cs">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Scripts\AdminCommands\CommandList.cs">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Scripts\AdminCommands\CommandCreateRoom.cs">
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</None>
<None Include="Scripts\PlayerCommands\CommandExit.cs">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Scripts\PlayerCommands\CommandGetTime.cs">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Scripts\AdminCommands\CommandLinkRoom.cs">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Scripts\PlayerCommands\CommandLook.cs">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Scripts\PlayerCommands\CommandSave.cs">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Scripts\PlayerCommands\CommandWalk.cs">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Scripts\PlayerCommands\CommandHelp.cs">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Scripts\AdminCommands\CommandCreate.cs">
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</None>
<None Include="Scripts\PlayerCommands\CommandSay.cs">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Scripts\WorldCalifornia.cs">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Scripts\PlayerCommands\CommandClear.cs">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Scripts\EarthGame.cs">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Settings.ini">
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</None>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ProjectReference Include="..\MudEngine\MudEngine.csproj"> <ProjectReference Include="..\MudEngine\MudEngine.csproj">

View file

@ -11,7 +11,13 @@ namespace MudGame
{ {
static void Main(String[] args) static void Main(String[] args)
{ {
MudGame game = new MudGame();
game.Initialize();
while (game.IsRunning)
{
game.Update();
}
} }
} }
} }

View file

@ -1,222 +0,0 @@
/// <summary>
/// The Create command is used to dynamically create content within the game world.
/// Content is created at run-time while the server/game is running and players are connected.
/// Newly created content will be available for players to use/traverse immediately after creation is completed.
/// Rooms that are created may be linked together using the LinkRoom command.
/// </summary>
public class CommandCreate : BaseCommand
{
/// <summary>
/// Constructor for the class.
/// </summary>
public CommandCreate()
{
Help.Add("Provides Admins the ability to create content dynamically within the game world.");
Help.Add("Content is created at run-time while the server/game is running and players are connected.");
Help.Add("Newly created content will be available for players to use/traverse immediately after creation is completed.");
Help.Add("Rooms that are created may be linked together using the LinkRoom command.");
Help.Add("You may create Realms by simply supplying a Realm name. If you wish to create a Zone, you must specify the Realm name followed by a '>' then the Zone name.");
Help.Add("Example: 'Create MyRealm>MyZone'");
Help.Add("The same concept is applied for creating Rooms.");
Help.Add("Example: 'Create MyRealm>MyZone>MyRoom'");
Help.Add("Creating just a single Realm is used by supplying only the Realm name.");
Help.Add("Example: 'Create MyRealm'");
}
/// <summary>
/// This will execute the command allowing Admins to generate environment objects dynamically on-the-fly.
/// </summary>
/// <param name="command"></param>
/// <param name="player"></param>
public override void Execute(String command, BaseCharacter player)
{
//Check if the player has the proper security role in order to create content for the game world.
if ((player.Role != SecurityRoles.Admin) && (player.Role != SecurityRoles.GM))
{
Log.Write("Player " + player.Name + " attempted to invoke the Create command without having the correct security role assigned!");
return;
}
//Split the supplied String up. It wil give us an array of strings with the supplied
//object names if the admin has specified environment objects for creation.
String[] env = command.Substring("Create ".Length).Split('>');
//No objects specified, so the admin didn't use the command correctly.
if (env.Length == 0)
{
player.Send("Invalid use of the 'Create' command. Please try 'Help Create' for help using the command.");
return;
}
//Only 1 object name supplied, so we assume the admin wants a Realm created with the supplied name.
else if (env.Length == 1)
{
//Check if the supplied name is a valid Realm name, and if the Realm can be created.
//If it's valid, the Realm is instanced and stored in our private Field 'realm'
Boolean validRealm = ValidateRealm(env[0], player);
if (validRealm)
{
player.ActiveGame.World.AddRealm(realm);
Log.Write(player.Name + " created a Realm called " + realm.Filename);
player.Send(env[0] + " created.");
}
//Add the 'realm' Field that was instanced via ValidateRealm
else
{
Log.Write("Failed to validate realm during dynamic Creation.");
player.Send("Failed to create Realm! Please ensure a duplicate file name does not exist!");
return;
}
}
//Recieved two names, so we assume the admin wants a Zone created.
//If the Realm that is supplied for this Zone does not create, we will create it.
else if (env.Length == 2)
{
//Check if the Realm name supplied already exists. If it does, this will return false (Invalid name due to already existing)
//If it returns true, then the Realm is valid, meaning non already exists, so we will create it.
Boolean validRealm = ValidateRealm(env[0], player);
//Add the Realm to the game world since this Zone is being created in a non-existant Realm.
if (validRealm)
{
player.ActiveGame.World.AddRealm(realm);
player.Send(env[0] + " created.");
Log.Write(player.Name + " created a Realm called " + realm.Filename);
}
//Check if this Zone is a valid Zone. if it returns true, then the 'zone' field will reference the new Zone
Boolean validZone = ValidateZone(env[0], env[1], player);
if (validZone)
{
realm.AddZone(zone);
player.Send(env[1] + " created.");
Log.Write(player.Name + " created a Zone called " + zone.Filename);
}
else
{
Log.Write("Failed to validate Zone during dynamic creation.");
player.Send("Failed to create Zone! Please ensure a duplicate filename does not exist!");
return;
}
}
else if (env.Length == 3)
{
//Check if the Realm name supplied already exists. If it does, this will return false (Invalid name due to already existing)
//If it returns true, then the Realm is valid, meaning non already exists, so we will create it.
Boolean validRealm = ValidateRealm(env[0], player);
//Add the Realm to the game world since this Zone is being created in a non-existant Realm.
if (validRealm)
{
player.ActiveGame.World.AddRealm(realm);
player.Send(env[0] + " created.");
Log.Write(player.Name + " created a Realm called " + realm.Filename);
}
Boolean validZone = ValidateZone(env[0], env[1], player);
if (validZone)
{
realm.AddZone(zone);
player.Send(env[1] + " created.");
Log.Write(player.Name + " created a Zone called " + zone.Filename);
}
Boolean validRoom = ValidateRoom(env[0], env[1], env[2], player);
if (validRoom)
{
zone.AddRoom(room);
player.Send(env[2] + " created.");
Log.Write(player.Name + " created a Room called " + room.Filename);
}
else
{
Log.Write("Failed to validate Room during dynamic creation.");
player.Send("Failed to create Room! Please ensure a duplicate filename does not exist!");
return;
}
}
}
/// <summary>
/// Validates if the supplied Realm filename exists in the game world or not.
/// Returns True if it does not exist; False if it does exist (As if it exists it's not a valid name to use during creation).
/// </summary>
/// <param name="name"></param>
/// <param name="player"></param>
/// <returns></returns>
private Boolean ValidateRealm(String name, BaseCharacter player)
{
if (player.ActiveGame.World.GetRealm(name + ".Realm") != null)
{
realm = player.ActiveGame.World.GetRealm(name + ".Realm");
return false;
}
realm = new Realm(player.ActiveGame);
realm.Name = name;
return true;
}
/// <summary>
/// Validates if the supplied Zone filename exists in the game world or not.
/// Returns True if it does not exist; False if it does exist (As if it exists it's not a valid name to use during creation).
/// If the Zones owning Realm does not exist, it returns false and fails.
/// </summary>
/// <param name="realmName"></param>
/// <param name="zoneName"></param>
/// <param name="player"></param>
/// <returns></returns>
private Boolean ValidateZone(String realmName, String zoneName, BaseCharacter player)
{
if (realm == null)
{
player.Send("Unable to validate Zone due to invalid Realm.");
return false;
}
if (realm.GetZone(zoneName + ".Zone").Count != 0)
{
zone = realm.GetZone(zoneName + ".Zone")[0];
return false;
}
zone = new Zone(player.ActiveGame);
zone.Name = zoneName;
return true;
}
/// <summary>
/// Validates if the supplied Room filename exists in the game world or not.
/// Returns True if it does not exist; False if it does exist (As if it exists it's not a valid name to use during creation).
/// If the Rooms owning Zone or Realm does not exist, it returns false and fails.
/// </summary>
/// <param name="realmName"></param>
/// <param name="zoneName"></param>
/// <param name="roomName"></param>
/// <param name="player"></param>
/// <returns></returns>
private Boolean ValidateRoom(String realmName, String zoneName, String roomName, BaseCharacter player)
{
if ((realm == null) || (zone == null))
{
player.Send("Unable to validate Room due to invalid Realm or Zone.");
return false;
}
if (zone.GetRoom(roomName + ".Room").Count != 0)
{
room = zone.GetRoom(roomName + ".Room")[0];
return false;
}
room = new Room(player.ActiveGame);
room.Name = roomName;
return true;
}
}

