DataPaths now have values for the games Root directory and Script directory.

DataPath class is now completed and includes a new SetExtension() method for setting game object file extensions.
Scripting support fully implemented.
StandardGame now contains a Initialize() method for compiling scripts and searching for sub-classes of StandardGame
Server app will now use a Scripted game class instead of the default StandardGame if one is present.
StandardGame.Start() is now virtual so child classes can override it.
Sample Game script created to show how to create a custom game script, including how to setup the game and create Rooms pragamatically.
ScriptFactory has a new method for searching all scripts and scripts that inherit from a specified class.
Renamed all of the Command scripts.  They no longer start with 'Command'.  Example: "CommandSay" has now become "Say".  There is no need to preceed the command name with the word "Command" anymore.
This commit is contained in:
Scionwest_cp 2012-03-05 20:30:54 -08:00
parent c40d32e7ae
commit 8639403255
14 changed files with 323 additions and 69 deletions

View file

@ -11,6 +11,8 @@ namespace MudEngine.Scripting
{
public class ScriptFactory
{
public Assembly Assembly { get; private set; }
//The assembly loaded that will be used.
private List<Assembly> _AssemblyCollection;
@ -23,7 +25,7 @@ namespace MudEngine.Scripting
{
Assembly a;
_AssemblyCollection = new List<Assembly>();
//See if a file exists first with this assembly name.
if (File.Exists(assembly))
{
@ -51,6 +53,8 @@ namespace MudEngine.Scripting
_AssemblyCollection = new List<Assembly>();
//Add the supplied assembly to our AssemblyCollection
_AssemblyCollection.Add(assembly);
this.Assembly = assembly;
}
#endif
/// <summary>
@ -80,7 +84,7 @@ namespace MudEngine.Scripting
/// Adds another assembly to the factories assembly collection.
/// </summary>
/// <param name="assembly">Provides a reference to the assembly that will be added to the collection.</param>
public void AddAssembly (Assembly assembly)
public void AddAssembly(Assembly assembly)
{
//Add the supplied assembly to our AssemblyCollection
_AssemblyCollection.Add(assembly);
@ -95,8 +99,7 @@ namespace MudEngine.Scripting
return new BaseScript(game, "New Object", String.Empty);
try
{
#if WINDOWS_PC
{
foreach (Assembly a in _AssemblyCollection)
{
//The assembly can be null if accessing after a failed compilation.
@ -116,17 +119,6 @@ namespace MudEngine.Scripting
if (foundScript)
break;
}
#elif WINDOWS_PHONE
foreach (Type t in Assembly.GetExecutingAssembly().GetTypes())
{
if (t.Name == scriptName)
{
script = t;
foundScript = true;
break;
}
}
#endif
}
catch
{
@ -144,5 +136,52 @@ namespace MudEngine.Scripting
return new BaseScript(game, "New Object", String.Empty);
}
}
public Object FindInheritedScripted(String baseScript, params Object[] arguments)
{
Type script = typeof(BaseScript);
Boolean foundScript = false;
if (this._AssemblyCollection.Count == 0)
return null;
try
{
foreach (Assembly a in _AssemblyCollection)
{
if (a == null)
continue;
foreach (Type t in a.GetTypes())
{
if (t.BaseType.Name == baseScript)
{
script = t;
foundScript = true;
break;
}
}
if (foundScript)
break;
}
}
catch (Exception ex)
{
Logger.WriteLine(ex.Message);
}
try
{
Object obj = Activator.CreateInstance(script, arguments);
return obj;
}
catch
{
return null;
}
}
}
}