muddesigner/MudEngine/Core/BaseCharacter.cs
Scionwest_cp a365256d53 Changes project wide with this check-in.
MudCompiler:
No longer works.  Needs to be re-wrote to support the new Alpha 2.0 engine

MudDesigenr:
Removed most of the forms since we are not working on it.  Only form left is Project Manager, which will be removed shortly as well.

MudGame:
No longer runs.  All of the source code was removed due to MudEngine Alpha 2.0 source changing drastically.

MudEngine:
Alpha 2.0 source code finally checked-in.  It contains the full re-build of the engine.  A lot of new abstract classes have been added.
2011-10-01 22:20:23 -07:00

141 lines
3.9 KiB
C#

using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Linq;
using System.Net;
using System.Net.Sockets;
using System.Text;
namespace MudEngine.Core
{
/// <summary>
/// Collection of Roles that can be assigned to a character, either controlled or non-controlled.
/// </summary>
public enum CharacterRoles
{
Admin,
Immortal,
GM,
QuestGiver,
Player,
NPC
}
public struct CharacterStats
{
public int Strength { get; set; }
public int Dexterity { get; set; }
public int Constitution { get; set; }
public int Intelligence { get; set; }
public int Wisdom { get; set; }
public int Charisma { get; set; }
public int Experience { get; set; }
}
public abstract class BaseCharacter : BaseObject, ICharacter
{
private TcpClient _ConnectedClient;
/// <summary>
/// Gets the currently active game.
/// </summary>
[Browsable(false)]
public BaseGame ActiveGame { get; private set; }
/// <summary>
/// Gets or Sets the Role that this character has in the game.
/// </summary>
[Browsable(false)]
public CharacterRoles Role { get; set; }
/// <summary>
/// Gets the current stats for this character.
/// </summary>
[Browsable(false)]
public CharacterStats Stats { get; protected set; }
/// <summary>
/// Gets or Sets the password used to log into this character
/// </summary>
[Browsable(false)]
public string Password { get; set; }
/// <summary>
/// Gets or Sets if this character can move about the world or not.
/// </summary>
public bool IsStatic { get; set; }
/// <summary>
/// Gets if this character is controlled by Human or AI
/// </summary>
public bool IsAI { get; private set; }
/// <summary>
/// Gets the current location of this character within the world.
/// </summary>
public IEnvironment CurrentLocation { get; private set; }
public BaseCharacter(BaseGame game)
{
this.ActiveGame = game;
this.ID = this.ActiveGame.GetAvailableID();
}
public void Initialize()
{
throw new NotImplementedException();
}
public void Update()
{
throw new NotImplementedException();
}
public void OnConnect(TcpClient client)
{
this._ConnectedClient = client;
NetworkStream clientStream = this._ConnectedClient.GetStream();
//Stores messages recieved from the client
byte[] message = new byte[4096];
int bytesRead;
while (true)
{
bytesRead = 0;
try
{
bytesRead = clientStream.Read(message, 0, 4096);
}
catch
{
break; //error occured. Re-try
}
if (bytesRead == 0)
{
break; //Disconnected.
}
ASCIIEncoding encoder = new ASCIIEncoding();
string data = encoder.GetString(message, 0, bytesRead);
//RecieveData(data);
}
//TODO: Call ActiveGame.OnDisconnect();
//newClient.Close(); //Disconnect the client.
}
public void OnTravel(World.AvailableTravelDirections travelDirection)
{
throw new NotImplementedException();
}
public void OnTalk(string message, ICharacter instigator)
{
throw new NotImplementedException();
}
}
}