muddesigner/MudEngine/GameManagement/GameWorld.cs
Scionwest_cp 717034f9ed MudEngine:
- All Objects now dynamically create their Filenames after the BaseObject.Name has been set. You can re-specify a custom filename, but do so after setting BaseObject.Name's value.
 - Added GameWorld.cs. This will manage the game world itself. 
 - Moved Realm Initialization from Game.Start() into GameWorld.Start()
 - Moved Environment saving from Game.Save() to GameWorld.Save(). However, GameWorld.Save gets invoked from Game.Save()
 - GameWorld is now responsible for adding Realms to the Game. 
 - Fixed ScriptEngine not using Both Scripts and Assemblies at the same time.
 - Added BaseAI which inherits from baseCharacter. All AI objects will inherit from this object.

MudGame:
 - Modified MyGame.cs script for demonstrating the new way to create environments with the implementation of GameWorld.
 - Updated Program.cs to compile both Scripts and Assemblies at once.
2010-08-12 18:55:11 -07:00

204 lines
7 KiB
C#

//Microsoft .NET Framework
using System;
using System.Collections.Generic;
using System.Linq;
using System.IO;
using System.Text;
//MudEngine
using MudEngine.FileSystem;
using MudEngine.GameManagement;
using MudEngine.GameObjects;
using MudEngine.GameObjects.Characters;
using MudEngine.GameObjects.Environment;
using MudEngine.GameObjects.Items;
using MudEngine.Scripting;
namespace MudEngine.GameManagement
{
public enum ObjectTypes
{
Realm,
Zone,
Room,
Character,
Item,
Standard,
//Any
}
public class GameWorld
{
/// <summary>
/// Gets the collection of Objects that do not belong to any other Type of categories.
/// </summary>
public List<BaseObject> Objects { get; private set; }
/// <summary>
/// Gets the collection of Items that are available in the game world.
/// </summary>
public List<BaseItem> Items { get; private set; }
/// <summary>
/// Gets the collection of Characters (NPC/Monster) that are available in the Game world
/// </summary>
//TODO: This should be BaseAI
public List<BaseCharacter> Characters { get; private set; }
/// <summary>
/// Gets the collection of Realms currently available in the game world
/// </summary>
public List<Realm> Realms { get; private set; }
private Game _Game;
public GameWorld(Game game)
{
_Game = game;
Objects = new List<BaseObject>();
Items = new List<BaseItem>();
Characters = new List<BaseCharacter>();
Realms = new List<Realm>();
}
public void Start()
{
//See if we have an Initial Realm set
//TODO: Check for saved Realm files and load
Log.Write("Initializing World...");
foreach (Realm r in Realms)
{
if (r.IsInitialRealm)
{
_Game.InitialRealm = r;
break;
}
}
//Check if any the initial room exists or not.
if ((_Game.InitialRealm == null) || (_Game.InitialRealm.InitialZone == null) || (_Game.InitialRealm.InitialZone.InitialRoom == null))
{
Log.Write("ERROR: No initial location defined. Game startup failed!");
Log.Write("Players will start in the Abyss. Each player will contain their own instance of this room.");
//return false;
}
else
Log.Write("Initial Location loaded-> " + _Game.InitialRealm.Name + "." + _Game.InitialRealm.InitialZone.Name + "." + _Game.InitialRealm.InitialZone.InitialRoom.Name);
}
public void Save()
{
//Save all of the Environments
for (int x = 0; x <= Realms.Count - 1; x++)
{
string realmFile = Path.Combine(_Game.DataPaths.Environment, Realms[x].Filename);
//Save the Realm
Realms[x].Save(realmFile);
//Loop through each Zone in the Realm and save it.
for (int y = 0; y <= Realms[x].ZoneCollection.Count - 1; y++)
{
string zonePath = Path.Combine(_Game.DataPaths.Environment, Path.GetFileNameWithoutExtension(Realms[x].Filename), Path.GetFileNameWithoutExtension(Realms[x].ZoneCollection[y].Filename));
if (!Directory.Exists(zonePath))
Directory.CreateDirectory(zonePath);
//Save the Zone.
Realms[x].ZoneCollection[y].Save(Path.Combine(zonePath, Realms[x].ZoneCollection[y].Filename));
for (int z = 0; z <= Realms[x].ZoneCollection[y].RoomCollection.Count - 1; z++)
{
if (!Directory.Exists(Path.Combine(zonePath, "Rooms")))
Directory.CreateDirectory(Path.Combine(zonePath, "Rooms"));
string roomPath = Path.Combine(zonePath, "Rooms");
Realms[x].ZoneCollection[y].RoomCollection[z].Save(Path.Combine(roomPath, Realms[x].ZoneCollection[y].RoomCollection[z].Filename));
}
}
} //Complete Environment saving.
}
/// <summary>
/// Adds a Realm to the Games current list of Realms.
/// </summary>
/// <param name="realm"></param>
public void AddRealm(Realm realm)
{
//If this Realm is set as Initial then we need to disable any previously
//set Realms to avoid conflict.
if (realm.IsInitialRealm)
{
foreach (Realm r in Realms)
{
if (r.IsInitialRealm)
{
r.IsInitialRealm = false;
break;
}
}
}
//Set this Realm as the Games initial Realm
if (realm.IsInitialRealm)
_Game.InitialRealm = realm;
//TODO: Check for duplicate Realms.
Realms.Add(realm);
}
/// <summary>
/// Returs a reference to an object that matches the supplied Type and filename.
/// Object MUST inherit from BaseObject or one of its child classes in order to be found.
/// </summary>
/// <param name="objectType">Determins the Type of object to perform the search for. Using Standard will search for objects that inherit from BaseObject, but none of BaseObjects child Types.</param>
/// <param name="filename"></param>
/// <returns></returns>
public BaseObject GetObject(ObjectTypes objectType, string filename)
{
BaseObject obj = new BaseObject(_Game);
switch (objectType)
{
case ObjectTypes.Standard:
break;
case ObjectTypes.Character:
break;
case ObjectTypes.Item:
break;
case ObjectTypes.Realm:
obj = GetRealm(filename);
break;
case ObjectTypes.Zone:
break;
case ObjectTypes.Room:
break;
}
return obj;
}
/// <summary>
/// Returns a reference to the Realm contained within the Realms collection if it exists.
/// </summary>
/// <param name="filename"></param>
/// <returns></returns>
private Realm GetRealm(string filename)
{
foreach (Realm r in Realms)
{
if (r.Filename == filename)
return r;
}
return null;
}
}
}