MudEngine:

- Deleted the following commands from the engine:
   Exit, GetTime, LinkRoom, Load, Look, Save and Walk.
   These are now part of the MudGame script library.
 - Revised all of the Commands prior to moving them to the Script Library. They are now very well commented.
 - Optimized the player login code.
 - All commands now support the Help command.
 - Game now has a MinimumPasswordSize property for setting the required minimum characters for a players password.
 - System.Linq and System.Text using statements added to scripts when they are compiled. Script writers no longer need to type out the fully qualified name of a Type within those namespaces.

MudGame:
 - Added the following commands to the script library:
   Exit, GetTime, LinkRoom, Load, Look, Save, Walk.
 - Added 76 lines of comments to WorldCalifornia to better help new users understand how to create their game worlds via script.
 - The Clear, Help, Say and Create commands have been given better commenting.
 - Existing scripts have been given some better optimizations.
This commit is contained in:
Scionwest_cp 2010-08-22 11:20:22 -07:00
parent cc2213a7b3
commit 7e31a78f72
27 changed files with 1251 additions and 881 deletions

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@ -1,88 +0,0 @@
//Microsoft.NET Framework
using System;
using System.Collections.Generic;
using System.Linq;
using System.IO;
using System.Text;
//Mud Designer Game Engine
using MudEngine.FileSystem;
using MudEngine.GameObjects.Characters;
using MudEngine.GameManagement;
using MudEngine.Commands;
using MudEngine.GameObjects.Environment;
namespace MudEngine.Commands
{
/// <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 : IGameCommand
{
/// <summary>
/// Used by the Command Engine to allow for overriding any other commands that contain the same name.
/// TODO: Does Overriding Commands still work? This is part of some old code I wrote several years back and might be broke.
/// </summary>
public Boolean Override { get; set; }
/// <summary>
/// The name of the command.
/// If Override is set to true, this command will override any other command that contains the same name.
/// </summary>
public String Name { get; set; }
/// <summary>
/// A collection of strings that contains helpfull information for this Command.
/// When the user enteres 'Help Exit' the game will print the content of this collection.
/// This is treated like a virtual book, each entry in the collection is printed as a new line.
/// </summary>
public List<String> Help { get; set; }
/// <summary>
/// Constructor for the class.
/// </summary>
public CommandExit()
{
//Instance the help collection and add our help information to it.
//Typically the Help content is placed within the constructor, but this particular help document
//needs to access information from the player, so we will build our Help collection in the Execute command.
Help = new List<string>();
}
/// <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 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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//Microsoft.NET Framework
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
//Mud Designer Game Engine
using MudEngine.GameObjects.Characters;
using MudEngine.GameManagement;
namespace MudEngine.Commands
{
/// <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 : IGameCommand
{
/// <summary>
/// Used by the Command Engine to allow for overriding any other commands that contain the same name.
/// TODO: Does Overriding Commands still work? This is part of some old code I wrote several years back and might be broke.
/// </summary>
public Boolean Override { get; set; }
/// <summary>
/// The name of the command.
/// If Override is set to true, this command will override any other command that contains the same name.
/// </summary>
public String Name { get; set; }
/// <summary>
/// A collection of strings that contains helpfull information for this Command.
/// When the user enteres 'Help Exit' the game will print the content of this collection.
/// This is treated like a virtual book, each entry in the collection is printed as a new line.
/// </summary>
public List<String> Help { get; set; }
/// <summary>
/// Constructor for the class.
/// </summary>
public CommandGetTime()
{
//Instance the help collection and add our help information to it.
Help = new List<string>();
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 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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@ -1,401 +0,0 @@
//Microsoft.NET Framework
