- Realm, Room and Zone editing no longer closes the menu once a task is finished. Use the Exit menu option to close the editing menu - Revised how the Game checks for existing InitialLocations. If a InitialLocation does not exist, but is created during server runtime, new players will automatically be placed there without the need to restart the server. - Improved the List command.
706 lines
33 KiB
C#
706 lines
33 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.IO;
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using System.Text;
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using MudEngine.FileSystem;
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using MudEngine.GameObjects;
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using MudEngine.GameObjects.Characters;
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using MudEngine.GameManagement;
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using MudEngine.Commands;
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using MudEngine.GameObjects.Environment;
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namespace MudEngine.Commands
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{
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public class CommandEditZone : IGameCommand
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{
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public Boolean Override { get; set; }
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public String Name { get; set; }
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public List<String> Help { get; set; }
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private Zone zone;
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private BaseCharacter player;
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private Boolean isEditing;
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public CommandEditZone()
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{
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Help = new List<string>();
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Help.Add("Use the Edit command to edit existing objects properties.");
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Help.Add("Usage: EditZone Realm>Zone");
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Help.Add("Example: EditZone MyRealmName>MyZone");
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}
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public void Execute(String command, BaseCharacter player)
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{
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if ((player.Role == SecurityRoles.Admin) || (player.Role == SecurityRoles.GM))
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{
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//Get the admin-entered zone filename
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String[] tokens = command.Substring("EditZone".Length).Trim().Split('>');
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if (tokens.Length == 0)
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{
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player.Send("Zone Editing canceled. No Zone name was supplied.");
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return;
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}
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else if (tokens.Length == 1)
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{
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player.Send("Zone Editing canceled. Realm name supplied, but no Zone name.");
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return;
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}
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String filename = tokens[1];
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//Raise the scope of the player reference to class level instead of method level.
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this.player = player;
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//We have a filename, retrieve the Zone the admin wants to edit.
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if ((player.ActiveGame.World.GetRealm(tokens[0]) == null) && (player.ActiveGame.World.GetRealm(tokens[0]).GetZone(filename).Count == 0))
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{
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player.Send("Zone editing canceled. Zones owning Realm or the Zone itself does not exists.");
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return;
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}
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zone = player.ActiveGame.World.GetRealm(tokens[0]).GetZone(filename)[0];
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//If no Zone was retrieved (due to it not existing), let the admin know
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//that the Zone filename was not valid.
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if (zone == null)
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{
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player.Send("Zone Editing canceled. The supplied Zone name is not valid.");
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return;
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}
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//Otherwise, the Zone does exist and was retrieved.
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//Lets build our Editing menu's and allow for Zone Editing.
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else
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{
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//Always re-build the menu so the user doesn't need to re-enter the edit command.
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//When the user selects the exit option, the loop will end.
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isEditing = true;
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while (isEditing)
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{
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//Construct the main editing menu.
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BuildMenuMain();
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//Find out what menu option the admin wants to use.
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Int32 value = 0;
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//Attempt to convert the String entered by the admin into a numeric value
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try
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{
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value = Convert.ToInt32(player.ReadInput());
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}
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//If a non-numeric value is supplied, the conversion failed. This is us catching that failure.
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catch
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{
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player.Send("Zone Editing canceled. The supplied value was not numeric!");
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return;
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}
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//Parse the menu option that the admin supplied.
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ParseMenuSelection(value);
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}
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//let the admin know that we have now exited the editor.
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player.Send("Editing completed.");
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}
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}
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}
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/// <summary>
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/// Constructs the Main Editing menu for admins to look it.
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/// </summary>
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private void BuildMenuMain()
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{
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player.FlushConsole();
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player.Send(Path.GetFileNameWithoutExtension(zone.Filename));
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player.Send("Select from the available options below:");
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player.Send("1: Descriptions");
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player.Send("2: Names");
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player.Send("3: Senses");
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player.Send("4: Initial Zone");
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// player.Send("5: Settings");
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player.Send("9: Exit");
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player.Send("Enter numeric selection: ", false);
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}
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/// <summary>
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/// Constructs the Descriptions Editing menu for admins to look at.
