Commit graph

4 commits

Author SHA1 Message Date
Scionwest_cp
81f2ae91c0 Added beginning support for Dynamic Type Property Saving. Refer to my blog post for additional information in this: http://scionwest.net/2011/09/saving-type-data-dynamically/
Added new ParseProperty Attribute that must be used on any Type Property that will need to be saved during runtime.
2011-09-13 20:20:12 -07:00
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
7a0d1c5a74 Mud Engine:
- Fixed a bug within MudScriptCompiler that prevented it from using standard .NET Types (would only support C# keywords).
 - Fixed a bug within MudScriptCompiler that prevented it from accessing Engine Type's from within Scripts.

Mud Game:
 - Changed all of the C# keywords (string, bool) back to .NET, cross-language keywords (String, Boolean).
   Example Scripts will compile regardless of what compiler is used to within the MudScriptCompiler.
2011-05-02 18:29:14 -07:00
Scionwest_cp
402be52e31 MudEngine:
- Added support for the rScript engine to Game. It still contains code with MudEngine.Scripting.ScriptEngine, however it is not used by anything.
 - Added MudScriptCompiler. Custom Compiler created using ICompiler, included with the rScript engine.

* At this time, ScriptEngine is no longer used, and has been fully replaced by the rScript Engine and MudScriptCompiler. 
* Take note that the MudScriptCompiler only supports C# Keywords, and not some of the standard .NET Types. For a string, you'll need to use 'string' and not 'String'.
  I'm looking into why this is the case. Until the issue is fixed, none of the example game scripts will run.
2011-04-26 20:39:28 -07:00