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:
parent
7a4c9211d4
commit
717034f9ed
9 changed files with 259 additions and 153 deletions
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@ -109,14 +109,9 @@ namespace MudEngine.GameManagement
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public Realm InitialRealm
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{
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get;
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private set;
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internal set;
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}
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/// <summary>
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/// Gets the collection of Realms currently stored in the Game.
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/// </summary>
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public List<Realm> RealmCollection { get; private set; }
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/// <summary>
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/// The Story that is displayed on initial player entry into the game
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/// </summary>
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@ -153,6 +148,8 @@ namespace MudEngine.GameManagement
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public string BaseCurrencyName { get; set; }
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public GameTime WorldTime { get; set; }
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public GameWorld World { get; set; }
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#endregion
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#region Networking
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@ -190,8 +187,7 @@ namespace MudEngine.GameManagement
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//Instance all of the Games Objects.
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CurrencyList = new List<Currency>();
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scriptEngine = new Scripting.ScriptEngine(this);
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RealmCollection = new List<Realm>();
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WorldObjects = new List<BaseObject>();
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World = new GameWorld(this);
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WorldTime = new GameTime(this);
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//Prepare the Save Paths for all of our Game objects.
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@ -266,27 +262,7 @@ namespace MudEngine.GameManagement
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Log.Write("Command Loaded: " + command);
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}
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//See if we have an Initial Realm set
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//TODO: Check for saved Realm files and load
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Log.Write("Initializing World...");
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foreach (Realm r in RealmCollection)
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{
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if (r.IsInitialRealm)
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{
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InitialRealm = r;
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break;
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}
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}
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//Check if any the initial room exists or not.
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if ((InitialRealm == null) || (InitialRealm.InitialZone == null) || (InitialRealm.InitialZone.InitialRoom == null))
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{
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Log.Write("ERROR: No initial location defined. Game startup failed!");
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Log.Write("Players will start in the Abyss. Each player will contain their own instance of this room.");
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//return false;
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}
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else
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Log.Write("Initial Location loaded-> " + InitialRealm.Name + "." + InitialRealm.InitialZone.Name + "." + InitialRealm.InitialZone.InitialRoom.Name);
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World.Start();
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//Start the Telnet server
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if (IsMultiplayer)
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@ -384,116 +360,14 @@ namespace MudEngine.GameManagement
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//Re-create the environment directory
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Directory.CreateDirectory(DataPaths.Environment);
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//Loop through each Realm and save it.
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for (int x = 0; x <= RealmCollection.Count - 1; x++)
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{
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string realmFile = Path.Combine(DataPaths.Environment, RealmCollection[x].Filename);
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//Save the Realm
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RealmCollection[x].Save(realmFile);
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//Loop through each Zone in the Realm and save it.
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for (int y = 0; y <= RealmCollection[x].ZoneCollection.Count - 1; y++)
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{
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string zonePath = Path.Combine(DataPaths.Environment, Path.GetFileNameWithoutExtension(RealmCollection[x].Filename), Path.GetFileNameWithoutExtension(RealmCollection[x].ZoneCollection[y].Filename));
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if (!Directory.Exists(zonePath))
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Directory.CreateDirectory(zonePath);
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//Save the Zone.
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RealmCollection[x].ZoneCollection[y].Save(Path.Combine(zonePath, RealmCollection[x].ZoneCollection[y].Filename));
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for (int z = 0; z <= RealmCollection[x].ZoneCollection[y].RoomCollection.Count - 1; z++)
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{
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if (!Directory.Exists(Path.Combine(zonePath, "Rooms")))
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Directory.CreateDirectory(Path.Combine(zonePath, "Rooms"));
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string roomPath = Path.Combine(zonePath, "Rooms");
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RealmCollection[x].ZoneCollection[y].RoomCollection[z].Save(Path.Combine(roomPath, RealmCollection[x].ZoneCollection[y].RoomCollection[z].Filename));
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}
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}
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}
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//Save the Game World.
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World.Save();
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}
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public virtual void Load()
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{
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}
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/// <summary>
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/// Adds a Realm to the Games current list of Realms.
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/// </summary>
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/// <param name="realm"></param>
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public void AddRealm(Realm realm)
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{
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//If this Realm is set as Initial then we need to disable any previously
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//set Realms to avoid conflict.