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
//Mud Designer Game Engine
using MudEngine.FileSystem;
using MudEngine.GameManagement;
using MudEngine.GameObjects;
using MudEngine.GameObjects.Characters;
using MudEngine.GameObjects.Environment;
namespace MudEngine.Commands
{
/// <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 : IGameCommand
{
/// <summary>
/// Used by the Command Engine to allow for overriding any other commands that contain the same name.
/// TODO: Does Overriding Commands still work? This is part of some old code I wrote several years back and might be broke.
/// </summary>
public Boolean Override { get; set; }
/// <summary>
/// The name of the command.
/// If Override is set to true, this command will override any other command that contains the same name.
/// </summary>
public String Name { get; set; }
/// <summary>
/// A collection of strings that contains helpfull information for this Command.
/// When the user enteres 'Help Exit' the game will print the content of this collection.
/// This is treated like a virtual book, each entry in the collection is printed as a new line.
/// </summary>
public List<String> Help { get; set; }
/// <summary>
/// Constructor for the class.
/// </summary>
public CommandLinkRoom()
{
//Instance the help collection and add our help information to it.
Help = new List<string>();
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 and does not work.");
}
/// <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 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.");
}
//Ensure it's a valid name, if not then loop back and try again.
foreach (Room r in zone.RoomCollection)
{
if (r.Filename.ToLower() == input.ToLower())
{
isValidRoom = true;
departingRoom = r;
break;
}
else
{
isValidRoom = false;
}
}
if (!isValidRoom)
player.Send("That Room does not exist! Please try again.");
}
player.Send("");
player.Send("Please select which Room that you wish to be the Arrival Room:");
player.Send("");
isValidRoom = false;
Room arrivalRoom = new Room(player.ActiveGame);
while (!isValidRoom)
{
isValidRoom = true;//Default to true, assume the user entered a valid name.
foreach (Room r in zone.RoomCollection)
{
player.Send(r.Filename + " | ", false);
}
player.Send("");
player.Send("Selection: ", false);
input = player.ReadInput();
if (input.ToLower() == "cancel")
{
player.Send("Room Linking aborted.");
return;
}
//Ensure it's a valid name, if not then loop back and try again.
foreach (Room r in zone.RoomCollection)
{
if (r.Filename.ToLower() == input.ToLower())
{
isValidRoom = true;
departingRoom = r;
break;
}
else
{
isValidRoom = false;
}
}
if (!isValidRoom)
player.Send("That Room does not exist! Please try again.");
}
player.Send("");
player.Send("Please select which Room that you wish to be the departing Room:");
player.Send("");
player.Send("Please select which direction you would like to travel while departing the departure Room.");
Array values = Enum.GetValues(typeof(AvailableTravelDirections));
foreach (Int32 v in values)
{
//Since enum values are not strings, we can't simply just assign the String to the enum
String displayName = Enum.GetName(typeof(AvailableTravelDirections), v);
player.Send(displayName + " | ");
}
player.Send("Enter Selection: ", false);
input = player.ReadInput();
AvailableTravelDirections direction = new AvailableTravelDirections();
Boolean isValidDirection = false;
foreach (Int32 v in values)
{
//Since enum values are not strings, we can't simply just assign the String to the enum
String displayName = Enum.GetName(typeof(AvailableTravelDirections), v);
//If the value = the String saved, then perform the needed conversion to get our data back
if (displayName.ToLower() == input.ToLower())
{
direction = (AvailableTravelDirections)Enum.Parse(typeof(AvailableTravelDirections), displayName);
isValidDirection = true;
break;
}
}
if (!isValidDirection)
{
player.Send("Invalid direction supplied!");
}
else
{
zone.LinkRooms(direction, arrivalRoom, departingRoom);
}
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
using MudEngine.FileSystem;
using MudEngine.GameManagement;
using MudEngine.GameObjects;
using MudEngine.GameObjects.Characters;
namespace MudEngine.Commands
{
public class CommandLoad : IGameCommand
{
public Boolean Override { get; set; }
public String Name { get; set; }
public List<String> Help { get; set; }
public void Execute(String command, BaseCharacter player)
{
String path = player.ActiveGame.DataPaths.Players;
String filename = Path.Combine(path, player.Filename);
player.Load(filename);
}
}
}

