- Updated to work with ScriptingEngine changes. MudEngine: - Game.PlayerCollection changed to a List<>. Server obtains a array version of it within Server.initialize() via players = pbs.ToArray(). - All BaseObject classes now require a reference to the Game and contain a property called ActiveGame. - Player.Game removed and now uses it's parent objects ActiveGame property. - Player.Role property added. Uses the new SecurityRoles enum that specifies what level of access the player has. - ScriptEngine now loads all libraries found within the specified ScriptsPath directory, instances the scripts and places them into a collection. - Custom character script instancing is now supported, but not fully implemented throughout the engine. They can be loaded, but not used during runtime at this time.
55 lines
1.7 KiB
C#
55 lines
1.7 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Net.Sockets;
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using System.Text;
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using MudEngine.FileSystem;
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using MudEngine.GameManagement;
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using MudEngine.GameObjects.Characters;
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using MUDGame; //Pulling this from the example game, no sense re-writing what already exists.
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namespace MudServer
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{
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static class Program
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{
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static void Main(string[] args)
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{
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Game game = new Game();
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Zeroth realm = new Zeroth(game);
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realm.BuildZeroth();
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BaseCharacter serverAdmin = new BaseCharacter(game);
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//Setup the game
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game.AutoSave = true;
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game.BaseCurrencyName = "Copper";
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game.BaseCurrencyAmount = 1;
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game.CompanyName = "Mud Designer";
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game.DayLength = 60 * 8;
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game.GameTitle = "Test Mud Project";
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game.HideRoomNames = false;
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game.PreCacheObjects = true;
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game.ProjectPath = FileManager.GetDataPath(SaveDataTypes.Root);
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game.TimeOfDay = Game.TimeOfDayOptions.Transition;
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game.TimeOfDayTransition = 30;
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game.Version = "0.1";
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game.Website = "http://MudDesigner.Codeplex.com";
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game.ServerType = ProtocolType.Tcp;
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game.ServerPort = 555;
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game.MaximumPlayers = 1000;
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game.PlayerCollection.Add(serverAdmin);
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Game.IsDebug = true;
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game.Start();
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while (game.IsRunning)
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{
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Console.Write(Log.GetMessages());
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Log.FlushMessages();
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System.Threading.Thread.Sleep(1);
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}
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}
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}
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}
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