BaseGame.IsRunning property added. MudGame: Removed all of the old scripts. They will be re-wrote. MudGame will become a template project. Including a template Game that inherits from BaseGame, along with template characters and items. MudGame.cs added. Initial Game class. It does not support environment loading at this time. Program.cs re-wrote to run the game in a while() loop checking MudGame.IsRunning propery and calling the MudGame.Update() method each iteration. Deleted the Settings.ini file. I want to use something different.
80 lines
2.5 KiB
C#
80 lines
2.5 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.Linq;
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using System.Net;
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using System.Net.Sockets;
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using System.Text;
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namespace MudEngine.Core
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{
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public abstract class BaseGame : BaseObject
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{
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/// <summary>
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/// Enables or Disables the server.
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/// </summary>
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[Category("Game Settings")]
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[Description("Enables or Disabels the server.")]
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public bool EnableServer { get; set; }
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/// <summary>
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/// Enables or Disables the Auto Save feature.
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/// </summary>
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[Category("Game Settings")]
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[Description("Enables or Disables the Auto Save feature.")]
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public bool EnableAutoSave { get; set; }
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/// <summary>
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/// Gets if the game is currently running or not.
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/// </summary>
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public bool IsRunning { get; protected set; }
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/// <summary>
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/// Gets or Sets the auto-save interval for the game during runtime
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/// </summary>
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public int AutoSaveInterval { get; set; }
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/// <summary>
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/// Gets or Sets the minimum size a users account password must be
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/// </summary>
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public int PasswordMinimumSize { get; set; }
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/// <summary>
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/// Gets or Sets the maximum number of players allowed to connect to the server at once.
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/// </summary>
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public int MaximumPlayers { get; set; }
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/// <summary>
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/// Gets a reference to the collection of players currently connected to the server
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/// </summary>
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public Dictionary<TcpClient, ICharacter> ConnectedPlayers { get; private set; }
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/// <summary>
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/// Gets or Sets the current version of the game.
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/// </summary>
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public string Version { get; set; }
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/// <summary>
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/// Gets or Sets the environment that will be used when a new user account is created.
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/// </summary>
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public IEnvironment InitialEnvironment { get; set; }
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public BaseGame()
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{
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this.ConnectedPlayers = new Dictionary<TcpClient, ICharacter>();
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this.ID = 0;
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}
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public abstract void Initialize();
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public abstract void Update();
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public abstract void Shutdown();
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public abstract void OnConnect(TcpClient client);
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public abstract void OnDisconnect(TcpClient client);
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public abstract int GetAvailableID();
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}
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}
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