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@ -12,119 +12,183 @@ using MudEngine.GameObjects.Environment;
namespace MudEngine.Commands
{
/// <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 : IGameCommand
{
/// <summary>
/// Used by the Command Engine to allow for overriding any other commands that contain the same name.
/// TODO: Does Overriding Commands still work? This is part of some old code I wrote several years back and might be broke.
/// </summary>
public Boolean Override { get; set; }
/// <summary>
/// The name of the command.
/// If Override is set to true, this command will override any other command that contains the same name.
/// </summary>
public String Name { get; set; }
/// <summary>
/// A collection of strings that contains helpfull information for this Command.
/// When the user enteres 'Help Exit' the game will print the content of this collection.
/// This is treated like a virtual book, each entry in the collection is printed as a new line.
/// </summary>
public List<String> Help { get; set; }
/// <summary>
/// Class constructor
/// </summary>
public CommandLogin()
{
Help = new List<string>();
Help.Add("Logs the player into their respective account.");
}
/// <summary>
/// Constructor for the class.
/// </summary>
public 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;
Boolean playerLegal = false;
String savedFile = "";
String playerName = "";
while (!playerLegal)
//Loop until we have a valid player name entered.
while (String.IsNullOrEmpty(playerName))
{
player.Send("Enter Character Name: ", false);
playerName = player.ReadInput();
if (!String.IsNullOrEmpty(playerName))
playerLegal = true;
}
//See if this character already exists.
//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();
if (!String.IsNullOrEmpty(playerPwrd))
passwordLegal = true;
if (playerPwrd.Length < 6)
//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 6 characters");
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;
}
}
//Loop through all the players currently logged in and disconnect anyone that is currently logged
//in with this account.
//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)
{
if (player.ActiveGame.IsMultiplayer)
//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++)
{
if (player.ActiveGame.GetPlayerCollection()[i].Name.ToLower() == playerName.ToLower())
//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 assign this name to this player if this is a new toon or load the player if the file exists.
if (!playerFound)
{
player.Create(playerName, playerPwrd);
player.Send("Welcome " + player.Name + "!");
//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);
}
}
else
{
BaseCharacter p = new BaseCharacter(player.ActiveGame);
p.Load(savedFile);
if (p.VarifyPassword(playerPwrd))
player.Load(savedFile);
if (player.VarifyPassword(playerPwrd))
{
player.Load(savedFile);
player.Send("Welcome back " + player.Name + "!");
}
else
{
passwordLegal = false;
player.Send("Invalid password.");
//Don't keep a reference to the already loaded character. The player will need to
//re-enter their credentials.
player = new BaseCharacter(player.ActiveGame);
}
}
}
}
//Look to see if there are players in the Room
//Let other players know that the user walked in.
//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;
String room = player.ActiveGame.GetPlayerCollection()[i].CurrentRoom.Name;
String realm = player.ActiveGame.GetPlayerCollection()[i].CurrentRoom.Realm;
String zone = player.ActiveGame.GetPlayerCollection()[i].CurrentRoom.Zone;
if ((room == player.CurrentRoom.Name) && (realm == player.CurrentRoom.Realm) && (zone == player.CurrentRoom.Zone))
//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.");
}

View file

@ -1,39 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using MudEngine.GameObjects.Characters;
using MudEngine.FileSystem;
using MudEngine.Commands;
using MudEngine.GameManagement;
using MudEngine.GameObjects.Environment;
using MudEngine.GameObjects.Items;
namespace MudEngine.Commands
{
public class CommandLook : IGameCommand
{
public String Name { get; set; }
public Boolean Override { get; set; }
public List<String> Help { get; set; }
public void Execute(String command, BaseCharacter player)
{
if (player.CurrentRoom == null)
{
player.Send("You are not within any Room.");
return;
}
if (player.CurrentRoom.DetailedDescription.Count == 0)
player.Send(player.CurrentRoom.Description);
else
{
foreach(String entry in player.CurrentRoom.DetailedDescription)
{
player.Send(entry);
}
}
}
}
}

View file

@ -21,6 +21,13 @@ namespace MudEngine.Commands
public String Name { get; set; }
public Boolean Override { get; set; }
public List<String> Help { get; set; }
public CommandRestart()
{
Help = new List<string>();
Help.Add("Restarts the game server.");
}
public void Execute(String command, BaseCharacter player)
{
if (player.Role == SecurityRoles.Admin)

View file

@ -1,24 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
using MudEngine.FileSystem;
using MudEngine.GameManagement;
using MudEngine.GameObjects;
using MudEngine.GameObjects.Characters;
namespace MudEngine.Commands
{
public class CommandSave : IGameCommand
{
public Boolean Override { get; set; }
public String Name { get; set; }
public List<String> Help { get; set; }
public void Execute(String command, BaseCharacter player)
{
player.Save(player.ActiveGame.DataPaths.Players);
}
}
}

