Commit graph

5 commits

Author SHA1 Message Date
Scionwest_cp
3ba3c4107b Mud Designer:
- Removed code for pathing. MudEngine handles it now.
 - Removed _InstallLocation and placed it as a private Field within the MudEngine.Engine class.
 - Mud Designer now Validates paths during startup

Mud Engine:
 - Added Debug code to ValidateDataPaths and GetDataPath Methods. if DEBUG constant is defined it returns the paths or creates the directory structure based off the _InstallLocation field.
 - Zones now contain a copy of the Realms Name

Realm Explorer:
 - Renamed _Realm to _CurrentRealm to be more consistant with other editor naming conventions.
 - Zones can now be added to Realms
 - Realms can now be saved and loaded
 - Zones not within any Realms are listed in the Realm Explorer as being Available For Use
 - Realm Explorer Launchs the Zone Builder
2009-12-01 18:37:04 -08:00
Scionwest_cp
1db34a469c Mud Engine:
- ValidateDataPaths no longer creates a ROOT folder as a child folder to the Data directory.
 - The Realm class now has a Zones collection property.
 - Adjusted Room and ProjectInformation Property Categories for Property Grid.

Realm Explorer:
 - Now Save and Loads Realms
 - Now calls MUDEngine.Engine.ValidateDataPaths() during startup to ensure all directories exists.
 - New Realms can be created.
 - Existing Realms are now loaded into the listbox.
 - Prototype code wrote for finding available and un-available Zones.
 - Almost complete UI

Zone Builder:
 - Now calls MUDEngine.Engine.ValidateDataPaths() during startup to ensure all directories exists.
2009-11-27 22:40:13 -08:00
Scionwest_cp
1cc477f23c MUD Engine:
- Changed ValidateProjectPath to ValidateDataPaths. Now can use the engines current install location if a path is not supplied
 - ValidateDataPaths iterates through a new enumerator containing all of the data paths, and creates the directories if they dont exist.
 - GetDataPath method added for returning the absolute path to any of the save directories specified in the argument.
 - BaseObject now contains a readonly Filename property that returns the objects Name with it's Type assigned as the files extension.
 - BaseObject's Script property was added.
 - Room.StatDrain re-added. Changed property Type to boolean instead of custom struct.
 - Room Designer's constructor code was refracted to help clean it up. Plugin loading, doorway list compiling and room setup is now contained in three different methods.
 - Room Designer can now Save scripts.
 - Room Designer now has default scripts generated.
 - Changing the Object Management tabs to 'Script' now refreshes the script to display correctly.
 - Room Designer now accepts a single argument for specifying the name of a room to Load. Use "room=Room Name.room" as the syntax.
 - Room loading is implemented, but only via a supplied argument during application launch.
2009-11-25 21:21:50 -08:00
Scionwest_cp
035fdf96d9 New Project added: Currency Editor. Allows for creating and managing of the games currencies.
Mud Designer HUB:
 * frmMain.cs - HUB now scans entire solution directory to find the correct app to launch rather than just checking the Project Manager directory.
 * frmMain.cs - HUB now has the app launch precess wrapped within a try/catch/finally. No exception handling added as of yet within the catch.

MUDEngine:
 * Engine.cs - ValidateProjectPath method now creates the Currency directory.
 * Objects namespace added.
 * Moved the Environment namespace and folder within the new Objects namespace.
 * BaseObject.cs created. All Game objects will inherit from this, or a child of this class.
 * Currency.cs created.
 * ProjectInformation.cs - Added using statements.

Project Manager:
 * Added Using statements for MUDEngine
2009-11-06 22:30:22 -08:00
Scionwest_cp
c44c73c337 Initial Check in of Mud Designer.
Includes initial Designer HOME and partial Project Manager
2009-11-05 19:44:22 -08:00