Engine:
- Removed the ManagedScripting Engine from the project. Scripting will be implemented at a later time using a custom build engine. - Room.Load was re-wrote to allow for loading a supplied room name (not a full filename). The Room will load the supplied Roomname by checking within it's current Zone. Rooms within different Zones can be loaded by supplying a Zone name as one of the optional parameters. Same goes for loading Rooms within a different Realm - All classes using the original Room.Load code have been tweaked to use the new code. Cuts the needed code used by each individual class by 80%. - Room.InstallPath Property added for returning the full filename and location of the Room where it's currently installed. Designer: - Room Designer now supports deleting Rooms. - Doorway Editor no longer fails when attempting to change doorway Traveling Directions. Runtime: - No longer prints blank lines if the object does not contain any text to print. - Added a 2nd Print method with a boolean argument for printing blank lines by force if needed. Note: Room Deleting and Room.Load code was only tested using Rooms within Root Zones. Rooms contained within a Zone owned by a Realm was not tested.
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15 changed files with 147 additions and 92 deletions
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@ -22,20 +22,8 @@ namespace MudDesigner.MudEngine.Characters
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{
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if (CurrentRoom.DoorwayExist(travelDirection.ToString()))
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{
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string fileName = "";
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if (CurrentRoom.Realm == "No Realm Associated.")
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{
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fileName = Path.Combine(FileManager.GetDataPath(SaveDataTypes.Zones), CurrentRoom.Zone);
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fileName = Path.Combine(fileName, "Rooms");
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}
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else
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{
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fileName = Path.Combine(FileManager.GetDataPath(CurrentRoom.Realm, CurrentRoom.Zone), "Rooms");
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}
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string connectedRoom = CurrentRoom.GetDoor(travelDirection).ConnectedRoom;
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fileName = Path.Combine(fileName, connectedRoom);
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fileName += ".room";
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CurrentRoom = (Room)CurrentRoom.Load(fileName);
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CurrentRoom = (Room)CurrentRoom.Load(connectedRoom);
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}
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}
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}
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