MudEngine:

- All Objects now dynamically create their Filenames after the BaseObject.Name has been set. You can re-specify a custom filename, but do so after setting BaseObject.Name's value.
 - Added GameWorld.cs. This will manage the game world itself. 
 - Moved Realm Initialization from Game.Start() into GameWorld.Start()
 - Moved Environment saving from Game.Save() to GameWorld.Save(). However, GameWorld.Save gets invoked from Game.Save()
 - GameWorld is now responsible for adding Realms to the Game. 
 - Fixed ScriptEngine not using Both Scripts and Assemblies at the same time.
 - Added BaseAI which inherits from baseCharacter. All AI objects will inherit from this object.

MudGame:
 - Modified MyGame.cs script for demonstrating the new way to create environments with the implementation of GameWorld.
 - Updated Program.cs to compile both Scripts and Assemblies at once.
This commit is contained in:
Scionwest_cp 2010-08-12 18:55:11 -07:00
parent 7a4c9211d4
commit 717034f9ed
9 changed files with 259 additions and 153 deletions

View file

@ -109,14 +109,9 @@ namespace MudEngine.GameManagement
public Realm InitialRealm public Realm InitialRealm
{ {
get; get;
private set; internal set;
} }
/// <summary>
/// Gets the collection of Realms currently stored in the Game.
/// </summary>
public List<Realm> RealmCollection { get; private set; }
/// <summary> /// <summary>
/// The Story that is displayed on initial player entry into the game /// The Story that is displayed on initial player entry into the game
/// </summary> /// </summary>
@ -153,6 +148,8 @@ namespace MudEngine.GameManagement
public string BaseCurrencyName { get; set; } public string BaseCurrencyName { get; set; }
public GameTime WorldTime { get; set; } public GameTime WorldTime { get; set; }
public GameWorld World { get; set; }
#endregion #endregion
#region Networking #region Networking
@ -190,8 +187,7 @@ namespace MudEngine.GameManagement
//Instance all of the Games Objects. //Instance all of the Games Objects.
CurrencyList = new List<Currency>(); CurrencyList = new List<Currency>();
scriptEngine = new Scripting.ScriptEngine(this); scriptEngine = new Scripting.ScriptEngine(this);
RealmCollection = new List<Realm>(); World = new GameWorld(this);
WorldObjects = new List<BaseObject>();
WorldTime = new GameTime(this); WorldTime = new GameTime(this);
//Prepare the Save Paths for all of our Game objects. //Prepare the Save Paths for all of our Game objects.
@ -266,27 +262,7 @@ namespace MudEngine.GameManagement
Log.Write("Command Loaded: " + command); Log.Write("Command Loaded: " + command);
} }
//See if we have an Initial Realm set World.Start();
//TODO: Check for saved Realm files and load
Log.Write("Initializing World...");
foreach (Realm r in RealmCollection)
{
if (r.IsInitialRealm)
{
InitialRealm = r;
break;
}
}
//Check if any the initial room exists or not.
if ((InitialRealm == null) || (InitialRealm.InitialZone == null) || (InitialRealm.InitialZone.InitialRoom == null))
{
Log.Write("ERROR: No initial location defined. Game startup failed!");
Log.Write("Players will start in the Abyss. Each player will contain their own instance of this room.");
