- Fixed FileManager.GetDataSpan Index out of bounds exception. - Game.Save no long invokes the BaseCharacter.ExecuteCommand("Save"); rather it now just directly invokes BaseCharacter.Save(). This fixes the client typing bug where a new command line was printed to the screen everytime the game world saved. - GameWorld now supports storing and saving dynamically created Realms. - Renamed BaseCharacter.GetRoomByFilename() to just GetRoom() as all Get() named Methods require a filename. - Optimized the loading and saving of Realms, Zones and Rooms some. - Room now Loads and Saves the RoomLocation property instead of the Room's Zone and Realm properties individually. - GameWorld.GetRealm(), Realm.GetZone() and Zone.GetRoom() now perform case-insensitive checking when scanning for content. MudGame: - Re-wrote the 'Create' command script from the ground up. 50% less code and much better approach to creating content. Now to create content you will use the same formatting as the Room.RoomLocation property. Example: Creating a Realm is done with 'Create MyRealm' Example: Creating a Zone is done with 'Create MyRealm>MyZone' Example: Creating a Room is done with 'Create MyRealm>MyZone>MyRoom' If the Realm or Zone does not exist when creating a Room or Zone, then the parent will be created automatically for you. - Fixed a bug in the WorldCalifornia script were it was saving the Hallway Room with a Zone file extension, preventing it from working correctly during restoration.
179 lines
6.1 KiB
C#
179 lines
6.1 KiB
C#
//Microsoft .NET Framework
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using System;
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using System.Collections;
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using System.ComponentModel;
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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.Xml.Serialization;
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using System.IO;
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//MUD Engine
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using MudEngine.FileSystem;
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using MudEngine.GameObjects.Items;
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using MudEngine.GameManagement;
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namespace MudEngine.GameObjects.Environment
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{
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[XmlInclude(typeof(Door))]
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public class Room : BaseObject
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{
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[Category("Environment Information")]
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[Description("Allows for linking of Rooms together via Doorways")]
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//[EditorAttribute(typeof(UIDoorwayEditor), typeof(UITypeEditor))]
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[RefreshProperties(RefreshProperties.All)]
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public List<Door> Doorways { get; internal set; }
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[ReadOnly(true)]
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[Description("This is the Zone that the Room is currently assigned to.")]
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[Category("Environment Information")]
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public String Zone
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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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[Description("This is the Realm that the Room belongs to.")]
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[Category("Environment Information")]
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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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[DefaultValue(false)]
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[Description("Determins if the Player can be attacked within this Room or not.")]
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public Boolean IsSafe
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{
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get;
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set;
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}
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/// <summary>
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/// Gets or Sets if this is the starting room for the Zone that contains it.
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/// </summary>
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[Browsable(true)]
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[Description("Sets if this is the starting room for the Zone that contains it.")]
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public Boolean IsInitialRoom
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{
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get;
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set;
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}
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/// <summary>
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/// Gets the current complete location for this Room, including Realm and Zone paths.
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/// This includes the objects Filenames.
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/// </summary>
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public String RoomLocation
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{
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get
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{
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return this.Realm + ">" + Zone + ">" + Filename;
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}
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}
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/// <summary>
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/// Gets the current complete location for this Room, including Realm and Zone paths.
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/// This includes the objects Filenames without their file extension.
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/// </summary>
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public String RoomLocationWithoutExtension
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{
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get
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{
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return Path.GetFileNameWithoutExtension(Realm) + ">" + Path.GetFileNameWithoutExtension(Zone) + ">" + Path.GetFileNameWithoutExtension(Filename);
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}
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}
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public Room(Game game) :base(game)
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{
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Doorways = new List<Door>();
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IsSafe = false;
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}
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/// <summary>
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/// Saves the Room to file within the Game.DataPath.Environment path.
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/// Room is saved within a Realm/Zone/Room directory structure
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/// </summary>
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/// <param name="path"></param>
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public override void Save(String path)
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{
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base.Save(path);
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String filename = Path.Combine(path, Filename);
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FileManager.WriteLine(filename, IsInitialRoom.ToString(), "IsInitialRoom");
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FileManager.WriteLine(filename, this.IsSafe.ToString(), "IsSafe");
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FileManager.WriteLine(filename, this.RoomLocationWithoutExtension, "RoomLocation");
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FileManager.WriteLine(filename, Doorways.Count.ToString(), "DoorwayCount");
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foreach (Door d in Doorways)
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{
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FileManager.WriteLine(filename, d.ArrivalRoom.RoomLocation, "DoorwayArrivalRoom");
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FileManager.WriteLine(filename, d.DepartureRoom.RoomLocation, "DoorwayDepartureRoom");
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FileManager.WriteLine(filename, d.IsLocked.ToString(), "DoorwayIsLocked");
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FileManager.WriteLine(filename, d.LevelRequirement.ToString(), "DoorwayLevelRequirement");
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FileManager.WriteLine(filename, d.TravelDirection.ToString(), "DoorwayTravelDirection");
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//TODO: Save Doorway Keys
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}
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}
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public override void Load(string filename)
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{
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base.Load(filename);
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this.IsInitialRoom = Convert.ToBoolean(FileManager.GetData(filename, "IsInitialRoom"));
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this.IsSafe = Convert.ToBoolean(FileManager.GetData(filename, "IsSafe"));
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String[] env = FileManager.GetData(filename, "RoomLocation").Split('>');
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if (env.Length != 3)
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{
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Log.Write("ERROR: Room " + filename + " does not contain a proper location path in Room.RoomLocation. Path is " + FileManager.GetData(filename, "RoomLocation"));
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return;
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}
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this.Realm = env[0] + ".Realm";
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this.Zone = env[1] + ".Zone";
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//SetRoomToDoorNorth
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//SetRoomToDoorEast
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//etc...
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//Restoring Doorways performed by Zone.RestoreLinkedRooms() Called via GameWorld.Load();
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}
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/// <summary>
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/// Checks to see if a doorway in the travelDirection exists.
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/// </summary>
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/// <param name="travelDirection"></param>
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/// <returns></returns>
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public Boolean DoorwayExist(AvailableTravelDirections travelDirection)
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{
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foreach (Door door in Doorways)
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{
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if (door.TravelDirection == travelDirection)
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return true;
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}
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return false;
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}
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/// <summary>
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/// Gets reference to the Rooms door connected in the supplied travelDirection
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/// </summary>
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/// <param name="travelDirection"></param>
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/// <returns></returns>
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public Door GetDoor(AvailableTravelDirections travelDirection)
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{
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foreach (Door door in this.Doorways)
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{
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if (door.TravelDirection == travelDirection)
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return door;
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}
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return null;
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}
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}
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}
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