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.
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304b2d07eb
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35 changed files with 2013 additions and 60 deletions
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@ -1,4 +1,4 @@
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//Microsoft .NET Framework
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//Microsoft .NET Framework
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using System;
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using System.Collections.Generic;
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using System.Linq;
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@ -84,7 +84,15 @@ namespace MudEngine.GameManagement
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if (commandKey.ToLower().Contains(key.ToLower()))
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{
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IGameCommand cmd = CommandEngine.CommandCollection[key];
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cmd.Execute(command, player);
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try
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{
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cmd.Execute(command, player);
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}
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catch(Exception ex)
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{
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Log.Write("Fatal Error occured while attempting to execute that command " + command.ToUpper());
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Log.Write("Command Error: " + ex.Source + "." + ex.TargetSite.Name + ": " + ex.Message);
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}
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return;
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}
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}
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