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@ -1,46 +0,0 @@
/// <summary>
/// This command creates a Room within the players current Realm>Zone.
/// Admins using this command will not need to supply a fully qualified path like the 'Create' command requires.
/// However, they are restricted to creating Rooms only within their current Realm>Zone.
/// </summary>
public class CommandCreateRoom : BaseCommand
{
/// <summary>
/// Constructor for the class.
/// </summary>
public CommandCreateRoom()
{
Help.Add("Creates a Room within the Admin's current Realm>Zone");
}
public override void Execute(String command, BaseCharacter player)
{
if ((player.Role == SecurityRoles.Admin) || (player.Role == SecurityRoles.GM))
{
String roomname = command.Substring("Createroom".Length).Trim();
if (String.IsNullOrEmpty(roomname))
{
player.Send("You must supply a Room name! Refer to 'Help CreateRoom' for usage examples.");
return;
}
if ((String.IsNullOrEmpty(player.CurrentRoom.Realm)) || (String.IsNullOrEmpty(player.CurrentRoom.Zone)))
{
player.Send("You are not currently within a pre-existing Zone.");
player.Send("Use the Teleport command to teleport yourself into a valid Zone before using the CreateRoom command.");
return;
}
Room r = new Room(player.ActiveGame);
r.Realm = player.CurrentRoom.Realm;
r.Zone = player.CurrentRoom.Zone;
r.Name = roomname;
player.ActiveGame.World.GetRealm(r.Realm).GetZone(r.Zone)[0].AddRoom(r);
player.Send(r.Name + " created within " + r.Realm + ">" + r.Zone + ".");
Log.Write(player.Name + " created a new Room in " + r.RoomLocation);
}
}
}