View file

@ -17,6 +17,13 @@ namespace MudEngine.Commands
public Boolean Override { get; set; }
public String Name { get; set; }
public List<String> Help { get; set; }
public CommandSaveWorld()
{
Help = new List<string>();
Help.Add("Saves the game world.");
}
public void Execute(String command, BaseCharacter player)
{
if ((player.Role == SecurityRoles.Admin) || (player.Role == SecurityRoles.GM))

View file

@ -1,52 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
using MudEngine.GameObjects.Characters;
using MudEngine.GameManagement;
using MudEngine.GameObjects.Environment;
using MudEngine.GameObjects;
using MudEngine.FileSystem;
namespace MudEngine.Commands
{
public class CommandWalk : IGameCommand
{
public String Name { get; set; }
public Boolean Override { get; set; }
public List<String> Help { get; set; }
public void Execute(String command, BaseCharacter player)
{
String[] words = command.Split(' ');
List<String> directions = new List<String>();
if (words.Length == 1)
{
player.Send("No direction provided!");
return;
}
else
{
foreach (Door door in player.CurrentRoom.Doorways)
{
if (door.TravelDirection == TravelDirections.GetTravelDirectionValue(words[1]))
{
//Move the player into their new room
player.Move(door.TravelDirection);
player.CommandSystem.ExecuteCommand("Look", player);
if (player.ActiveGame.AutoSave)
player.Save(player.ActiveGame.DataPaths.Players);
return;
}
}
}
player.Send("Unable to travel in that direction.");
}
}
}

View file

@ -131,6 +131,12 @@ namespace MudEngine.GameManagement
/// </summary>
public Int32 AutoSaveInterval { get; set; }
/// <summary>
/// Gets or Sets the minimum number of characters required to create a 'legal' password.
/// Default value is 6 characters required for a password during character creation.
/// </summary>
public Int32 MinimumPasswordSize { get; set; }
[Category("Project Settings")]
[Description("Hide Room names from being outputted to the console.")]
/// <summary>
@ -214,6 +220,8 @@ namespace MudEngine.GameManagement
AutoSave = true;
AutoSaveInterval = 30;
MinimumPasswordSize = 6;
}
#endregion

View file

@ -50,16 +50,9 @@
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="Commands\CommandExit.cs" />
<Compile Include="Commands\CommandGetTime.cs" />
<Compile Include="Commands\CommandLook.cs" />
<Compile Include="Commands\CommandRestart.cs" />
<Compile Include="Commands\CommandSave.cs" />
<Compile Include="Commands\CommandWalk.cs" />
<Compile Include="Commands\CommandLoad.cs" />
<Compile Include="Commands\CommandLogin.cs" />
<Compile Include="Commands\CommandSaveWorld.cs" />
<Compile Include="Commands\CommandLinkRoom.cs" />
<Compile Include="FileSystem\SaveDataPaths.cs" />
<Compile Include="GameManagement\CommandEngine.cs" />
<Compile Include="GameManagement\CommandResults.cs" />
@ -77,7 +70,6 @@
<Compile Include="GameObjects\Characters\BaseCharacter.cs" />
<Compile Include="GameObjects\Characters\BaseStats.cs" />
<Compile Include="GameObjects\Environment\Door.cs" />
<Compile Include="GameObjects\Environment\MyRealm.cs" />
<Compile Include="GameObjects\Environment\Realm.cs" />
<Compile Include="GameObjects\Environment\Room.cs" />
<Compile Include="GameObjects\Environment\StartingLocation.cs" />

