Basic Realm->Zone->Room combination is now created during World.Initialize(). This will be replaced with loading XML instead of hard-coding.

Newly created characters are assigned to the new World.StartLocation.
Rooms can now be connected.
Realms and Zones can create Zones and Rooms accordingly
Force moving of a character is now supported.  Walking has yet to be implemented.
This commit is contained in:
Scionwest_cp 2012-03-04 16:56:04 -08:00
parent a3eb1b5fad
commit c40d32e7ae
12 changed files with 302 additions and 21 deletions

View file

@ -6,6 +6,7 @@ using System.Text;
using MudEngine.Core.Interfaces;
using MudEngine.GameScripts;
using MudEngine.Game.Characters;
using MudEngine.Core;
namespace MudEngine.Game.Environment
{
@ -18,7 +19,7 @@ namespace MudEngine.Game.Environment
public Boolean Safe { get; set; }
public String Realm { get; private set; }
public Realm Realm { get; set; }
public Zone(StandardGame game, String name, String description) : base(game, name, description)
{
@ -45,9 +46,46 @@ namespace MudEngine.Game.Environment
throw new NotImplementedException();
}
public void CreateRoom(String name, String description)
public Room CreateRoom(String name, String description)
{
Room room = new Room(this.Game, name, description, this);
foreach(Room r in this._RoomCollection)
{
if (r.Name == name)
{
Logger.WriteLine("An attempt to create a duplicate Room was stopped. Room '" + name + "' was not created within the Zone '" + this.Name + "'");
return null;
}
}
this._RoomCollection.Add(room);
return room;
}
public Boolean LinkRooms(String departingRoom, String arrivalRoom, AvailableTravelDirections direction)
{
Room depart, arrival;
depart = this.GetRoom(departingRoom);
arrival = this.GetRoom(arrivalRoom);
if (depart == null || arrivalRoom == null)
return false;
Boolean result = depart.LinkRooms(direction, arrival);
return result;
}
public Room GetRoom(String room)
{
foreach (Room r in this._RoomCollection)
{
if (r.Name == room)
return r;
}
return null;
}
private List<Room> _RoomCollection;