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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parent
304b2d07eb
commit
a347607337
35 changed files with 2013 additions and 60 deletions
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@ -52,6 +52,13 @@
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}
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}
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protected override string SavePath
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{
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get
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{
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return ActiveGame.DataPaths.Players;
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}
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}
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/// <summary>
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/// Gets or Sets if this Character is controlled by the user. If not user controlled then it will be AI controlled.
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/// </summary>
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@ -92,6 +99,12 @@
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/// </summary>
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public CommandEngine CommandSystem { get; internal set; }
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/// <summary>
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/// Gets or Sets the characters stats.
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/// Note that this will more and likely become Read-Only in the future.
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/// </summary>
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public BaseStats Stats { get; set; }
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public BaseCharacter(Game game) : base(game)
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{
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ActiveGame = game;
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@ -187,11 +200,11 @@
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*/
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}
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public override void Save(String path)
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public override void Save()
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{
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base.Save(path);
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base.Save();
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path = Path.Combine(path, Filename);
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String path = Path.Combine(SavePath, Filename);
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FileManager.WriteLine(path, this.Password, "Password");
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FileManager.WriteLine(path, this.IsControlled.ToString(), "IsControlled");
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@ -281,7 +294,7 @@
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Name = playerName;
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Password = password;
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Save(ActiveGame.DataPaths.Players);
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Save();
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}
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public bool VarifyPassword(string password)
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@ -392,7 +405,7 @@
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{
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if (IsActive)
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{
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this.Save(ActiveGame.DataPaths.Players);
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this.Save();
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Send("Goodbye!");
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IsActive = false;
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