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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@ -37,6 +37,6 @@ public class CommandSave : IGameCommand
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public void Execute(String command, BaseCharacter player)
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{
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//Save the player to the hard-disk.
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player.Save(player.ActiveGame.DataPaths.Players);
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player.Save();
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}
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}
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@ -96,17 +96,18 @@ public class CommandWalk : IGameCommand
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//BAD - Don't invoke commands directly by the player as it causes issues for them client-side.
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//Always invoke the command internally, passing a reference to the player instead.
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//player.CommandSystem.ExecuteCommand("Look", player);
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//player.ExecuteCommand("Look");
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//Use the Look command to print the contents of the new Room to the Player.
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//Good - Correct way of invoking commands automatically for the player.
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//The command will be executed for which ever player is passed as a reference.
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CommandLook look = new CommandLook();
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look.Execute("look", player);
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IGameCommand look = CommandEngine.GetCommand("CommandLook");
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if (look != null)
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look.Execute("look", player);
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//If the current Active Game has Auto-Save enabled, we will save the player.
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if (player.ActiveGame.AutoSave)
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player.Save(player.ActiveGame.DataPaths.Players);
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player.Save();
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return;
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}
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