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.
172 lines
4.7 KiB
C#
172 lines
4.7 KiB
C#
using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Linq;
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using System.Text;
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namespace MudEngine.Core
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{
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public abstract class BaseEnvironment : BaseObject, IEnvironment
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{
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/// <summary>
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/// Gets or Sets if this environment will be safe from harmful objects
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/// </summary>
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[Category("Environment Settings")]
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[Description("Sets if the environment will be safe from harmful objects.")]
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public bool IsSafe {get;set;}
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/// <summary>
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/// Gets a collection of all occupants, either players or NPC, within this environment.
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/// </summary>
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[Browsable(false)]
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public List<string> CurrentOccupants {get; private set;}
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/// <summary>
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/// Gets or Sets the way that the environment smells.
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/// </summary>
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[Category("Environment Settings")]
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[Description("Sets how the environment will smell.")]
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public string Smell {get;set;}
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/// <summary>
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/// Gets or Sets how the environment feels.
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/// </summary>
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[Category("Environment Settings")]
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[Description("Sets how the environment feels.")]
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public string Feel {get;set;}
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/// <summary>
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/// Gets or Sets the sounds that can be heard within this environment.
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/// </summary>
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[Category("Environment Settings")]
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[Description("Sets the sounds that can be heard within this environment")]
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public string Listen { get; set; }
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protected BaseGame ActiveGame { get; private set; }
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public BaseEnvironment(BaseGame game)
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{
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this.ActiveGame = game;
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this.ID = this.ActiveGame.GetAvailableID();
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}
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/// <summary>
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/// Performs any actions needed when a character occupies the environment.
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/// </summary>
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/// <param name="character"></param>
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public virtual void OnOccupantEnter(ICharacter character)
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{
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if (!CurrentOccupants.Contains(character.Name))
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CurrentOccupants.Add(character.Name);
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}
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/// <summary>
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/// Performs needed actions when a character leaves the occupied environment.
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/// </summary>
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/// <param name="character"></param>
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public virtual void OnOccupantExit(ICharacter character)
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{
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if (!CurrentOccupants.Contains(character.Name))
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CurrentOccupants.Remove(character.Name);
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}
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bool IEnvironment.IsSafe
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{
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get
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{
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throw new NotImplementedException();
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}
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set
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{
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throw new NotImplementedException();
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}
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}
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List<string> IEnvironment.CurrentOccupants
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{
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get { throw new NotImplementedException(); }
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}
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string IEnvironment.Smell
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{
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get
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{
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throw new NotImplementedException();
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}
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set
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{
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throw new NotImplementedException();
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}
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}
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string IEnvironment.Feel
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{
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get
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{
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throw new NotImplementedException();
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}
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set
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{
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throw new NotImplementedException();
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}
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}
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string IEnvironment.Listen
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{
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get
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{
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throw new NotImplementedException();
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}
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set
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{
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throw new NotImplementedException();
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}
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}
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void IEnvironment.OnOccupantEnter(ICharacter character)
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{
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throw new NotImplementedException();
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}
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void IEnvironment.OnOccupantExit(ICharacter character)
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{
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throw new NotImplementedException();
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}
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string IObject.Name
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{
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get
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{
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throw new NotImplementedException();
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}
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set
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{
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throw new NotImplementedException();
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}
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}
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string IObject.Filename
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{
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get
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{
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throw new NotImplementedException();
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}
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set
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{
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throw new NotImplementedException();
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}
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}
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string IObject.Description
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{
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get
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{
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throw new NotImplementedException();
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}
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set
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{
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throw new NotImplementedException();
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}
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}
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}
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}
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