Commit graph

4 commits

Author SHA1 Message Date
Scionwest_cp
3f73247d0e MudCompiler:
- Removed External Script compilation support for now. I'll add it back once I provide SourceFile and SourceCode compiling support to the MudScriptCompiler. At the moment only Whole Directory compiling is supported.

MudDesigner:
 - Removed all of the source code, with the exception of the designer generated source, from frmProjectManager. It will need to be re-wrote due to the removal of the MudScriptEngine.

MudEngine:
 - Deleted Scripting.GameObject
 - Deleted Scripting.GameObjectCollection
 - Deleted Scripting.ScriptEngine
 - Deleted classes were replaced by the rScript engine. Only class needed now is the MudScriptCompiler, which handles all of the custom MudEngine script compiling, using the rScript Engine.
 - Removed old Scripting.ScriptEngine references from within GameManagement.Game
 - GameManagement.Game no longer checks to see if MudEngine.dll exists. If it didn't exist, the engine wouldn't be running to perform that check in the first place.
 - GameManagement.Game no longer adds MudEngine.dll as a referenced assembly. The MudScriptCompiler handles that during compilation.
 - MudScriptCompiler.Compile() always returns false when SourceFile or SourceCode is passed as an argument. Only Script Directories can be compiled at this time.

MudGame:
 - Removed references to Scripting.ScriptEngine from MudGame.Program
 - Re-wrote how scripted Type's that inherit and replace MudEngine.GameManagement.Game.
   Scripts are compiled prior to Game.Start() being invoked, allowing GameManagement.Game to be replaced with an inherited class from a compiled script.
   TODO: Look at a way to prevent Game.Start() from compiling the scripts again, as they have already been compiled once. It's not a big hit on startup time, but it needs to be wrote the proper way.
2011-05-02 20:08:06 -07:00
Scionwest_cp
ee532c5a03 Began the pain staking process of replacing the old and ugly Mud Designer Script Engine with my new rScripting Engine.
rScripting can be found on Codeplex at http://rScript.Codeplex.com which is a complete script engine.

Mud Designer will make use of it, and will allow me to just work on the Mud Designer engine, as my rScript is complete. I still had quiet a bit of work to do with the Mud Designers Script System.
2011-04-24 19:44:48 -07:00
Scionwest_cp
f446c754fb Mud Designer UI:
- Began support work on the networking side of the designer UI. Attempts to connect to the server or run stand-alone.
 - Began implementing object creation.

Mud Engine:
 - Added the [Browsable(false)]  attribute to several Game properties so they are not visible within the new Designer.
2010-11-07 09:05:54 -08:00
Scionwest_cp
a347607337 Mud Designer:
- Added new Project. Mud Designer project will include the GUI elements needed for graphically building a MUD. Due to Environment creation being finalized, work on a GUI based Environment creation can start.

Mud Engine:
 - Objects no longer require a path to be supplied when calling Object.Save()
 - EditRealm command now edits senses.
 - EditRoom now fully supports creating doorways, however editing existing doorways and linking to existing rooms is not implemented. This command only supports creating new doorways for non-existing Rooms (Rooms are generated as needed)
 - EditZone Now fully supports senses and implemented.
 - Game now supports loading of .ini files when calling Game.Load()
 - All objects now include a SavePath properties. Override this to supply a path for where the object needs to be saved. All Environment and BaseCharacter objects override the BaseObject.SavePath to save into ActiveGame.DataPaths.Environemnts and Players respectively.
 - ObjectCollection now instanced during ScriptEngine initialization to prevent exceptions during runtime.
 - Create command no longer converts all names to lower case.
 - Updated the Walk command to execute the Look command in a safe manor without injecting a command into the player Telnet console.
2010-09-26 08:00:34 -07:00