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.
84 lines
2.6 KiB
C#
84 lines
2.6 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.Text;
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using MudEngine.Core;
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namespace MudEngine.World
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{
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public class Room : BaseEnvironment
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{
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/// <summary>
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/// Gets or Sets the type of terrain that this room contains.
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/// </summary>
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public TerrainTypes Terrain { get; set; }
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/// <summary>
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/// Gets a reference to the collection of doorways present within this room
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/// </summary>
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public List<Door> Doorways { get; private set; }
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public Room(BaseGame game) : base(game)
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{
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Doorways = new List<Door>();
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}
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/// <summary>
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/// Installs a doorway into the room. Multiple doorways for the same travel direction is not allowed.
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/// </summary>
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/// <param name="door"></param>
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/// <returns></returns>
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public bool InstallDoor(Door door)
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{
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//Anonymous method to check if a door already exists for the travel direction supplied.
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Door dr = Doorways.Find(delegate(Door d)
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{
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return d.TravelDirection == door.TravelDirection;
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}
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);
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if (dr != null)
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return false;
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Doorways.Add(door);
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return true;
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}
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/// <summary>
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/// Removes a doorway from the room.
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/// </summary>
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/// <param name="travelDirection"></param>
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public void RemoveDoor(AvailableTravelDirections travelDirection)
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{
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Door dr = Doorways.Find(delegate(Door d)
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{
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return d.TravelDirection == travelDirection;
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}
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);
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if (dr != null)
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Doorways.Remove(dr);
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}
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/// <summary>
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/// Checks to see if a doorway exists for the supplied travel direction.
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/// </summary>
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/// <param name="travelDirection"></param>
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/// <returns></returns>
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public bool DoorwayExists(AvailableTravelDirections travelDirection)
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{
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return Doorways.Exists(d => d.TravelDirection == travelDirection);
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}
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/// <summary>
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/// Returns a reference to an installed doorway, for the supplied travel direction.
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/// </summary>
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/// <param name="travelDirection"></param>
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/// <returns></returns>
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public Door GetDoorway(AvailableTravelDirections travelDirection)
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{
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return Doorways.Find(d => d.TravelDirection == travelDirection);
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}
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}
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}
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