Added beginning support for Dynamic Type Property Saving. Refer to my blog post for additional information in this: http://scionwest.net/2011/09/saving-type-data-dynamically/
Added new ParseProperty Attribute that must be used on any Type Property that will need to be saved during runtime.
This commit is contained in:
parent
f8620d0f4d
commit
81f2ae91c0
6 changed files with 537 additions and 471 deletions
23
MudEngine/Attributes/ParseProperty.cs
Normal file
23
MudEngine/Attributes/ParseProperty.cs
Normal file
|
@ -0,0 +1,23 @@
|
|||
using System;
|
||||
using System.Reflection;
|
||||
using System.ComponentModel;
|
||||
namespace MudEngine.Attributes
|
||||
{
|
||||
[System.AttributeUsage(System.AttributeTargets.Property)]
|
||||
public class ParseProperty
|
||||
: System.Attribute
|
||||
{
|
||||
Object obj;
|
||||
|
||||
public ParseProperty(Object var)
|
||||
{
|
||||
obj = var;
|
||||
}
|
||||
|
||||
public object GetObject()
|
||||
{
|
||||
return obj;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
|
@ -4,14 +4,17 @@ using System.Collections.Generic;
|
|||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.ComponentModel;
|
||||
using System.Reflection;
|
||||
using System.Xml.Serialization;
|
||||
using System.IO;
|
||||
using System.Reflection;
|
||||
|
||||
//MUD Engine
|
||||
using MudEngine.FileSystem;
|
||||
using MudEngine.GameManagement;
|
||||
|
||||
using rScripting;
|
||||
using rScripting.LateBinding;
|
||||
|
||||
namespace MudEngine.GameObjects
|
||||
{
|
||||
public class BaseObject
|
||||
|
@ -175,6 +178,43 @@ namespace MudEngine.GameObjects
|
|||
{
|
||||
}
|
||||
|
||||
public virtual void NewSave()
|
||||
{
|
||||
ScriptObject obj = new ScriptObject(this);
|
||||
PropertyInfo[] prop = this.GetType().GetProperties();
|
||||
|
||||
string path = this.SavePath;
|
||||
|
||||
if (String.IsNullOrEmpty(path))
|
||||
return;
|
||||
|
||||
if (!Directory.Exists(path))
|
||||
Directory.CreateDirectory(path);
|
||||
|
||||
string filename = Path.Combine(path, Filename);
|
||||
|
||||
if (File.Exists(filename))
|
||||
File.Delete(filename);
|
||||
|
||||
foreach (var p in prop)
|
||||
{
|
||||
object[] attributes = p.GetCustomAttributes(typeof(MudEngine.Attributes.ParseProperty), false);
|
||||
|
||||
foreach (Attribute a in attributes)
|
||||
{
|
||||
if (a.GetType().Name == "ParseProperty")
|
||||
{
|
||||
ParseProperty(p);
|
||||
}
|
||||
}
|
||||
FileManager.WriteLine(filename, obj.GetProperty(p.Name).ToString(), p.Name);
|
||||
}
|
||||
}
|
||||
|
||||
private void ParseProperty(PropertyInfo propety)
|
||||
{
|
||||
}
|
||||
|
||||
public virtual void Save()
|
||||
{
|
||||
string path = this.SavePath;
|
||||
|
|
|
@ -1,496 +1,499 @@
|
|||
//Microsoft .NET Framework
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.IO;
|
||||
//Microsoft .NET Framework
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.IO;
|
||||
|
||||
//MUD Engine
|
||||
using MudEngine.FileSystem;
|
||||
using MudEngine.Commands;
|
||||
using MudEngine.GameManagement;
|
||||
using MudEngine.GameObjects;
|
||||
using MudEngine.GameObjects.Environment;
|
||||
using MudEngine.GameObjects.Items;
|
||||
//MUD Engine
|
||||
using MudEngine.Attributes;
|
||||
using MudEngine.FileSystem;
|
||||
using MudEngine.Commands;
|
||||
using MudEngine.GameManagement;
|
||||
using MudEngine.GameObjects;
|
||||
using MudEngine.GameObjects.Environment;
|
||||
using MudEngine.GameObjects.Items;
|
||||
|
||||
using System.Net;
|
||||
using System.Net.Sockets;
|
||||
using System.Net;
|
||||
using System.Net.Sockets;
|
||||
|
||||
namespace MudEngine.GameObjects.Characters
|
||||
namespace MudEngine.GameObjects.Characters
|
||||
{
|
||||
public class BaseCharacter : BaseObject
|
||||
{
|
||||
public class BaseCharacter : BaseObject
|
||||
/// <summary>
|
||||
/// Password for the player's account.
|
||||
/// </summary>
|
||||
private String Password { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The last time that the AI (if IsControlled=false) performed any major changes like traversing Rooms etc.
|
||||
/// </summary>
|
||||
private GameTime.Time _LastUpdate;
|
||||
|
||||
/// <summary>
|
||||
/// Gets or Sets if the AI (if IsControlled=false) cannot move from it's CurrentRoom.