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if (realm.IsInitialRealm)
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{
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foreach (Realm r in RealmCollection)
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{
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if (r.IsInitialRealm)
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{
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r.IsInitialRealm = false;
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break;
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}
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}
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}
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//Set this Realm as the Games initial Realm
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if (realm.IsInitialRealm)
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InitialRealm = realm;
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//TODO: Check for duplicate Realms.
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RealmCollection.Add(realm);
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}
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public void AddObject(BaseObject obj)
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{
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}
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internal void RemoveObject(BaseObject obj)
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{
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foreach (BaseObject o in WorldObjects)
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{
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if (o == obj)
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{
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WorldObjects.Remove(o);
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break;
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}
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}
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}
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/// <summary>
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/// Gets a Realm currently stored in the Games collection of Realms.
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/// </summary>
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/// <param name="realmName"></param>
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/// <returns></returns>
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public List<Realm> GetRealmByName(string realmName)
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{
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List<Realm> realms = new List<Realm>();
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foreach (Realm realm in RealmCollection)
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{
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if (realm.Name == realmName)
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realms.Add(realm);
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}
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return realms;
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}
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public Realm GetRealmByID(Int32 id)
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{
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foreach (Realm r in RealmCollection)
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{
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if (r.ID == id)
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return r;
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}
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return null;
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}
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/// <summary>
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/// Starts the Server.
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/// </summary>
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204
MudEngine/GameManagement/GameWorld.cs
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204
MudEngine/GameManagement/GameWorld.cs
Normal file
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@ -0,0 +1,204 @@
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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.IO;
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using System.Text;
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//MudEngine
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using MudEngine.FileSystem;
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using MudEngine.GameManagement;
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using MudEngine.GameObjects;
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using MudEngine.GameObjects.Characters;
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using MudEngine.GameObjects.Environment;
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using MudEngine.GameObjects.Items;
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using MudEngine.Scripting;
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namespace MudEngine.GameManagement
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{
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public enum ObjectTypes
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{
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Realm,
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Zone,
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Room,
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Character,
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Item,
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Standard,
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//Any
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}
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public class GameWorld
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{
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/// <summary>
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/// Gets the collection of Objects that do not belong to any other Type of categories.
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/// </summary>
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public List<BaseObject> Objects { get; private set; }
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/// <summary>
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/// Gets the collection of Items that are available in the game world.
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/// </summary>
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public List<BaseItem> Items { get; private set; }
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/// <summary>
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/// Gets the collection of Characters (NPC/Monster) that are available in the Game world
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/// </summary>
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//TODO: This should be BaseAI
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public List<BaseCharacter> Characters { get; private set; }
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/// <summary>
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/// Gets the collection of Realms currently available in the game world
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/// </summary>
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public List<Realm> Realms { get; private set; }
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private Game _Game;
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public GameWorld(Game game)
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{
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_Game = game;
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Objects = new List<BaseObject>();
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Items = new List<BaseItem>();
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Characters = new List<BaseCharacter>();
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Realms = new List<Realm>();
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}
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public void Start()
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{
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//See if we have an Initial Realm set
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//TODO: Check for saved Realm files and load
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Log.Write("Initializing World...");
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foreach (Realm r in Realms)
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{
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if (r.IsInitialRealm)
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{
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_Game.InitialRealm = r;
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break;
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}
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}
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//Check if any the initial room exists or not.
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if ((_Game.InitialRealm == null) || (_Game.InitialRealm.InitialZone == null) || (_Game.InitialRealm.InitialZone.InitialRoom == null))
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{
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Log.Write("ERROR: No initial location defined. Game startup failed!");
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Log.Write("Players will start in the Abyss. Each player will contain their own instance of this room.");
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//return false;
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}
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else
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Log.Write("Initial Location loaded-> " + _Game.InitialRealm.Name + "." + _Game.InitialRealm.InitialZone.Name + "." + _Game.InitialRealm.InitialZone.InitialRoom.Name);
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}
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public void Save()
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{
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//Save all of the Environments
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for (int x = 0; x <= Realms.Count - 1; x++)
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{
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string realmFile = Path.Combine(_Game.DataPaths.Environment, Realms[x].Filename);
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//Save the Realm
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Realms[x].Save(realmFile);
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//Loop through each Zone in the Realm and save it.
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for (int y = 0; y <= Realms[x].ZoneCollection.Count - 1; y++)
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{
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string zonePath = Path.Combine(_Game.DataPaths.Environment, Path.GetFileNameWithoutExtension(Realms[x].Filename), Path.GetFileNameWithoutExtension(Realms[x].ZoneCollection[y].Filename));
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if (!Directory.Exists(zonePath))
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Directory.CreateDirectory(zonePath);
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//Save the Zone.