View file

@ -142,7 +142,20 @@ namespace MudEngine.Scripting
Directory.CreateDirectory("temp");
//Setup the additional sourcecode that's needed in the script.
String[] usingStatements = new String[] { "using System;", "using System.Collections.Generic;", "using MudEngine.GameObjects;", "using MudEngine.GameObjects.Characters;", "using MudEngine.GameObjects.Environment;", "using MudEngine.GameObjects.Items;", "using MudEngine.GameManagement;", "using MudEngine.FileSystem;", "using MudEngine.Scripting;" };
String[] usingStatements = new String[]
{
"using System;",
"using System.Collections.Generic;",
"using System.Text;",
"using System.Linq;",
"using MudEngine.GameObjects;",
"using MudEngine.GameObjects.Characters;",
"using MudEngine.GameObjects.Environment;",
"using MudEngine.GameObjects.Items;",
"using MudEngine.GameManagement;",
"using MudEngine.FileSystem;",
"using MudEngine.Scripting;"
};
foreach (String script in scripts)
{
@ -171,7 +184,15 @@ namespace MudEngine.Scripting
Dictionary<String, String> providerOptions = new Dictionary<String,String>();
providerOptions.Add("CompilerVersion", "v4.0");
CompilerParameters param = new CompilerParameters(new String[] {"mscorlib.dll", "System.dll", "MudEngine.dll"});
String[] referencedAssemblies = new String[]
{
"mscorlib.dll",
"System.dll",
"System.Core.dll",
"MudEngine.dll"
};
CompilerParameters param = new CompilerParameters(referencedAssemblies);
param.GenerateExecutable = false;
param.GenerateInMemory = true;
if (!param.GenerateInMemory)

View file

@ -45,11 +45,29 @@
<ItemGroup>
<Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<None Include="Scripts\CommandExit.cs">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Scripts\CommandGetTime.cs">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Scripts\CommandLinkRoom.cs">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Scripts\CommandLook.cs">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Scripts\CommandSave.cs">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Scripts\CommandWalk.cs">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Scripts\CommandHelp.cs">
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Scripts\CommandCreate.cs">
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Scripts\CommandSay.cs">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>

View file

@ -1,10 +1,42 @@
/// <summary>
/// The Clear command is used to clear the players terminal screen of all text.
/// </summary>
public class CommandClear : IGameCommand
{
/// <summary>
/// Used by the Command Engine to allow for overriding any other commands that contain the same name.
/// TODO: Does Overriding Commands still work? This is part of some old code I wrote several years back and might be broke.
/// </summary>
public Boolean Override { get; set; }
/// <summary>
/// The name of the command.
/// If Override is set to true, this command will override any other command that contains the same name.
/// </summary>
public String Name { get; set; }
/// <summary>
/// A collection of strings that contains helpfull information for this Command.
/// When the user enteres 'Help Exit' the game will print the content of this collection.
/// This is treated like a virtual book, each entry in the collection is printed as a new line.
/// </summary>
public List<String> Help { get; set; }
/// <summary>
/// Constructor for the class.
/// </summary>
public CommandClear()
{
Help = new List<String>();
Help.Add("The Clear command is used to clear the screen of all text.");
}
/// <summary>
/// Constructor for the class.
/// </summary>
public void Execute(String command, BaseCharacter player)
{
//Call the flush method to clear the players console screen of all text.
player.FlushConsole();
}
}

View file

@ -1,15 +1,40 @@
public class CommandCreate : IGameCommand
/// <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 : IGameCommand
{
/// <summary>
/// Used by the Command Engine to allow for overriding any other commands that contain the same name.
/// TODO: Does Overriding Commands still work? This is part of some old code I wrote several years back and might be broke.
/// </summary>
public Boolean Override { get; set; }
/// <summary>
/// The name of the command.
/// If Override is set to true, this command will override any other command that contains the same name.
/// </summary>
public String Name { get; set; }
/// <summary>
/// A collection of strings that contains helpfull information for this Command.
/// When the user enteres 'Help Exit' the game will print the content of this collection.
/// This is treated like a virtual book, each entry in the collection is printed as a new line.
/// </summary>
public List<String> Help { get; set; }
/// <summary>
/// Constructor for the class.
/// </summary>
public CommandCreate()
{
Help = new List<string>();
Help.Add("Allows for the creation of environment objects.");
Help.Add("Linking of Rooms are not supported yet.");
//Help.Add("In order to link Rooms together use the LinkRoom command.");
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.");
}
public void Execute(String command, BaseCharacter player)

View file

@ -0,0 +1,72 @@
/// <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 : IGameCommand
{
/// <summary>
/// Used by the Command Engine to allow for overriding any other commands that contain the same name.
/// TODO: Does Overriding Commands still work? This is part of some old code I wrote several years back and might be broke.
/// </summary>
public Boolean Override { get; set; }
/// <summary>
/// The name of the command.
/// If Override is set to true, this command will override any other command that contains the same name.
/// </summary>
public String Name { get; set; }
/// <summary>
/// A collection of strings that contains helpfull information for this Command.
/// When the user enteres 'Help Exit' the game will print the content of this collection.
/// This is treated like a virtual book, each entry in the collection is printed as a new line.
/// </summary>
public List<String> Help { get; set; }
/// <summary>
/// Constructor for the class.
/// </summary>
public CommandExit()
{
//Instance the help collection and add our help information to it.
//Typically the Help content is placed within the constructor, but this particular help document
//needs to access information from the player, so we will build our Help collection in the Execute command.
Help = new List<string>();
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 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();
}
}
}

