//Microsoft .NET Framework
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.ComponentModel;
using System.Xml.Serialization;
using System.Xml;
using System.IO;
using System.Net;
using System.Net.Sockets;
using System.Reflection;
//MUD Engine
using MudEngine.FileSystem;
using MudEngine.GameObjects;
using MudEngine.GameObjects.Characters;
using MudEngine.GameObjects.Environment;
namespace MudEngine.GameManagement
{
///
/// Manages all of the projects settings.
///
[XmlInclude(typeof(StartingLocation))]
[XmlInclude(typeof(Currency))]
public class Game
{
public enum TimeOfDayOptions
{
AlwaysDay,
AlwaysNight,
Transition,
}
///
/// Gets or Sets if this game is currently running.
///
[Browsable(false)]
public bool IsRunning { get; internal set; }
///
/// Gets or Sets if this game is running in debug mode. Additional information is sent to the log if enabled.
///
public static bool IsDebug { get; set; }
public bool IsMultiplayer { get; set; }
[Category("Company Settings")]
[Description("The name of the Company or Author building the game.")]
///
/// Gets or Sets the name of the company
///
public string CompanyName { get; set; }
[Category("Company Settings")]
[Description("The website URL that a player can visit to view additional information related to the game")]
///
/// Gets or Sets the companies website for this project
///
public string Website { get; set; }
[Category("Project Settings")]
[Description("The name of the game displayed to the users, and title bar of the runtime.")]
public string GameTitle { get; set; }
[Category("Project Settings")]
[Description("Enable or Disable Auto-saving of players when the player travels")]
///
/// Gets or Sets if the game autosaves when the player changes locations.
///
public bool AutoSave { get; set; }
[Category("Project Settings")]
[Description("Hide Room names from being outputted to the console.")]
///
/// Gets or Sets if room names are hidden during console output.
///
public bool HideRoomNames { get; set; }
///
/// Gets or Sets what time of day the world is currently in.
///
[Category("Day Management")]
[Description("Set what time of day the world will take place in.")]
public TimeOfDayOptions TimeOfDay
{
get;
set;
}
///
/// Gets or Sets how long in minutes it takes to transition from day to night.
///
[Category("Day Management")]
[Description("Set how long in minutes it takes to transition from day to night.")]
public int TimeOfDayTransition
{
get;
set;
}
///
/// Gets or Sets how long in minutes a day lasts in the game world.
///
[Category("Day Management")]
[Description("Sets how long in minutes a day lasts in the game world.")]
public int DayLength
{
get;
set;
}
///
/// Gets or Sets the current working version of the game.
///
[Category("Project Settings")]
[Description("The current working version of the game.")]
public string Version { get; set; }
[Category("Game Currency")]
[DefaultValue(1)]
[Description("Sets the amount that the base currency is valued at.")]
public uint BaseCurrencyAmount { get; set; }
[Category("Game Currency")]
[DefaultValue("Copper")]
public string BaseCurrencyName { get; set; }
//TODO: Add Party support.
///
/// Gets or Sets if all objects will be laoded during server startup. Enabling this results in a slower server start time, but faster object access.
///
[Category("Project Settings")]
[Description("If enabled, all objects will be loaded during server startup resulting in a slower server start time, but faster load time during gameplay")]
public bool PreCacheObjects { get; set; }
[Browsable(false)]
public List CurrencyList { get; set; }
///
/// Gets or Sets the path to the current project
///
[Browsable(false)]
public string ProjectPath { get; set; }
[Category("Environment Settings")]
[ReadOnly(true)]
public Realm InitialRealm
{
get;
private set;
}
///
/// Gets the collection of Realms currently stored in the Game.
///
public List RealmCollection { get; private set; }
[Browsable(false)]
public string Story
{
get;
set;
}
[Category("Object Setup")]
public string Filename
{
get
{
return _Filename;
}
}
private string _Filename;
public Game()
{
CurrencyList = new List();
scriptEngine = new Scripting.ScriptEngine();
RealmCollection = new List();
//PlayerCollection = new List();
GameTitle = "New Game";
_Filename = "Game.xml";
BaseCurrencyAmount = 1;
BaseCurrencyName = "Copper";
IsMultiplayer = true; //default.
}
///
/// Starts the game.
///
public bool Start()
{
Log.Write("Starting Game...");
//Setup the scripting engine and load our script library
scriptEngine.Initialize();
Log.Write("Loading internal game commands...");
//Loads the MudEngine Game Commands
CommandEngine.LoadBaseCommands();
//Loads any commands found in the users custom scripts library loaded by the script engine.
CommandEngine.LoadCommandLibrary(scriptEngine.Assembly);
//Ensure custom commands are loaded until everything is fleshed out.
if (Game.IsDebug)
{
foreach (string command in CommandEngine.GetCommands())
{
Log.Write("Command loaded: " + command);
}
}
Log.Write("Initializing location...");
//See if we have an Initial Realm set
foreach (Realm r in RealmCollection)
{
if (r.IsInitialRealm)
{
InitialRealm = r;
break;
}
}
if ((InitialRealm == null) || (InitialRealm.InitialZone == null) || (InitialRealm.InitialZone.InitialRoom == null))
{
Log.Write("ERROR: No initial location defined. Game startup failed!");
return false;
}
else
Log.Write("Initial Location defined -> " + InitialRealm.Name + "." + InitialRealm.InitialZone.Name + "." + InitialRealm.InitialZone.InitialRoom.Name);
Log.Write("Starting Server...");
//Start the Telnet server
if (IsMultiplayer)
this.StartServer();
IsRunning = true;
Log.Write("Game startup complete.");
return true;
}
public void Shutdown()
{
Log.Write("Server shutdown requested...");
//Place ending code here for game shut down.
//TODO: Save content on shutdown.
if (IsMultiplayer)
Server.EndServer();
IsRunning = false;
Log.Write("Shutdown completed...");
}
public void Save(string filename)
{
string directory = Path.GetDirectoryName(filename);
if (!Directory.Exists(directory))
Directory.CreateDirectory(directory);
FileManager.Save(filename, this);
}
public object Load(string path)
{
string fileName = Path.Combine(path, _Filename);
if (!File.Exists(fileName))
{
return null;
}
return FileManager.Load(fileName, this);
}
public void AddRealm(Realm realm)
{
if (realm.IsInitialRealm)
{
foreach (Realm r in RealmCollection)
{
if (r.IsInitialRealm)
{
r.IsInitialRealm = false;
break;
}
}
}
if (realm.IsInitialRealm)
InitialRealm = realm;
//TODO: Check for duplicate Realms.
RealmCollection.Add(realm);
}
public Realm GetRealm(string realmName)
{
foreach (Realm realm in RealmCollection)
{
if (realm.Name == realmName)
return realm;
}
return null;
}
//TODO: This should be internal only; C# property using get; internal set; so only MudEngine.dll may edit this collection
//public List PlayerCollection;
public BaseCharacter[] PlayerCollection;
public MudEngine.Networking.Server Server { get; internal set; }
public ProtocolType ServerType = ProtocolType.Tcp;
public int ServerPort = 555;
public int MaximumPlayers = 1000;
private Scripting.ScriptEngine scriptEngine;
private void StartServer()
{
//PlayerCollection = new List(MaximumPlayers);
PlayerCollection = new BaseCharacter[MaximumPlayers];
for (int i = 0; i < MaximumPlayers; i++)
PlayerCollection[i] = new BaseCharacter(this);
Server = new Networking.Server();
Server.Initialize(ServerPort, ref PlayerCollection);
Server.Start();
}
}
}