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Realms[x].ZoneCollection[y].Save(Path.Combine(zonePath, Realms[x].ZoneCollection[y].Filename));
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for (int z = 0; z <= Realms[x].ZoneCollection[y].RoomCollection.Count - 1; z++)
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{
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if (!Directory.Exists(Path.Combine(zonePath, "Rooms")))
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Directory.CreateDirectory(Path.Combine(zonePath, "Rooms"));
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string roomPath = Path.Combine(zonePath, "Rooms");
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Realms[x].ZoneCollection[y].RoomCollection[z].Save(Path.Combine(roomPath, Realms[x].ZoneCollection[y].RoomCollection[z].Filename));
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}
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}
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} //Complete Environment saving.
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}
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/// <summary>
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/// Adds a Realm to the Games current list of Realms.
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/// </summary>
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/// <param name="realm"></param>
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public void AddRealm(Realm realm)
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{
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//If this Realm is set as Initial then we need to disable any previously
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//set Realms to avoid conflict.
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if (realm.IsInitialRealm)
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{
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foreach (Realm r in Realms)
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{
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if (r.IsInitialRealm)
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{
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r.IsInitialRealm = false;
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break;
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}
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}
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}
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//Set this Realm as the Games initial Realm
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if (realm.IsInitialRealm)
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_Game.InitialRealm = realm;
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//TODO: Check for duplicate Realms.
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Realms.Add(realm);
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}
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/// <summary>
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/// Returs a reference to an object that matches the supplied Type and filename.
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/// Object MUST inherit from BaseObject or one of its child classes in order to be found.
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/// </summary>
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/// <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>
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/// <param name="filename"></param>
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/// <returns></returns>
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public BaseObject GetObject(ObjectTypes objectType, string filename)
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{
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BaseObject obj = new BaseObject(_Game);
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switch (objectType)
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{
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case ObjectTypes.Standard:
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break;
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case ObjectTypes.Character:
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break;
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case ObjectTypes.Item:
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break;
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case ObjectTypes.Realm:
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obj = GetRealm(filename);
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break;
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case ObjectTypes.Zone:
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break;
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case ObjectTypes.Room:
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break;
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}
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return obj;
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}
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/// <summary>
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/// Returns a reference to the Realm contained within the Realms collection if it exists.
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/// </summary>
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/// <param name="filename"></param>
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/// <returns></returns>
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private Realm GetRealm(string filename)
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{
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foreach (Realm r in Realms)
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{
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if (r.Filename == filename)
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return r;
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}
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return null;
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}
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}
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}
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@ -19,7 +19,22 @@ namespace MudEngine.GameObjects
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[Description("The Display Name assigned to this object.")]
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//Required to refresh Filename property in the editors propertygrid
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[RefreshProperties(RefreshProperties.All)]
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public string Name { get; set; }
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public string Name
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{
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get
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{
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return _Name;
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}
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set
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{
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_Name = value;
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if (this.GetType().Name.StartsWith("Base"))
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Filename = value + "." + this.GetType().Name.Substring("Base".Length);
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else
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Filename = value + "." + this.GetType().Name;
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}
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}
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private string _Name;
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public Int32 ID { get; internal set; }
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@ -82,14 +97,14 @@ namespace MudEngine.GameObjects
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//but different Identifiers. Letting there be multiple versions
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//of the same object.
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ActiveGame.AddObject(this);
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//ActiveGame.World.AddObject(this);
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}
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~BaseObject()
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{
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//We must free up this ID so that it can be used by other objects being instanced.
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ActiveGame.RemoveObject(this);
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//ActiveGame.World.RemoveObject(this);
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}
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private bool ShouldSerializeName()
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16
MudEngine/GameObjects/Characters/BaseAI.cs
Normal file
16
MudEngine/GameObjects/Characters/BaseAI.cs
Normal file
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@ -0,0 +1,16 @@
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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 MudEngine.GameManagement;
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namespace MudEngine.GameObjects.Characters
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{
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public class BaseAI : BaseCharacter
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{
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public BaseAI(Game game) : base(game)
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{
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}
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}
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}
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@ -89,7 +89,7 @@ namespace MudEngine.GameObjects.Characters
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}
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//Restore the users current Room.
