//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;
using MudEngine.Scripting;
namespace MudEngine.GameManagement
{
#region Custom Types
public enum TimeOfDayOptions
{
AlwaysDay,
AlwaysNight,
Transition,
}
#endregion
///
/// Manages all of the projects settings.
///
[XmlInclude(typeof(StartingLocation))]
[XmlInclude(typeof(Currency))]
public class Game
{
#region ==== Properties & Types ====
#region Game Object Setup
///
/// 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; }
///
/// Gets or Sets if the game will run with a server or not.
///
public bool IsMultiplayer { get; set; }
///
/// Gets or Sets if this game is currently running.
///
[Browsable(false)]
public bool IsRunning { get; internal set; }
///
/// Gets or Sets the paths to various project related objects.
///
public SaveDataPaths DataPaths { get; set; }
///
/// Gets the scripting engine used by the game.
///
public ScriptEngine scriptEngine { get; internal set; }
///
/// Gets or Sets the path to the current project
///
[Browsable(false)]
public string ProjectPath { get; set; }
///
/// 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; }
#endregion
#region Game Information
[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; }
///
/// 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; }
[Browsable(false)]
public List CurrencyList { 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; }
///
/// The Story that is displayed on initial player entry into the game
///
public string Story { 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; }
[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; }
#endregion
#region Networking
//TODO: This should be internal only; C# property using get; internal set; so only MudEngine.dll may edit this collection
///
/// Collection of players currently running on the server.
///
public BaseCharacter[] PlayerCollection;
///
/// Gets the current running Server object.
///
public MudEngine.Networking.Server Server { get; internal set; }
///
/// Gets or Sets the protocol used by the server.
///
public ProtocolType ServerType { get; set; }
///
/// Gets or Sets the port that the server will run on
///
public int ServerPort { get; set; }
///
/// Gets or Sets the maximum number of Players permitted to run on this Games server.
///
public int MaximumPlayers { get; set; }
#endregion
#endregion
#region ==== Constructors ====
public Game()
{
//Instance all of the Games Objects.
CurrencyList = new List();
scriptEngine = new Scripting.ScriptEngine(this);
RealmCollection = new List();
//Prepare the Save Paths for all of our Game objects.
SaveDataPaths paths = new SaveDataPaths();
paths.Environment = FileManager.GetDataPath(SaveDataTypes.Realms);
paths.Players = FileManager.GetDataPath(SaveDataTypes.Player);
DataPaths = paths;
//Setup default settings for the Game
GameTitle = "New Game";
BaseCurrencyAmount = 1;
BaseCurrencyName = "Copper";
Version = "1.0";
Story = "";
//Setup default Networking settings
IsMultiplayer = true;
ServerType = ProtocolType.Tcp;
ServerPort = 555;
MaximumPlayers = 1000;
//Setup the player arrays
//used to be in Start
PlayerCollection = new BaseCharacter[MaximumPlayers];
for (int i = 0; i < MaximumPlayers; i++)
PlayerCollection[i] = new BaseCharacter(this);
}
#endregion
#region ==== Methods ====
///
/// Starts the game and runs the server if IsMultiplayer is true
///
public virtual bool Start()
{
Log.Write("Game Initializing...");
if (!Directory.Exists(DataPaths.Players))
Directory.CreateDirectory(DataPaths.Players);
//First, compile and execute all of the script files.
scriptEngine.ScriptType = ScriptEngine.ScriptTypes.SourceFiles;
scriptEngine.Initialize();
//Next, load any pre-compiled libraries.
scriptEngine.ScriptType = ScriptEngine.ScriptTypes.Assembly;
scriptEngine.Initialize();
/*
* If a custom player script is loaded in the script engine, then the base commands are
* loaded when the script is instanced automatically. If there is no script then these
* don't get loaded and will need to be forced.
* This prevents a duplicate "Loading Commands" message in the server console if the
* player script exists and pre-loads the commands during script instancing in ScriptEngine.Initialize()
*/
Log.Write("Initializing Command Engine...");
if ((CommandEngine.CommandCollection == null) || (CommandEngine.CommandCollection.Count == 0))
CommandEngine.LoadBaseCommands();
if (IsDebug)
{
foreach (string command in CommandEngine.CommandCollection.Keys)
Log.Write("Command Loaded: " + command);
}
//See if we have an Initial Realm set
//TODO: Check for saved Realm files and load
Log.Write("Initializing World...");
foreach (Realm r in RealmCollection)
{
if (r.IsInitialRealm)
{
InitialRealm = r;
break;
}
}
//Check if any the initial room exists or not.
if ((InitialRealm == null) || (InitialRealm.InitialZone == null) || (InitialRealm.InitialZone.InitialRoom == null))
{
Log.Write("ERROR: No initial location defined. Game startup failed!");
Log.Write("Players will start in the Abyss. Each player will contain their own instance of this room.");
//return false;
}
else
Log.Write("Initial Location loaded-> " + InitialRealm.Name + "." + InitialRealm.InitialZone.Name + "." + InitialRealm.InitialZone.InitialRoom.Name);
//Start the Telnet server
if (IsMultiplayer)
{
Log.Write("Starting Server...");
this.StartServer();
}
else //Not multiplayer so we change the save locations
{
SaveDataPaths paths = new SaveDataPaths("World", "Saved");
DataPaths = paths;
PlayerCollection[0].Initialize();
}
//Game is running now.
IsRunning = true;
Log.Write("Game startup complete.");
return true;
}
///
/// Shuts down the Game and Server.
///
public void Shutdown()
{
Log.Write("Server shutdown requested...");
if (IsMultiplayer)
Server.EndServer();
Save();
IsRunning = false;
Log.Write("Shutdown completed...");
}
public void Save()
{
Log.Write("Saving Game world....");
Log.Write("Saving Game Players...");
for (int i = 0; i <= PlayerCollection.Length - 1; i++)
{
if (PlayerCollection[i].Name == "New BaseCharacter")
continue;
Log.Write("Saving " + PlayerCollection[i].Name);
PlayerCollection[i].Save(Path.Combine(DataPaths.Players, PlayerCollection[i].Filename));
}
}
public void Load()
{
}
///
/// Adds a Realm to the Games current list of Realms.
///
///
public void AddRealm(Realm realm)
{
//If this Realm is set as Initial then we need to disable any previously
//set Realms to avoid conflict.
if (realm.IsInitialRealm)
{
foreach (Realm r in RealmCollection)
{
if (r.IsInitialRealm)
{
r.IsInitialRealm = false;
break;
}
}
}
//Set this Realm as the Games initial Realm
if (realm.IsInitialRealm)
InitialRealm = realm;
//TODO: Check for duplicate Realms.
RealmCollection.Add(realm);
}
///
/// Gets a Realm currently stored in the Games collection of Realms.
///
///
///
public Realm GetRealm(string realmName)
{
foreach (Realm realm in RealmCollection)
{
if (realm.Name == realmName)
return realm;
}
return null;
}
///
/// Starts the Server.
///
private void StartServer()
{
Server = new Networking.Server();
Server.Initialize(ServerPort, ref PlayerCollection);
Server.Start();
}
#endregion
}
}