- Game World Auto-save property now fully implemented. However, the Game world saving mechanics are not fully implemented. As additional components are implemented, they will be auto-saved if the property is set to true. - Game.AutoSaveInterval property added for setting how often the Game will save all objects in the world (incase run-time changes to environments/objects were made, they must be saved). - Player walk command now supports Game.AutoSave. Every-time the player changes location they will be saved. - ScriptEngine now supports Initializing both Assembly and Source based scripts at the same time via the new ScriptTypes.Both element. - ScriptEngine now auto-loads previously saved settings from Settings.ini - Game.ObjectIdentifierCollection renamed to Game.WorldObjects. Type collection changed from that of Int32 to BaseObject. - Game.update now contains the code needed to update the World Time and Auto-Save the world if needed. - Game.AddObject method added for adding World Objects to the Game.WorldObjects collection
176 lines
5.7 KiB
C#
176 lines
5.7 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.ComponentModel;
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using System.Xml.Serialization;
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using System.IO;
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//MUD Engine
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using MudEngine.FileSystem;
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using MudEngine.GameManagement;
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namespace MudEngine.GameObjects
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{
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public class BaseObject
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{
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[Category("Object Setup")]
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[Description("The Display Name assigned to this object.")]
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//Required to refresh Filename property in the editors propertygrid
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[RefreshProperties(RefreshProperties.All)]
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public string Name { get; set; }
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public Int32 ID { get; internal set; }
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[Category("Object Setup")]
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[Description("A brief description of this object. The description is displayed to users when they use a command for investigating an object")]
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public string Description { get; set; }
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/// <summary>
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/// A detailed description that treats each entry as a seperete line when outputted to the player
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/// </summary>
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public List<string> DetailedDescription { get; set; }
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[Category("Object Setup")]
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[ReadOnly(true)]
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[Description("The filename of the current object. This is assigned by the engine and not editable.")]
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public string Filename
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{
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//Returns the name of the object + the objects Type as it's extension.
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//Filenames are generated by the class itself, users can not assign it.
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get;
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set;
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}
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[Category("Environment Information")]
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[Description("If a user asks to use his/her senses to investigate an area, this is one of the results that will be displayed. Senses can be used to assist blind characters.")]
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[DefaultValue("You don't smell anything unsual.")]
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public string Smell { get; set; }
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[Category("Environment Information")]
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[Description("If a user asks to use his/her senses to investigate an area, this is one of the results that will be displayed. Senses can be used to assist blind characters.")]
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[DefaultValue("You hear nothing of interest.")]
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public string Listen { get; set; }
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[Category("Environment Information")]
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[Description("If a user asks to use his/her senses to investigate an area, this is one of the results that will be displayed. Senses can be used to assist blind characters.")]
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[DefaultValue("You feel nothing.")]
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public string Feel { get; set; }
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public Game ActiveGame { get; set; }
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/// <summary>
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/// Initializes the base object
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/// </summary>
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public BaseObject(Game game)
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{
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Name = "New " + this.GetType().Name;
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ActiveGame = game;
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DetailedDescription = new List<string>();
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this.Feel = "You feel nothing.";
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this.Listen = "You hear nothing of interest.";
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this.Smell = "You don't smell anything unsual.";
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this.Name = DefaultName();
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this.Filename = DefaultName() + "." + this.GetType().Name;
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//This must be called on instancing of the object.
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//It is unique and will be used for saving the object.
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//Allows for multiple objects with the same Name property
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//but different Identifiers. Letting there be multiple versions
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//of the same object.
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ActiveGame.AddObject(this);
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}
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~BaseObject()
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{
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//We must free up this ID so that it can be used by other objects being instanced.
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ActiveGame.RemoveObject(this);
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}
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private bool ShouldSerializeName()
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{
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return this.Name != DefaultName();
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}
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private void ResetName()
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{
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this.Name = DefaultName();
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}
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private string DefaultName()
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{
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return "New " + this.GetType().Name;
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}
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#region Public Methods
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public override string ToString()
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{
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return this.Name;
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}
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public virtual void OnEnter()
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{
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}
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public virtual void OnExit()
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{
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}
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public virtual void OnCreate()
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{
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}
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public virtual void OnDestroy()
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{
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}
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public virtual void OnEquip()
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{
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}
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public virtual void OnUnequip()
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{
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}
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public virtual void OnMount()
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{
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}
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public virtual void OnDismount()
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{
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}
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public virtual void Save(string filename)
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{
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string path = Path.GetDirectoryName(filename);
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if (!Directory.Exists(path))
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Directory.CreateDirectory(path);
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if (File.Exists(filename))
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File.Delete(filename);
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FileManager.WriteLine(filename, this.Name, "Name");
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FileManager.WriteLine(filename, this.ID.ToString(), "Identifier");
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FileManager.WriteLine(filename, this.Description, "Description");
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FileManager.WriteLine(filename, this.Feel, "Feel");
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FileManager.WriteLine(filename, this.Listen, "Listen");
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FileManager.WriteLine(filename, this.Smell, "Smell");
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}
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public virtual void Load(string filename)
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{
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this.Name = FileManager.GetData(filename, "Name");
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this.Description = FileManager.GetData(filename, "Description");
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this.Feel = FileManager.GetData(filename, "Feel");
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this.Listen = FileManager.GetData(filename, "Listen");
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this.Smell = FileManager.GetData(filename, "Smell");
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}
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#endregion
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}
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}
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