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Realm realm = ActiveGame.GetRealmByID(Convert.ToInt32(FileManager.GetData(filename, "CurrentRealm")));
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Realm realm = (Realm)ActiveGame.World.GetObject(ObjectTypes.Realm, FileManager.GetData(filename, "CurrentRealm"));
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if (realm == null)
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{
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@ -125,9 +125,9 @@ namespace MudEngine.GameObjects.Characters
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FileManager.WriteLine(filename, this.IsControlled.ToString(), "IsControlled");
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FileManager.WriteLine(filename, this.Role.ToString(), "Role");
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FileManager.WriteLine(filename, this.CurrentRoom.ID.ToString(), "CurrentRoom");
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FileManager.WriteLine(filename, this.CurrentRoom.ID.ToString(), "CurrentZone");
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FileManager.WriteLine(filename, this.CurrentRoom.ID.ToString(), "CurrentRealm");
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FileManager.WriteLine(filename, this.CurrentRoom.Name, "CurrentRoom");
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FileManager.WriteLine(filename, this.CurrentRoom.Zone, "CurrentZone");
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FileManager.WriteLine(filename, this.CurrentRoom.Realm, "CurrentRealm");
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}
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/// <summary>
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@ -62,6 +62,7 @@
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<Compile Include="GameManagement\CommandEngine.cs" />
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<Compile Include="GameManagement\CommandResults.cs" />
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<Compile Include="GameManagement\GameTime.cs" />
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<Compile Include="GameManagement\GameWorld.cs" />
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<Compile Include="GameManagement\ICommand.cs" />
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<Compile Include="FileSystem\FileManager.cs" />
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<Compile Include="FileSystem\SaveDataTypes.cs" />
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@ -71,6 +72,7 @@
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<Compile Include="GameManagement\SecurityRoles.cs" />
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<Compile Include="GameObjects\Bag.cs" />
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<Compile Include="GameObjects\BaseObject.cs" />
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<Compile Include="GameObjects\Characters\BaseAI.cs" />
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<Compile Include="GameObjects\Characters\BaseCharacter.cs" />
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<Compile Include="GameObjects\Environment\Door.cs" />
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<Compile Include="GameObjects\Environment\Realm.cs" />
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@ -114,6 +114,7 @@ namespace MudEngine.Scripting
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InstallPath = Environment.CurrentDirectory;
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GameObjects = new List<GameObject>();
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_AssemblyCollection = new List<Assembly>();
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ScriptType = scriptTypes;
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_Game = game;
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}
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@ -56,13 +56,13 @@ namespace MudGame
|
|||
Log.Write("Setting up the Default Engine Game Manager...");
|
||||
game = new 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
|
||||
{
|
||||
Log.Write("Setting up " + obj.GetProperty().GameTitle + " Manager...");
|
||||
game = (Game)obj.Instance;
|
||||
scriptEngine = new ScriptEngine(game, ScriptEngine.ScriptTypes.Assembly);
|
||||
scriptEngine = new ScriptEngine(game, ScriptEngine.ScriptTypes.Both);
|
||||
}
|
||||
//Force TCP
|
||||
game.ServerType = ProtocolType.Tcp;
|
||||
|
|
|
@ -16,35 +16,29 @@ public class MyGame : Game
|
|||
myRealm.Name = "California";
|
||||
myRealm.Description = "The Beaches of California are relaxing and fun to be at.";
|
||||
myRealm.IsInitialRealm = true;
|
||||
|
||||
//Add the Realm to the Games RealmCollection
|
||||
AddRealm(myRealm);
|
||||
World.AddRealm(myRealm);
|
||||
|
||||
Zone myZone = new Zone(this);
|
||||
myZone.Name = "San Diego";
|
||||
myZone.Realm = myRealm.Name;
|
||||
myZone.Description = "San Diego has many attractions, including Sea World!";
|
||||
myZone.IsInitialZone = true;
|
||||
|
||||
//Add the Zone to the Realm
|
||||
myRealm.AddZone(myZone);
|
||||
|
||||
//Create our HotelRoom
|
||||
Room myRoom = new Room(this);
|
||||
myRoom.Name = "Hotel Room B33";
|
||||
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("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);
|
||||
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.");
|
||||
//Add the Hallway to the Zones Room Collection
|
||||
myZone.AddRoom(myHallway);
|
||||
|
||||
myZone.LinkRooms(AvailableTravelDirections.West, myHallway, myRoom);
|
||||
|
||||
Room nextRoom = new Room(this);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue