- Corrected Project Information not being displayed when loaded for editing - Re-wrote Designer Save code to use the objects save code instead of FileManager. Resulted in 26% less code and cleaner source. - Project Explorer now checks Saved State of currently loaded object just like the Right-Click->Edit Object menu item does. Engine: - ProjectInformation.Save() now implemented. - BaseObject.Save() now implemented. All objects inheriting from BaseObject can save itself. Including all Environment objects (Realms,Zones, Rooms) and Currency objects.
168 lines
4.9 KiB
C#
168 lines
4.9 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 System.ComponentModel;
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using System.Xml.Serialization;
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using System.Xml;
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using System.IO;
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//MudEngine
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using MudDesigner.MudEngine.FileSystem;
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using MudDesigner.MudEngine.GameObjects;
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using MudDesigner.MudEngine.GameObjects.Environment;
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using MudDesigner.MudEngine.Interfaces;
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namespace MudDesigner.MudEngine.GameManagement
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{
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/// <summary>
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/// Manages all of the projects settings.
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/// </summary>
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[XmlInclude(typeof(StartingLocation))]
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[XmlInclude(typeof(Currency))]
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public class ProjectInformation : IFileIO
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{
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public enum TimeOfDayOptions
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{
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AlwaysDay,
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AlwaysNight,
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Transition,
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}
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[Category("Company Settings")]
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[Description("The name of the Company or Author building the game.")]
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/// <summary>
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/// Gets or Sets the name of the company
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/// </summary>
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public string CompanyName { get; set; }
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[Category("Company Settings")]
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[Description("The website URL that a player can visit to view additional information related to the game")]
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/// <summary>
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/// Gets or Sets the companies website for this project
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/// </summary>
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public string Website { get; set; }
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[Category("Project Settings")]
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[Description("The name of the game displayed to the users, and title bar of the runtime.")]
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public string GameTitle { get; set; }
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[Category("Project Settings")]
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[Description("Enable or Disable Auto-saving of players when the player travels")]
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/// <summary>
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/// Gets or Sets if the game autosaves when the player changes locations.
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/// </summary>
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public bool AutoSave { get; set; }
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[Category("Project Settings")]
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[Description("Hide Room names from being outputted to the console.")]
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/// <summary>
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/// Gets or Sets if room names are hidden during console output.
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/// </summary>
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public bool HideRoomNames { get; set; }
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[Category("Day Management")]
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[Description("Set what time of day the world will take place in.")]
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public TimeOfDayOptions TimeOfDay
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{
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get;
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set;
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}
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[Category("Day Management")]
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[Description("Set how long in minutes it takes to transition from day to night.")]
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public int TimeOfDayTransition
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{
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get;
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set;
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}
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[Category("Day Management")]
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[Description("Sets how long in minutes a day lasts in the game world.")]
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public int DayLength
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{
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get;
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set;
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}
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[Category("Project Settings")]
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[Description("The current working version of the game.")]
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public string Version { get; set; }
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[Category("Game Currency")]
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[DefaultValue(1)]
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[Description("Sets the amount that the base currency is valued at.")]
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public uint BaseCurrencyAmount { get; set; }
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[Category("Game Currency")]
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[DefaultValue("Copper")]
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public string BaseCurrencyName { get; set; }
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//TODO: Add Party support.
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[Category("Project Settings")]
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[Description("If enabled, all objects will be loaded during server startup resulting in a slower server start time, but faster load time during gameplay")]
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public bool PreCacheObjects { get; set; }
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[Browsable(false)]
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public List<Currency> CurrencyList { get; set; }
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[Browsable(false)]
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public string ProjectPath { get; set; }
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[Browsable(false)]
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public StartingLocation InitialLocation
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{
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get;
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set;
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}
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[Browsable(false)]
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public string Story
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{
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get;
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set;
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}
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public string Filename
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{
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get
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{
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return _Filename;
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}
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}
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private string _Filename;
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public ProjectInformation()
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{
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CurrencyList = new List<Currency>();
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GameTitle = "New Game";
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_Filename = "Game.xml";
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BaseCurrencyAmount = 1;
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BaseCurrencyName = "Copper";
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}
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public void Save(string filename)
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{
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string directory = Path.GetDirectoryName(filename);
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if (!Directory.Exists(directory))
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Directory.CreateDirectory(directory);
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FileManager.Save(filename, this);
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}
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public object Load(string path)
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{
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string fileName = Path.Combine(path, _Filename);
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if (!File.Exists(fileName))
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{
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return null;
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}
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return FileManager.Load(fileName, this);
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}
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}
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}
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