- Removed from solution Mud Engine: - Moved the CommandEngine, CommandResults and ICommand Interface out from the Commands namespace and into GameManagement since they manage the game commands. - Added CommandExit class to provide the ability to exit a game once running. This is fully implemented. - Realms, Zones and Rooms now have an IsInitial property for determining if this is an initial location for the Game. - Renamed GameSetup to Game. - Corrected GameObject being in the incorrect namespace. - Corrected the ScriptEngine not - CommandEngine no longer needs a Name argument. Arguments changed from 5 to 4 due to this change. Mud Game: - Added Example Game used for testing various MUDEngine features and testing constructability of games using the engine. - Currently only contains 1 Realm, 1 Zone and Two Rooms. Only working command is Exit.
198 lines
6.3 KiB
C#
198 lines
6.3 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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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("Shows what rooms are currently created and linked to within this Room.")]
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[ReadOnly(true)]
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public string InstalledDoorways
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{
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get
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{
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string installed = "";
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if (this.Doorways.Count != 0)
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{
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foreach (Door d in Doorways)
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{
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installed += d.TravelDirection.ToString() + ",";
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}
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if (Doorways.Count >= 2)
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{
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installed = installed.Substring(0, installed.Length - 1);
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}
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return installed;
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}
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else
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return "None Installed.";
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}
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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
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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 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 bool IsSafe
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{
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get;
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set;
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}
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[Browsable(false)]
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public string InstallPath
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{
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get
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{
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string zonePath = "";
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if (this.Realm == null || this.Realm == "No Realm Associated.")
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{
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zonePath = FileManager.GetDataPath(SaveDataTypes.Zones);
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zonePath = Path.Combine(zonePath, this.Zone);
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}
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else
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zonePath = FileManager.GetDataPath(this.Realm, this.Zone);
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string roomPath = Path.Combine(zonePath, "Rooms");
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string filename = Path.Combine(roomPath, this.Filename);
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return filename;
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}
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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 bool IsStartingRoom
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{
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get;
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set;
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}
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public Room()
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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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public bool DoorwayExist(string 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.ToString().ToLower() == travelDirection.ToLower())
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return true;
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}
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return false;
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}
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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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/// <summary>
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/// Load a Room that exists within the same Zone as the current Room
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/// </summary>
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/// <param name="roomName"></param>
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/// <returns></returns>
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public override object Load(string roomName)
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{
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//Correct the filename incase it doesnt contain a file extension
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if (!roomName.ToLower().EndsWith(this.GetType().Name.ToLower()))
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roomName.Insert(roomName.Length, this.GetType().Name.ToLower());
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//If the current room does not belong within a Realm, then load it from the
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//Zones root directory
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if (this.Realm != null || this.Realm != "No Realm Associated.")
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{
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return this.Load(roomName, this.Zone);
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}
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//This Zone is contained within a Realm so we have to load it from within the
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//Realm and not from within the Zones root directory
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else
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return this.Load(roomName, this.Zone, this.Realm);
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}
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public object Load(string roomName, string zoneName)
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{
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string filename = "";
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if (!roomName.ToLower().EndsWith(".room"))
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roomName += ".room";
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if (this.Realm != null && this.Realm != "No Realm Associated.")
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{
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return this.Load(roomName, zoneName, this.Realm);
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}
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else
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filename = FileManager.GetDataPath(SaveDataTypes.Zones);
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filename = Path.Combine(filename, zoneName);
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filename = Path.Combine(filename, "Rooms");
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filename = Path.Combine(filename, roomName);
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return base.Load(filename);
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}
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public object Load(string roomName, string zoneName, string realmName)
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{
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if (!roomName.ToLower().EndsWith(".room"))
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roomName += ".room";
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string filename = FileManager.GetDataPath(realmName, zoneName);
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filename = Path.Combine(filename, "Rooms");
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filename = Path.Combine(filename, roomName);
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if (realmName == null || realmName == "No Realm Associated.")
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return this.Load(roomName, zoneName);
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return base.Load(filename);
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}
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}
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}
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