Changes project wide with this check-in.

MudCompiler:
No longer works.  Needs to be re-wrote to support the new Alpha 2.0 engine

MudDesigenr:
Removed most of the forms since we are not working on it.  Only form left is Project Manager, which will be removed shortly as well.

MudGame:
No longer runs.  All of the source code was removed due to MudEngine Alpha 2.0 source changing drastically.

MudEngine:
Alpha 2.0 source code finally checked-in.  It contains the full re-build of the engine.  A lot of new abstract classes have been added.
This commit is contained in:
Scionwest_cp 2011-10-01 22:20:23 -07:00
parent 5be2f9bf5b
commit a365256d53
48 changed files with 2254 additions and 2021 deletions

View file

@ -5,123 +5,13 @@ using System.IO;
using System.Net.Sockets;
using System.Text;
using MudEngine.FileSystem;
using MudEngine.GameManagement;
using MudEngine.GameObjects.Characters;
using MudEngine.Scripting;
namespace MudGame
{
static class Program
{
const String SettingsFile = "Settings.ini";
static void Main(String[] args)
{
Game game = new Game();
//Re-create the settings file if it is missing. Don't push any log messages until we know that this is
//verbose or not
Log.Write("Loading Settings...", false);
if (!File.Exists(SettingsFile))
{
Log.Write("Settings.ini missing!", false);
FileManager.WriteLine(SettingsFile, "Scripts", "ScriptPath");
FileManager.WriteLine(SettingsFile, ".cs", "ScriptExtension");
FileManager.WriteLine(SettingsFile, "True", "ServerEnabled");
Log.Write("Settings.ini re-created with default values", false);
}
if (FileManager.GetData(SettingsFile, "ServerEnabled").ToLower() == "false")
Log.IsVerbose = true;
else if (FileManager.GetData(SettingsFile, "ServerEnabled").ToLower() == "")
Log.IsVerbose = false;
else
Log.IsVerbose = false;
//Get are cached log messages and go forward from here.
Console.Write(Log.GetMessages());
Log.FlushMessages();
Log.Write("Launching...", true);
//Search for a custom Game Type before we launch our game.
//Compile the scripts
rScripting.CompileEngine compiler = new rScripting.CompileEngine(".cs");
compiler.Compiler = "MudScriptCompiler";
if (!compiler.Compile("Scripts"))
{
Log.Write("Failed compiling script files.");
Log.Write(compiler.Errors);
}
//If there were errors during compilation, then skip the custom scripts and use the default Game Type.
if (!compiler.HasErrors)
{
//Search the scripts for a Type inheriting from Game
rScripting.LateBinding.ScriptFactory factory = new rScripting.LateBinding.ScriptFactory(compiler.CompiledAssembly);
foreach (Type t in compiler.CompiledAssembly.GetTypes())
{
if (t.BaseType.Name == "Game")
{
rScripting.LateBinding.ScriptObject obj = factory.GetScript(t.Name);
game = (Game)obj.Instance;
break;
}
}
}
//Server is only enabled if the option is in the settings file
//Allows developers to remove the option from the settings file and letting
//people host multiplayer games with the singleplayer MUD.
//People won't know that it's an option if the option doesn't exist so if no
//option is found in the sttings file, then we assume offline play.
if (FileManager.GetData(SettingsFile, "ServerEnabled").ToLower() == "false")
game.IsMultiplayer = false;
else if (FileManager.GetData(SettingsFile, "ServerEnabled").ToLower() == "")
game.IsMultiplayer = false;
else
game.IsMultiplayer = true;
//Start the game.
game.Start();
//Make sure the Game is in fact running.
if (!game.IsRunning)
{
Log.Write("Error starting game!\nReview Log file for details.", true);
return;
}
//If the game isn't in multiplayer mode, then the server doesn't create an instance of the players
//We need to make sure that the Game created one. The default game handles this, but inherited Game
//scripts might miss this, so we check for it.
if (!game.IsMultiplayer)
{
if ((game.GetPlayerCollection()[0] == null) || (game.GetPlayerCollection()[0].Name == "New BaseCharacter"))
{
Log.Write("Error! No player available for creation!", true);
return;
}
}
Console.Title = game.GameTitle;
if (game.IsMultiplayer)
Console.Title += " server running.";
try
{
while (game.IsRunning)
{
game.Update();
System.Threading.Thread.Sleep(1);
}
}
catch (Exception ex)
{
Log.Write("Critical Error! " + ex.Message);
}
}
}
}