//return false;
}
else
Log.Write("Initial Location loaded-> " + InitialRealm.Name + "." + InitialRealm.InitialZone.Name + "." + InitialRealm.InitialZone.InitialRoom.Name);
//Start the Telnet server //Start the Telnet server
if (IsMultiplayer) if (IsMultiplayer)
@ -384,116 +360,14 @@ namespace MudEngine.GameManagement
//Re-create the environment directory //Re-create the environment directory
Directory.CreateDirectory(DataPaths.Environment); Directory.CreateDirectory(DataPaths.Environment);
//Loop through each Realm and save it. //Save the Game World.
for (int x = 0; x <= RealmCollection.Count - 1; x++) World.Save();
{
string realmFile = Path.Combine(DataPaths.Environment, RealmCollection[x].Filename);
//Save the Realm
RealmCollection[x].Save(realmFile);
//Loop through each Zone in the Realm and save it.
for (int y = 0; y <= RealmCollection[x].ZoneCollection.Count - 1; y++)
{
string zonePath = Path.Combine(DataPaths.Environment, Path.GetFileNameWithoutExtension(RealmCollection[x].Filename), Path.GetFileNameWithoutExtension(RealmCollection[x].ZoneCollection[y].Filename));
if (!Directory.Exists(zonePath))
Directory.CreateDirectory(zonePath);
//Save the Zone.
RealmCollection[x].ZoneCollection[y].Save(Path.Combine(zonePath, RealmCollection[x].ZoneCollection[y].Filename));
for (int z = 0; z <= RealmCollection[x].ZoneCollection[y].RoomCollection.Count - 1; z++)
{
if (!Directory.Exists(Path.Combine(zonePath, "Rooms")))
Directory.CreateDirectory(Path.Combine(zonePath, "Rooms"));
string roomPath = Path.Combine(zonePath, "Rooms");
RealmCollection[x].ZoneCollection[y].RoomCollection[z].Save(Path.Combine(roomPath, RealmCollection[x].ZoneCollection[y].RoomCollection[z].Filename));
}
}
}
} }
public virtual void Load() public virtual void Load()
{ {
} }
/// <summary>
/// Adds a Realm to the Games current list of Realms.
/// </summary>
/// <param name="realm"></param>
public void AddRealm(Realm realm)
{
//If this Realm is set as Initial then we need to disable any previously
//set Realms to avoid conflict.
if (realm.IsInitialRealm)
{
foreach (Realm r in RealmCollection)
{
if (r.IsInitialRealm)
{
r.IsInitialRealm = false;
break;
}
}
}
//Set this Realm as the Games initial Realm
if (realm.IsInitialRealm)
InitialRealm = realm;
//TODO: Check for duplicate Realms.
RealmCollection.Add(realm);
}
public void AddObject(BaseObject obj)
{
}
internal void RemoveObject(BaseObject obj)
{
foreach (BaseObject o in WorldObjects)
{
if (o == obj)
{
WorldObjects.Remove(o);
break;
}
}
}
/// <summary>
/// Gets a Realm currently stored in the Games collection of Realms.
/// </summary>
/// <param name="realmName"></param>
/// <returns></returns>
public List<Realm> GetRealmByName(string realmName)
{
List<Realm> realms = new List<Realm>();
foreach (Realm realm in RealmCollection)
{
if (realm.Name == realmName)
realms.Add(realm);
}
return realms;
}
public Realm GetRealmByID(Int32 id)
{
foreach (Realm r in RealmCollection)
{
if (r.ID == id)
return r;
}
return null;
}
/// <summary> /// <summary>
/// Starts the Server. /// Starts the Server.
/// </summary> /// </summary>