View file

@ -0,0 +1,47 @@
/// <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 : IGameCommand
{
/// <summary>
/// Used by the Command Engine to allow for overriding any other commands that contain the same name.
/// TODO: Does Overriding Commands still work? This is part of some old code I wrote several years back and might be broke.
/// </summary>
public Boolean Override { get; set; }
/// <summary>
/// The name of the command.
/// If Override is set to true, this command will override any other command that contains the same name.
/// </summary>
public String Name { get; set; }
/// <summary>
/// A collection of strings that contains helpfull information for this Command.
/// When the user enteres 'Help Exit' the game will print the content of this collection.
/// This is treated like a virtual book, each entry in the collection is printed as a new line.
/// </summary>
public List<String> Help { get; set; }
/// <summary>
/// Constructor for the class.
/// </summary>
public CommandGetTime()
{
//Instance the help collection and add our help information to it.
Help = new List<string>();
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 void Execute(String command, BaseCharacter player)
{
//Send the returned String containing the World Time to the player.
player.Send(player.ActiveGame.WorldTime.GetCurrentWorldTime());
}
}

View file

@ -1,35 +1,81 @@
 public class CommandHelp : IGameCommand
/// <summary>
/// Help command provides information on all the existing game commands, including script based commands.
/// </summary>
public class CommandHelp : IGameCommand
{
/// <summary>
/// Used by the Command Engine to allow for overriding any other commands that contain the same name.
/// TODO: Does Overriding Commands still work? This is part of some old code I wrote several years back and might be broke.
/// </summary>
public Boolean Override { get; set; }
/// <summary>
/// The name of the command.
/// If Override is set to true, this command will override any other command that contains the same name.
/// </summary>
public String Name { get; set; }
/// <summary>
/// A collection of strings that contains helpfull information for this Command.
/// When the user enteres 'Help Exit' the game will print the content of this collection.
/// This is treated like a virtual book, each entry in the collection is printed as a new line.
/// </summary>
public List<String> Help { get; set; }
/// <summary>
/// Constructor for the class.
/// </summary>
public CommandHelp()
{
public Boolean Override { get; set; }
public String Name { get; set; }
public List<String> Help { get; set; }
public void Execute(String command, BaseCharacter player)
{
string topic = command.Substring("Help".Length);
//TODO: Help command should display a complete list of available commands and should have self contained help topics.
if (topic.Length == 0)
{
player.Send("Available commands: ", false);
foreach (String cmd in CommandEngine.GetCommands())
{
IGameCommand g = CommandEngine.GetCommand(cmd);
player.Send(CommandEngine.GetCommandName(g) + ", ", false);
}
player.Send("");
player.Send("Usage: Help 'Command'");
return;
}
else
topic = topic.Trim();
IGameCommand gc = CommandEngine.GetCommand("Command" + topic);
foreach (String help in gc.Help)
{
player.Send(help);
}
}
Help = new List<String>();
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 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);
}
}