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@ -1,398 +0,0 @@
/// <summary>
/// The LinkRoom command is used to Link two previously created Rooms together.
/// Rooms linked together can be traversed by players.
/// This command is used to link Rooms dynamically during run-time by Admins, allowing environments to be created
/// and traversed on-the-fly without the need to modify scripts and re-start the server.
/// </summary>
public class CommandLinkRoom : BaseCommand
{
/// <summary>
/// Constructor for the class.
/// </summary>
public CommandLinkRoom()
{
Help.Add("Use this to link two previously created Rooms together.");
//Incase Admins try to use the command, they will know that it's broken.
//Don't convert this class into a Script until it is fully completed.
Help.Add("NOTE: This command is not fully implemented. You may link two Rooms together provided they exist within the same Zone.");
Help.Add("You may experience some Rooms not being traversable even after linking.");
Help.Add("This command is a work-in-progress and will contain bugs.");
}
/// <summary>
/// Executes the command.
/// This method is called from the Command Engine, it is not recommended that you call this method directly.
/// </summary>
/// <param name="command"></param>
/// <param name="player"></param>
public override void Execute(String command, BaseCharacter player)
{
//Check if the Player has the correct privileges to Link Rooms together.
//If they are not a Admin or GM then the command will bail.
//This creates the illusion that this command possibly doesn't exist.
if ((player.Role != SecurityRoles.Admin) && (player.Role != SecurityRoles.GM))
{
player.Send("Invalid Command.");
return;
}
//Build the Menu system that will be displayed to Admins.
player.Send("Room linkage tool");
player.Send("Please select an option.");
player.Send("1: Link Room");
player.Send("2: Exit");
//Read the input from the Admin.
String input = player.ReadInput();
Int32 value = 0;
//Attempt to convert their input from a String into a numerical value.
//If they entered a non-numerical value, then the method will exit
try
{
value = Convert.ToInt32(input);
}
catch (Exception)
{
player.Send("Invalid selection. Please use numeric values.");
return;
}
//Ask what Room the Admin wants to use as the Departing Room.
//Departing Rooms will be where the travel direction originates from.
//meaning if the Admin selects West as the traveling direction, then traveling West will exit the
//Departing Room and enter the Arrival Room.
player.Send("");
player.Send("Please select which Realm your departing Room resides within:");
player.Send("");
//Instance a new Realm that we can use to reference an existing Realm so that we can find the
//Rooms within it that the Admin is looking for.
Boolean isValidRealm = false;
Realm realm = new Realm(player.ActiveGame);
//Create a Loop incase the Admin enters an invalid Realm, we can just loop
//back and re-ask the Admin the enter a valid Realm name.
while (!isValidRealm)
{
//Now that we are in the loop, set the isValidRealm to true, as we will assume that
//the user will enter a valid Realm name on the first shot. If we can't find a matching
//Realm, then this will get set to false once iterating through Realms is completed.
isValidRealm = true;
//Print each Realm out to the Admin so they may see a complete list to choose from.
//This is the Realm that their first Room will reside within.
//TODO: Currently only linking Rooms within the same Realm/Zone is supported. Need to fix that.
foreach (Realm r in player.ActiveGame.World.RealmCollection)
player.Send(r.Filename + " | ", false);
//As for the Admins selection, we will place the Admins input on the same line
//as the last message sent to the Admin by setting the newLine parameter to false.
player.Send("");
player.Send("Selection: ", false);
//Get the Admins input that should specify what Realm they are wanting.
input = player.ReadInput();
//Check if the Admin entered 'Cancel'. If so, then cancel the Link process.
if (input.ToLower() == "cancel")
{
player.Send("Room Linking aborted.");
return;
}
//Query the Active Games world collection, finding Realms that match the filename entered by the Admin
var realmQuery =
from r in player.ActiveGame.World.RealmCollection
where r.Filename.ToLower() == input.ToLower()
select r;
//Check if the query contains a Realm.
if (realmQuery.FirstOrDefault() != null)
{
//The query does in-fact contain a valid Realm. Assign it to our realm field for use later.
realm = realmQuery.FirstOrDefault();
//We can set this to true, allowing us to exit out of the loop.
isValidRealm = true;
}
//If the query does not contain a Realm, then we ensure that the loop will continue by forcing
//isValidRealm back to false.
else
{
isValidRealm = false;
//Let the Admin know that they entered an invalid Realm name and that they need to try again.
player.Send("That Realm does not exist! Please try again.");
}
}
//Let the Admin know that they need to now select which Zone the Room they are wanting to link resides within.
player.Send("");
player.Send("Please select which Zone your departing Room resides within:");
player.Send("");
//Instance a new Zone that we can use to reference an existing Zone so that we can find the
//Rooms within it that the Admin is looking for.
Boolean isValidZone = false;
Zone zone = new Zone(player.ActiveGame);
//Create a Loop incase the Admin enters an invalid Zone, we can just loop
//back and re-ask the Admin the enter a valid Zone name.
while (!isValidZone)
{
//Now that we are in the loop, set the isValidZone to true, as we will assume that
//the user will enter a valid Zone name on the first shot. If we can't find a matching
//Zone, then this will get set to false once iterating through Zone is completed.
isValidZone = true;
//Print each Zone out to the Admin so they may see a complete list to choose from.
//This is the Zone that their first Room will reside within.
//TODO: Currently only linking Rooms within the same Realm/Zone is supported. Need to fix that.
foreach (Zone z in realm.ZoneCollection)
{
player.Send(z.Filename + " | ", false);
}
//As for the Admins selection, we will place the Admins input on the same line
//as the last message sent to the Admin by setting the newLine parameter to false.
player.Send("");
player.Send("Selection: ", false);
//Get the Admins input that should specify what Zone they are wanting.
input = player.ReadInput();
//Check if the Admin entered 'Cancel'. If so, then cancel the Link process.
if (input.ToLower() == "cancel")
{
player.Send("Room Linking aborted.");
return;
}
//Query the stored Realm's Zone collection, finding Zones that match the filename entered by the Admin
var zoneQuery =
from z in realm.ZoneCollection
where z.Filename.ToLower() == input.ToLower()
select z;
//Check if the query contains a Zone.
if (zoneQuery.FirstOrDefault() != null)
{
//The query does in-fact contain a valid Zone. Assign it to our zone field for use later.
zone = zoneQuery.FirstOrDefault();
//We can set this to true, allowing us to exit out of the loop.
isValidZone = true;
}
//If the query does not contain a Zone, then we ensure that the loop will continue by forcing
//isValidZone back to false.
else
{
isValidZone = false;
//Let the Admin know that they entered an invalid Zone name and that they need to try again.
player.Send("That Zone does not exist! Please try again.");
}
}
//Let the Admin know that they need to now select Room they are wanting to link as the departure Room
player.Send("");
player.Send("Please select which Room that you wish to be the departing Room:");
player.Send("");
//Instance a new Room that we can store a reference to a existing Room.
//We will use this reference to link the departure and arrival Rooms together.
Boolean isValidRoom = false;
Room departingRoom = new Room(player.ActiveGame);
//Create a Loop incase the Admin enters an invalid Room, we can just loop
//back and re-ask the Admin the enter a valid Room name.
while (!isValidRoom)
{
//Now that we are in the loop, set the isValidRoom to true, as we will assume that
//the user will enter a valid Room name on the first shot. If we can't find a matching
//Room, then this will get set to false once iterating through Room is completed.
isValidRoom = true;
//Print each Room out to the Admin so they may see a complete list to choose from.
//This will be their departing Room.
//TODO: Currently only linking Rooms within the same Realm/Zone is supported. Need to fix that.
foreach (Room r in zone.RoomCollection)
{
player.Send(r.Filename + " | ", false);
}
//As for the Admins selection, we will place the Admins input on the same line
//as the last message sent to the Admin by setting the newLine parameter to false.
player.Send("");
player.Send("Selection: ", false);
//Get the Admins input that should specify what Room they are wanting.
input = player.ReadInput();
//Check if the Admin entered 'Cancel'. If so, then cancel the Link process.
if (input.ToLower() == "cancel")
{
player.Send("Room Linking aborted.");
return;
}
//Query the referenced zone's Room collection, finding Rooms that match the filename entered by the Admin
var roomQuery =
from r in zone.RoomCollection
where r.Filename.ToLower() == input.ToLower()
select r;
//Check if the query contains a Room.
if (roomQuery.FirstOrDefault() != null)
{
//The query does in-fact contain a valid Room. Assign it to our departingRoom field for use later.
departingRoom = roomQuery.FirstOrDefault();
//We can set this to true, allowing us to exit out of the loop.
isValidRoom = true;
}
//If the query does not contain a Room, then we ensure that the loop will continue by forcing
//isValidRoom back to false.
else
{
isValidRoom = false;
//Let the Admin know that they entered an invalid Room name and that they need to try again.
player.Send("That Room does not exist! Please try again.");
}
}
//Let the Admin know that they need to now select Room they are wanting to link as the Arrival Room
player.Send("");
player.Send("Please select which Room that you wish to be the Arrival Room:");
player.Send("");
//Instance a new Room that we can store a reference to a existing Room.
//We will use this reference to link the departure and arrival Rooms together.
isValidRoom = false;
Room arrivalRoom = new Room(player.ActiveGame);
//Create a Loop incase the Admin enters an invalid Room, we can just loop
//back and re-ask the Admin the enter a valid Room name.
while (!isValidRoom)
{
//Now that we are in the loop, set the isValidRoom to true, as we will assume that
//the user will enter a valid Room name on the first shot. If we can't find a matching
//Room, then this will get set to false once iterating through Room is completed.
isValidRoom = true;
//Print each Room out to the Admin so they may see a complete list to choose from.
//This will be their departing Room.
//TODO: Currently only linking Rooms within the same Realm/Zone is supported. Need to fix that.
foreach (Room r in zone.RoomCollection)
{
player.Send(r.Filename + " | ", false);
}
//As for the Admins selection, we will place the Admins input on the same line
//as the last message sent to the Admin by setting the newLine parameter to false.
player.Send("");
player.Send("Selection: ", false);
//Get the Admins input that should specify what Room they are wanting.
input = player.ReadInput();
//Check if the Admin entered 'Cancel'. If so, then cancel the Link process.
if (input.ToLower() == "cancel")
{
player.Send("Room Linking aborted.");
return;
}
//Query the referenced zone's Room collection, finding Rooms that match the filename entered by the Admin
var roomQuery =
from r in zone.RoomCollection
where r.Filename.ToLower() == input.ToLower()
select r;
//Check if the query contains a Room.
if (roomQuery.FirstOrDefault() != null)
{
//The query does in-fact contain a valid Room. Assign it to our departingRoom field for use later.
departingRoom = roomQuery.FirstOrDefault();
//We can set this to true, allowing us to exit out of the loop.
isValidRoom = true;
}
//If the query does not contain a Room, then we ensure that the loop will continue by forcing
//isValidRoom back to false.
else
{
isValidRoom = false;
//Let the Admin know that they entered an invalid Room name and that they need to try again.
player.Send("That Room does not exist! Please try again.");
}
}
//Let the Admin select the direction of travel required for a player to traverse from the
//departing Room into the arriving Room.
player.Send("Please select which direction you would like to travel while departing the departure Room.");
//Store a array of existing values within the AvailableTravelDirection enum.
//These values are the legal travel directions that are supported by the game.
Array values = Enum.GetValues(typeof(AvailableTravelDirections));
//Create a reference to the AvailableTravelDirections enum that we can use to assign a travel
//when we pass the Room linking off to the Rooms owning Zone.
AvailableTravelDirections direction = new AvailableTravelDirections();
Boolean isValidDirection = false;
//Perform the direction corrections within a while loop, incase the Admin enteres
//a invalid traveling direction and we need to re-acquire input from the Admin.
while (!isValidDirection)
{
//Loop through the array, printing each travel direction we found in the enum array collection
//to the screen for the user to see and select from.
foreach (Int32 v in values)
{
//Since enum values are not strings, we can't simply assign a String value to the enum.
//The enum needs to be queried to retrieve a value that matches that of 'v' and convert it to a String
String displayName = Enum.GetName(typeof(AvailableTravelDirections), v);
//Print this current iterations value to the screen for the player.
player.Send(displayName + " | ");
}
//As for the Admins selection, we will place the Admins input on the same line
//as the last message sent to the Admin by setting the newLine parameter to false.
player.Send("Enter Selection: ", false);
input = player.ReadInput();
//Loop through each value found in our original array or values acquired from the AvailableTravelDirections enum.
foreach (Int32 v in values)
{
//Since enum values are not strings, we can't simply assign a String value to the enum.
//The enum needs to be queried to retrieve a value that matches that of 'v' and convert it to a String
String displayName = Enum.GetName(typeof(AvailableTravelDirections), v);
//Check if the Admins selected travel direction matches that of the current travel direction value found
//within our array of values harvested from the AvailableTravelDirections enum
if (displayName.ToLower() == input.ToLower())
{
//The two match up. Now you have to convert the String version of the travel direction, back into
//an enum equivilant for use by the Rooms owning Zone during linking.
direction = (AvailableTravelDirections)Enum.Parse(typeof(AvailableTravelDirections), displayName);
//We found a legal Travel Direction. Setting this to true will exit the while loop.
isValidDirection = true;
break;
}
else
isValidDirection = false;
}
//Check if we haven't found a valid direction yet. This will print to the Admin that the entered
//direction was invalid, and then loop back to the top of the current loop.
if (!isValidDirection)
{
player.Send("Invalid direction supplied!");
}
//The direction supplied by the Admin matched up and was concidered legal, so we shoud
//have a converted AvailableTravelDirection now with the value matching that of the Admins.
//Link the two rooms together, with the travel direction of the Admins choice.
else
{
zone.LinkRooms(direction, arrivalRoom, departingRoom);
}
}
}
}