View file

@ -0,0 +1,204 @@
//Microsoft .NET Framework
using System;
using System.Collections.Generic;
using System.Linq;
using System.IO;
using System.Text;
//MudEngine
using MudEngine.FileSystem;
using MudEngine.GameManagement;
using MudEngine.GameObjects;
using MudEngine.GameObjects.Characters;
using MudEngine.GameObjects.Environment;
using MudEngine.GameObjects.Items;
using MudEngine.Scripting;
namespace MudEngine.GameManagement
{
public enum ObjectTypes
{
Realm,
Zone,
Room,
Character,
Item,
Standard,
//Any
}
public class GameWorld
{
/// <summary>
/// Gets the collection of Objects that do not belong to any other Type of categories.
/// </summary>
public List<BaseObject> Objects { get; private set; }
/// <summary>
/// Gets the collection of Items that are available in the game world.
/// </summary>
public List<BaseItem> Items { get; private set; }
/// <summary>
/// Gets the collection of Characters (NPC/Monster) that are available in the Game world
/// </summary>
//TODO: This should be BaseAI
public List<BaseCharacter> Characters { get; private set; }
/// <summary>
/// Gets the collection of Realms currently available in the game world
/// </summary>
public List<Realm> Realms { get; private set; }
private Game _Game;
public GameWorld(Game game)
{
_Game = game;
Objects = new List<BaseObject>();
Items = new List<BaseItem>();
Characters = new List<BaseCharacter>();
Realms = new List<Realm>();
}
public void Start()
{
//See if we have an Initial Realm set
//TODO: Check for saved Realm files and load
Log.Write("Initializing World...");
foreach (Realm r in Realms)
{
if (r.IsInitialRealm)
{
_Game.InitialRealm = r;
break;
}
}
//Check if any the initial room exists or not.
if ((_Game.InitialRealm == null) || (_Game.InitialRealm.InitialZone == null) || (_Game.InitialRealm.InitialZone.InitialRoom == null))
{
Log.Write("ERROR: No initial location defined. Game startup failed!");
Log.Write("Players will start in the Abyss. Each player will contain their own instance of this room.");
//return false;
}
else
Log.Write("Initial Location loaded-> " + _Game.InitialRealm.Name + "." + _Game.InitialRealm.InitialZone.Name + "." + _Game.InitialRealm.InitialZone.InitialRoom.Name);
}
public void Save()
{
//Save all of the Environments
for (int x = 0; x <= Realms.Count - 1; x++)
{
string realmFile = Path.Combine(_Game.DataPaths.Environment, Realms[x].Filename);
//Save the Realm
Realms[x].Save(realmFile);
//Loop through each Zone in the Realm and save it.
for (int y = 0; y <= Realms[x].ZoneCollection.Count - 1; y++)
{
string zonePath = Path.Combine(_Game.DataPaths.Environment, Path.GetFileNameWithoutExtension(Realms[x].Filename), Path.GetFileNameWithoutExtension(Realms[x].ZoneCollection[y].Filename));
if (!Directory.Exists(zonePath))
Directory.CreateDirectory(zonePath);
//Save the Zone.
Realms[x].ZoneCollection[y].Save(Path.Combine(zonePath, Realms[x].ZoneCollection[y].Filename));
for (int z = 0; z <= Realms[x].ZoneCollection[y].RoomCollection.Count - 1; z++)
{
if (!Directory.Exists(Path.Combine(zonePath, "Rooms")))
Directory.CreateDirectory(Path.Combine(zonePath, "Rooms"));
string roomPath = Path.Combine(zonePath, "Rooms");
Realms[x].ZoneCollection[y].RoomCollection[z].Save(Path.Combine(roomPath, Realms[x].ZoneCollection[y].RoomCollection[z].Filename));
}
}
} //Complete Environment saving.
}
/// <summary>
/// Adds a Realm to the Games current list of Realms.
/// </summary>
/// <param name="realm"></param>
public void AddRealm(Realm realm)
{
//If this Realm is set as Initial then we need to disable any previously
//set Realms to avoid conflict.
if (realm.IsInitialRealm)
{
foreach (Realm r in Realms)
{
if (r.IsInitialRealm)
{
r.IsInitialRealm = false;
break;
}
}
}
//Set this Realm as the Games initial Realm
if (realm.IsInitialRealm)
_Game.InitialRealm = realm;
//TODO: Check for duplicate Realms.
Realms.Add(realm);
}
/// <summary>
/// Returs a reference to an object that matches the supplied Type and filename.
/// Object MUST inherit from BaseObject or one of its child classes in order to be found.
/// </summary>
/// <param name="objectType">Determins the Type of object to perform the search for. Using Standard will search for objects that inherit from BaseObject, but none of BaseObjects child Types.</param>
/// <param name="filename"></param>
/// <returns></returns>
public BaseObject GetObject(ObjectTypes objectType, string filename)
{
BaseObject obj = new BaseObject(_Game);
switch (objectType)
{
case ObjectTypes.Standard:
break;
case ObjectTypes.Character:
break;
case ObjectTypes.Item:
break;
case ObjectTypes.Realm:
obj = GetRealm(filename);
break;
case ObjectTypes.Zone:
break;
case ObjectTypes.Room:
break;
}
return obj;
}
/// <summary>
/// Returns a reference to the Realm contained within the Realms collection if it exists.
/// </summary>
/// <param name="filename"></param>
/// <returns></returns>
private Realm GetRealm(string filename)
{
foreach (Realm r in Realms)
{
if (r.Filename == filename)
return r;
}
return null;
}
}
}

