- Improvements to the EditRealm command. Bug fixes and tweaks - EditRealm command now updates All Zones and Rooms within other Realms when its Realm.name is changed instead of only child Zones/Rooms. - Realms, Zones and Rooms will now append a file extension if no file extension is supplied during GetRealm(), GetZone() and GetRoom() method invokes. - Realm.InitialZone is no longer read-only - Zone.InitialRoom is no longer read-only. - Added EditZone command. Allows for editing pre-existing Zones. Zones can be created via the Create command. - Added EditRoom command. Allows for editing pre-existing Rooms. Rooms can be created via the Create command. MudGame: - Re-organized the Scripts directory. All Admin commands are now placed within a 'AdminCommands' folder while the player based commands are in a 'PlayerCommands' folder. All remaining scripts reside within the Scripts root folder.
290 lines
11 KiB
C#
290 lines
11 KiB
C#
//Microsoft .NET Framework
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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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//MUD Engine
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using MudEngine.FileSystem;
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using MudEngine.GameManagement;
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using MudEngine.GameObjects;
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using MudEngine.GameObjects.Items;
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namespace 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 Int32 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 Boolean 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 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 the ability for this Zone to be the initial starting Zone for the game.
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/// </summary>
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[Category("Environment Information")]
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[Description("Sets that this Zone is a starting Zone for the game.")]
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[DefaultValue(false)]
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public Boolean IsInitialZone
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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> RoomCollection { get; private set; }
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/// <summary>
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/// Gets the initial Room for this Zone.
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/// </summary>
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[Category("Environment Information")]
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public Room InitialRoom { get; set; }
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public Zone(GameManagement.Game game)
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: base(game)
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{
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RoomCollection = new List<Room>();
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InitialRoom = new Room(game);
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IsSafe = false;
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Realm = "No Realm Associated.";
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}
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public override void Save(String path)
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{
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path = Path.Combine(path, Path.GetFileNameWithoutExtension(Filename));
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base.Save(path);
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String filename = Path.Combine(path, Filename);
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FileManager.WriteLine(filename, this.IsInitialZone.ToString(), "IsInitialZone");
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FileManager.WriteLine(filename, this.IsSafe.ToString(), "IsSafe");
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FileManager.WriteLine(filename, this.Realm, "Realm");
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FileManager.WriteLine(filename, this.StatDrain.ToString(), "StatDrain");
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FileManager.WriteLine(filename, this.StatDrainAmount.ToString(), "StatDrainAmount");
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if (this.InitialRoom.Name != "New Room")
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FileManager.WriteLine(filename, this.InitialRoom.Filename, "InitialRoom");
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String roomPath = Path.Combine(path, "Rooms");
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foreach (Room r in RoomCollection)
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{
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FileManager.WriteLine(filename, r.Filename, "RoomCollection");
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r.Save(roomPath);
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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.IsInitialZone = Convert.ToBoolean(FileManager.GetData(filename, "IsInitialZone"));
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this.IsSafe = Convert.ToBoolean(FileManager.GetData(filename, "IsSafe"));
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this.Realm = FileManager.GetData(filename, "Realm");
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this.StatDrain = Convert.ToBoolean(FileManager.GetData(filename, "StatDrain"));
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this.StatDrainAmount = Convert.ToInt32(FileManager.GetData(filename, "StatDrainAmount"));
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//Now get the rooms in the zone
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foreach (String room in FileManager.GetCollectionData(filename, "RoomCollection"))
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{
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Room r = new Room(ActiveGame);
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String path = Path.Combine(ActiveGame.DataPaths.Environment, Path.GetFileNameWithoutExtension(this.Realm), "Zones", Path.GetFileNameWithoutExtension(this.Filename), "Rooms");
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r.Load(Path.Combine(path, room));
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RoomCollection.Add(r);
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if (r.IsInitialRoom)
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this.InitialRoom = r;
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}
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}
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/// <summary>
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/// Adds the supplied room into the Zones Room collection.
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/// </summary>
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/// <param name="room"></param>
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public void AddRoom(Room room)
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{
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if (room.IsInitialRoom)
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{
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//Look if we already have a initial room. If so change it. Only 1 InitialRoom per Zone permitted.
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foreach (Room r in RoomCollection)
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{
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if (r.IsInitialRoom)
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{
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r.IsInitialRoom = false;
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break;
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}
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}
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}
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if (room.IsInitialRoom)
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InitialRoom = room;
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//TODO: Check for duplicate Rooms.
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RoomCollection.Add(room);
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room.Zone = Filename;
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room.Realm = Realm;
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//Set the Rooms default senses to that of the Zones provided the Room does
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//not already have a sense description assigned to it.