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/// <summary>
/// The List command is used to list filenames of a specified object type.
/// </summary>
public class CommandList : BaseCommand
{
public CommandList()
{
Help.Add("Using the List command, you can view a generated list of filenames that pertain to a supplied object type.");
Help.Add("Usage: List 'ItemType'");
Help.Add("Usage: List 'ItemName>ItemType'");
Help.Add("");
Help.Add("Supported Listable ItemTypes are as follows:");
Help.Add("Players");
Help.Add("Realms");
Help.Add("Zones");
Help.Add("RealmName>Rooms");
Help.Add("RealmName>Zones");
Help.Add("RealmName>ZoneName>Rooms");
}
public override void Execute(String command, BaseCharacter player)
{
command = command.Substring("List".Length).Trim();
String[] data = command.ToLower().Split('>');
//Admin || GM only item listings.
if ((player.Role == SecurityRoles.Admin) || (player.Role == SecurityRoles.GM))
{
//Player must be a admin or GM to view all the objects on the server like this.
if ((data.Length == 0) || (String.IsNullOrEmpty(data[0])))
{
player.Send("Invalid command usage. Enter 'help List' for usage examples.");
return;
}
else if (data.Length == 1)
{
switch (data[0])
{
case "realms":
if (player.ActiveGame.World.RealmCollection.Count == 0)
player.Send("There are currently no loaded Realm files.");
else
{
player.Send("Currently loaded Realm files:");
foreach (Realm r in player.ActiveGame.World.RealmCollection)
player.Send(r.Filename + " | ", false);
}
break;
case "players":
if (System.IO.Directory.GetFiles(player.ActiveGame.DataPaths.Players, "*.character").Length == 0)
player.Send("There are currently no characters created on this server.");
else
{
player.Send("Players with created characters:");
BaseCharacter p = new BaseCharacter(player.ActiveGame);
foreach (String file in System.IO.Directory.GetFiles(player.ActiveGame.DataPaths.Players, "*.character"))
{
p.Load(file);
player.Send(p.Name + " | ", false);
}
}
break;
case "zones":
if (player.ActiveGame.World.RealmCollection.Count == 0)
{
player.Send("There are currently no Zones created on this server.");
}
else
{
List<String> names = new List<String>();
foreach (Realm r in player.ActiveGame.World.RealmCollection)
{
foreach (Zone z in r.ZoneCollection)
{
names.Add(System.IO.Path.GetFileNameWithoutExtension(r.Filename) + ">" + System.IO.Path.GetFileNameWithoutExtension(z.Filename));
}
}
if (names.Count == 0)
{
player.Send("There are currently no Zones created on this server.");
}
else
{
player.Send("Currently loaded Zones. This spans across every Realm in the world.");
foreach (String name in names)
{
player.Send(name);
}
}
}
break;
case "commands":
player.Send("The following commands are available for use:");
foreach (String cmd in CommandEngine.GetCommands())
{
IGameCommand gc = CommandEngine.GetCommand(cmd);
player.Send(gc.Name);
}
break;
default:
player.Send("Invalid token supplied. Enter 'Help List' for usage examples.");
break;
}
}
else if (data.Length == 2)
{
if (data[1] == "zones")
{
if (player.ActiveGame.World.GetRealm(data[0] + ".realm") == null)
{
player.Send("Invalid Realm, unable to list Zones.");
return;
}
player.Send("Displaying Currently loaded Zones within Realm " + data[0]);
foreach (Zone z in player.ActiveGame.World.GetRealm(data[0] + ".realm").ZoneCollection)
player.Send(z.Filename + " | ", false);
}
else if (data[1] == "rooms")
{
if (player.ActiveGame.World.GetRealm(data[0] + ".realm") == null)
{
player.Send("Invalid Realm, unable to list Rooms.");
return;
}
player.Send("Displaying currently loaded Rooms within Realm " + data[0] + ". These Rooms span multiple Zones.");
foreach (Zone z in player.ActiveGame.World.GetRealm(data[0] + ".realm").ZoneCollection)
{
foreach (Room r in z.RoomCollection)
{
player.Send(System.IO.Path.GetFileNameWithoutExtension(z.Filename) + ">" + System.IO.Path.GetFileNameWithoutExtension(r.Filename));
}
}
}
}
else if (data.Length == 3)
{
if (data[2] == "rooms")
{
if (player.ActiveGame.World.GetRealm(data[0] + ".realm") == null)
{
player.Send("Invalid Realm, unable to list Rooms.");
return;
}
if (player.ActiveGame.World.GetRealm(data[0] + ".realm").GetZone(data[1] + ".zone")[0] == null)
{
player.Send("Invalid Zone, unable to list Rooms.");
return;
}
player.Send("Displaying Currently loaded Rooms within " + data[0] + ">" + data[1]);
foreach (Room r in player.ActiveGame.World.GetRealm(data[0] + ".realm").GetZone(data[1] + ".zone")[0].RoomCollection)
player.Send(r.Filename + " | ", false);
}
}
} //End Admin || GM only item listings.
//Begin normal player item listings
else
{
//Player must be a admin or GM to view all the objects on the server like this.
if ((data.Length == 0) || (String.IsNullOrEmpty(data[0])))
{
player.Send("Invalid command usage. Enter 'help List' for usage examples.");
return;
}
else if (data.Length == 1)
{
if (data[0] == "commands")
{
player.Send("The following commands are available for use:");
foreach (String cmd in CommandEngine.GetCommands())
{
IGameCommand gc = CommandEngine.GetCommand(cmd);
if ((gc.Name == "CommandCreate") || (gc.Name == "CommandCreateRoom") || (gc.Name == "CommandLinkRoom") || (gc.Name == "CommandRestart") || (gc.Name == "CommandSaveWorld"))
continue;
player.Send(gc.Name);
}
}
}
}
}
}