|
||||
/// This is used by Shop keeper type NPC's
|
||||
/// </summary>
|
||||
public Boolean IsStatic { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The current Room this Character is located at.
|
||||
/// </summary>
|
||||
[ParseProperty(typeof(Room))]
|
||||
public Room CurrentRoom { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets the complete path to the Characters current location, including Realm, Zone and Room.
|
||||
/// </summary>
|
||||
public String CurrentWorldLocation
|
||||
{
|
||||
/// <summary>
|
||||
/// Password for the player's account.
|
||||
/// </summary>
|
||||
private String Password { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The last time that the AI (if IsControlled=false) performed any major changes like traversing Rooms etc.
|
||||
/// </summary>
|
||||
private GameTime.Time _LastUpdate;
|
||||
|
||||
/// <summary>
|
||||
/// Gets or Sets if the AI (if IsControlled=false) cannot move from it's CurrentRoom.
|
||||
/// This is used by Shop keeper type NPC's
|
||||
/// </summary>
|
||||
public Boolean IsStatic { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The current Room this Character is located at.
|
||||
/// </summary>
|
||||
public Room CurrentRoom { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets the complete path to the Characters current location, including Realm, Zone and Room.
|
||||
/// </summary>
|
||||
public String CurrentWorldLocation
|
||||
get
|
||||
{
|
||||
get
|
||||
return CurrentRoom.Realm + "." + CurrentRoom.Zone + "." + CurrentRoom.Filename;
|
||||
}
|
||||
}
|
||||
|
||||
protected override string SavePath
|
||||
{
|
||||
get
|
||||
{
|
||||
return ActiveGame.DataPaths.Players;
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// Gets or Sets if this Character is controlled by the user. If not user controlled then it will be AI controlled.
|
||||
/// </summary>
|
||||
public Boolean IsControlled
|
||||
{
|
||||
get
|
||||
{
|
||||
return _IsControlled;
|
||||
}
|
||||
set
|
||||
{
|
||||
if (value)
|
||||
{
|
||||
return CurrentRoom.Realm + "." + CurrentRoom.Zone + "." + CurrentRoom.Filename;
|
||||
//TODO: Begin AI initialization
|
||||
}
|
||||
_IsControlled = value;
|
||||
}
|
||||
}
|
||||
private Boolean _IsControlled;
|
||||
|
||||
/// <summary>
|
||||
/// Gets if this user has Admin privileges or not.
|
||||
/// </summary>
|
||||
public SecurityRoles Role { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets or if this character is active.
|
||||
/// </summary>
|
||||
public Boolean IsActive { get; internal set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets the current inventory of the character
|
||||
/// </summary>
|
||||
public Bag Inventory { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets the characters Dialog Branch.
|
||||
/// If the Character contains Quests, then the Dialog will only be visible when the Quests are not available
|
||||
/// to the users.
|
||||
/// </summary>
|
||||
public DialogChat Dialog { get; internal set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets a working copy of the CommandEngine used by the player.
|
||||
/// </summary>
|
||||
public CommandEngine CommandSystem { get; internal set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets or Sets the characters stats.
|
||||
/// Note that this will more and likely become Read-Only in the future.
|
||||
/// </summary>
|
||||
public BaseStats Stats { get; set; }
|
||||
|
||||
public BaseCharacter(Game game)
|
||||
: base(game)
|
||||
{
|
||||
ActiveGame = game;
|
||||
IsActive = false;
|
||||
|
||||
if ((game.InitialRealm == null) || (game.InitialRealm.InitialZone == null) || (game.InitialRealm.InitialZone.InitialRoom == null))
|
||||
{
|
||||
CurrentRoom = new Room(game);
|
||||
CurrentRoom.Name = "Abyss";
|
||||
CurrentRoom.Description = "You are currently in the abyss.";
|
||||
}
|
||||
else
|
||||
CurrentRoom = game.InitialRealm.InitialZone.InitialRoom;
|
||||
Inventory = new Bag(game);
|
||||
CommandSystem = new CommandEngine();
|
||||
}
|
||||
|
||||
public override void Load(String filename)
|
||||
{
|
||||
base.Load(filename);
|
||||
|
||||
Password = FileManager.GetData(filename, "Password");
|
||||
this.IsControlled = Convert.ToBoolean(FileManager.GetData(filename, "IsControlled"));
|
||||
|
||||
//Need to re-assign the enumerator value that was previously assigned to the Role property
|
||||
Array values = Enum.GetValues(typeof(SecurityRoles));
|
||||
foreach (Int32 value in values)
|
||||
{
|
||||
//Since enum values are not strings, we can't simply just assign the String to the enum
|
||||
String displayName = Enum.GetName(typeof(SecurityRoles), value);
|
||||
|
||||
//If the value = the String saved, then perform the needed conversion to get our data back
|
||||
if (displayName.ToLower() == FileManager.GetData(filename, "Role").ToLower())
|
||||
{
|
||||
Role = (SecurityRoles)Enum.Parse(typeof(SecurityRoles), displayName);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
protected override string SavePath
|
||||
//Restore the users current Room.
