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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@ -86,6 +86,14 @@ namespace MudEngine.GameObjects.Environment
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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 Path.Combine(ActiveGame.DataPaths.Environment, Path.GetFileNameWithoutExtension(this.Realm), "Zones", Path.GetFileNameWithoutExtension(this.Zone), "Rooms");
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}
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}
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public Room(Game game) :base(game)
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{
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Doorways = new List<Door>();
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@ -98,11 +106,11 @@ namespace MudEngine.GameObjects.Environment
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/// Room is saved within a Realm/Zone/Room directory structure
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/// </summary>
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/// <param name="path"></param>
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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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String filename = Path.Combine(path, Filename);
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String filename = Path.Combine(this.SavePath, Filename);
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FileManager.WriteLine(filename, IsInitialRoom.ToString(), "IsInitialRoom");
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FileManager.WriteLine(filename, this.IsSafe.ToString(), "IsSafe");
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