- Cleaned up the code within the editor. Realm Explorer: - Some UI adjustments. Room Designer: - Program.Room is no longer re-instanced after the room designer saves a room. Toolkit Launcher: - Zone and Room edior buttons removed. They can now only be accessed via the Realm Explorer. - Changed the Toolkit Title. Zone Builder: - Began Room Doorway linking UI design. Mud Engine: - Zones now instance the Rooms collection. - Travel Directions now moved from Environment namespace and placed within Objects namespace. - Travel Directions now contains a class and method for returning the opposite direction provided. (ex: GetReverseDirection(TravelDirections.West) returns East).
337 lines
14 KiB
C#
337 lines
14 KiB
C#
using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Data;
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using System.Drawing;
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using System.Linq;
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using System.Text;
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using System.Windows.Forms;
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//MudEngine
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using MudDesigner.MudEngine;
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using MudDesigner.MudEngine.Attributes;
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using MudDesigner.MudEngine.FileSystem;
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using MudDesigner.MudEngine.Objects;
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using MudDesigner.MudEngine.Objects.Environment;
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namespace MudDesigner.Editors
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{
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public partial class RoomDesigner : Form
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{
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internal bool IsEditingExisting = false;
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ZoneBuilder _ZoneBuilder;
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//Doorway currently loaded.
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Door _CurrentDoor;
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//Collection of plugins from within the 'plugins' folder
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List<System.Reflection.Assembly> _Plugins;
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public RoomDesigner(ZoneBuilder designer)
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{
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InitializeComponent();
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SetupEditor();
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_ZoneBuilder = designer;
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}
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public RoomDesigner()
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{
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InitializeComponent();
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SetupEditor();
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}
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private void SetupEditor()
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{
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//Initialize the Room & Doorway
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Program.Room = new Room();
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_CurrentDoor = new Door(AvailableTravelDirections.None);
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//This instances a copy of AvailableTravelDirections which is a list of
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//currently available directions users can travel within rooms.
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//Instead of updating the editor each time a new travel direction is implemented,
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//we simply build an array that contains each travel direction currently available
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//within the engine by getting each element from the AvailableTravelDirections enum
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BuildDoorwayList();
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//Load all of our plugin .dll files. This is the only directory not generated by
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//the engine, developers will need to manually create the folder if they want to
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//create plugins
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LoadPlugins();
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//Instance the scripting engine and set it up.
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Program.ScriptEngine = new ManagedScripting.ScriptingEngine();
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Program.ScriptEngine.Compiler = ManagedScripting.ScriptingEngine.CompilerSelections.SourceCompiler;
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Program.ScriptEngine.CompileStyle = ManagedScripting.Compilers.BaseCompiler.ScriptCompileStyle.CompileToMemory;
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Program.ScriptEngine.KeepTempFiles = false;
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//Show the user(s) the rooms properties
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propertyRoom.SelectedObject = Program.Room;
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txtScript.Text = Program.Room.Script;
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}
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private void BuildDoorwayList()
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{
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AvailableTravelDirections direction = new AvailableTravelDirections();
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//Build an array of travel directions currently implemented
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Array Values = System.Enum.GetValues(direction.GetType());
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//Loop through each travel direction within the array and add it
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//to the lstDirections listbox.
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foreach (int Value in Values)
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{
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string Display = Enum.GetName(direction.GetType(), Value);
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//The array contains a 'None' direction. As the editor will allow for
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//installing and uninstalling doorways, we don't need to show a 'None' direction
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//in the listbox.
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if (!Display.Equals("None"))
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this.lstDirections.Items.Add(Display);
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}
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}
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private void LoadPlugins()
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{
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string pluginPath = System.IO.Path.Combine(Application.StartupPath, "Plugins");
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_Plugins = new List<System.Reflection.Assembly>();
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//Check if the plugin path exists.
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if (!System.IO.Directory.Exists(pluginPath))
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return;
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//Now loop through every .dll file in the plugins directory and load it into memory
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//A copy is stored within a collection for use later if needed.