|
||||
Realm realm = (Realm)ActiveGame.World.GetRealm(FileManager.GetData(filename, "CurrentRealm"));
|
||||
|
||||
if (realm == null)
|
||||
{
|
||||
get
|
||||
{
|
||||
return ActiveGame.DataPaths.Players;
|
||||
}
|
||||
realm = new Realm(ActiveGame);
|
||||
return;
|
||||
}
|
||||
/// <summary>
|
||||
/// Gets or Sets if this Character is controlled by the user. If not user controlled then it will be AI controlled.
|
||||
/// </summary>
|
||||
public Boolean IsControlled
|
||||
|
||||
List<Zone> zones = realm.GetZone(FileManager.GetData(filename, "CurrentZone"));
|
||||
Zone zone = new Zone(ActiveGame);
|
||||
if (zones.Count == 0)
|
||||
{
|
||||
get
|
||||
Log.Write("Error: Failed to find " + FileManager.GetData(filename, "CurrentZone") + " zone.");
|
||||
return;
|
||||
}
|
||||
else if (zones.Count == 1)
|
||||
{
|
||||
zone = zones[0];
|
||||
}
|
||||
else
|
||||
{
|
||||
//TODO: determin which zone is the appropriate zone to assign if more than one exists.
|
||||
foreach (Zone z in zones)
|
||||
{
|
||||
return _IsControlled;
|
||||
}
|
||||
set
|
||||
{
|
||||
if (value)
|
||||
if (z.GetRoom(FileManager.GetData(filename, "CurrentRoom")) != null)
|
||||
{
|
||||
//TODO: Begin AI initialization
|
||||
}
|
||||
_IsControlled = value;
|
||||
}
|
||||
}
|
||||
private Boolean _IsControlled;
|
||||
|
||||
/// <summary>
|
||||
/// Gets if this user has Admin privileges or not.
|
||||
/// </summary>
|
||||
public SecurityRoles Role { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets or if this character is active.
|
||||
/// </summary>
|
||||
public Boolean IsActive { get; internal set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets the current inventory of the character
|
||||
/// </summary>
|
||||
public Bag Inventory { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets the characters Dialog Branch.
|
||||
/// If the Character contains Quests, then the Dialog will only be visible when the Quests are not available
|
||||
/// to the users.
|
||||
/// </summary>
|
||||
public DialogChat Dialog { get; internal set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets a working copy of the CommandEngine used by the player.
|
||||
/// </summary>
|
||||
public CommandEngine CommandSystem { get; internal set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets or Sets the characters stats.
|
||||
/// Note that this will more and likely become Read-Only in the future.
|
||||
/// </summary>
|
||||
public BaseStats Stats { get; set; }
|
||||
|
||||
public BaseCharacter(Game game) : base(game)
|
||||
{
|
||||
ActiveGame = game;
|
||||
IsActive = false;
|
||||
|
||||
if ((game.InitialRealm == null) || (game.InitialRealm.InitialZone == null) || (game.InitialRealm.InitialZone.InitialRoom == null))
|
||||
{
|
||||
CurrentRoom = new Room(game);
|
||||
CurrentRoom.Name = "Abyss";
|
||||
CurrentRoom.Description = "You are currently in the abyss.";
|
||||
}
|
||||
else
|
||||
CurrentRoom = game.InitialRealm.InitialZone.InitialRoom;
|
||||
Inventory = new Bag(game);
|
||||
CommandSystem = new CommandEngine();
|
||||
}
|
||||
|
||||
public override void Load(String filename)
|
||||
{
|
||||
base.Load(filename);
|
||||
|
||||
Password = FileManager.GetData(filename, "Password");
|
||||
this.IsControlled = Convert.ToBoolean(FileManager.GetData(filename, "IsControlled"));
|
||||
|
||||
//Need to re-assign the enumerator value that was previously assigned to the Role property
|
||||
Array values = Enum.GetValues(typeof(SecurityRoles));
|
||||
foreach (Int32 value in values)
|
||||
{
|
||||
//Since enum values are not strings, we can't simply just assign the String to the enum
|
||||
String displayName = Enum.GetName(typeof(SecurityRoles), value);
|
||||
|
||||
//If the value = the String saved, then perform the needed conversion to get our data back
|
||||
if (displayName.ToLower() == FileManager.GetData(filename, "Role").ToLower())
|
||||
{
|
||||
Role = (SecurityRoles)Enum.Parse(typeof(SecurityRoles), displayName);
|
||||
zone = z;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//Restore the users current Room.
|
||||
Realm realm = (Realm)ActiveGame.World.GetRealm(FileManager.GetData(filename, "CurrentRealm"));
|
||||
|
||||
if (realm == null)
|
||||
{
|
||||
realm = new Realm(ActiveGame);
|
||||
return;
|
||||
}
|
||||
|
||||
List<Zone> zones = realm.GetZone(FileManager.GetData(filename, "CurrentZone"));
|
||||
Zone zone = new Zone(ActiveGame);
|
||||
if (zones.Count == 0)
|
||||
{
|
||||
Log.Write("Error: Failed to find " + FileManager.GetData(filename, "CurrentZone") + " zone.");
|
||||
return;
|
||||
}
|
||||
else if (zones.Count == 1)
|
||||
{
|
||||
zone = zones[0];
|
||||
}
|
||||
else
|
||||
{
|
||||
//TODO: determin which zone is the appropriate zone to assign if more than one exists.
