Mud Designer:

- Removed from solution

Mud Engine:
 - Moved the CommandEngine, CommandResults and ICommand Interface out from the Commands namespace and into GameManagement since they manage the game commands.
 - Added CommandExit class to provide the ability to exit a game once running. This is fully implemented.
 - Realms, Zones and Rooms now have an IsInitial property for determining if this is an initial location for the Game.
 - Renamed GameSetup to Game.
 - Corrected GameObject being in the incorrect namespace.
 - Corrected the ScriptEngine not 
 - CommandEngine no longer needs a Name argument. Arguments changed from 5 to 4 due to this change.

Mud Game:
 - Added Example Game used for testing various MUDEngine features and testing constructability of games using the engine.
 - Currently only contains 1 Realm, 1 Zone and Two Rooms. Only working command is Exit.
This commit is contained in:
Scionwest_cp 2010-07-18 13:52:16 -07:00
parent 06266b7245
commit b8f6be12c0
16 changed files with 374 additions and 40 deletions

View file

@ -1,167 +0,0 @@
//Microsoft .NET Framework
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.ComponentModel;
using System.Xml.Serialization;
using System.Xml;
using System.IO;
//MUD Engine
using MudEngine.FileSystem;
using MudEngine.GameObjects;
using MudEngine.GameObjects.Environment;
namespace MudEngine.GameManagement
{
/// <summary>
/// Manages all of the projects settings.
/// </summary>
[XmlInclude(typeof(StartingLocation))]
[XmlInclude(typeof(Currency))]
public class GameSetup
{
public enum TimeOfDayOptions
{
AlwaysDay,
AlwaysNight,
Transition,
}
[Category("Company Settings")]
[Description("The name of the Company or Author building the game.")]
/// <summary>
/// Gets or Sets the name of the company
/// </summary>
public string CompanyName { get; set; }
[Category("Company Settings")]
[Description("The website URL that a player can visit to view additional information related to the game")]
/// <summary>
/// Gets or Sets the companies website for this project
/// </summary>
public string Website { get; set; }
[Category("Project Settings")]
[Description("The name of the game displayed to the users, and title bar of the runtime.")]
public string GameTitle { get; set; }
[Category("Project Settings")]
[Description("Enable or Disable Auto-saving of players when the player travels")]
/// <summary>
/// Gets or Sets if the game autosaves when the player changes locations.
/// </summary>
public bool AutoSave { get; set; }
[Category("Project Settings")]
[Description("Hide Room names from being outputted to the console.")]
/// <summary>
/// Gets or Sets if room names are hidden during console output.
/// </summary>
public bool HideRoomNames { get; set; }
[Category("Day Management")]
[Description("Set what time of day the world will take place in.")]
public TimeOfDayOptions TimeOfDay
{
get;
set;
}
[Category("Day Management")]
[Description("Set how long in minutes it takes to transition from day to night.")]
public int TimeOfDayTransition
{
get;
set;
}
[Category("Day Management")]
[Description("Sets how long in minutes a day lasts in the game world.")]
public int DayLength
{
get;
set;
}
[Category("Project Settings")]
[Description("The current working version of the game.")]
public string Version { get; set; }
[Category("Game Currency")]
[DefaultValue(1)]
[Description("Sets the amount that the base currency is valued at.")]
public uint BaseCurrencyAmount { get; set; }
[Category("Game Currency")]
[DefaultValue("Copper")]
public string BaseCurrencyName { get; set; }
//TODO: Add Party support.
[Category("Project Settings")]
[Description("If enabled, all objects will be loaded during server startup resulting in a slower server start time, but faster load time during gameplay")]
public bool PreCacheObjects { get; set; }
[Browsable(false)]
public List<Currency> CurrencyList { get; set; }
[Browsable(false)]
public string ProjectPath { get; set; }
[Category("Environment Settings")]
[ReadOnly(true)]
public StartingLocation InitialLocation { get; set; }
[Browsable(false)]
public string Story
{
get;
set;
}
[Category("Object Setup")]
public string Filename
{
get
{
return _Filename;
}
}
private string _Filename;
public GameSetup()
{
CurrencyList = new List<Currency>();
GameTitle = "New Game";
_Filename = "Game.xml";
BaseCurrencyAmount = 1;
BaseCurrencyName = "Copper";
InitialLocation = new StartingLocation();
}
public void Save(string filename)
{
string directory = Path.GetDirectoryName(filename);
if (!Directory.Exists(directory))
Directory.CreateDirectory(directory);
FileManager.Save(filename, this);
}
public object Load(string path)
{
string fileName = Path.Combine(path, _Filename);
if (!File.Exists(fileName))
{
return null;
}
return FileManager.Load(fileName, this);
}
}
}