MudEngine:
- Fixed FileManager.GetDataSpan Index out of bounds exception. - Game.Save no long invokes the BaseCharacter.ExecuteCommand("Save"); rather it now just directly invokes BaseCharacter.Save(). This fixes the client typing bug where a new command line was printed to the screen everytime the game world saved. - GameWorld now supports storing and saving dynamically created Realms. - Renamed BaseCharacter.GetRoomByFilename() to just GetRoom() as all Get() named Methods require a filename. - Optimized the loading and saving of Realms, Zones and Rooms some. - Room now Loads and Saves the RoomLocation property instead of the Room's Zone and Realm properties individually. - GameWorld.GetRealm(), Realm.GetZone() and Zone.GetRoom() now perform case-insensitive checking when scanning for content. MudGame: - Re-wrote the 'Create' command script from the ground up. 50% less code and much better approach to creating content. Now to create content you will use the same formatting as the Room.RoomLocation property. Example: Creating a Realm is done with 'Create MyRealm' Example: Creating a Zone is done with 'Create MyRealm>MyZone' Example: Creating a Room is done with 'Create MyRealm>MyZone>MyRoom' If the Realm or Zone does not exist when creating a Room or Zone, then the parent will be created automatically for you. - Fixed a bug in the WorldCalifornia script were it was saving the Hallway Room with a Zone file extension, preventing it from working correctly during restoration.
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@ -93,9 +93,9 @@ namespace MudEngine.GameObjects.Environment
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Zone z = zlist[0];
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//TODO: Load the Room via Game.World.GetRealm().GetZone(). Ensures that the Room is only loaded once in memory.
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if (z.GetRoomByFilename(path[2]) != null)
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if (z.GetRoom(path[2]) != null)
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{
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List<Room> rlist = z.GetRoomByFilename(path[2]);
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List<Room> rlist = z.GetRoom(path[2]);
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if (roomType == RoomTravelType.Arrival)
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ArrivalRoom = rlist[0];
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