|
||||
foreach (Zone z in zones)
|
||||
{
|
||||
if (z.GetRoom(FileManager.GetData(filename, "CurrentRoom")) != null)
|
||||
{
|
||||
zone = z;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
List<Room> rooms = zone.GetRoom(FileManager.GetData(filename, "CurrentRoom"));
|
||||
|
||||
if (rooms.Count == 0)
|
||||
{
|
||||
Log.Write("Error: Failed to find " + FileManager.GetData(filename, "CurrentRoom") + " room.");
|
||||
return;
|
||||
}
|
||||
else if (rooms.Count == 1)
|
||||
{
|
||||
CurrentRoom = rooms[0];
|
||||
}
|
||||
else
|
||||
{
|
||||
//TODO: Loop through each found room and determin in some manor what should be the correct Room to assign.
|
||||
}
|
||||
|
||||
if (CurrentRoom == null)
|
||||
{
|
||||
CurrentRoom = new Room(ActiveGame);
|
||||
CurrentRoom.Name = "Abyss";
|
||||
CurrentRoom.Description = "You are in the Aybss. It is void of all life.";
|
||||
return;
|
||||
}
|
||||
|
||||
//TODO: Load player Inventory.
|
||||
/* Due to private accessor Inv needs to be restored via
|
||||
* foreach (Item in Inventory)
|
||||
* this.AddItem(Item);
|
||||
*/
|
||||
}
|
||||
|
||||
public override void Save()
|
||||
List<Room> rooms = zone.GetRoom(FileManager.GetData(filename, "CurrentRoom"));
|
||||
|
||||
if (rooms.Count == 0)
|
||||
{
|
||||
base.Save();
|
||||
|
||||
String path = Path.Combine(SavePath, Filename);
|
||||
|
||||
FileManager.WriteLine(path, this.Password, "Password");
|
||||
FileManager.WriteLine(path, this.IsControlled.ToString(), "IsControlled");
|
||||
FileManager.WriteLine(path, this.Role.ToString(), "Role");
|
||||
FileManager.WriteLine(path, this.CurrentRoom.Filename, "CurrentRoom");
|
||||
FileManager.WriteLine(path, this.CurrentRoom.Zone, "CurrentZone");
|
||||
FileManager.WriteLine(path, this.CurrentRoom.Realm, "CurrentRealm");
|
||||
Log.Write("Error: Failed to find " + FileManager.GetData(filename, "CurrentRoom") + " room.");
|
||||
return;
|
||||
}
|
||||
|
||||
public virtual void Update()
|
||||
else if (rooms.Count == 1)
|
||||
{
|
||||
//TODO: Update AI logic.
|
||||
|
||||
Log.Write("BaseCharacter.Update Called!", true);
|
||||
//TODO: AI Logic: Don't attack anything if CurrentRoom.IsSafe
|
||||
//TODO: Add Stat modifiers for Zone and Rooms.
|
||||
CurrentRoom = rooms[0];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Moves the player from one Room to another if the supplied direction contains a doorway.
|
||||
/// Returns false if no doorway is available.
|
||||
/// </summary>
|
||||
/// <param name="travelDirection"></param>
|
||||
/// <returns></returns>
|
||||
public Boolean Move(AvailableTravelDirections travelDirection)
|
||||
else
|
||||
{
|
||||
//Check if the current room has a doorway in the supplied direction of travel.
|
||||
if (!CurrentRoom.DoorwayExist(travelDirection))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
//Let other players know that the user walked out.
|
||||
for (Int32 i = 0; i != ActiveGame.GetPlayerCollection().Length; i++)
|
||||
{
|
||||
if (ActiveGame.GetPlayerCollection()[i].Name == Name)
|
||||
continue;
|
||||
|
||||
String room = ActiveGame.GetPlayerCollection()[i].CurrentRoom.Filename;
|
||||
String realm = ActiveGame.GetPlayerCollection()[i].CurrentRoom.Realm;
|
||||
String zone = ActiveGame.GetPlayerCollection()[i].CurrentRoom.Zone;
|
||||
|
||||
if ((room == CurrentRoom.Filename) && (realm == CurrentRoom.Realm) && (zone == CurrentRoom.Zone))
|
||||
{
|
||||
ActiveGame.GetPlayerCollection()[i].Send(Name + " walked out towards the " + travelDirection.ToString());
|
||||
}
|
||||
}
|
||||
|
||||
//We have a doorway, lets move to the next room.
|
||||
CurrentRoom = CurrentRoom.GetDoor(travelDirection).ArrivalRoom;
|
||||
|
||||
OnTravel(travelDirection);
|
||||
|
||||
return true;
|
||||
//TODO: Loop through each found room and determin in some manor what should be the correct Room to assign.