View file

@ -19,7 +19,22 @@ namespace MudEngine.GameObjects
[Description("The Display Name assigned to this object.")] [Description("The Display Name assigned to this object.")]
//Required to refresh Filename property in the editors propertygrid //Required to refresh Filename property in the editors propertygrid
[RefreshProperties(RefreshProperties.All)] [RefreshProperties(RefreshProperties.All)]
public string Name { get; set; } public string Name
{
get
{
return _Name;
}
set
{
_Name = value;
if (this.GetType().Name.StartsWith("Base"))
Filename = value + "." + this.GetType().Name.Substring("Base".Length);
else
Filename = value + "." + this.GetType().Name;
}
}
private string _Name;
public Int32 ID { get; internal set; } public Int32 ID { get; internal set; }
@ -82,14 +97,14 @@ namespace MudEngine.GameObjects
//but different Identifiers. Letting there be multiple versions //but different Identifiers. Letting there be multiple versions
//of the same object. //of the same object.
ActiveGame.AddObject(this); //ActiveGame.World.AddObject(this);
} }
~BaseObject() ~BaseObject()
{ {
//We must free up this ID so that it can be used by other objects being instanced. //We must free up this ID so that it can be used by other objects being instanced.
ActiveGame.RemoveObject(this); //ActiveGame.World.RemoveObject(this);
} }
private bool ShouldSerializeName() private bool ShouldSerializeName()

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@ -0,0 +1,16 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using MudEngine.GameManagement;
namespace MudEngine.GameObjects.Characters
{
public class BaseAI : BaseCharacter
{
public BaseAI(Game game) : base(game)
{
}
}
}

View file

@ -89,7 +89,7 @@ namespace MudEngine.GameObjects.Characters
} }
//Restore the users current Room. //Restore the users current Room.
Realm realm = ActiveGame.GetRealmByID(Convert.ToInt32(FileManager.GetData(filename, "CurrentRealm"))); Realm realm = (Realm)ActiveGame.World.GetObject(ObjectTypes.Realm, FileManager.GetData(filename, "CurrentRealm"));
if (realm == null) if (realm == null)
{ {
@ -125,9 +125,9 @@ namespace MudEngine.GameObjects.Characters
FileManager.WriteLine(filename, this.IsControlled.ToString(), "IsControlled"); FileManager.WriteLine(filename, this.IsControlled.ToString(), "IsControlled");
FileManager.WriteLine(filename, this.Role.ToString(), "Role"); FileManager.WriteLine(filename, this.Role.ToString(), "Role");
FileManager.WriteLine(filename, this.CurrentRoom.ID.ToString(), "CurrentRoom"); FileManager.WriteLine(filename, this.CurrentRoom.Name, "CurrentRoom");
FileManager.WriteLine(filename, this.CurrentRoom.ID.ToString(), "CurrentZone"); FileManager.WriteLine(filename, this.CurrentRoom.Zone, "CurrentZone");
FileManager.WriteLine(filename, this.CurrentRoom.ID.ToString(), "CurrentRealm"); FileManager.WriteLine(filename, this.CurrentRoom.Realm, "CurrentRealm");
} }
/// <summary> /// <summary>

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@ -62,6 +62,7 @@
<Compile Include="GameManagement\CommandEngine.cs" /> <Compile Include="GameManagement\CommandEngine.cs" />
<Compile Include="GameManagement\CommandResults.cs" /> <Compile Include="GameManagement\CommandResults.cs" />
<Compile Include="GameManagement\GameTime.cs" /> <Compile Include="GameManagement\GameTime.cs" />
<Compile Include="GameManagement\GameWorld.cs" />
<Compile Include="GameManagement\ICommand.cs" /> <Compile Include="GameManagement\ICommand.cs" />
<Compile Include="FileSystem\FileManager.cs" /> <Compile Include="FileSystem\FileManager.cs" />
<Compile Include="FileSystem\SaveDataTypes.cs" /> <Compile Include="FileSystem\SaveDataTypes.cs" />
@ -71,6 +72,7 @@
<Compile Include="GameManagement\SecurityRoles.cs" /> <Compile Include="GameManagement\SecurityRoles.cs" />
<Compile Include="GameObjects\Bag.cs" /> <Compile Include="GameObjects\Bag.cs" />
<Compile Include="GameObjects\BaseObject.cs" /> <Compile Include="GameObjects\BaseObject.cs" />
<Compile Include="GameObjects\Characters\BaseAI.cs" />
<Compile Include="GameObjects\Characters\BaseCharacter.cs" /> <Compile Include="GameObjects\Characters\BaseCharacter.cs" />
<Compile Include="GameObjects\Environment\Door.cs" /> <Compile Include="GameObjects\Environment\Door.cs" />
<Compile Include="GameObjects\Environment\Realm.cs" /> <Compile Include="GameObjects\Environment\Realm.cs" />