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/// </summary>
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private void BuildMenuDescriptions()
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{
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player.FlushConsole();
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player.Send(Path.GetFileNameWithoutExtension(zone.Filename));
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player.Send("Select from the available options below:");
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player.Send("1: Simple Description");
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player.Send("2: Detailed Descriptions");
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player.Send("9: Exit");
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player.Send("Enter a numeric selection: ", false);
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}
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/// <summary>
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/// Constructs the Name Editing menu for admins to look at.
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/// </summary>
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private void BuildMenuNames()
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{
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player.FlushConsole();
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player.Send(Path.GetFileNameWithoutExtension(zone.Filename));
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player.Send("When you assign a Zone Name, the Filename is overwrote with your ZoneName as a filename.");
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player.Send("Example: ZoneName of 'ExampleZone' would automatically set a Filename of 'ExampleZone.Zone'");
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player.Send("");
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player.Send("If you wish to have multiple Zones with the same visible name, you will need to specify a different Filename for each Zone.");
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player.Send("Filenames are what you use when accessing objects as a Admin. Typically without the file extension.");
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player.Send("Example: A Zone with a Visible name of \"My Test Zone\" can have a filename of \"Test.Zone\". You would access this object as a Admin by specifying a object name of \"Test\"");
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player.Send("Select from the available options below:");
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player.Send("");
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player.Send("1: Zone Visibile Name");
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player.Send("2: Zone Filename");
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player.Send("9: Exit");
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player.Send("Enter numeric selection: ", false);
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}
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private void BuildMenuSenses()
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{
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player.FlushConsole();
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player.Send(Path.GetFileName(zone.Filename));
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player.Send("Senses are what allow the players to get a better understanding of the environment around them.");
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player.Send("Choose what sense you would like to edit, make your adjustments and press 'ENTER' to save the changes.");
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player.Send("Senses defined for Zones will be applied as the default for every Room created within a Zone.");
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player.Send("Select from the available options below:");
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player.Send("1: Feel Sense");
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player.Send("2: Listen Sense");
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player.Send("3: Smell Sense");
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player.Send("9: Exit");
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}
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private void BuildMenuInitial()
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{
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player.FlushConsole();
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player.Send(zone.Name);
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player.Send("Initial Zone Settings.");
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player.Send("The Initial Zone setting determins if the Zone will be the starting location for all newly created players or not.");
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if (zone.IsInitialZone)
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{
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player.Send("If you disable this Zone from being the Initial Zone, new players will not have a starting location assigned to them.");
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player.Send("You will need to enable Initial Zone on another Zone in order for new players to have a starting location.");
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player.Send("Select from the available options below:");
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player.Send("1: Disable Initial Zone");
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}
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else
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{
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player.Send("If you enable Initial Zone, then new players will start at this location from now on.");
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player.Send("Select from the available options below:");
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player.Send("1: Enable Initial Zone");
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}
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player.Send("9: Exit");
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player.Send("Enter numeric selection: ", false);
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}
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/// <summary>
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/// This method parses the Admin input based off the main editing menu
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/// and sends the admin to what-ever sub-menu method we need to.
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/// </summary>
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/// <param name="value"></param>
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private void ParseMenuSelection(Int32 value)
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{
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Int32 entry = 0;
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switch (value)
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{
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case 1: //Descriptions
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//build the menu and parse their menu selections.
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BuildMenuDescriptions();
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try
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{
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entry = Convert.ToInt32(player.ReadInput());
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}
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catch
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{
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player.Send("Zone Editing canceled. The supplied value was not numeric!");
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return;
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}
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ParseDescriptionSelection(entry);
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break;
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case 2: //Names
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//build the menu and parse their menu selections.