|
||||
}
|
||||
|
||||
public virtual void OnTravel(AvailableTravelDirections travelDirection)
|
||||
if (CurrentRoom == null)
|
||||
{
|
||||
//TODO: Check the Room/Zone/Realm to see if anything needs to occure during travel.
|
||||
//Let other players know that the user walked in.
|
||||
for (Int32 i = 0; i != ActiveGame.GetPlayerCollection().Length; i++)
|
||||
{
|
||||
if (ActiveGame.GetPlayerCollection()[i].Name == Name)
|
||||
continue;
|
||||
|
||||
String room = ActiveGame.GetPlayerCollection()[i].CurrentRoom.Name;
|
||||
String realm = ActiveGame.GetPlayerCollection()[i].CurrentRoom.Realm;
|
||||
String zone = ActiveGame.GetPlayerCollection()[i].CurrentRoom.Zone;
|
||||
|
||||
if ((room == CurrentRoom.Name) && (realm == CurrentRoom.Realm) && (zone == CurrentRoom.Zone))
|
||||
{
|
||||
ActiveGame.GetPlayerCollection()[i].Send(Name + " walked in from the " + TravelDirections.GetReverseDirection(travelDirection));
|
||||
}
|
||||
}
|
||||
CurrentRoom = new Room(ActiveGame);
|
||||
CurrentRoom.Name = "Abyss";
|
||||
CurrentRoom.Description = "You are in the Aybss. It is void of all life.";
|
||||
return;
|
||||
}
|
||||
|
||||
public virtual void OnTalk(String message, BaseCharacter instigator)
|
||||
{
|
||||
//If the instigator is not sending a message to this character, then the
|
||||
//AI can ignore it. No response will be sent.
|
||||
if (!message.ToLower().Substring("say".Length).Trim().Contains(this.Name.ToLower()))
|
||||
return;
|
||||
|
||||
//If the message was directed at this player, we will only respond
|
||||
//if this character is controlled by AI.
|
||||
if (!this.IsControlled)
|
||||
{
|
||||
//Instance a new Say command, and send the dialog response that we have saved.
|
||||
IGameCommand cmd = CommandEngine.GetCommand("Say");
|
||||
if (cmd != null)
|
||||
cmd.Execute("say " + this.Dialog.Response, instigator);
|
||||
}
|
||||
}
|
||||
|
||||
public void ExecuteCommand(String command)
|
||||
{
|
||||
CommandSystem.ExecuteCommand(command, this);
|
||||
|
||||
Send(""); //Blank line to help readability.
|
||||
|
||||
//Now that the command has been executed, restore the Command: message
|
||||
Send("Command: ", false);
|
||||
}
|
||||
|
||||
public virtual void Create(string playerName, string password)
|
||||
{
|
||||
Name = playerName;
|
||||
Password = password;
|
||||
|
||||
Save();
|
||||
}
|
||||
|
||||
public bool VarifyPassword(string password)
|
||||
{
|
||||
if (Password == password)
|
||||
return true;
|
||||
else
|
||||
return false;
|
||||
}
|
||||
|
||||
public virtual void Initialize()
|
||||
{
|
||||
if (ActiveGame.IsMultiplayer)
|
||||
client.Receive(new byte[255]);
|
||||
|
||||
//Ensure custom commands are loaded until everything is fleshed out.
|
||||
if (Game.IsDebug)
|
||||
{
|
||||
foreach (String command in CommandEngine.GetCommands())
|
||||
{
|
||||
Log.Write("Command loaded: " + command);
|
||||
}
|
||||
}
|
||||
|
||||
//Set the players initial room
|
||||
if ((ActiveGame.InitialRealm == null) || (ActiveGame.InitialRealm.InitialZone == null) || (ActiveGame.InitialRealm.InitialZone.InitialRoom == null))
|
||||
{
|
||||
CurrentRoom = new Room(ActiveGame);
|
||||
CurrentRoom.Name = "Abyss";
|
||||
CurrentRoom.Description = "You are in the Abyss. It is dark and void of life.";
|
||||
}
|
||||
else
|
||||
CurrentRoom = ActiveGame.InitialRealm.InitialZone.InitialRoom;
|
||||
|
||||
IGameCommand gc = CommandEngine.GetCommand("CommandLogin");
|
||||
gc.Execute("Login", this);
|
||||
Log.Write(Name + " has logged in.");
|
||||
gc = CommandEngine.GetCommand("CommandLook");
|
||||
gc.Execute("Look", this); //MUST happen after Room setup is completed, otherwise the player default Abyss Room is printed.
|
||||
this.Send("Command: ", false);
|
||||
}
|
||||
internal void Receive(String data)
|
||||
{
|
||||
//data = ExecuteCommand(data);
|
||||
ExecuteCommand(data);
|
||||
//Send(data); //Results no longer returned as Player.Send() is used by the commands now.
|
||||
if (!ActiveGame.IsRunning)
|
||||
Disconnect();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sends data to the player.
