Mud Designer:

- Added new Project. Mud Designer project will include the GUI elements needed for graphically building a MUD. Due to Environment creation being finalized, work on a GUI based Environment creation can start.

Mud Engine:
 - Objects no longer require a path to be supplied when calling Object.Save()
 - EditRealm command now edits senses.
 - EditRoom now fully supports creating doorways, however editing existing doorways and linking to existing rooms is not implemented. This command only supports creating new doorways for non-existing Rooms (Rooms are generated as needed)
 - EditZone Now fully supports senses and implemented.
 - Game now supports loading of .ini files when calling Game.Load()
 - All objects now include a SavePath properties. Override this to supply a path for where the object needs to be saved. All Environment and BaseCharacter objects override the BaseObject.SavePath to save into ActiveGame.DataPaths.Environemnts and Players respectively.
 - ObjectCollection now instanced during ScriptEngine initialization to prevent exceptions during runtime.
 - Create command no longer converts all names to lower case.
 - Updated the Walk command to execute the Look command in a safe manor without injecting a command into the player Telnet console.
This commit is contained in:
Scionwest_cp 2010-09-26 08:00:34 -07:00
parent 304b2d07eb
commit a347607337
35 changed files with 2013 additions and 60 deletions

View file

@ -1,4 +1,4 @@
//Microsoft .NET Framework
 //Microsoft .NET Framework
using System;
using System.Collections.Generic;
using System.Linq;
@ -84,7 +84,15 @@ namespace MudEngine.GameManagement
if (commandKey.ToLower().Contains(key.ToLower()))
{
IGameCommand cmd = CommandEngine.CommandCollection[key];
cmd.Execute(command, player);
try
{
cmd.Execute(command, player);
}
catch(Exception ex)
{
Log.Write("Fatal Error occured while attempting to execute that command " + command.ToUpper());
Log.Write("Command Error: " + ex.Source + "." + ex.TargetSite.Name + ": " + ex.Message);
}
return;
}
}