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BuildMenuNames();
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try
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{
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entry = Convert.ToInt32(player.ReadInput());
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}
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catch
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{
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player.Send("Zone Editing canceled. The supplied value was not numeric!");
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return;
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}
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ParseNameSelection(entry);
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break;
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case 3://Senses
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break;
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case 4: //Initial Realm
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//build the menu and parse their menu selections
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BuildMenuInitial();
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try
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{
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entry = Convert.ToInt32(player.ReadInput());
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}
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catch
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{
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player.Send("Zone Editing canceled. The supplied value was not numeric!");
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return;
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}
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ParseInitialSelection(entry);
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break;
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case 5: //Settings
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break;
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case 9:
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isEditing = false;
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break;
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default:
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break;
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}
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}
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/// <summary>
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/// This method parses the admins menu selection from the Description menu
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/// and adjusts the Zones descriptions as specified by the admin
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/// </summary>
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/// <param name="value"></param>
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private void ParseDescriptionSelection(Int32 value)
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{
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String input = "";
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switch (value)
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{
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//Simple Description
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case 1:
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player.FlushConsole();
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player.Send("Enter a simple description for this Zone.");
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player.Send("Simple Descriptions are single line only.");
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player.Send("To create a blank description, you may simply press ENTER.");
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player.Send("To cancel editing this description, you may type 'Exit'");
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if (!String.IsNullOrEmpty(zone.Description))
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player.Send("Current Description: " + zone.Description);
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player.Send("Entry: ", false);
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//Read in the admins new simple description
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input = player.ReadInput();
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if (input.ToLower() == "exit")
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return;
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else
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zone.Description = input;
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//Save the game world.
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player.ActiveGame.Save();
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player.Send("New Simple Description saved.");
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break;
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case 2://Detailed Description
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Boolean isEditing = true;
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Int32 line = 1;
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//Loop until the admin is finished entering his/her multi-line description.
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while (isEditing)
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{
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player.FlushConsole();
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line = 1; //reset our line to the first line, so we can re-print the content to the admin.
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//print some help info to the admin
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player.Send("Enter a Detailed Description for this Zone.");
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player.Send("Detailed Descriptions are multi-lined descriptions.");
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player.Send("When you are finished entering a line, press ENTER to save it and move onto the next line.");
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player.Send("When you are finished, you may type 'Exit' to save your changes and quit the Description editor.");
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player.Send("To clear all detailed description lines, you may type 'Clear All'");
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player.Send("To clear a single Detailed Description line, you may type 'Clear x', where x = line number to clear.");
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player.Send("Example: 'Clear 2'");
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player.Send("This will clear all contents from line number two in the detailed description.");
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player.Send("If you make a mistake and need to edit a previously entered line, type 'Edit x' where x = line number you wish to edit.");
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player.Send("An example would be 'Edit 3' which would allow you to change line #3.");
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player.Send("");
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player.Send("Detailed Description:");
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//Loop through each description currently within the collection
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//This will include lines created within this loop as well.
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foreach (String desc in zone.DetailedDescription)
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{
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player.Send(line.ToString() + ": " + desc);
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line++;
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}
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//Print the current line to the user and read their new description for that line.
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player.Send(line.ToString() + ": ", false);
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input = player.ReadInput();
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//Check what content the admin entered.
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//If he/she typed 'exit' then we need to exit the editor.
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if (input.ToLower() == "exit")
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isEditing = false;
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//If he/she typed 'edit' then we need to edit a supplied line number.
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else if (input.ToLower().StartsWith("edit"))
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{
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//Retrieve the line number from the users input.
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String editLine = input.Substring("edit".Length).Trim();
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//If no line number was provided, cancel.
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if (String.IsNullOrEmpty(editLine))
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{
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player.Send("Line editing canceled. You need to supply a line number.");
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}
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//Line number was provided, so lets skip to the specified line number
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//and replace the contents of that line with whatever the admin enters now.
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else
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{
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//convert the users specified line number from string to integer.