View file

@ -0,0 +1,419 @@
/// <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 : IGameCommand
{
/// <summary>
/// Used by the Command Engine to allow for overriding any other commands that contain the same name.
/// TODO: Does Overriding Commands still work? This is part of some old code I wrote several years back and might be broke.
/// </summary>
public Boolean Override { get; set; }
/// <summary>
/// The name of the command.
/// If Override is set to true, this command will override any other command that contains the same name.
/// </summary>
public String Name { get; set; }
/// <summary>
/// A collection of strings that contains helpfull information for this Command.
/// When the user enteres 'Help Exit' the game will print the content of this collection.
/// This is treated like a virtual book, each entry in the collection is printed as a new line.
/// </summary>
public List<String> Help { get; set; }
/// <summary>
/// Constructor for the class.
/// </summary>
public CommandLinkRoom()
{
//Instance the help collection and add our help information to it.
Help = new List<string>();
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 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 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 : IGameCommand
{
/// <summary>
/// Used by the Command Engine to allow for overriding any other commands that contain the same name.
/// TODO: Does Overriding Commands still work? This is part of some old code I wrote several years back and might be broke.
/// </summary>
public Boolean Override { get; set; }
/// <summary>
/// The name of the command.
/// If Override is set to true, this command will override any other command that contains the same name.
/// </summary>
public String Name { get; set; }
/// <summary>
/// A collection of strings that contains helpfull information for this Command.
/// When the user enteres 'Help Exit' the game will print the content of this collection.
/// This is treated like a virtual book, each entry in the collection is printed as a new line.
/// </summary>
public List<String> Help { get; set; }
/// <summary>
/// Constructor for the class.
/// </summary>
public CommandLook()
{
Help = new List<String>();
Help.Add("Prints a description of the current Room and the objects that reside within it.");
}
/// <summary>
/// Constructor for the class.
/// </summary>
public 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 : IGameCommand
{
/// <summary>
/// Used by the Command Engine to allow for overriding any other commands that contain the same name.
/// TODO: Does Overriding Commands still work? This is part of some old code I wrote several years back and might be broke.
/// </summary>
public Boolean Override { get; set; }
/// <summary>
/// The name of the command.
/// If Override is set to true, this command will override any other command that contains the same name.
/// </summary>
public String Name { get; set; }
/// <summary>
/// A collection of strings that contains helpfull information for this Command.
/// When the user enteres 'Help Exit' the game will print the content of this collection.
/// This is treated like a virtual book, each entry in the collection is printed as a new line.
/// </summary>
public List<String> Help { get; set; }
/// <summary>
/// Constructor for the class.
/// </summary>
public CommandSave()
{
Help = new List<String>();
Help.Add("Saves your character immediately.");
}
/// <summary>
/// Constructor for the class.
/// </summary>
public void Execute(String command, BaseCharacter player)
{
//Save the player to the hard-disk.
player.Save(player.ActiveGame.DataPaths.Players);
}
}

