- 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.
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.
- 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.
- 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.