muddesigner/MudGame/Program.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

117 lines
No EOL
4.6 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.IO;
using System.Net.Sockets;
using System.Text;
using MudEngine.FileSystem;
using MudEngine.GameManagement;
using MudEngine.GameObjects.Characters;
using MudEngine.Scripting;
namespace MudGame
{
static class Program
{
const string SettingsFile = "Settings.ini";
static void Main(string[] args)
{
Log.Write("Launching...");
ScriptEngine scriptEngine;
Game game;
//Re-create the settings file if it is missing
if (!File.Exists(SettingsFile))
{
Log.Write("Settings.ini missing!");
FileManager.WriteLine(SettingsFile, "Scripts", "ScriptPath");
FileManager.WriteLine(SettingsFile, ".cs", "ScriptExtension");
FileManager.WriteLine(SettingsFile, "True", "ServerEnabled");
Log.Write("Settings.ini re-created with default values");
}
if (FileManager.GetData(SettingsFile, "ServerEnabled").ToLower() == "false")
Log.IsVerbose = true;
else if (FileManager.GetData(SettingsFile, "ServerEnabled").ToLower() == "")
Log.IsVerbose = false;
else
Log.IsVerbose = false;
Log.Write("Loading settings...");
scriptEngine = new ScriptEngine(new Game(), ScriptEngine.ScriptTypes.Both);
//scriptEngine.CompileScripts();
Log.Write("Initializing Script Engine for Script Compilation...");
scriptEngine.Initialize();
GameObject obj = scriptEngine.GetObjectOf("Game");
Console.WriteLine(Log.GetMessages());
Log.FlushMessages();
if (obj == null)
{
Log.Write("Setting up the Default Engine Game Manager...");
game = new Game();
obj = new GameObject(game, "Game");
scriptEngine = new ScriptEngine((Game)obj.Instance, ScriptEngine.ScriptTypes.Both);
}
else
{
Log.Write("Setting up " + obj.GetProperty().GameTitle + " Manager...");
game = (Game)obj.Instance;
scriptEngine = new ScriptEngine(game, ScriptEngine.ScriptTypes.Both);
}
//Force TCP
game.ServerType = ProtocolType.Tcp;
//Setup the scripting engine and load our script library
//MUST be called before game.Start()
//scriptEngine.Initialize();
//game.scriptEngine = scriptEngine; //Pass this script engine off to the game to use now.
Log.Write("Starting " + obj.GetProperty().GameTitle + "...");
Console.WriteLine(Log.GetMessages());
Log.FlushMessages();
//Server is only enabled if the option is in the settings file
//Allows developers to remove the option from the settings file and letting
//people host multiplayer games with the singleplayer MUD.
//People won't know that it's an option if the option doesn't exist so if no
//option is found in the sttings file, then we assume offline play.
if (FileManager.GetData(SettingsFile, "ServerEnabled").ToLower() == "false")
game.IsMultiplayer = false;
else if (FileManager.GetData(SettingsFile, "ServerEnabled").ToLower() == "")
game.IsMultiplayer = false;
else
game.IsMultiplayer = true;
game.Start();
//Make sure the Game is in fact running.
if (!game.IsRunning)
{
Console.WriteLine("Error starting game!\nReview Log file for details.");
return;
}
//If the game isn't in multiplayer mode, then the server doesn't create an instance of the players
//We need to make sure that the Game created one. The default game handles this, but inherited Game
//scripts might miss this, so we check for it.
if (!game.IsMultiplayer)
{
if ((game.PlayerCollection[0] == null) || (game.PlayerCollection[0].Name == "New BaseCharacter"))
{
Console.WriteLine("Error! No player available for creation!");
return;
}
}
while (game.IsRunning)
{
game.Update();
}
}
}
}