muddesigner/MudEngine/GameManagement/GameTime.cs
Scionwest_cp a52ccf8da9 MudEngine:
- Converted all Types from C# types to .NET Types (such as bool changed to Boolean, and int changed to Int32).
 - Zone no longer gets saved from within GameWorld.Save, but rather in Realm.Save()
 - Room no longer gets saved from within GameWorld.Save(), but rather in Zone.Save();
 - Added new SaveWorld command that admins only can execute to force save the world. It's not fully implemented at this time.

MudGame:
 - began work on command execution from within the server while it's running.
2010-08-14 00:20:43 -07:00

260 lines
7.4 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace MudEngine.GameManagement
{
public class GameTime
{
public struct Time
{
public Int32 Year { get; set; }
public Int32 Month { get; set; }
public Int32 Day { get; set; }
public Int32 Hour { get; set; }
public Int32 Minute { get; set; }
public Int32 Second { get; set; }
private GameTime gameTime;
}
public enum TimeOfDayOptions
{
AlwaysDay,
AlwaysNight,
Transition,
}
internal Game ActiveGame { get; private set; }
/// <summary>
/// The time of day that the server actually started up.
/// </summary>
internal DateTime ServerStartTime { get; private set; }
/// <summary>
/// Gets the current World Time.
/// </summary>
public Time CurrentWorldTime { get; internal set; }
/// <summary>
/// Gets or Sets the current Time of the System
/// </summary>
private DateTime CurrentTime { get; set; }
/// <summary>
/// Gets or Sets how many Hours it takes to make a full day in the World
/// </summary>
public Int32 HoursPerDay { get; set; }
/// <summary>
/// Gets or Sets how many minutes it takes to make a full Hour
/// </summary>
public Int32 MinutesPerHour { get; set; }
/// <summary>
/// Gets or Sets how many seconds it takes to make a full minute
/// </summary>
public Int32 SecondsPerMinute { get; set; }
/// <summary>
/// Gets or Sets how many Days it takes to make a full month in the world
/// </summary>
public Int32 DaysPerMonth { get; set; }
/// <summary>
/// Gets or Sets how many Months it takes to make a full Year in the world
/// </summary>
public Int32 MonthsPerYear { get; set; }
/// <summary>
/// Gets or Sets the name of each Day in a Week.
/// </summary>
public List<String> DayNames { get; set; }
/// <summary>
/// Gets or Sets the name of each Month in a Year.
/// </summary>
public List<String> MonthNames { get; set; }
/// <summary>
/// Gets or Sets what time of day the world is currently in.
/// </summary>
public TimeOfDayOptions DayTransitions { get; set; }
/// <summary>
/// Gets or Sets what time of day that it begins to transition to night.
/// </summary>
public Int32 DawnTime { get; set; }
/// <summary>
/// /Gets or Sets what time of day that it begins to transition into day time.
/// </summary>
public Int32 SunriseTime { get; set; }
/// <summary>
/// Gets or Sets the initial Time that the world starts in.
/// </summary>
public Time InitialGameTime { get; set; }
public GameTime(Game game)
{
ActiveGame = game;
ServerStartTime = DateTime.Now;
DayNames = new List<String>();
MonthNames = new List<String>();
DayNames.Add("Monday");
DayNames.Add("Tuesday");
DayNames.Add("Wednesday");
DayNames.Add("Thursday");
DayNames.Add("Friday");
DayNames.Add("Saturday");
DayNames.Add("Sunday");
MonthNames.Add("January");
MonthNames.Add("February");
MonthNames.Add("March");
MonthNames.Add("April");
MonthNames.Add("May");
MonthNames.Add("June");
MonthNames.Add("July");
MonthNames.Add("August");
MonthNames.Add("September");
MonthNames.Add("October");
MonthNames.Add("November");
MonthNames.Add("December");
}
public void Initialize()
{
Time t = InitialGameTime;
CurrentWorldTime = t;
}
public virtual void Update()
{
TimeSpan ts = CurrentTime - DateTime.Now;
//If the seconds that has passed inbetween the last Update call is greater than 0
//Then we need to increment a Second, which will start a domino effect if it needs to
//in order to increment minute/hours/days/months and years.
if (ts.Seconds != 0)
{
IncrementSecond();
}
CurrentTime = DateTime.Now;
}
public void IncrementSecond()
{
Time t = new Time();
t = CurrentWorldTime;
if (CurrentWorldTime.Second == SecondsPerMinute)
{
t.Second = 0;
IncrementMinute();
}
else
t.Second++;
CurrentWorldTime = t;
}
public void IncrementMinute()
{
Time t = new Time();
t = CurrentWorldTime;
if (CurrentWorldTime.Minute == MinutesPerHour)
{
t.Minute = 0;
IncrementHour();
}
else
t.Minute++;
CurrentWorldTime = t;
}
public void IncrementHour()
{
Time t = new Time();
t = CurrentWorldTime;
if (CurrentWorldTime.Hour == HoursPerDay)
{
t.Hour = 0;
IncrementDay();
}
else
t.Hour++;
CurrentWorldTime = t;
}
public void IncrementDay()
{
Time t = new Time();
t = CurrentWorldTime;
if (CurrentWorldTime.Day == DaysPerMonth)
{
t.Day = 1;
IncrementMonth();
}
else
t.Day++;
CurrentWorldTime = t;
}
public void IncrementMonth()
{
Time t = new Time();
t = CurrentWorldTime;
if (CurrentWorldTime.Month == MonthsPerYear)
{
t.Month = 1;
IncrementYear();
}
else
t.Month++;
CurrentWorldTime = t;
}
public void IncrementYear()
{
Time t = new Time();
t = CurrentWorldTime;
t.Year++;
CurrentWorldTime = t;
}
public String GetCurrentWorldTime()
{
if (DayNames.Count < CurrentWorldTime.Day)
{
return "Not enough Day Names specified to match up with DaysPerMonth property.";
}
else if (MonthNames.Count < CurrentWorldTime.Month)
{
return "Not enough Month names specified to match up with MonthsPerYear property.";
}
String day = DayNames[CurrentWorldTime.Day - 1];
String month = MonthNames[CurrentWorldTime.Month - 1];
return day + ", " + month + " " + CurrentWorldTime.Day + ", " + CurrentWorldTime.Year + ": " + CurrentWorldTime.Hour + ":" + CurrentWorldTime.Minute + ":" + CurrentWorldTime.Second;
}
}
}