muddesigner/MUDGame/Program.cs
Scionwest_cp 19e3ec0936 MudGame:
- Display Game Information at game startup now.
 - Checks to make sure the returned Object from Player.ExecuteCommand() is not null before attempting to iterate through the array. The Exit command no loner causes an error due to this fix.
2010-07-25 17:31:50 -07:00

101 lines
3.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Net;
using System.Net.Sockets;
using MUDGame.Environments;
namespace MUDGame
{
class Program
{
//Setup our Fields
static MudEngine.GameManagement.Game game;
static MudEngine.GameManagement.CommandEngine commands;
static MudEngine.GameObjects.Characters.BaseCharacter player;
static List<MudEngine.GameObjects.Environment.Realm> realmCollection;
static void Main(string[] args)
{
//Initialize them
game = new MudEngine.GameManagement.Game();
commands = new MudEngine.GameManagement.CommandEngine();
realmCollection = new List<MudEngine.GameObjects.Environment.Realm>();
//Setup the game
game.AutoSave = true;
game.BaseCurrencyName = "Copper";
game.BaseCurrencyAmount = 1;
game.CompanyName = "Mud Designer";
game.DayLength = 60 * 8;
game.GameTitle = "Test Mud Project";
game.HideRoomNames = false;
game.PreCacheObjects = true;
game.ProjectPath = MudEngine.FileSystem.FileManager.GetDataPath(MudEngine.FileSystem.SaveDataTypes.Root);
game.TimeOfDay = MudEngine.GameManagement.Game.TimeOfDayOptions.Transition;
game.TimeOfDayTransition = 30;
game.Version = "0.1";
game.Website = "http://MudDesigner.Codeplex.com";
game.ServerType = ProtocolType.Tcp;
game.ServerPort = 555;
game.MaximumPlayers = 1000;
//Create the world
BuildRealms();
//Load all of the available commands from the engine
MudEngine.GameManagement.CommandEngine.LoadAllCommands();
//Player must be instanced AFTER BuildRealms as it needs Game.InitialRealm.InitialZone.InitialRoom
//property so that it can set it's starting room correctly.
player = new MudEngine.GameObjects.Characters.BaseCharacter(game);
// Start the game & server
if (!game.Start())
Console.WriteLine("Error starting game!\nReview Log file for details.");
game.IsRunning = true;
game.PlayerCollection.Add(player);
//Send game info to player
Console.WriteLine(game.GameTitle);
Console.WriteLine(game.Version);
Console.WriteLine(game.Website);
Console.WriteLine(game.Story);
Console.WriteLine();
while (game.IsRunning)
{
Console.Write("Command: ");
string command = Console.ReadLine();
//TODO: Does the CommandResult really need to return an array of Objects?
//All object management should be dealt with by the Game and Player so this should just be an array of strings.
Object[] result = player.ExecuteCommand(command).Result;
if (result != null)
{
//Search through each object in the array returned to us from the command execution and print the strings.
foreach (object o in result)
{
if (o is string)
Console.WriteLine(o.ToString());
}
}
}
Console.WriteLine("Press Enter to exit.");
Console.ReadKey();
}
static private void BuildRealms()
{
Zeroth zeroth = new Zeroth(game);
zeroth.BuildZeroth();
}
}
}