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@ -1,37 +0,0 @@
public class CommandRestart : BaseCommand
{
public CommandRestart()
{
Help.Add("Restarts the game server.");
}
public override void Execute(String command, BaseCharacter player)
{
if (player.Role == SecurityRoles.Admin)
{
String path = player.ActiveGame.DataPaths.Players;
for (Int32 i = 0; i < player.ActiveGame.GetPlayerCollection().Length; i++)
{
String filename = Path.Combine(path, player.ActiveGame.GetPlayerCollection()[i].Filename);
player.ActiveGame.GetPlayerCollection()[i].Save();
}
//player.ActiveGame.Server.EndServer(); //-Handled in Game.Shutdown() below.
player.ActiveGame.Shutdown();
player.ActiveGame.Start();
/* Game.Start() calls this, do we need a reference to the GetPlayerCollection()?
* They should be unloaded anyway and re-loaded during game.start to force a clean restart of all objects.
player.ActiveGame.Server.Initialize(555, ref player.ActiveGame.GetPlayerCollection());
*/
Log.Write("Server Restart Completed.");
//This is never printed as CommandResults is no longer outputted to the player console, player.Send is used
player.Send("Server Restarted.");
return;
}
player.Send("Access Denied.");
}
}
}

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@ -1,16 +0,0 @@
 public class CommandSaveWorld : BaseCommand
{
public CommandSaveWorld()
{
Help.Add("Saves the game world.");
}
public override void Execute(String command, BaseCharacter player)
{
if ((player.Role == SecurityRoles.Admin) || (player.Role == SecurityRoles.GM))
{
player.ActiveGame.Save();
}
}
}
}

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@ -1,81 +0,0 @@
/// <summary>
/// The List command is used to list filenames of a specified object type.
/// </summary>
public class CommandTeleport : BaseCommand
{
public CommandTeleport()
{
Help.Add("The Teleport command will teleport a player to a specified Room, regardless of where they are at.");
Help.Add("Usage: Teleport playername FullyQualifiedRoomPath");
Help.Add("Example: Teleport Billy MyRealm>MyZone>MyRoom");
}
public override void Execute(String command, BaseCharacter player)
{
command = command.Substring("teleport".Length).Trim();
String[] data = command.ToLower().Split(' ');
//Admin || GM only item listings.
if ((player.Role == SecurityRoles.Admin) || (player.Role == SecurityRoles.GM))
{
if (data.Length == 0)
{
player.Send("Invalid operation. You must supply a username along with a fully qualified path name for the user to be teleported to.");
return;
}
else if (data.Length == 1)
{
player.Send("Invalid operation. You must supply a fully qualified path name for the user to be teleported.");
return;
}
else
{
foreach (BaseCharacter p in player.ActiveGame.GetPlayerCollection())
{
if (p.Name.ToLower() == data[0].ToLower())
{
String[] values = data[1].Split('>');
if (values.Length != 3)
{
player.Send("Invalid Operation. You must supply a fully qualified path name for the user to be teleported.");
return;
}
else
{
Realm r = player.ActiveGame.World.GetRealm(values[0]);
if (r == null)
{
player.Send("Invalid Operation. Supplied Realm does not exist.");
return;
}
Zone z = r.GetZone(values[1])[0];
if (z == null)
{
player.Send("Invalid operation. Supplied Zone does not exist.");
return;
}
Room rm = z.GetRoom(values[2])[0];
if (rm == null)
{
player.Send("Invalid operation. Supplied Room does not exist.");
return;
}
p.CurrentRoom = rm;
//Tell the teleported player that they have been moved.
p.Send("You have been teleported by some higher power.");
IGameCommand gc = CommandEngine.GetCommand("CommandLook");
gc.Execute("Look", p);
player.Send("Teleporting completed.");
}
}
}
}
}
}
}

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@ -1,47 +0,0 @@
/// <summary>
/// The EarthGame script extends from the Mud Designer Game Engine internal Game class.
/// In order for the script to be used as the new default Game class within the engine, it MUST
/// inherit from Game by using a colon followed by Game after the script name.
///
/// Ex: EarthGame : Game
///
/// This allows developers to extend on or modify how the Game will act during runtime.
/// </summary>
public class EarthGame : Game
{
//Our custom California Realm script.
public WorldCalifornia Cali;
/// <summary>
/// The Constructor for the Game.
/// If you wish to have the internal engine Game class execute it's constructor code before your code
/// is called, you must call the base class by using a colon followed by base() on the same line as your constructor.
///
/// Ex: EarthGame() : base()
///
/// This will ensure that all of the engine properties are setup correctly, incase you miss anything.
/// Any code placed within your constructor is executed after the internal Game class constructor is executed,
/// allowing you to override of the engines properties and set things up how your game needs things set.
/// </summary>
public EarthGame() : base()
{
//The following are Properties this script inherits from the internal Game class.
GameTitle = "Planet Earth MUD";
Story = "The planet Earth reproduced in a MUD for your playing enjoyment!";
IsMultiplayer = true;
CompanyName = "Mud Designer Team";
Website = "Visit Http://MudDesigner.Codeplex.com for the latest News, Documentation and Releases.";
Version = "Example Game Version 1.0";
//Maximum number of players allowed to play on the server at any given time.
MaximumPlayers = 1000;
//Create a new instance of our California realm script, we must pass a reference to our EarthGame
//to the script so that it may add the Realm to our Game world. That is done by using the 'this' keyword.
//Cali = new WorldCalifornia(this);
//Calling the create method within the california script.
//Cali.Create();
}
}