|
||||
/// </summary>
|
||||
/// <param name="data"></param>
|
||||
/// <param name="newLine"></param>
|
||||
public void Send(String data, Boolean newLine)
|
||||
{
|
||||
try
|
||||
{
|
||||
System.Text.ASCIIEncoding encoding = new System.Text.ASCIIEncoding();
|
||||
if (newLine)
|
||||
data += "\n\r";
|
||||
|
||||
if (ActiveGame.IsMultiplayer)
|
||||
client.Send(encoding.GetBytes(data));
|
||||
else
|
||||
Console.Write(data);
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
Disconnect();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sends data to the player.
|
||||
/// </summary>
|
||||
/// <param name="data"></param>
|
||||
public void Send(String data)
|
||||
{
|
||||
Send(data, true);
|
||||
}
|
||||
|
||||
public void FlushConsole()
|
||||
{
|
||||
try
|
||||
{
|
||||
if (ActiveGame.IsMultiplayer)
|
||||
{
|
||||
System.Text.ASCIIEncoding encoding = new ASCIIEncoding();
|
||||
|
||||
//\x1B is hex
|
||||
//[2J is terminal sequences for clearing the screen.
|
||||
client.Send(encoding.GetBytes("\x1B[2J"));
|
||||
//[H is terminal sequence for sending the cursor back to its home position.
|
||||
client.Send(encoding.GetBytes("\x1B[H"));
|
||||
}
|
||||
else
|
||||
Console.Clear();
|
||||
}
|
||||
catch
|
||||
{
|
||||
Disconnect();
|
||||
}
|
||||
}
|
||||
|
||||
public void Disconnect()
|
||||
{
|
||||
if (IsActive)
|
||||
{
|
||||
this.Save();
|
||||
|
||||
Send("Goodbye!");
|
||||
IsActive = false;
|
||||
client.Close();
|
||||
|
||||
Log.Write(Name + " disconnected.");
|
||||
}
|
||||
}
|
||||
|
||||
public String ReadInput()
|
||||
{
|
||||
if (ActiveGame.IsMultiplayer)
|
||||
{
|
||||
List<byte> buffer = new List<byte>();
|
||||
while (true)
|
||||
{
|
||||
try
|
||||
{
|
||||
byte[] buf = new byte[1];
|
||||
Int32 recved = client.Receive(buf);
|
||||
|
||||
if (recved > 0)
|
||||
{
|
||||
if (buf[0] == '\n' && buffer.Count > 0)
|
||||
{
|
||||
if (buffer[buffer.Count - 1] == '\r')
|
||||
buffer.RemoveAt(buffer.Count - 1);
|
||||
|
||||
String str;
|
||||
System.Text.UTF8Encoding enc = new System.Text.UTF8Encoding();
|
||||
str = enc.GetString(buffer.ToArray());
|
||||
return str;
|
||||
}
|
||||
else
|
||||
buffer.Add(buf[0]);
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Disconnect();
|
||||
return e.Message;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
return Console.ReadLine();
|
||||
}
|
||||
}
|
||||
|
||||
internal Socket client;
|
||||
//TODO: Load player Inventory.
|
||||
/* Due to private accessor Inv needs to be restored via
|
||||
* foreach (Item in Inventory)
|
||||
* this.AddItem(Item);
|
||||
*/
|
||||
}
|
||||
|
||||
public override void Save()
|
||||
{
|
||||
base.Save();
|
||||
|
||||
String path = Path.Combine(SavePath, Filename);
|
||||
|
||||
FileManager.WriteLine(path, this.Password, "Password");
|
||||
FileManager.WriteLine(path, this.IsControlled.ToString(), "IsControlled");
|
||||
FileManager.WriteLine(path, this.Role.ToString(), "Role");
|
||||
FileManager.WriteLine(path, this.CurrentRoom.Filename, "CurrentRoom");
|
||||
FileManager.WriteLine(path, this.CurrentRoom.Zone, "CurrentZone");
|
||||
FileManager.WriteLine(path, this.CurrentRoom.Realm, "CurrentRealm");
|
||||
}
|
||||
|
||||
public virtual void Update()
|
||||
{
|
||||
//TODO: Update AI logic.
|
||||
|
||||
Log.Write("BaseCharacter.Update Called!", true);
|
||||
//TODO: AI Logic: Don't attack anything if CurrentRoom.IsSafe
|
||||
//TODO: Add Stat modifiers for Zone and Rooms.
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Moves the player from one Room to another if the supplied direction contains a doorway.
|
||||
/// Returns false if no doorway is available.
|
||||
/// </summary>
|
||||
/// <param name="travelDirection"></param>
|
||||
/// <returns></returns>
|
||||
public Boolean Move(AvailableTravelDirections travelDirection)
|
||||
{
|
||||
//Check if the current room has a doorway in the supplied direction of travel.
|
||||
if (!CurrentRoom.DoorwayExist(travelDirection))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
//Let other players know that the user walked out.
