MudEngine:
- Converted all Types from C# types to .NET Types (such as bool changed to Boolean, and int changed to Int32). - Zone no longer gets saved from within GameWorld.Save, but rather in Realm.Save() - Room no longer gets saved from within GameWorld.Save(), but rather in Zone.Save(); - Added new SaveWorld command that admins only can execute to force save the world. It's not fully implemented at this time. MudGame: - began work on command execution from within the server while it's running.
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9585cede63
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a52ccf8da9
36 changed files with 365 additions and 297 deletions
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@ -67,7 +67,7 @@ namespace MudEngine.GameObjects.Characters
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CommandSystem = new CommandEngine();
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}
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public override void Load(string filename)
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public override void Load(String filename)
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{
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base.Load(filename);
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@ -75,12 +75,12 @@ namespace MudEngine.GameObjects.Characters
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//Need to re-assign the enumerator value that was previously assigned to the Role property
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Array values = Enum.GetValues(typeof(SecurityRoles));
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foreach (int value in values)
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foreach (Int32 value in values)
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{
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//Since enum values are not strings, we can't simply just assign the string to the enum
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string displayName = Enum.GetName(typeof(SecurityRoles), value);
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//Since enum values are not strings, we can't simply just assign the String to the enum
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String displayName = Enum.GetName(typeof(SecurityRoles), value);
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//If the value = the string saved, then perform the needed conversion to get our data back
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//If the value = the String saved, then perform the needed conversion to get our data back
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if (displayName.ToLower() == FileManager.GetData(filename, "Role").ToLower())
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{
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Role = (SecurityRoles)Enum.Parse(typeof(SecurityRoles), displayName);
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@ -138,7 +138,7 @@ namespace MudEngine.GameObjects.Characters
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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(String path)
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{
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base.Save(path);
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@ -157,7 +157,7 @@ namespace MudEngine.GameObjects.Characters
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/// </summary>
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/// <param name="travelDirection"></param>
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/// <returns></returns>
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public bool Move(AvailableTravelDirections travelDirection)
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public Boolean Move(AvailableTravelDirections travelDirection)
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{
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//Check if the current room has a doorway in the supplied direction of travel.
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if (!CurrentRoom.DoorwayExist(travelDirection))
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@ -166,14 +166,14 @@ namespace MudEngine.GameObjects.Characters
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}
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//Let other players know that the user walked out.
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for (int i = 0; i != ActiveGame.PlayerCollection.Length; i++)
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for (Int32 i = 0; i != ActiveGame.PlayerCollection.Length; i++)
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{
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if (ActiveGame.PlayerCollection[i].Name == Name)
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continue;
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string room = ActiveGame.PlayerCollection[i].CurrentRoom.Filename;
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string realm = ActiveGame.PlayerCollection[i].CurrentRoom.Realm;
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string zone = ActiveGame.PlayerCollection[i].CurrentRoom.Zone;
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String room = ActiveGame.PlayerCollection[i].CurrentRoom.Filename;
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String realm = ActiveGame.PlayerCollection[i].CurrentRoom.Realm;
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String zone = ActiveGame.PlayerCollection[i].CurrentRoom.Zone;
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if ((room == CurrentRoom.Filename) && (realm == CurrentRoom.Realm) && (zone == CurrentRoom.Zone))
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{
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@ -193,14 +193,14 @@ namespace MudEngine.GameObjects.Characters
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{
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//TODO: Check the Room/Zone/Realm to see if anything needs to occure during travel.
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//Let other players know that the user walked in.
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for (int i = 0; i != ActiveGame.PlayerCollection.Length; i++)
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for (Int32 i = 0; i != ActiveGame.PlayerCollection.Length; i++)
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{
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if (ActiveGame.PlayerCollection[i].Name == Name)
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continue;
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string room = ActiveGame.PlayerCollection[i].CurrentRoom.Name;
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string realm = ActiveGame.PlayerCollection[i].CurrentRoom.Realm;
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string zone = ActiveGame.PlayerCollection[i].CurrentRoom.Zone;
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String room = ActiveGame.PlayerCollection[i].CurrentRoom.Name;
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String realm = ActiveGame.PlayerCollection[i].CurrentRoom.Realm;
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String zone = ActiveGame.PlayerCollection[i].CurrentRoom.Zone;
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if ((room == CurrentRoom.Name) && (realm == CurrentRoom.Realm) && (zone == CurrentRoom.Zone))
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{
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@ -209,7 +209,7 @@ namespace MudEngine.GameObjects.Characters
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}
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}
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public void ExecuteCommand(string command)
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public void ExecuteCommand(String command)
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{
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//TODO: Character class can handle a lot of the command management here, checking various things prior to sending
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//the command off to the command engine for execution.
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@ -226,7 +226,7 @@ namespace MudEngine.GameObjects.Characters
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StringBuilder sb = new StringBuilder();
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foreach (object item in result.Result)
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{
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if (item is string)
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if (item is String)
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sb.AppendLine(item.ToString());
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}
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return sb.ToString();
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@ -249,7 +249,7 @@ namespace MudEngine.GameObjects.Characters
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//Ensure custom commands are loaded until everything is fleshed out.
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if (Game.IsDebug)
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{
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foreach (string command in CommandEngine.GetCommands())
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foreach (String command in CommandEngine.GetCommands())
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{
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Log.Write("Command loaded: " + command);
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}
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@ -268,7 +268,7 @@ namespace MudEngine.GameObjects.Characters
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ExecuteCommand("Login");
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ExecuteCommand("Look"); //MUST happen after Room setup is completed, otherwise the player default Abyss Room is printed.
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}
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internal void Receive(string data)
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internal void Receive(String data)
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{
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//data = ExecuteCommand(data);
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ExecuteCommand(data);
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@ -282,7 +282,7 @@ namespace MudEngine.GameObjects.Characters
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/// </summary>
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/// <param name="data"></param>
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/// <param name="newLine"></param>
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internal void Send(string data, bool newLine)
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internal void Send(String data, Boolean newLine)
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{
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try
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{
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@ -305,7 +305,7 @@ namespace MudEngine.GameObjects.Characters
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/// Sends data to the player.
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/// </summary>
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/// <param name="data"></param>
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internal void Send(string data)
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internal void Send(String data)
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{
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Send(data, true);
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}
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@ -346,7 +346,7 @@ namespace MudEngine.GameObjects.Characters
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Log.Write("Player " + this.Name + " disconnected.");
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}
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}
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internal string ReadInput()
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internal String ReadInput()
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{
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if (ActiveGame.IsMultiplayer)
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{
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@ -356,7 +356,7 @@ namespace MudEngine.GameObjects.Characters
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try
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{
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byte[] buf = new byte[1];
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int recved = client.Receive(buf);
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Int32 recved = client.Receive(buf);
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if (recved > 0)
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{
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