muddesigner/Mud Designer/MudEngine/GameObjects/BaseObject.cs
Scionwest_cp 49a6e31019 Mud Designer:
- Currency Editor no longer adds duplicate currencies when saved.
 - Currency Editor now overwrites existing currencies.
 - Fixed Currency Editor looking for .xml filetypes instead of .currency filetypes. Saved Currencies now show up in the currency list

Mud Engine:
 - Removed IsSafe property from BaseObject as not all objects will need this property.
 - Added IsSafe property to Zone.cs
 - Added IsSafe property to Room.cs.
2010-01-03 14:39:15 -08:00

177 lines
4.8 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.ComponentModel;
using System.Windows.Forms;
using System.Xml.Serialization;
using MudDesigner.MudEngine.Interfaces;
namespace MudDesigner.MudEngine.GameObjects
{
public class BaseObject : IGameObject
{
[Category("Object Setup")]
[RefreshProperties(RefreshProperties.All)] //Required to refresh Filename property in the editors propertygrid
public string Name
{
get
{
return this._Name;
}
set
{
this._Name = value;
this.Filename = value + "." + this.GetType().Name.ToLower();
}
}
[Category("Object Setup")]
public string Description
{
get;
set;
}
[Browsable(false)]
public string Script { get; set; }
[Category("Object Setup")]
public string Filename
{
//Returns the name of the object + the objects Type as it's extension.
//Filenames are generated by the class itself, users can not assign it.
get
{
return this._Filename;
}
set
{
string extension = "." + this.GetType().Name.ToLower();
if (!value.EndsWith(extension))
value += extension;
this._Filename = value;
}
}
[Category("Senses")]
[DefaultValue("You don't smell anything unsual.")]
public string Smell
{
get;
set;
}
[Category("Senses")]
[DefaultValue("You hear nothing of interest.")]
public string Listen
{
get;
set;
}
[Category("Senses")]
[DefaultValue("You feel nothing.")]
public string Feel
{
get;
set;
}
private string _Filename = "";
private string _Name = "";
/// <summary>
/// Initializes the base object
/// </summary>
public BaseObject()
{
Script = "";
_Name = "New " + this.GetType().Name;
_Filename = _Name + "." + this.GetType().Name.ToLower();
this.Feel = "You feel nothing.";
this.Listen = "You hear nothing of interest.";
this.Smell = "You don't smell anything unsual.";
this.Name = DefaultName();
SetupScript();
}
private bool ShouldSerializeName()
{
return this.Name != DefaultName();
}
private void ResetName()
{
this.Name = DefaultName();
}
private string DefaultName()
{
return "New " + this.GetType().Name;
}
private void SetupScript()
{
//Check if the realm script is empty. If so then generate a standard script for it.
if (Script == "")
{
//Instance a new method helper class
ManagedScripting.CodeBuilding.MethodSetup method = new ManagedScripting.CodeBuilding.MethodSetup();
string script = "";
//Setup our method. All objects inheriting from BaseObject will have the standard
//methods created for them.
string[] names = new string[] { "OnCreate", "OnDestroy", "OnEnter", "OnExit" };
foreach (string name in names)
{
method = new ManagedScripting.CodeBuilding.MethodSetup();
method.Name = name;
method.ReturnType = "void";
method.IsOverride = true;
method.Modifier = ManagedScripting.CodeBuilding.ClassGenerator.Modifiers.Public;
method.Code = new string[] { "base." + method.Name + "();" };
script = script.Insert(Script.Length, method.Create() + "\n");
}
Script = script;
}
}
public override string ToString()
{
return this.Name;
}
public virtual void OnEnter()
{
}
public virtual void OnExit()
{
}
public virtual void OnCreate()
{
}
public virtual void OnDestroy()
{
}
public virtual void OnEquip()
{
}
public virtual void OnUnequip()
{
}
public virtual void OnMount()
{
}
public virtual void OnDismount()
{
}
}
}