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@ -1,22 +0,0 @@
/// <summary>
/// The Clear command is used to clear the players terminal screen of all text.
/// </summary>
public class CommandClear : BaseCommand
{
/// <summary>
/// Constructor for the class.
/// </summary>
public CommandClear()
{
Help.Add("The Clear command is used to clear the screen of all text.");
}
/// <summary>
/// Constructor for the class.
/// </summary>
public override void Execute(String command, BaseCharacter player)
{
//Call the flush method to clear the players console screen of all text.
player.FlushConsole();
}
}

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@ -1,49 +0,0 @@
/// <summary>
/// The Exit command is used to exit the MUD game.
/// Using this command while connected to a MUD server will perform a disconnect from the server.
/// Using the command while running the game in offline mode will simply shut down the game.
/// </summary>
public class CommandExit : BaseCommand
{
/// <summary>
/// Constructor for the class.
/// </summary>
public CommandExit()
{
Help.Add("Exits the game.");
}
/// <summary>
/// Executes the command.
/// This method is called from the Command Engine, it is not recommended that you call this method directly.
/// </summary>
/// <param name="command"></param>
/// <param name="player"></param>
public override void Execute(String command, BaseCharacter player)
{
//Check if the game is multiplayer.
//Multiplayer games require disconnecting from the server and letting other players in the same Room know
//that this player has left.
if (player.ActiveGame.IsMultiplayer)
{
//Query the Active Games Player collection so that we can build a collection of Players that need to be
//informed of the Player disconnecting from the Server.
var playerQuery =
from p in player.ActiveGame.GetPlayerCollection()
where !p.Name.StartsWith("New") && p.Name != player.Name && p.CurrentWorldLocation == player.CurrentWorldLocation
select p;
//Inform each player found in our LINQ query that the player has disconnected from the Server.
foreach (BaseCharacter p in playerQuery)
p.Send(player.Name + " has left."); ;
//TODO: If a player is in a Group then s/he needs to be removed upon disconnecting.
player.Disconnect();
}
else
{
//Call the game's shutdown method which will save all objects and exit the game gracefully.
player.ActiveGame.Shutdown();
}
}
}

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@ -1,26 +0,0 @@
/// <summary>
/// The GetTime command is used to print the current in-game time to the player.
/// This command will print the day, month and year along with hour, minute and seconds.
/// </summary>
public class CommandGetTime : BaseCommand
{
/// <summary>
/// Constructor for the class.
/// </summary>
public CommandGetTime()
{
Help.Add("Gives you the current time and date in the game world.");
}
/// <summary>
/// Executes the Command.
/// This method is called from the Command Engine, it is not recommended that you call this method directly.
/// </summary>
/// <param name="command"></param>
/// <param name="player"></param>
public override void Execute(String command, BaseCharacter player)
{
//Send the returned String containing the World Time to the player.
player.Send(player.ActiveGame.WorldTime.GetCurrentWorldTime());
}
}

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@ -1,61 +0,0 @@
/// <summary>
/// Help command provides information on all the existing game commands, including script based commands.
/// </summary>
public class CommandHelp : BaseCommand
{
/// <summary>
/// Constructor for the class.
/// </summary>
public CommandHelp()
{
Help.Add("Provides help on various topics.");
Help.Add("You may ask for help on any game command.");
Help.Add("Usage: Help");
Help.Add("Usage: Help 'command' where command = a game command");
Help.Add("Example: Help Look");
}
/// <summary>
/// Constructor for the class.
/// </summary>
public override void Execute(String command, BaseCharacter player)
{
//Check if we have a topic that the player wants help with. If there is nothing after the Help word
//in the command, then the user didn't supply us with a topic.
String topic = command.Substring("Help".Length);
//if the user did not supply us with a topic, we will print every command currently loaded in the engine
//and tell the user how they can access help information regarding that command.
//TODO: Help command should have self contained help topics.
if (topic.Length == 0)
{
player.Send("Available commands: ", false);
//Print each command found within the command engine.
foreach (String cmd in CommandEngine.GetCommands())
{
//We will get a reference to the current command in the iteration
IGameCommand g = CommandEngine.GetCommand(cmd);
//Print the name of the command to the user, place a comma after the command
//so that the next command can be placed afterwards.
player.Send(CommandEngine.GetCommandName(g) + ", ", false);
}
//Let the player know how to use the help command to access help regarding any of the aformentioned commands.
player.Send("");
player.Send("Usage: Help 'Command'");
return;
}
//The player supplied a topic, lets trip out all the white spaces from it caused by the Substring method
else
topic = topic.Trim();
//Get a reference to the command the player wants help with. We must insert the 'Command' String into the topic,
//as all Commands start with the word Command, however the player never sees the word Command. It's internal only.
IGameCommand gc = CommandEngine.GetCommand("Command" + topic);
//Iterate through each entry in the commands help collection and print it to the player.
foreach (String help in gc.Help)
player.Send(help);
}
}