|
||||
for (Int32 i = 0; i != ActiveGame.GetPlayerCollection().Length; i++)
|
||||
{
|
||||
if (ActiveGame.GetPlayerCollection()[i].Name == Name)
|
||||
continue;
|
||||
|
||||
String room = ActiveGame.GetPlayerCollection()[i].CurrentRoom.Filename;
|
||||
String realm = ActiveGame.GetPlayerCollection()[i].CurrentRoom.Realm;
|
||||
String zone = ActiveGame.GetPlayerCollection()[i].CurrentRoom.Zone;
|
||||
|
||||
if ((room == CurrentRoom.Filename) && (realm == CurrentRoom.Realm) && (zone == CurrentRoom.Zone))
|
||||
{
|
||||
ActiveGame.GetPlayerCollection()[i].Send(Name + " walked out towards the " + travelDirection.ToString());
|
||||
}
|
||||
}
|
||||
|
||||
//We have a doorway, lets move to the next room.
|
||||
CurrentRoom = CurrentRoom.GetDoor(travelDirection).ArrivalRoom;
|
||||
|
||||
OnTravel(travelDirection);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public virtual void OnTravel(AvailableTravelDirections travelDirection)
|
||||
{
|
||||
//TODO: Check the Room/Zone/Realm to see if anything needs to occure during travel.
|
||||
//Let other players know that the user walked in.
|
||||
for (Int32 i = 0; i != ActiveGame.GetPlayerCollection().Length; i++)
|
||||
{
|
||||
if (ActiveGame.GetPlayerCollection()[i].Name == Name)
|
||||
continue;
|
||||
|
||||
String room = ActiveGame.GetPlayerCollection()[i].CurrentRoom.Name;
|
||||
String realm = ActiveGame.GetPlayerCollection()[i].CurrentRoom.Realm;
|
||||
String zone = ActiveGame.GetPlayerCollection()[i].CurrentRoom.Zone;
|
||||
|
||||
if ((room == CurrentRoom.Name) && (realm == CurrentRoom.Realm) && (zone == CurrentRoom.Zone))
|
||||
{
|
||||
ActiveGame.GetPlayerCollection()[i].Send(Name + " walked in from the " + TravelDirections.GetReverseDirection(travelDirection));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void OnTalk(String message, BaseCharacter instigator)
|
||||
{
|
||||
//If the instigator is not sending a message to this character, then the
|
||||
//AI can ignore it. No response will be sent.
|
||||
if (!message.ToLower().Substring("say".Length).Trim().Contains(this.Name.ToLower()))
|
||||
return;
|
||||
|
||||
//If the message was directed at this player, we will only respond
|
||||
//if this character is controlled by AI.
|
||||
if (!this.IsControlled)
|
||||
{
|
||||
//Instance a new Say command, and send the dialog response that we have saved.
|
||||
IGameCommand cmd = CommandEngine.GetCommand("Say");
|
||||
if (cmd != null)
|
||||
cmd.Execute("say " + this.Dialog.Response, instigator);
|
||||
}
|
||||
}
|
||||
|
||||
public void ExecuteCommand(String command)
|
||||
{
|
||||
CommandSystem.ExecuteCommand(command, this);
|
||||
|
||||
Send(""); //Blank line to help readability.
|
||||
|
||||
//Now that the command has been executed, restore the Command: message
|
||||
Send("Command: ", false);
|
||||
}
|
||||
|
||||
public virtual void Create(string playerName, string password)
|
||||
{
|
||||
Name = playerName;
|
||||
Password = password;
|
||||
|
||||
Save();
|
||||
}
|
||||
|
||||
public bool VarifyPassword(string password)
|
||||
{
|
||||
if (Password == password)
|
||||
return true;
|
||||
else
|
||||
return false;
|
||||
}
|
||||
|
||||
public virtual void Initialize()
|
||||
{
|
||||
if (ActiveGame.IsMultiplayer)
|
||||
client.Receive(new byte[255]);
|
||||
|
||||
//Ensure custom commands are loaded until everything is fleshed out.
|
||||
if (Game.IsDebug)
|
||||
{
|
||||
foreach (String command in CommandEngine.GetCommands())
|
||||
{
|
||||
Log.Write("Command loaded: " + command);
|
||||
}
|
||||
}
|
||||
|
||||
//Set the players initial room
|
||||
if ((ActiveGame.InitialRealm == null) || (ActiveGame.InitialRealm.InitialZone == null) || (ActiveGame.InitialRealm.InitialZone.InitialRoom == null))
|
||||
{
|
||||
CurrentRoom = new Room(ActiveGame);
|
||||
CurrentRoom.Name = "Abyss";
|
||||
CurrentRoom.Description = "You are in the Abyss. It is dark and void of life.";
|
||||
}
|
||||
else
|
||||
CurrentRoom = ActiveGame.InitialRealm.InitialZone.InitialRoom;
|
||||
|
||||
IGameCommand gc = CommandEngine.GetCommand("CommandLogin");
|
||||
gc.Execute("Login", this);
|
||||
Log.Write(Name + " has logged in.");
|
||||
gc = CommandEngine.GetCommand("CommandLook");
|
||||
gc.Execute("Look", this); //MUST happen after Room setup is completed, otherwise the player default Abyss Room is printed.
|
||||
this.Send("Command: ", false);
|
||||
}
|
||||
internal void Receive(String data)
|
||||
{
|
||||
//data = ExecuteCommand(data);
|
||||
ExecuteCommand(data);
|
||||
//Send(data); //Results no longer returned as Player.Send() is used by the commands now.