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line = Convert.ToInt32(editLine);
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//Make sure the line number specified isn't greater than the number
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//of lines we currently have.
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if (zone.DetailedDescription.Count >= line)
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{
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//Get the new description for this line...
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player.Send("New Description: ", false);
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input = player.ReadInput();
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//-1 correction due to collection index starting at 0 and not 1.
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//replace the existing description with the new one.
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zone.DetailedDescription[line - 1] = input;
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}
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//Let the admin know that the line number specified does not exist.
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else
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{
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player.Send("Line Editing canceled. The Zone does not contain that many Description lines.");
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}
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}
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}
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//If he/she typed 'clear' then we need to check if the admin wants to clear
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//every single line of description or just a single line.
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else if (input.ToLower().StartsWith("clear"))
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{
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//Find out what additional content is included with the clear input.
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String clear = input.ToLower().Substring("clear".Length).Trim();
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//if no additional values supplied with the clear command, we cancel.
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if (String.IsNullOrEmpty(clear))
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{
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player.Send("Line Clearing canceled. You need to supply a line number or specify 'All' to clear all lines.");
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}
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//Admin specified to clear 'all' lines of the descrpition.
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else if (clear == "all")
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{
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//Wipe out every line of description.
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zone.DetailedDescription.Clear();
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}
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//Admin specified a single line. Find the admins specified line number for clearing.
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else
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{
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//Convert the specified line number to a integer
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Int32 i = Convert.ToInt32(clear);
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//make sure the line number provided does in-fact exist.
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if (zone.DetailedDescription.Count >= i)
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//Remove the specified line number for the descriptions collection.
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zone.DetailedDescription.Remove(zone.DetailedDescription[i - 1]);
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//Line provided is larger than the number of lines available to check. Cancel.
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else
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player.Send("Line Clearing canceled. The Zone does not contain that many description lines.");
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}
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}
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//No special tokens provided, so we assume this line is a description.
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//Add the contents to the Zone's detailed description collection.
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else
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{
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zone.DetailedDescription.Add(input);
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}
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}
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//Loop is finished, so lets save the game world.
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player.ActiveGame.Save();
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player.Send("Detailed Description saved.");
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break;
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case 9:
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break;
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}
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}
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/// <summary>
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/// This method parses the values supplied by the admin from the Name editing menu.
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/// Allows for editing visible names and filenames
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/// </summary>
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/// <param name="value"></param>
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private void ParseNameSelection(Int32 value)
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{
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switch (value)
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{
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case 1: //Visible Name
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player.FlushConsole();
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player.Send("Enter a new Visible name for this Zone.");
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player.Send("Enter Value: ", false);
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//Get the new name for this Zone
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String newName = player.ReadInput();
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//Ensure the new name is not blank.
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if (String.IsNullOrEmpty(newName))
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{
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player.Send("Zone Name Editing canceled. No name supplied.");
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}
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//We have a valid name, so lets try assigning it to the Zone
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else
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{
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//Check to see if the supplied name already exists by checking for a existing Zone
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//that has a matching filename.
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if (player.ActiveGame.World.GetRealm(zone.Realm).GetZone(newName + ".zone").Count == 0)
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{
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//No matching Zone was found, so we can go ahead and make the change.
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//Store the new name within this Zone
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String oldName = zone.Filename;
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zone.Name = newName;
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//Update all of the objects that are within the Zone to have the
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//new name assigned to them.
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UpdateZoneObjects(oldName);
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//TODO: Any Items/NPC's etc within this Zone will need to be updated as well.
