muddesigner/MudEngine/GameObjects/Characters/BaseCharacter.cs
Scionwest_cp 70533582a6 MudEngine:
- Player movement command now fully implemented. 
 - Game.GetRealm() added to retrieve a Realm within the games RealmCollection property
 - Game.End() added to perform game ending duties and shut down the Server
 - Server now loses opened threads.
 - Player.Move() added to move the player from Room to Room.
 - Room.DoorwayExist() tweaked to work with the new way Environments are managed.

MudGame:
 - Now executes the Look command on startup so the player can see where they are located at.
 - Implements the new Game.End() method and fixes the game hanging upon exit.
2010-07-25 18:33:21 -07:00

87 lines
2.9 KiB
C#

//Microsoft .NET Framework
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
//MUD Engine
using MudEngine.FileSystem;
using MudEngine.Commands;
using MudEngine.GameManagement;
using MudEngine.GameObjects;
using MudEngine.GameObjects.Environment;
using MudEngine.GameObjects.Items;
namespace MudEngine.GameObjects.Characters
{
public class BaseCharacter : BaseObject
{
/// <summary>
/// The current Room this Character is located at.
/// </summary>
public Room CurrentRoom { get; set; }
/// <summary>
/// Gets or Sets if this Character is controlled by the user. If not user controlled then it will be AI controlled.
/// </summary>
public Boolean IsControlled { get; set; }
/// <summary>
/// Gets or Sets if this user has Admin privileges or not.
/// </summary>
public Boolean IsAdmin { get; private set; }
/// <summary>
/// Gets a reference to the currently running game.
/// </summary>
public Game Game { get; private set; }
public BaseCharacter(Game game)
{
Game = game;
CurrentRoom = game.InitialRealm.InitialZone.InitialRoom;
}
/// <summary>
/// Moves the player from one Room to another if the supplied direction contains a doorway.
/// Returns false if no doorway is available.
/// </summary>
/// <param name="travelDirection"></param>
/// <returns></returns>
public bool Move(AvailableTravelDirections travelDirection)
{
//Check if the current room has a doorway in the supplied direction of travel.
if (!CurrentRoom.DoorwayExist(travelDirection))
{
return false;
}
//We have a doorway, lets move to the next room.
CurrentRoom = Game.GetRealm(CurrentRoom.Realm).GetZone(CurrentRoom.Zone).GetRoom(CurrentRoom.GetDoor(travelDirection).ConnectedRoom);
OnTravel(travelDirection);
return true;
}
public virtual void OnTravel(AvailableTravelDirections travelDirection)
{
//TODO: Check the Room/Zone/Realm to see if anything needs to occure during travel.
}
public CommandResults ExecuteCommand(string command)
{
//TODO: Character class can handle a lot of the command management here, checking various things prior to sending
//the command off to the command engine for execution.
return CommandEngine.ExecuteCommand(command, this);
}
public void Initialize(ref MudEngine.Networking.ClientSocket rcs)
{
CurrentRoom = Game.InitialRealm.InitialZone.InitialRoom;
sock = rcs;
}
public MudEngine.Networking.ClientSocket sock;
}
}