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foreach (string assembly in System.IO.Directory.GetFiles(pluginPath, "*.dll"))
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{
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_Plugins.Add(System.Reflection.Assembly.LoadFile(assembly));
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}
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//TODO: Look for ways to allow Types to inherit from a Windows Control, and add each
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//control to a new tab or menu item, allowing for editor plugins as well.
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}
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/// <summary>
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/// Closes the editor.
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/// TODO: Serialize the Room out to file.
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/// </summary>
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/// <param name="sender"></param>
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/// <param name="e"></param>
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private void btnCloseEditor_Click(object sender, EventArgs e)
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{
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this.Close();
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}
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/// <summary>
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/// Change the currently selected direction, allowing users to uninstall or install
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/// a doorway, and display the selected doorways properties for editing.
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/// </summary>
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/// <param name="sender"></param>
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/// <param name="e"></param>
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private void lstDirections_SelectedIndexChanged(object sender, EventArgs e)
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{
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//Used to indicate that the direction the user selected exists,
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//and was found for editing
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bool IsFound = false;
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//Loop through each doorway installed within the Program.Room and see if the user has
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//selected a direction that belongs to a _CurrentDoor already created. If a _CurrentDoor with
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//the selected direction is found, we display it's properties for editing instead
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//of creating a new _CurrentDoor and overwriting the previously created doorway.
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foreach (Door newDoor in Program.Room.InstalledDoors)
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{
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//Check if the current _CurrentDoor in the loop matches the currently selected
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//travel direction the user has selected in the listbox.
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if (newDoor.TravelDirection.ToString() == lstDirections.SelectedItem.ToString())
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{
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//The travel directions match, let's set the current _CurrentDoor in the loop as our
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//new selected doorway so that the user can edit it.
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_CurrentDoor = newDoor;
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//Indicates that we found a matching doorway and have set it up for
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//editing within the propertygrid
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IsFound = true;
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//Exit the loop
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break;
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}
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}
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//There isn't a _CurrentDoor installed into the Program.Room yet with a travel direction
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//matching that of the users currently selected travel direction within the listbox.
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//so we instance a new _CurrentDoor
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if (!IsFound)
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{
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AvailableTravelDirections direction = GetDirection(lstDirections.SelectedItem.ToString());
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_CurrentDoor = new Door(direction);
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}
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//Display the properties for users to edit. This could be a pre-existing doorway
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//found within our loop, or a new doorway.
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propertyDoor.SelectedObject = _CurrentDoor;
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}
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/// <summary>
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/// Modified values within the doorway get stored within the currentDoor Field.
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/// </summary>
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/// <param name="s"></param>
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/// <param name="e"></param>
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private void propertyDoor_PropertyValueChanged(object s, PropertyValueChangedEventArgs e)
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{
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//Check if we are installing the door into the room or
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//uninstalling it from the current room.
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switch (_CurrentDoor.DoorState)
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{
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case Door.AvailableDoorStates.Installed:
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InstallDoor();
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break;
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case Door.AvailableDoorStates.Uninstalled:
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UninstallDoor();
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break;
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}
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}
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/// <summary>
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/// Converts a string into an AvailableTravelDirections enum equivilant if it
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/// exists within the enum list.
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/// </summary>
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/// <param name="Direction"></param>
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/// <returns></returns>
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private AvailableTravelDirections GetDirection(string Direction)
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{
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foreach (AvailableTravelDirections value in Enum.GetValues(typeof(AvailableTravelDirections)))
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{
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string name = value.ToString();
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if (name == Direction)
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return value;
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}
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return AvailableTravelDirections.None;
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}
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/// <summary>
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/// Installs the _CurrentDoor into the Program.Room's collection of doorways
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/// </summary>
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private void InstallDoor()
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{
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//Indicates if we found a door already installed within the room
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//matching the selected travel direction.
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bool IsInstalled = false;
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//Incase there are no existing doors, the foreach loop gets skipped.
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if (Program.Room.InstalledDoors.Count == 0)
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{
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//Add the new door to the room
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Program.Room.InstalledDoors.Add(_CurrentDoor);
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return;
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}
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//Loop through all of the installed doors within this room and
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//check to see if we have a doorway with the same travel direction
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//that the user has selected within the list box. If so then we
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//need to prompt the user to ensure it's ok to overwrite the previous
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//door with a new door.