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}
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else
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{
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player.Send("Zone Name Editing canceled. " + newName + " already exists within the Realm.");
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player.Send("If you want to keep the provided Visible Name for this Zone, you must create a unique Filename.");
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player.Send("Would you like to assign a unique Filename now?");
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player.Send("1: Yes");
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player.Send("2: No");
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try
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{
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Int32 i = Convert.ToInt32(player.ReadInput());
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switch (i)
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{
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case 1:
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player.FlushConsole();
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player.Send("The default filename for this Zone (using the new Visible Name) is currently:");
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player.Send(newName + ".Zone");
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player.Send("Please supply a different filename:");
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player.Send("Enter Value: ", false);
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String filename = player.ReadInput();
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if (String.IsNullOrEmpty(filename))
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{
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player.Send("Zone Name Editing Canceled. No filename supplied.");
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}
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else
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{
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if (player.ActiveGame.World.GetRealm(zone.Realm).GetZone(filename).Count != 0)
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{
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player.Send("Zone Name Editing Canceled. A Zone with this filename already exists!");
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}
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else
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{
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String oldName = zone.Filename;
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zone.Name = newName;
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zone.Filename = filename;
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UpdateZoneObjects(oldName);
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}
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}
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break;
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case 2:
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player.Send("Zone Name Editing Canceled. A Zone with this filename already exists!");
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break;
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}
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}
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catch
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{
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player.Send("Zone Name Editing canceled. The supplied value was not numeric.");
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}
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}
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}
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player.ActiveGame.Save();
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break;
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case 2: //Zone Filename
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player.FlushConsole();
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player.Send("Enter a new Filenamename for this Zone.");
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player.Send("Enter Value: ", false);
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String fname = player.ReadInput();
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if (String.IsNullOrEmpty(fname))
|
|
{
|
|
player.Send("Zone Name Editing canceled. No name supplied.");
|
|
}
|
|
else if (player.ActiveGame.World.GetRealm(zone.Realm).GetZone(fname) != null)
|
|
{
|
|
player.Send("Zone Name Editing canceled. A Zone with this filename already exists!");
|
|
}
|
|
else
|
|
{
|
|
String oldName = "";
|
|
oldName = zone.Filename;
|
|
zone.Filename = fname;
|
|
UpdateZoneObjects(oldName);
|
|
player.ActiveGame.Save();
|
|
}
|
|
break;
|
|
case 9: //Exit
|
|
return;
|
|
}
|
|
}
|
|
|
|
private void ParseSensesSelection(Int32 value)
|
|
{
|
|
player.FlushConsole();
|
|
|
|
switch (value)
|
|
{
|
|
case 1: //Feel
|
|
player.Send("Enter the new default FEEL description for this Zone.");
|
|
player.Send("If you wish to clear the current description, just press ENTER to save a blank description.");
|
|
|
|
if (!String.IsNullOrEmpty(zone.Feel))
|
|
{
|
|
player.Send("Current Value: ", false);
|
|
player.Send(zone.Feel);
|
|
}
|
|
|
|
player.Send("Enter Value: ", false);
|
|
zone.Feel = player.ReadInput();
|
|
break;
|
|
case 2: //Listen
|
|
player.Send("Enter the new default LISTEN description for this Zone.");
|
|
player.Send("If you wish to clear the current description, just press ENTER to save a blank description.");
|
|
|
|
if (!String.IsNullOrEmpty(zone.Listen))
|
|
{
|
|
player.Send("Current Value: ", false);
|
|
player.Send(zone.Listen);
|
|
}
|
|
|
|
player.Send("Enter value: ", false);
|
|
zone.Listen = player.ReadInput();
|
|
break;
|
|
case 3: //Smell
|
|
player.Send("Enter the new default SMELL description for this Zone.");
|
|
player.Send("If you wish to clear the current description, just press ENTER to save a blank description.");
|
|
|
|
if (!String.IsNullOrEmpty(zone.Smell))
|
|
{
|
|
player.Send("Current Value: ", false);
|
|
player.Send(zone.Smell);
|
|
}
|
|
|
|
player.Send("Enter value: ", false);
|
|
zone.Smell = player.ReadInput();
|
|
break;
|
|
case 9: //Exit
|
|
return;
|
|
}
|
|
}
|
|
|
|
private void ParseInitialSelection(Int32 value)
|
|
{
|
|
switch (value)
|
|
{
|
|
case 1: //Enable/Disable Initial Realm
|
|
if (player.ActiveGame.InitialRealm == null)
|
|
{
|
|
player.Send("Zone Initial Realm editing canceled. You must have a Initial Realm defined before setting a Initial Zone.");
|
|
return;
|
|
}
|
|
|
|
if (zone.IsInitialZone)
|
|
{
|
|
zone.IsInitialZone = false;
|
|
player.ActiveGame.InitialRealm.InitialZone = null;
|
|
}
|
|
else
|
|
{
|
|
zone.IsInitialZone = true;
|
|
player.ActiveGame.InitialRealm.InitialZone = zone;
|
|
}
|
|
|
|
break;
|
|
case 9: //Exit
|
|
return;
|
|
}
|
|
|
|
player.ActiveGame.Save();
|
|
}
|
|
|
|
private void UpdateZoneObjects(String oldName)
|
|
{
|
|
//Check if this Zone is the initial Zone. If so then we need to update the
|
|
//current Game so that when it launches, it checks the new Zone and not the old
|
|
//one.