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@ -1,25 +1,66 @@
/// <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 : IGameCommand
{
/// <summary>
/// Used by the Command Engine to allow for overriding any other commands that contain the same name.
/// TODO: Does Overriding Commands still work? This is part of some old code I wrote several years back and might be broke.
/// </summary>
public Boolean Override { get; set; }
/// <summary>
/// The name of the command.
/// If Override is set to true, this command will override any other command that contains the same name.
/// </summary>
public String Name { get; set; }
/// <summary>
/// A collection of strings that contains helpfull information for this Command.
/// When the user enteres 'Help Exit' the game will print the content of this collection.
/// This is treated like a virtual book, each entry in the collection is printed as a new line.
/// </summary>
public List<String> Help { get; set; }
/// <summary>
/// Constructor for the class.
/// </summary>
public CommandSay()
{
Help = new List<String>();
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 void Execute(String command, BaseCharacter player)
{
if (command.Length <= 4) //user only sent 'Say' or 'Say '
//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.
player.ExecuteCommand("Help Say");
return; //nothing to say, don't say anything at all.
}
//Get the message out of the command string.
String message = command.Substring("Say ".Length);
foreach (BaseCharacter p in player.ActiveGame.GetPlayerCollection())
{
if ((p.CurrentRoom.Realm == player.CurrentRoom.Realm) && (p.CurrentRoom.Zone == player.CurrentRoom.Zone) && (p.CurrentRoom.Filename == player.CurrentRoom.Filename))
{
p.Send(player.Name + " says: " + message);
}
}
//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 : IGameCommand
{
/// <summary>
/// Used by the Command Engine to allow for overriding any other commands that contain the same name.
/// TODO: Does Overriding Commands still work? This is part of some old code I wrote several years back and might be broke.
/// </summary>
public Boolean Override { get; set; }
/// <summary>
/// The name of the command.
/// If Override is set to true, this command will override any other command that contains the same name.
/// </summary>
public String Name { get; set; }
/// <summary>
/// A collection of strings that contains helpfull information for this Command.
/// When the user enteres 'Help Exit' the game will print the content of this collection.
/// This is treated like a virtual book, each entry in the collection is printed as a new line.
/// </summary>
public List<String> Help { get; set; }
/// <summary>
/// Constructor for the class.
/// </summary>
public CommandWalk()
{
Help = new List<String>();
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 every
//available travel direction contained within the engine, regardless if we add or remove directions internally or not.
//It's a dynamic way of storing our directions.
}
/// <summary>
/// Constructor for the class.
/// </summary>
public 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);
//Use the Look command to print the contents of the new Room to the Player.
player.CommandSystem.ExecuteCommand("Look", player);
//If the current Active Game has Auto-Save enabled, we will save the player.
if (player.ActiveGame.AutoSave)
player.Save(player.ActiveGame.DataPaths.Players);
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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@ -1,20 +1,47 @@
/// <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
{
public WorldCalifornia Cali;
//Our custom California Realm script.
public WorldCalifornia Cali;
public EarthGame()
: base()
{
GameTitle = "Planet Earth MUD";
Story = "The planet Earth reproduced in a MUD for your playing enjoyment!";
IsMultiplayer = true;
/// <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";
MaximumPlayers = 5000;
CompanyName = "Mud Designer Team";
Website = "Visit Http://MudDesigner.Codeplex.com for the latest News, Documentation and Releases.";
Version = "Example Game Version 1.0";
Cali = new WorldCalifornia(this);
Cali.Create();
}
//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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@ -1,50 +1,116 @@
/// <summary>
/// The WorldCalifornia script is used to construct the Game world.
/// </summary>
public class WorldCalifornia
{
private Game _Game;
//Our current Active Game. Allows us to add content to the game.
private Game _Game;
public WorldCalifornia(Game game)
{
_Game = game;
}
/// <summary>
/// Our Constructor.
/// </summary>
/// <param name="game"></param>
public WorldCalifornia(Game game)
{
//Set _Game to reference the current Active Game.
_Game = game;
}
public void Create()
{
//Instance our Realm
Realm myRealm = new Realm(_Game);
myRealm.Name = "California";
myRealm.Description = "The Beaches of California are relaxing and fun to be at.";
myRealm.IsInitialRealm = true;
_Game.World.AddObject(myRealm);
/// <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);
Zone myZone = new Zone(_Game);
myZone.Name = "San Diego";
myZone.Realm = myRealm.Name;
myZone.Description = "San Diego has many attractions, including Sea World!";
myZone.IsInitialZone = true;
myRealm.AddZone(myZone);
//Setup the Realm properties.
myRealm.Name = "California";
myRealm.Description = "The Beaches of California are relaxing and fun to be at.";
//Create our HotelRoom
Room myRoom = new Room(_Game);
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");
//Setting the Realms IsInitialRealm to true will let the current Active Game know where to place newly created players.
myRealm.IsInitialRealm = true;
Room myHallway = new Room(_Game);
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.");
myZone.AddRoom(myHallway);
myZone.LinkRooms(AvailableTravelDirections.West, myHallway, myRoom);
//Add the Realm to the current Active Game World.
_Game.World.AddObject(myRealm);
Room nextRoom = new Room(_Game);
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");
myZone.AddRoom(nextRoom);
//Link
myZone.LinkRooms(AvailableTravelDirections.East, myHallway, nextRoom);
}
//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.Zone";
//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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@ -1,50 +0,0 @@
public class WorldCalifornia
{
private Game _Game;
public WorldCalifornia(Game game)
{
_Game = game;
}
public void Create()
{
//Instance our Realm
Realm myRealm = new Realm(_Game);
myRealm.Name = "California";
myRealm.Description = "The Beaches of California are relaxing and fun to be at.";
myRealm.IsInitialRealm = true;
_Game.World.AddObject(myRealm);
Zone myZone = new Zone(_Game);
myZone.Name = "San Diego";
myZone.Realm = myRealm.Name;
myZone.Description = "San Diego has many attractions, including Sea World!";
myZone.IsInitialZone = true;
myRealm.AddZone(myZone);
//Create our HotelRoom
Room myRoom = new Room(_Game);
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");
Room myHallway = new Room(_Game);
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.");
myZone.AddRoom(myHallway);
myZone.LinkRooms(AvailableTravelDirections.West, myHallway, myRoom);
Room nextRoom = new Room(_Game);
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");
myZone.AddRoom(nextRoom);
//Link
myZone.LinkRooms(AvailableTravelDirections.East, myHallway, nextRoom);
}
}