- 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.
226 lines
7 KiB
C#
226 lines
7 KiB
C#
//.NET
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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.Windows.Forms;
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using System.Xml.Serialization;
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using System.IO;
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//Mud Designer
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using MudDesigner.MudEngine.FileSystem;
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using MudDesigner.MudEngine.Interfaces;
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using MudDesigner.MudEngine.UITypeEditors;
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namespace MudDesigner.MudEngine.GameObjects
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{
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public class BaseObject : IGameObject, IFileIO
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{
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#region Properties & Fields
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[Category("Object Setup")]
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[Description("The Display Name assigned to this object.")]
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//Required to refresh Filename property in the editors propertygrid
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[RefreshProperties(RefreshProperties.All)]
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public string Name
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{
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get
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{
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return this._Name;
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}
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set
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{
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this._Name = value;
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this.Filename = value + "." + this.GetType().Name;
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}
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}
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[Category("Object Setup")]
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[Description("A brief description of this object. The description is displayed to users when they use a command for investigating an object")]
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public string Description
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{
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get;
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set;
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}
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[Category("Object Setup")]
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[Description("The object script that can manipulate the object during the games life.")]
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[EditorAttribute(typeof(UIScriptEditor), typeof(System.Drawing.Design.UITypeEditor))]
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public string Script { get; set; }
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[Category("Object Setup")]
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[ReadOnly(true)]
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[Description("The filename of the current object. This is assigned by the engine and not editable.")]
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public string Filename
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{
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//Returns the name of the object + the objects Type as it's extension.
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//Filenames are generated by the class itself, users can not assign it.
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get
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{
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return this._Filename;
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}
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set
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{
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string extension = "." + this.GetType().Name;
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if (!value.EndsWith(extension))
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value += extension;
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this._Filename = value;
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}
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}
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[Category("Senses")]
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[Description("If a user asks to use his/her senses to investigate an area, this is one of the results that will be displayed. Senses can be used to assist blind characters.")]
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[DefaultValue("You don't smell anything unsual.")]
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public string Smell
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{
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get;
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set;
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}
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[Category("Senses")]
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[Description("If a user asks to use his/her senses to investigate an area, this is one of the results that will be displayed. Senses can be used to assist blind characters.")]
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[DefaultValue("You hear nothing of interest.")]
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public string Listen
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{
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get;
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set;
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}
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[Category("Senses")]
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[Description("If a user asks to use his/her senses to investigate an area, this is one of the results that will be displayed. Senses can be used to assist blind characters.")]
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[DefaultValue("You feel nothing.")]
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public string Feel
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{
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get;
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set;
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}
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private string _Filename = "";
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private string _Name = "";
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#endregion
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#region Constructor & Private Methods
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/// <summary>
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/// Initializes the base object
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/// </summary>
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public BaseObject()
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{
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Script = "";
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_Name = "New " + this.GetType().Name;
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_Filename = _Name + "." + this.GetType().Name;
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this.Feel = "You feel nothing.";
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this.Listen = "You hear nothing of interest.";
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this.Smell = "You don't smell anything unsual.";
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this.Name = DefaultName();
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SetupScript();
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}
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private bool ShouldSerializeName()
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{
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return this.Name != DefaultName();
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}
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private void ResetName()
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{
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this.Name = DefaultName();
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}
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private string DefaultName()
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{
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return "New " + this.GetType().Name;
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}
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private void SetupScript()
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{
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//Check if the realm script is empty. If so then generate a standard script for it.
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if (Script == "")
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{
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//Instance a new method helper class
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ManagedScripting.CodeBuilding.MethodSetup method = new ManagedScripting.CodeBuilding.MethodSetup();
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string script = "";
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//Setup our method. All objects inheriting from BaseObject will have the standard
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//methods created for them.
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string[] names = new string[] { "OnCreate", "OnDestroy", "OnEnter", "OnExit" };
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foreach (string name in names)
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{
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method = new ManagedScripting.CodeBuilding.MethodSetup();
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method.Name = name;
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method.ReturnType = "void";
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method.IsOverride = true;
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method.Modifier = ManagedScripting.CodeBuilding.ClassGenerator.Modifiers.Public;
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method.Code = new string[] { "base." + method.Name + "();" };
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script = script.Insert(Script.Length, method.Create() + "\n");
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}
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Script = script;
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}
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}
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#endregion
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#region Public Methods
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/// <summary>
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/// Loads the supplied filename and returns it.
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/// </summary>
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/// <param name="filename"></param>
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/// <returns></returns>
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public object Load(string filename)
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{
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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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/// <summary>
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/// Saves the current object with the supplied filename
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/// </summary>
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/// <param name="filename"></param>
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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 override string ToString()
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{
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return this.Name;
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}
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public virtual void OnEnter()
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{
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}
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public virtual void OnExit()
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{
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}
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public virtual void OnCreate()
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{
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}
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public virtual void OnDestroy()
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{
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}
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public virtual void OnEquip()
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{
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}
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public virtual void OnUnequip()
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{
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}
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public virtual void OnMount()
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{
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}
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public virtual void OnDismount()
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{
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}
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#endregion
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}
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}
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