|
||||
if (!ActiveGame.IsRunning)
|
||||
Disconnect();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sends data to the player.
|
||||
/// </summary>
|
||||
/// <param name="data"></param>
|
||||
/// <param name="newLine"></param>
|
||||
public void Send(String data, Boolean newLine)
|
||||
{
|
||||
try
|
||||
{
|
||||
System.Text.ASCIIEncoding encoding = new System.Text.ASCIIEncoding();
|
||||
if (newLine)
|
||||
data += "\n\r";
|
||||
|
||||
if (ActiveGame.IsMultiplayer)
|
||||
client.Send(encoding.GetBytes(data));
|
||||
else
|
||||
Console.Write(data);
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
Disconnect();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sends data to the player.
|
||||
/// </summary>
|
||||
/// <param name="data"></param>
|
||||
public void Send(String data)
|
||||
{
|
||||
Send(data, true);
|
||||
}
|
||||
|
||||
public void FlushConsole()
|
||||
{
|
||||
try
|
||||
{
|
||||
if (ActiveGame.IsMultiplayer)
|
||||
{
|
||||
System.Text.ASCIIEncoding encoding = new ASCIIEncoding();
|
||||
|
||||
//\x1B is hex
|
||||
//[2J is terminal sequences for clearing the screen.
|
||||
client.Send(encoding.GetBytes("\x1B[2J"));
|
||||
//[H is terminal sequence for sending the cursor back to its home position.
|
||||
client.Send(encoding.GetBytes("\x1B[H"));
|
||||
}
|
||||
else
|
||||
Console.Clear();
|
||||
}
|
||||
catch
|
||||
{
|
||||
Disconnect();
|
||||
}
|
||||
}
|
||||
|
||||
public void Disconnect()
|
||||
{
|
||||
if (IsActive)
|
||||
{
|
||||
this.Save();
|
||||
|
||||
Send("Goodbye!");
|
||||
IsActive = false;
|
||||
client.Close();
|
||||
|
||||
Log.Write(Name + " disconnected.");
|
||||
}
|
||||
}
|
||||
|
||||
public String ReadInput()
|
||||
{
|
||||
if (ActiveGame.IsMultiplayer)
|
||||
{
|
||||
List<byte> buffer = new List<byte>();
|
||||
while (true)
|
||||
{
|
||||
try
|
||||
{
|
||||
byte[] buf = new byte[1];
|
||||
Int32 recved = client.Receive(buf);
|
||||
|
||||
if (recved > 0)
|
||||
{
|
||||
if (buf[0] == '\n' && buffer.Count > 0)
|
||||
{
|
||||
if (buffer[buffer.Count - 1] == '\r')
|
||||
buffer.RemoveAt(buffer.Count - 1);
|
||||
|
||||
String str;
|
||||
System.Text.UTF8Encoding enc = new System.Text.UTF8Encoding();
|
||||
str = enc.GetString(buffer.ToArray());
|
||||
return str;
|
||||
}
|
||||
else
|
||||
buffer.Add(buf[0]);
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Disconnect();
|
||||
return e.Message;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
return Console.ReadLine();
|
||||
}
|
||||
}
|
||||
|
||||
internal Socket client;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -40,9 +40,8 @@
|
|||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="Microsoft.CSharp" />
|
||||
<Reference Include="rScripting, Version=1.0.0.0, Culture=neutral, processorArchitecture=MSIL">
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
<HintPath>..\..\rScript\rScripting\bin\Release\rScripting.dll</HintPath>
|
||||
<Reference Include="rScripting">
|
||||
<HintPath>..\..\rScripting\rScripting\bin\Release\rScripting.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.Core">
|
||||
|
@ -58,6 +57,7 @@
|
|||
<Reference Include="System.Xml" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Attributes\ParseProperty.cs" />
|
||||
<Compile Include="Commands\CommandRestart.cs" />
|
||||
<Compile Include="Commands\CommandLogin.cs" />
|
||||
<Compile Include="Commands\CommandSaveWorld.cs" />
|
||||
|
|
|
@ -139,7 +139,7 @@ namespace MudEngine.Scripting
|
|||
public Boolean Compile(CompilerParameters param, FileInfo scriptFile)
|
||||
{
|
||||
//TODO: Add single-file compilation support
|
||||
return false; //Single file compiling not implemented
|
||||
return false; //Single file compiling not implemented. TODO!
|
||||
|
||||
//Make sure we have a compiler version supplied.
|
||||
if (!CompilerOptions.ContainsKey("CompilerVersion"))
|
||||
|
|
|
@ -40,7 +40,7 @@
|
|||
<ItemGroup>
|
||||
<Reference Include="rScripting, Version=1.0.0.0, Culture=neutral, processorArchitecture=MSIL">
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
<HintPath>..\..\rScript\rScripting\bin\Release\rScripting.dll</HintPath>
|
||||
<HintPath>..\..\rScripting\rScripting\bin\Release\rScripting.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.Core" />
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue