- Added Character class PlayerBasic for the lowest authorized level
- Added Character class PlayerAdmin that will provide some additional higher level authorized commands
- Added Character class PlayerGM that will provide high level authorized commands
- Added Factions class for future use of factions
- Added Class class for future use of classes
- Added Race class for future use of Races
- Added NPCFriendly class for future use of Friendly NPCs
- Added NPCHostile class for future use of Monster NPCs
- Added CommandWalk class for future walk command
- Added CommandGMTeleport class for future GM teleporting support.
- Added Description property to the Door class.
- Added GameCommands namespace for holding all of the game command classes
- Added ICommand interface for game commands.
- Added IPlayer interface for player classes.
- Added CommandLook for prepping the Test Runtime for looking at environments.
Misc:
- Updated Mud Designer Project Roadmap file (MudDesigner.pod)
- Door Linking implementation started.
- Duplicate directions are not allowed within a Room
- If a User enters the name of a non-existing Room for linking to a Doorway, the Designer generates that Room for the User.
- Room Editor now refreshes it's list of Rooms after the Doorway Manager closes so that auto generated Rooms are displayed.
- Added new Doorway Manager UI
Engine:
- Added Door.DoorwayExist() method to the Door class.
- Code Optimizations
- Room Editor UI Tweaking
- Doorway Editor added
- Room Interface added.
- Rooms now contain a Realm Property so that users can easily figure out what Realm a designated Room belongs to.
- Corrected SaveDataTypes.Currency being named incorrectly. Changed to Currencies
- ProjectInformation now inherits from the new IFileIO interface.
- ProjectInformation.Load can be used instead of the FileManager now (note: Saving of ProjectInformation must still be done using FileManager)
- Organizing of BaseObject done
- BaseObject now supports BaseObject.Load. Use this instead of FileManager.Load
- Fixed UIRealmControl error, attempting to deserialize into a null Zone Field
- Program.cs is now encapsulated into a try/catch
- IFileIO interface added for providing a blueprint on file I/O operations
Designer:
- Additional ObjectTypes added to the ObjectTypes enum
- Additional commenting provided throughout the source.
- Re-organized the source code.
- Simplified the Constructor code. Roughly 50% less code now.
- Re-wrote the Object Load code to make it easier to read and maintain.
- Renamed several menu items to conform to the projects naming conventions
- Realm.Zones Property Category changed from "Realm Information" to "Environment Information"
- Changed Zone.Rooms from internal to public
- Added a custom Editor for the Zone.Rooms property.
- Room Editing development started. Rooms are created and managed within the currently loaded Zone.
- UIRealmEditor had un-unused code removed.
- Added UIRoomEditor. Manages the UIRoomControl.
- Added UIRoomControl, which will be the editor used when managing Rooms within a Zone Object.
- Deleted the Editors folder within the solution
- Disabled the Edit Menu Item until it's menu items can be implemented
- File->Exit now works
- Help->About now works.
- UIControls namespace renamed to UIWidgets
- RealmExplorer Control renamed to RealmWidget
- RealmWidget now handles scanning and populating the Widget with existing realms rather than the designer handling it.
- Object saving re-wrote
- Zone Creation implemented
- Adding Zones to Realms implemented
- Removal of Zones from within Realms implemented
- Support for stand-alone Zones added. Unlike the previous version of the 'Mud Designer Realm Explorer & Zone Builder', Zones can be built without being placed within a Realm
- Deleting a Zone removes it from the Realms collection
- Custom UITypeEditor added for adding Zones to Realms.
- Menu item Project->Game Management has been re-structured
- Saved file extensions on objects changed from .XML back to .ObjectType (example .realm)
- RefreshProjectExplorer method added for refreshing the project explorer's directory structure
- All calls to btnRefreshObjects_Click has been replaced with RefreshProjectExplorer()
- The Project Explorer can now delete any object (file or folder) underneath the Project Root node.
- The Project Explorer now has the files it contains highlighted as blue to help readability.
- Changed the Project Explorer's root object from "Game Objects" to "Project"
- Began implementation of the Project Explorer's search feature.
- SaveSelected method added to save the current object contained within the property grid.
- Anytime an Objects Property is changed the designer now automatically saves the object.
- Object Properties label now displays the Type of object being edited and the objects name (Example 'Zone Properties (Village of Tespa)')
Mud Designer:
- The New Test Designer has been set as the startup object, as the old designer toolkit is being phased out.
Mud Engine:
- Added UIRealmControl class, a custom control used by the designer to edit the Realm.Zones property.
- UIRealmEditor class added, manages the UIRealmControl.
- Added a new designer that I will begin working on and testing UITypeEditors with. Future plan is to migrate all editors into a single editor relying heavily on UITypeEditors to flesh it out.
- Selecting the Script property within the Designer.cs form executes the UIScriptEditor class and installs the UIScriptControl into the Designers control collection.
- Clicking close on the Designer.cs GUI showcases clearing the controls of custom UITypeEditors and how the results of the editing is saved into the object that the PropertyGrid is editing.
Mud Engine:
- Added a UIScriptControl User Control that the UIScriptEditor TypeEditor uses to install directly into the new Test Designer.
- Implemented a UITypeEditor for scripts to test developing custom UI Editors for PropertyGrids. It allows for scripts to be edited directly within the PropertyGrid now by launching the new ScriptEditor form. This is how most of the editors custom objects will be implemented into the PropertyGrids.
- The Script property is now browsable within PropertyGrids now that they have a custom editor built.
Mud Designer:
- ScriptEditor added.
- Removed Script editor from within the Realm Explorer and I will do the same for the Zone Explorer and Room Builder.
- All objects can now have a script attached to them from within any editor thanks to the new UITypeEditor approach being used.
- Doorways now show the Travel Direction the opposite doorway uses within the pop up tooltip.
- Doorway tooltips now show the Connected Room information in the doors popup tooltip when loaded.
DoorwayManager:
- Saves the connected rooms traveldirection within the Doorway now.
MudEngine:
- Door.ConnectedRoom struct now contains a TravelDirection Field for finding out what travel direction a connected room uses to return back to the original room.
- GameScript class added within the GameManagement namespace.
- TravelDirections now contains a TravelDirections.GetTravelDirectionValue which converts a string representing a direction into the corresponding AvailableTravelDirections enum value.
- Cleaned up the code within the editor.
Realm Explorer:
- Some UI adjustments.
Room Designer:
- Program.Room is no longer re-instanced after the room designer saves a room.
Toolkit Launcher:
- Zone and Room edior buttons removed. They can now only be accessed via the Realm Explorer.
- Changed the Toolkit Title.
Zone Builder:
- Began Room Doorway linking UI design.
Mud Engine:
- Zones now instance the Rooms collection.
- Travel Directions now moved from Environment namespace and placed within Objects namespace.
- Travel Directions now contains a class and method for returning the opposite direction provided. (ex: GetReverseDirection(TravelDirections.West) returns East).
- Realm Explorer & Zone Builder now work together correctly.
- Program.CurrentEditor now holds the currently running editor.
- BaseObject.ToString() added to return the Name of the object if ToString() is used.
- GetZone() method added to Realm.cs
- Moved ValidateDataPaths() from Engine.cs to FileManager.cs
- Moved GetDataPath() from Engine.cs to FileManager.cs
- Moved SaveDataTypes out from Engine.cs into it's own file. MudEngine.FileSystem.SaveDataTypes.cs
- Moved _CurrentRoom, _CurrentZone, _CurrentRealm and _ScriptEngine out from all editors containing those Fields, and placed them as static properties within Program.cs Room, Zone, Realm and ScriptEngine Properties
- Created 3 new Interfaces. IGameObject, IQuest and IRuleSet.
- Created QuestSetup class to begin working on Quest Editor at some point.