|
|
if ((zone.IsInitialZone) && (player.ActiveGame.InitialRealm.Filename == zone.Realm))
|
|
{
|
|
player.ActiveGame.InitialRealm.InitialZone = zone;
|
|
}
|
|
else
|
|
{
|
|
player.Send("Error: Unable to set this Zone as the initial Zone due to the parent Realm not being a Initial Realm.");
|
|
}
|
|
|
|
//Loop through each player currently logged in and see if they are currently
|
|
//within the selected Zone. If they are then we need to change their current
|
|
//Zone to the new one.
|
|
foreach (BaseCharacter p in player.ActiveGame.GetPlayerCollection())
|
|
{
|
|
if (p.Name.StartsWith("Base"))
|
|
continue;
|
|
|
|
if (p.CurrentRoom.Zone == oldName)
|
|
{
|
|
p.CurrentRoom.Zone = zone.Filename;
|
|
p.Save(player.ActiveGame.DataPaths.Players);
|
|
}
|
|
}
|
|
|
|
//Loop through every player on file to see if any are currently within
|
|
//the selected Realm. If they are, we need to edit their files so that they
|
|
//log-in next time into the correct Realm. Otherwise Admins will need to manually
|
|
//edit the files and move the players.
|
|
//This is done after scanning logged in players, as logged in players will of had
|
|
//their location already updated and files saved, preventing any need for us to
|
|
//modify their files again.
|
|
foreach (String file in Directory.GetFiles(player.ActiveGame.DataPaths.Players))
|
|
{
|
|
BaseCharacter ch = new BaseCharacter(player.ActiveGame);
|
|
ch.Load(file);
|
|
if (ch.CurrentRoom.Zone == oldName)
|
|
{
|
|
ch.CurrentRoom.Zone = zone.Filename;
|
|
ch.Save(player.ActiveGame.DataPaths.Players);
|
|
}
|
|
}
|
|
|
|
//Next, we need to loop through every Room within this Zone
|
|
//and update their Zones names to match the new one
|
|
foreach (Realm realm in player.ActiveGame.World.RealmCollection)
|
|
{
|
|
if (realm.InitialZone.Filename == oldName)
|
|
realm.InitialZone = zone;
|
|
|
|
foreach (Zone z in realm.ZoneCollection)
|
|
{
|
|
foreach (Room r in zone.RoomCollection)
|
|
{
|
|
if (r.Zone == oldName)
|
|
r.Zone = zone.Filename;
|
|
|
|
foreach (Door d in r.Doorways)
|
|
{
|
|
if (d.ArrivalRoom.Zone == oldName)
|
|
d.ArrivalRoom.Zone = zone.Filename;
|
|
if (d.DepartureRoom.Zone == oldName)
|
|
d.DepartureRoom.Zone = zone.Filename;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|