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

@ -37,6 +37,6 @@ public class CommandSave : IGameCommand
public void Execute(String command, BaseCharacter player)
{
//Save the player to the hard-disk.
player.Save(player.ActiveGame.DataPaths.Players);
player.Save();
}
}

View file

@ -96,17 +96,18 @@ public class CommandWalk : IGameCommand
//BAD - Don't invoke commands directly by the player as it causes issues for them client-side.
//Always invoke the command internally, passing a reference to the player instead.
//player.CommandSystem.ExecuteCommand("Look", player);
//player.ExecuteCommand("Look");
//Use the Look command to print the contents of the new Room to the Player.
//Good - Correct way of invoking commands automatically for the player.
//The command will be executed for which ever player is passed as a reference.
CommandLook look = new CommandLook();
look.Execute("look", player);
IGameCommand look = CommandEngine.GetCommand("CommandLook");
if (look != null)
look.Execute("look", player);
//If the current Active Game has Auto-Save enabled, we will save the player.
if (player.ActiveGame.AutoSave)
player.Save(player.ActiveGame.DataPaths.Players);
player.Save();
return;
}