- Converted all Types from C# types to .NET Types (such as bool changed to Boolean, and int changed to Int32). - Zone no longer gets saved from within GameWorld.Save, but rather in Realm.Save() - Room no longer gets saved from within GameWorld.Save(), but rather in Zone.Save(); - Added new SaveWorld command that admins only can execute to force save the world. It's not fully implemented at this time. MudGame: - began work on command execution from within the server while it's running.
62 lines
1.5 KiB
C#
62 lines
1.5 KiB
C#
//Microsoft .NET Framework
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Xml.Serialization;
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using System.ComponentModel;
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//MUD Engine
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using MudEngine.GameObjects.Items;
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namespace MudEngine.GameObjects.Environment
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{
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[XmlInclude(typeof(BaseItem))]
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[Serializable]
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public class Door
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{
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[Category("Door Settings")]
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[DefaultValue(false)]
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public Boolean IsLocked
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{
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get;
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set;
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}
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[Category("Door Settings")]
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[Browsable(false)]
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public BaseItem RequiredKey
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{
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get;
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set;
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}
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[Category("Door Settings")]
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[DefaultValue(0)]
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public Int32 LevelRequirement
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{
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get;
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set;
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}
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[Category("Door Settings")]
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public AvailableTravelDirections TravelDirection { get; set; }
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/// <summary>
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/// Gets or Sets the Room that the player will be arriving.
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/// </summary>
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public Room ArrivalRoom { get; set; }
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/// <summary>
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/// Gets or Sets the Room that the user is leaving.
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/// </summary>
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public Room DepartureRoom { get; set; }
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public Door(GameManagement.Game game)
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{
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LevelRequirement = 0;
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IsLocked = false;
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RequiredKey = new BaseItem(game);
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}
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}
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}
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