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 /// <summary>
/// The Login command is used internally by the game engine.
/// This command will not be available as a Script due to the engine requiring that it exists.
/// Any changes needing to be made to this command to customize it in some manor will need to be done
/// by modifying the source.
/// TODO: Update the engine to dynamically look for a Login script rather than relying on CommandLogin.
/// </summary>
public class CommandLogin : BaseCommand
{
/// <summary>
/// Class constructor
/// </summary>
public CommandLogin()
{
Help.Add("Logs the player into their respective account.");
}
/// <summary>
/// Constructor for the class.
/// </summary>
public override void Execute(String command, BaseCharacter player)
{
//Print the basic Active Game's information to the connecting player.
player.Send(player.ActiveGame.GameTitle);
player.Send(player.ActiveGame.Version);
player.Send(player.ActiveGame.Story);
player.Send("");
//Setup some fields that we'll need.
Boolean playerFound = false;
String savedFile = "";
String playerName = "";
//Loop until we have a valid player name entered.
while (String.IsNullOrEmpty(playerName))
{
player.Send("Enter Character Name: ", false);
playerName = player.ReadInput();
}
//Check to make sure the saved players directory actually exists. If not, create it.
if (!Directory.Exists(player.ActiveGame.DataPaths.Players))
Directory.CreateDirectory(player.ActiveGame.DataPaths.Players);
//Setup some password fields we'll need
Boolean passwordLegal = false;
String playerPwrd = "";
//Loop through the password creation/entering process until we have a legal password
//entered by the player logging in.
while (!passwordLegal)
{
//Acquire a password from the player.
player.Send("Enter Password: ", false);
playerPwrd = player.ReadInput();
//Check if we have a legal password, meaning it's not empty and it's at least as long as the
//current Active Game's minimum PasswordSize property has been set to.
if ((!String.IsNullOrEmpty(playerPwrd)) && (playerPwrd.Length >= player.ActiveGame.MinimumPasswordSize))
{
passwordLegal = true;
}
else
{
//Let the user know that their password was invalid and they need to make sure that it conforms to the
//current Active Game's minumum password size requirement.
passwordLegal = false;
player.Send("Invalid Password, minimum password length is " + player.ActiveGame.MinimumPasswordSize + " characters");
}
//Check if the password is legal. If so, we need to find the file associated with this player.
//If no file is found, then we will create a new one.
if (passwordLegal)
{
//Iterate through the saved players directory.
foreach (String filename in Directory.GetFiles(player.ActiveGame.DataPaths.Players))
{
if (Path.GetFileNameWithoutExtension(filename).ToLower() == playerName.ToLower())
{
//We found a file that matched the supplied user name. We set savedFile to the filename
//found so that we can later varify the password before loading.
savedFile = filename;
playerFound = true;
break;
}
}
//Load the player from the saved file, if the password is legal. Once loaded
//we need to look for any other player that might be logged in with this account. If found,
//disconnect them from the server. Multiple log-ins of the same account is not permitted.
if (playerFound)
{
//Load the player from file using a temporary character reference.
//If we load the real player now, he will get disconnected when we check to see
//if any player exists on the server already with this name.
BaseCharacter p = new BaseCharacter(player.ActiveGame);
p.Load(savedFile);
//Varify their password. If their password is matching the one on file, and the
//current Active Game is a multiplayer game, then scan for other other currently
//logged in with this account.
if ((p.VarifyPassword(playerPwrd)) && (p.ActiveGame.IsMultiplayer))
{
for (Int32 i = 0; i <= player.ActiveGame.GetPlayerCollection().Length - 1; i++)
{
//Check if the current player in the iteration has a matching name as the player that
//just logged in with his credentials.
if (player.ActiveGame.GetPlayerCollection()[i].Name.ToLower() == p.Name.ToLower())
{
//If we found a match then we need to disconnect the
//previously logged in player from the server.
player.ActiveGame.GetPlayerCollection()[i].Disconnect();
}
}
//Now that we have no duplicate connections, load the real player.
//no need to re-varify password as we have already done this above.
player.Load(savedFile);
//If this is a single player game then we need to assign the player to the game collection.
//Multiplayer games have this handled by the server automatically.
if (!player.ActiveGame.IsMultiplayer)
player.ActiveGame.GetPlayerCollection()[0] = player;
player.Send("Welcome back " + player.Name + "!");
}
else
{
if (!p.VarifyPassword(playerPwrd))
{
player.Send("Invalid password!");
passwordLegal = false;
}
}
}
else
{
player.Create(playerName, playerPwrd);
player.Send("Welcome " + playerName + "!");
}
}
}
//Look to see if there are players in the Room, if there are then we need to let
//other players know that the user walked/logged in.
if (player.ActiveGame.IsMultiplayer)
{
for (Int32 i = 0; i != player.ActiveGame.GetPlayerCollection().Length; i++)
{
//Check if the current player in the iteration is the currently logging in player
//or a un-used player slot. If it is we will skip them as the logging in player
//doesn't need to be told that he has just logged in, and un-used players slots
//in the collection array does not need to have anything broadcasted to them.
if (player.ActiveGame.GetPlayerCollection()[i].Name == player.Name)
continue;
else if (player.ActiveGame.GetPlayerCollection()[i].Name == "New BaseCharacter")
continue;
//If the current player in the iteration is within the same location as the player logging in
//we can broadcast to them that the newly logged in player has entered the same Room.
if (player.ActiveGame.GetPlayerCollection()[i].CurrentWorldLocation == player.CurrentWorldLocation)
{
player.ActiveGame.GetPlayerCollection()[i].Send(player.Name + " arrived.");
}
}
}
}
}
}

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/// <summary>
/// The Look command is used to print the contents of the players current Room to the screen.
/// The Room.Description property is printed to the players screen if it contains content.
/// If the Room.DetailedDescription collection property contains content, it will be printed to the screen
/// after the Room.Description property is printed (provided Room.Description is not empty.)
/// </summary>
public class CommandLook : BaseCommand
{
/// <summary>
/// Constructor for the class.
/// </summary>
public CommandLook()
{
Help.Add("Prints a description of the current Room and the objects that reside within it.");
}
/// <summary>
/// Constructor for the class.
/// </summary>
public override void Execute(String command, BaseCharacter player)
{
//If the players Room is null, then we need to let them know that they are
//currently not residing within a Room. If this occures for some reason, the player will
//need to be moved into an existing Room by an Admin.
//TODO: Allow Admins to move Characters from one Room to another.
if (player.CurrentRoom == null)
{
player.Send("You are not within any Room.");
return;
}
//Check if the players current Room has a blank Description. If not, we print it for the player to read.
if (!String.IsNullOrEmpty(player.CurrentRoom.Description))
player.Send(player.CurrentRoom.Description);
//Check if the players current Room has a detailed description.
//If the collection contains content, it will loop through each entry and print it to the screen as a new line.
if (player.CurrentRoom.DetailedDescription.Count != 0)
{
foreach (String entry in player.CurrentRoom.DetailedDescription)
player.Send(entry);
}
}
}

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/// <summary>
/// The Save command will save the current player to a hard-disk file.
/// </summary>
public class CommandSave : BaseCommand
{
/// <summary>
/// Constructor for the class.
/// </summary>
public CommandSave()
{
Help.Add("Saves your character immediately.");
}
/// <summary>
/// Constructor for the class.
/// </summary>
public override void Execute(String command, BaseCharacter player)
{
//Save the player to the hard-disk.
player.Save();
}
}

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/// <summary>
/// The Say command provides the player with the ability to chat with other players within the game world.
/// Players using the Say command can only talk to players that are currently within the same Room.
/// </summary>
public class CommandSay : BaseCommand
{
/// <summary>
/// Constructor for the class.
/// </summary>
public CommandSay()
{
Help.Add("Allows you to Chat with with players around you.");
Help.Add("Note that you can only chat with players that reside within the same Room as yourself.");
Help.Add("Usage: Say Hello everyone!");
}
/// <summary>
/// Constructor for the class.
/// </summary>
public override void Execute(String command, BaseCharacter player)
{
//Check if the user only said 'Say ' or 'Say' with no message content.
if (command.Length <= 4)
{
//If no message content, print the help for the command to the player.
CommandHelp help = new CommandHelp();
help.Execute("Help Say", player);
return; //nothing to say, don't say anything at all.
}
//Get the message out of the command String.
String message = command.Substring("Say ".Length);
//Query the game world and find what players are within the same location as the chatting player.
var playerQuery =
from p in player.ActiveGame.GetPlayerCollection()
where p.CurrentWorldLocation == player.CurrentWorldLocation
select p;
//Send the message to each player found within our player query.
foreach (var p in playerQuery)
p.Send(player.Name + " says: " + message);
//Print the same message but in a alternate format to the player that sent the message originally.
player.Send("You say: " + message);
}
}

