muddesigner/MUDEngine/Engine.cs
Scionwest_cp 3ba3c4107b Mud Designer:
- Removed code for pathing. MudEngine handles it now.
 - Removed _InstallLocation and placed it as a private Field within the MudEngine.Engine class.
 - Mud Designer now Validates paths during startup

Mud Engine:
 - Added Debug code to ValidateDataPaths and GetDataPath Methods. if DEBUG constant is defined it returns the paths or creates the directory structure based off the _InstallLocation field.
 - Zones now contain a copy of the Realms Name

Realm Explorer:
 - Renamed _Realm to _CurrentRealm to be more consistant with other editor naming conventions.
 - Zones can now be added to Realms
 - Realms can now be saved and loaded
 - Zones not within any Realms are listed in the Realm Explorer as being Available For Use
 - Realm Explorer Launchs the Zone Builder
2009-12-01 18:37:04 -08:00

89 lines
3.3 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace MUDEngine
{
public class Engine
{
private const string _InstallLocation = @"C:\Codeplex\MudDesigner\Example\";
public enum SaveDataTypes
{
Root,
Currency,
Rooms,
Zones,
Realms,
}
/// <summary>
/// Used to ensure that the paths needed to run the game exists.
/// If no path is supplied, the engine uses it's current install path.
/// </summary>
/// <param name="validatedPath"></param>
public static void ValidateDataPaths()
{
#if DEBUG
ValidateDataPaths(_InstallLocation);
#else
string assemblyPath = System.Reflection.Assembly.GetExecutingAssembly().ManifestModule.FullyQualifiedName;
string assemblyName = System.IO.Path.GetFileName(assemblyPath);
string installBase = assemblyPath.Substring(0, assemblyPath.Length - assemblyName.Length);
string rootPath = System.IO.Path.Combine(installBase, "Data");
ValidateDataPaths(rootPath);
#endif
}
/// <summary>
/// Checks the supplied directory to ensure that all of the engines needed
/// data folders are created
/// </summary>
/// <param name="InstallPath"></param>
public static void ValidateDataPaths(string InstallPath)
{
if (!InstallPath.EndsWith("data", true, null))
InstallPath = System.IO.Path.Combine(InstallPath, "Data");
if (!System.IO.Directory.Exists(InstallPath))
System.IO.Directory.CreateDirectory(InstallPath);
foreach (SaveDataTypes value in Enum.GetValues(typeof(SaveDataTypes)))
{
string dataType = value.ToString();
if (value.ToString() == "Root")
continue;
if (!System.IO.Directory.Exists(System.IO.Path.Combine(InstallPath, dataType)))
System.IO.Directory.CreateDirectory(System.IO.Path.Combine(InstallPath, dataType));
}
}
/// <summary>
/// Returns the complete path to the specified data's save folder.
/// </summary>
/// <param name="DataType"></param>
/// <returns></returns>
public static string GetDataPath(SaveDataTypes DataType)
{
#if DEBUG
string path = System.IO.Path.Combine(_InstallLocation, "Data");
if (DataType == SaveDataTypes.Root)
return _InstallLocation;
else
return System.IO.Path.Combine(path, DataType.ToString());
#else
string assemblyPath = System.Reflection.Assembly.GetExecutingAssembly().ManifestModule.FullyQualifiedName;
string assemblyName = System.IO.Path.GetFileName(assemblyPath);
string installBase = assemblyPath.Substring(0, assemblyPath.Length - assemblyName.Length);
string rootPath = System.IO.Path.Combine(installBase, "Data");
if (DataType == SaveDataTypes.Root)
return installBase;
else
return System.IO.Path.Combine(rootPath, DataType.ToString());
#endif
}
}
}