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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35 changed files with 2013 additions and 60 deletions
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@ -198,7 +198,7 @@ namespace MudEngine.GameManagement
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InitialRealm = new Realm(this);
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//Prepare the Save Paths for all of our Game objects.
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DataPaths = new SaveDataPaths("World", "Player");
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DataPaths = new SaveDataPaths("World", "Players");
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//Setup default settings for the Game
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GameTitle = "New Game";
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@ -339,7 +339,7 @@ namespace MudEngine.GameManagement
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{
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if (PlayerCollection[i].Name == "New BaseCharacter")
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continue;
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PlayerCollection[i].Save(this.DataPaths.Players);
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PlayerCollection[i].Save();
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}
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//Delete the last saved version of the World. We will dump the current version onto disk.
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@ -395,6 +395,11 @@ namespace MudEngine.GameManagement
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{
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String filename = GameTitle + ".ini";
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this.Load(filename);
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}
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public virtual void Load(String filename)
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{
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if (!File.Exists(filename))
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return;
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