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if ((!String.IsNullOrEmpty(this.Feel)) && (String.IsNullOrEmpty(room.Feel)))
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room.Feel = this.Feel;
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if ((!String.IsNullOrEmpty(this.Listen)) && (String.IsNullOrEmpty(room.Listen)))
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room.Listen = this.Listen;
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if ((!String.IsNullOrEmpty(this.Smell)) && (String.IsNullOrEmpty(room.Smell)))
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room.Smell = this.Smell;
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}
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public List<Room> GetRoom(String filename)
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{
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List<Room> rooms = new List<Room>();
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if (!filename.ToLower().EndsWith(".room"))
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filename += ".Room";
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foreach (Room r in RoomCollection)
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{
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if (r.Filename.ToLower() == filename.ToLower())
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{
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rooms.Add(r);
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}
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}
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return rooms;
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}
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public void RestoreLinkedRooms()
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{
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//Iterate through each Room within this Zones collection and link it with it's corresponding Room.
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foreach (Room r in RoomCollection)
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{
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String filename = ActiveGame.DataPaths.Environment + "\\" + Path.GetFileNameWithoutExtension(r.Realm) + "\\Zones\\" + Path.GetFileNameWithoutExtension(r.Zone) + "\\" + "Rooms\\" + r.Filename;
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//Get how many doors this Room contains
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Int32 count = Convert.ToInt32(FileManager.GetData(filename, "DoorwayCount"));
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List<String> data = new List<string>();
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data = FileManager.GetDataSpan(filename, 5, "DoorwayArrivalRoom", true);
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//If no doors, then skip to the next room in the collection.
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if ((count == 0) || (data.Count == 0))
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continue;
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for (int x = 0; x < (count * 5); x += 5)
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{
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Door d = new Door(ActiveGame);
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Int32 index = x;
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//Restore the Arrival Room first.
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if (!d.SetRoom(Door.RoomTravelType.Arrival, data[index]))
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{
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Log.Write("Error: Failed to set the Arrival Doorway for Room " + r.RoomLocationWithoutExtension);
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}
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if (!d.SetRoom(Door.RoomTravelType.Departure, data[index + 1]))
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{
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Log.Write("Error: Failed to set the departure Doorway for Room " + r.RoomLocationWithoutExtension);
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}
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//Restore settings.
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d.IsLocked = Convert.ToBoolean(data[index + 2]);
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d.LevelRequirement = Convert.ToInt32(data[index + 3]);
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//Restore the travel direction enum value.
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Array values = Enum.GetValues(typeof(AvailableTravelDirections));
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foreach (Int32 value in values)
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{
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//Since enum values are not strings, we can't simply just assign the String to the enum
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String displayName = Enum.GetName(typeof(AvailableTravelDirections), value);
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//If the value = the String saved, then perform the needed conversion to get our data back
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if (displayName.ToLower() == data[index + 4].ToLower())
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{
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d.TravelDirection = (AvailableTravelDirections)Enum.Parse(typeof(AvailableTravelDirections), displayName);
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break;
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}
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}
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r.Doorways.Add(d);
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}
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}
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}
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public void LinkRooms(AvailableTravelDirections departureDirection, Room arrivalRoom, Room departureRoom)
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{
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LinkRooms(departureDirection, arrivalRoom, departureRoom, 0);
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}
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public void LinkRooms(AvailableTravelDirections departureDirection, Room arrivalRoom, Room departureRoom, Int32 requiredLevel)
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{
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LinkRooms(departureDirection, arrivalRoom, departureRoom, requiredLevel, false, null);
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}
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public void LinkRooms(AvailableTravelDirections departureDirection, Room arrivalRoom, Room departureRoom, Int32 requiredLevel, Boolean isLocked, BaseItem requiredKey)
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{
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Door door = new Door(ActiveGame);
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door.ArrivalRoom = arrivalRoom;
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door.DepartureRoom = departureRoom;
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if (isLocked)
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{
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door.IsLocked = isLocked;
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door.RequiredKey = requiredKey;
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}
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door.TravelDirection = departureDirection;
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departureRoom.Doorways.Add(door);
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//Now we set up the door for the opposite room.
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door = new Door(ActiveGame);
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door.DepartureRoom = arrivalRoom;
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door.ArrivalRoom = departureRoom;
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if (isLocked)
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{
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door.IsLocked = isLocked;
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door.RequiredKey = requiredKey;
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}
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door.TravelDirection = TravelDirections.GetReverseDirection(departureDirection);
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arrivalRoom.Doorways.Add(door);
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}
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}
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}
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