muddesigner/Mud Designer/MudEngine/GameObjects/Environment/Zone.cs
Scionwest_cp 49a6e31019 Mud Designer:
- Currency Editor no longer adds duplicate currencies when saved.
 - Currency Editor now overwrites existing currencies.
 - Fixed Currency Editor looking for .xml filetypes instead of .currency filetypes. Saved Currencies now show up in the currency list

Mud Engine:
 - Removed IsSafe property from BaseObject as not all objects will need this property.
 - Added IsSafe property to Zone.cs
 - Added IsSafe property to Room.cs.
2010-01-03 14:39:15 -08:00

90 lines
2.3 KiB
C#

using System;
using System.IO;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.ComponentModel;
using System.Xml.Serialization;
using MudDesigner.MudEngine.FileSystem;
using MudDesigner.MudEngine.GameObjects;
namespace MudDesigner.MudEngine.GameObjects.Environment
{
[XmlInclude(typeof(Room))]
public class Zone : BaseObject
{
[Category("Environment Information")]
[DefaultValue(0)]
public int StatDrainAmount
{
get;
set;
}
[Category("Environment Information")]
[DefaultValue(false)]
public bool StatDrain
{
get;
set;
}
[ReadOnly(true)]
[Category("Environment Information")]
public string Realm
{
get;
set;
}
[Category("Environment Information")]
[DefaultValue(false)]
public bool IsSafe
{
get;
set;
}
internal List<Room> Rooms { get; set; }
public Zone()
{
Rooms = new List<Room>();
//throw new NotSupportedException("Parameterless constructors of Type " + this.GetType().FullName + " is not supported.");
}
public Room GetRoom(string RoomName)
{
foreach (Room r in Rooms)
{
if (r.Name == RoomName)
return r;
}
return null;
}
public void RefreshRoomList()
{
Rooms = new List<Room>();
//Create our collection of Rooms.
string realmPath = Path.Combine(FileManager.GetDataPath(SaveDataTypes.Realms), this.Realm);
string zonePath = Path.Combine(realmPath, this.Name);
//incase the zone hasn't been saved yet.
if (!Directory.Exists(zonePath))
return;
//Zone exists, so it's already been saved.
string[] rooms = Directory.GetFiles(zonePath, "*.room");
foreach (string file in rooms)
{
Room r = new Room();
r = (Room)FileManager.Load(file, r);
this.Rooms.Add(r);
}
}
}
}