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@ -114,6 +114,7 @@ namespace MudEngine.Scripting
InstallPath = Environment.CurrentDirectory; InstallPath = Environment.CurrentDirectory;
GameObjects = new List<GameObject>(); GameObjects = new List<GameObject>();
_AssemblyCollection = new List<Assembly>(); _AssemblyCollection = new List<Assembly>();
ScriptType = scriptTypes;
_Game = game; _Game = game;
} }

View file

@ -56,13 +56,13 @@ namespace MudGame
Log.Write("Setting up the Default Engine Game Manager..."); Log.Write("Setting up the Default Engine Game Manager...");
game = new Game(); game = new Game();
obj = new GameObject(game, "Game"); obj = new GameObject(game, "Game");
scriptEngine = new ScriptEngine((Game)obj.Instance, ScriptEngine.ScriptTypes.Assembly); scriptEngine = new ScriptEngine((Game)obj.Instance, ScriptEngine.ScriptTypes.Both);
} }
else else
{ {
Log.Write("Setting up " + obj.GetProperty().GameTitle + " Manager..."); Log.Write("Setting up " + obj.GetProperty().GameTitle + " Manager...");
game = (Game)obj.Instance; game = (Game)obj.Instance;
scriptEngine = new ScriptEngine(game, ScriptEngine.ScriptTypes.Assembly); scriptEngine = new ScriptEngine(game, ScriptEngine.ScriptTypes.Both);
} }
//Force TCP //Force TCP
game.ServerType = ProtocolType.Tcp; game.ServerType = ProtocolType.Tcp;

View file

@ -16,35 +16,29 @@ public class MyGame : Game
myRealm.Name = "California"; myRealm.Name = "California";
myRealm.Description = "The Beaches of California are relaxing and fun to be at."; myRealm.Description = "The Beaches of California are relaxing and fun to be at.";
myRealm.IsInitialRealm = true; myRealm.IsInitialRealm = true;
World.AddRealm(myRealm);
//Add the Realm to the Games RealmCollection
AddRealm(myRealm);
Zone myZone = new Zone(this); Zone myZone = new Zone(this);
myZone.Name = "San Diego"; myZone.Name = "San Diego";
myZone.Realm = myRealm.Name;
myZone.Description = "San Diego has many attractions, including Sea World!"; myZone.Description = "San Diego has many attractions, including Sea World!";
myZone.IsInitialZone = true; myZone.IsInitialZone = true;
//Add the Zone to the Realm
myRealm.AddZone(myZone); myRealm.AddZone(myZone);
//Create our HotelRoom //Create our HotelRoom
Room myRoom = new Room(this); Room myRoom = new Room(this);
myRoom.Name = "Hotel Room B33"; myRoom.Name = "Hotel Room B33";
myRoom.IsInitialRoom = true; myRoom.IsInitialRoom = true;
myZone.AddRoom(myRoom);
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("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"); myRoom.DetailedDescription.Add("You can exit your Hotel Room by walking West");
//Add the Hotel Room to the Zones Room Collection
myZone.AddRoom(myRoom);
Room myHallway = new Room(this); Room myHallway = new Room(this);
myHallway.Name = "Hotel Hallway"; 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("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("Your Hotel Room B33 is to the East.");
myHallway.DetailedDescription.Add("Hotel Room B34 is to your West."); myHallway.DetailedDescription.Add("Hotel Room B34 is to your West.");
//Add the Hallway to the Zones Room Collection
myZone.AddRoom(myHallway); myZone.AddRoom(myHallway);
myZone.LinkRooms(AvailableTravelDirections.West, myHallway, myRoom); myZone.LinkRooms(AvailableTravelDirections.West, myHallway, myRoom);
Room nextRoom = new Room(this); Room nextRoom = new Room(this);