- Renamed SaveSelected() to SaveObject() - Added additional commenting - Re-formatted the document - Moved the search code out from the text box and into its own method SearchForObject() - Changed search method for the text box from txtSearch_Enter to txtSearch_KeyDown - Re-write of object save code finished. Engine: - Realm.GetZone() re-wrote to use LINQ. - Zone.GetRoom() renamed to Zone.GetRoomByName() for searching for a Room by name - Zone.GetRoomByFilename() added for searching by filename for a Room. - Re-wrote Adding Zones into Realms via the UIRealmControl. Uses 54% less source, and better readability. - UIRealmEditor now stores a proper backup of Zones incase of UIRealmControl instancing failure.
136 lines
4.2 KiB
C#
136 lines
4.2 KiB
C#
using System;
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using System.IO;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.ComponentModel;
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using System.Xml.Serialization;
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using System.Drawing.Design;
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using MudDesigner.MudEngine.FileSystem;
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using MudDesigner.MudEngine.GameObjects;
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using MudDesigner.MudEngine.UITypeEditors;
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namespace MudDesigner.MudEngine.GameObjects.Environment
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{
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[XmlInclude(typeof(Room))]
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public class Zone : BaseObject
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{
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[Category("Environment Information")]
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[DefaultValue(0)]
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[Description("The amount to drain each stat by if StatDrain is enabled.")]
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public int StatDrainAmount
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{
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get;
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set;
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}
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[Category("Environment Information")]
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[Description("Enable or Disable the ability for draining stats while traversing.")]
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[DefaultValue(false)]
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public bool StatDrain
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{
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get;
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set;
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}
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[ReadOnly(true)]
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[Category("Environment Information")]
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[Description("The Realm that this Zone is assigned to. It is not required to be contained within a Realm.")]
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public string Realm
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{
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get;
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set;
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}
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[Category("Environment Information")]
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[Description("Determins if the Player can be attacked within this Room or not.")]
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[DefaultValue(false)]
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public bool IsSafe
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{
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get;
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set;
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}
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[Category("Environment Information")]
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[EditorAttribute(typeof(UIRoomEditor), typeof(UITypeEditor))]
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[Description("Collection of Rooms that have been created. Editing the Rooms Collection lets you manage the Zones rooms.")]
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public List<Room> Rooms { get; set; }
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public Zone()
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{
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Rooms = new List<Room>();
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IsSafe = false;
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//throw new NotSupportedException("Parameterless constructors of Type " + this.GetType().FullName + " is not supported.");
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="RoomName"></param>
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/// <returns></returns>
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public Room GetRoomByName(string name)
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{
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var filterQuery =
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from room in Rooms
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where room.Name == name
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select room;
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foreach (var room in filterQuery)
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return room;
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return null;
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="RoomName"></param>
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/// <returns></returns>
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public Room GetRoomByFilename(string filename)
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{
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var filterQuery =
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from room in Rooms
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where room.Filename == filename
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select room;
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foreach (var room in filterQuery)
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return room;
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return null;
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}
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/// <summary>
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/// Clears out the Zones room collection and re-builds it.
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/// This is a time consuming process if there are a large amount of
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/// of rooms, use sparingly.
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/// </summary>
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public void RefreshRoomList()
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{
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Rooms = new List<Room>();
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//Create our collection of Rooms.
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string realmPath = Path.Combine(FileManager.GetDataPath(SaveDataTypes.Realms), this.Realm);
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string zonePath = Path.Combine(realmPath, this.Name);
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//incase the zone hasn't been saved yet.
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if (!Directory.Exists(zonePath))
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return;
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//Zone exists, so it's already been saved.
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string[] rooms = Directory.GetFiles(zonePath, "*.room");
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//Clear the existing collection of Rooms
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this.Rooms.Clear();
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//Build a new one based off of the files
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foreach (string file in rooms)
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{
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Room r = new Room();
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r = (Room)FileManager.Load(file, r);
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this.Rooms.Add(r);
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}
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//Save the re-built Room collection
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this.Save(Path.Combine(zonePath, this.Filename));
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}
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}
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}
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