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foreach (Door newDoor in Program.Room.InstalledDoors)
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{
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if (newDoor.TravelDirection == _CurrentDoor.TravelDirection)
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{
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Program.Room.InstalledDoors.Remove(newDoor);
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Program.Room.InstalledDoors.Add(_CurrentDoor);
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IsInstalled = true;
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break;
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}
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}
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if (!IsInstalled)
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Program.Room.InstalledDoors.Add(_CurrentDoor);
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}
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/// <summary>
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/// Uninstalls the doorway from the room.
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/// </summary>
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private void UninstallDoor()
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{
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foreach (Door door in Program.Room.InstalledDoors)
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{
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if (door.TravelDirection == _CurrentDoor.TravelDirection)
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{
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Program.Room.InstalledDoors.Remove(door);
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break;
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}
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}
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}
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/// <summary>
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/// Resets the room.
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/// </summary>
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/// <param name="sender"></param>
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/// <param name="e"></param>
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private void btnNewRoom_Click(object sender, EventArgs e)
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{
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DialogResult result = MessageBox.Show("Are you sure you want to create a new room?", "Room Designer", MessageBoxButtons.YesNo, MessageBoxIcon.Question);
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if (result == DialogResult.No)
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return;
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Program.Room = new Room();
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_CurrentDoor = new Door(AvailableTravelDirections.None);
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propertyDoor.SelectedObject = null;
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propertyRoom.SelectedObject = Program.Room;
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}
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private void btnSaveRoom_Click(object sender, EventArgs e)
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{
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string roomPath = FileManager.GetDataPath(SaveDataTypes.Rooms);
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string roomFile = System.IO.Path.Combine(roomPath, Program.Room.Filename);
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FileManager.Save(roomFile, Program.Room);
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if (!_ZoneBuilder.lstRooms.Items.Contains(Program.Room.Name))
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_ZoneBuilder.lstRooms.Items.Add(Program.Room.Name);
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Program.Zone.Rooms.Add(Program.Room);
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string zonePath = FileManager.GetDataPath(SaveDataTypes.Zones);
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string zoneFile = System.IO.Path.Combine(zonePath, Program.Zone.Filename);
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FileManager.Save(zoneFile, Program.Zone);
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this.Close();
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}
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private void tabControl1_SelectedIndexChanged(object sender, EventArgs e)
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{
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if (tabObjects.SelectedTab.Text == "Script")
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{
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txtScript.Text = Program.Room.Script;
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}
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}
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private void btnCheckScript_Click(object sender, EventArgs e)
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{
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Program.ScriptEngine.Compiler = ManagedScripting.ScriptingEngine.CompilerSelections.SourceCompiler;
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Program.ScriptEngine.AddReference(Application.StartupPath + "/MUDEngine.dll");
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string code = "namespace MudDesigner.MudEngine.Objects.Environment\n"
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+ "{\n"
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+ " public class " + Program.Room.Name.Replace(" ", "") + " : Room\n"
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+ " {\n"
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+ " " + txtScript.Text + "\n"
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+ " }\n"
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+ "}\n";
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MessageBox.Show(Program.ScriptEngine.Compile(code), "Script Compiling", MessageBoxButtons.OK, MessageBoxIcon.Information);
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}
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private void txtScript_TextChanged(object sender, EventArgs e)
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{
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Program.Room.Script = txtScript.Text;
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}
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private void RoomDesigner_Load(object sender, EventArgs e)
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{
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if (IsEditingExisting)
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{
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string roomPath = FileManager.GetDataPath(SaveDataTypes.Rooms);
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string roomFile = System.IO.Path.Combine(roomPath, _ZoneBuilder.lstRooms.SelectedItem.ToString() + ".room");
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Program.Room = (Room)FileManager.Load(roomFile, Program.Room);
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propertyRoom.SelectedObject = Program.Room;
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txtScript.Text = Program.Room.Script;
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}
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}
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}
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}
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