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/// <summary>
/// The Walk command allows players to walk from Room to Room, traversing the Mud world.
/// The command supports all of the available travel directions found within the
/// MudEngine.GameObjects.Environment.AvailableTravelDirections enum.
/// </summary>
public class CommandWalk : BaseCommand
{
/// <summary>
/// Constructor for the class.
/// </summary>
public CommandWalk()
{
Help.Add("Allows you to traverse through the world.");
Help.Add("You may walk in any direction available within the current Room.");
Help.Add("You may use the Look command to see a description of the current Room, and decide where you would like to walk.");
Help.Add("Usage: Walk 'Direction' where Direction may equal one of the following:");
//We will construct a String that contains all of the available travel directions for the player.
StringBuilder directions = new StringBuilder();
//Store a array of existing values within the AvailableTravelDirection enum.
//These values are the legal travel directions that are supported by the game.
Array values = Enum.GetValues(typeof(AvailableTravelDirections));
//Loop through the array, printing each travel direction we found in the enum array collection
//to the screen for the user to see and select from.
foreach (Int32 v in values)
{
//Since enum values are not strings, we can't simply assign a String value to the enum.
//The enum needs to be queried to retrieve a value that matches that of 'v' and convert it to a String
String displayName = Enum.GetName(typeof(AvailableTravelDirections), v);
//Add the current travel direction to our String for later use.
directions.Append(displayName + ", ");
}
//Place the newly constructed String with all of our available travel directions into the help collection.
Help.Add(directions.ToString());
//Note that you could have placed each direction in manually "Help.Add("West")" etc. however this would
//prove an issue with maintanence if directions were changed within the engine, new ones added or old ones removed.
//Getting the travel directions the way we did always ensures that the help command will always show every
//available travel direction contained within the engine, regardless if we add or remove directions internally or not.
//It's a dynamic way of displaying our directions.
}
/// <summary>
/// Constructor for the class.
/// </summary>
public override void Execute(String command, BaseCharacter player)
{
//Since the walk command requires a second word (ex: walk north)
//we split the words into an array so they are seperate.
String[] words = command.Split(' ');
List<String> directions = new List<String>();
//We only 1 word was found within the array, then the user failed to provide a second word
//which would be the travel direction they are wanting to go.
if (words.Length == 1)
{
player.Send("No direction provided!");
return;
}
//The user supplied a traveling direction for us, lets ensure it's a valid one.
else
{
//iterate through each door within the current Room and see if we have a Door that
//contains a exit in the direction that the player supplied.
foreach (Door door in player.CurrentRoom.Doorways)
{
//See if the current door has the same travel direction value as that of the users entered direction.
if (door.TravelDirection == TravelDirections.GetTravelDirectionValue(words[1]))
{
//The matches the users direction, so move the player in the direction supplied by the user.
player.Move(door.TravelDirection);
//BAD - Don't invoke commands directly by the player as it causes issues for them client-side.
//Always invoke the command internally, passing a reference to the player instead.
//player.ExecuteCommand("Look");
//Use the Look command to print the contents of the new Room to the Player.
//Good - Correct way of invoking commands automatically for the player.
//The command will be executed for which ever player is passed as a reference.
IGameCommand look = CommandEngine.GetCommand("CommandLook");
if (look != null)
look.Execute("look", player);
//If the current Active Game has Auto-Save enabled, we will save the player.
if (player.ActiveGame.AutoSave)
player.Save();
return;
}
}
}
//If the user entered a travel direction that does not exist within the current Room, they will be told so
//and no moving will be performed.
player.Send("Unable to travel in that direction.");
}
}

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/// <summary>
/// The WorldCalifornia script is used to construct the Game world.
/// </summary>
public class WorldCalifornia
{
//Our current Active Game. Allows us to add content to the game.
private Game _Game;
/// <summary>
/// Our Constructor.
/// </summary>
/// <param name="game"></param>
public WorldCalifornia(Game game)
{
//Set _Game to reference the current Active Game.
_Game = game;
}
/// <summary>
/// Creates the world the player will interact with.
/// The WorldCalifornia is used soley for creating the California Realm.
/// It is recommended that the creation of other Realms be done in their own respective classes mimicking this one.
/// </summary>
public void Create()
{
//Get a new Instance of a Realm.
Realm myRealm = new Realm(_Game);
//Setup the Realm properties.
myRealm.Name = "California";
myRealm.Description = "The Beaches of California are relaxing and fun to be at.";
//Setting the Realms IsInitialRealm to true will let the current Active Game know where to place newly created players.
myRealm.IsInitialRealm = true;
//Add the Realm to the current Active Game World.
_Game.World.AddRealm(myRealm);
//Get a new Instance of a Zone.
Zone myZone = new Zone(_Game);
//Setup the Zone properties
myZone.Name = "San Diego";
myZone.Description = "San Diego has many attractions, including Sea World!";
//Place this Zone within our previously created Realm
myZone.Realm = myRealm.Filename;
//Setting the Zones IsInitialZone to true will let the current Active Game know where to place newly created players.
myZone.IsInitialZone = true;
//Add the Zone to the current Active Game World
myRealm.AddZone(myZone);
//Get a new Instance of a Room.
Room myRoom = new Room(_Game);
//Setup the Room properties
myRoom.Name = "Hotel Room B33";
myRoom.DetailedDescription.Add("Your Hotel Room is pretty clean, it is small but not to far off from the beach so you can't complain.");
myRoom.DetailedDescription.Add("You can exit your Hotel Room by walking West");
//Setting the Rooms IsInitialRoom to true will let the current Active Game know where to place newly created players.
myRoom.IsInitialRoom = true;
//Add the Room to the previously created Zone.
//TODO: The engine needs to provide World.AddObject() support to Rooms, so that Rooms may be added in the same
//manor as Realms and Zones.
myZone.AddRoom(myRoom);
//Get a new Instance of a Room
Room myHallway = new Room(_Game);
//Setup the Room properties
myHallway.Name = "Hotel Hallway";
myHallway.DetailedDescription.Add("The Hotel Hallway is fairly narrow, but there is plenty of room for people to traverse through it.");
myHallway.DetailedDescription.Add("Your Hotel Room B33 is to the East.");
myHallway.DetailedDescription.Add("Hotel Room B34 is to your West.");
//Since more than one 'Hotel hallway' may exist, we will differentiate them by setting a custom filename.
//Note that assigning a new Filename must be done AFTER assigning the objects Name property a value.
//Each time a objects Name property is assigned a value, it automatically generates a filename.
//If a Filename is assigned prior to assigning the Name property, your previous Filename will be over-wrote.
myHallway.Filename = myHallway.Name + "1.Room";
//Add the Room to the previously created Zone.
myZone.AddRoom(myHallway);
//Link the two previously created Rooms together.
//Player must walk 'West' to exit myRoom and enter myHallway.
//Zone Linking automatically places a reverse doorway in the myHallway Room,
//allowing players to walk 'East' to exit myHallway and enter myRoom once again.
myZone.LinkRooms(AvailableTravelDirections.West, myHallway, myRoom);
//Get a new Instance of a Room
Room nextRoom = new Room(_Game);
//Setup the Room properties
nextRoom.Name = "Hotel Room B34";
nextRoom.DetailedDescription.Add("This Hotel Room is pretty dirty, they must not have cleaned it yet.");
nextRoom.DetailedDescription.Add("You can exit this room by walking East");
//Add the Room to the previously created Zone
myZone.AddRoom(nextRoom);
//Link the new Room to the previously created myHallway.
//Players must walk West out of the hallway to enter this room.
myZone.LinkRooms(AvailableTravelDirections.East, myHallway, nextRoom);
/* Current Room layout is as shown.
*
* Room B33 -> Hallway <- Room B34
*
*/
}
}

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ScriptPath=Scripts
ScriptExtension=.cs