- Deleted BaseAI as AI will be built into BaseCharacter and enabled/disabled via the already existing IsControlled property. - Added BaseStats class which will manage all of the stats used by characters. It was decided this should be a separate class that players can extend off of and change how stats are handled in their games without having to re-write large chunks of player code. - Began adding better commenting through-out the project. CommandExit.cs, CommandGetTime.cs have been given much better commenting. These will ultimately be converted to Scripts for developers to modify.
420 lines
16 KiB
C#
420 lines
16 KiB
C#
//Microsoft .NET Framework
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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.IO;
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//MUD Engine
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using MudEngine.FileSystem;
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using MudEngine.Commands;
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using MudEngine.GameManagement;
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using MudEngine.GameObjects;
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using MudEngine.GameObjects.Environment;
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using MudEngine.GameObjects.Items;
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using System.Net;
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using System.Net.Sockets;
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namespace MudEngine.GameObjects.Characters
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{
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public class BaseCharacter : BaseObject
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{
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private String Password { get; set; }
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/// <summary>
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/// The current Room this Character is located at.
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/// </summary>
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public Room CurrentRoom { get; set; }
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public String CurrentWorldLocation
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{
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get
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{
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return CurrentRoom.Realm + "." + CurrentRoom.Zone + "." + CurrentRoom.Filename;
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}
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}
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/// <summary>
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/// Gets or Sets if this Character is controlled by the user. If not user controlled then it will be AI controlled.
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/// </summary>
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public Boolean IsControlled
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{
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get
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{
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return _IsControlled;
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}
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set
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{
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if (value)
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{
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//TODO: Begin AI initialization
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}
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_IsControlled = value;
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}
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}
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private Boolean _IsControlled;
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/// <summary>
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/// Gets if this user has Admin privileges or not.
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/// </summary>
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public SecurityRoles Role { get; private set; }
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/// <summary>
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/// Gets or if this character is active.
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/// </summary>
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public Boolean IsActive { get; internal set; }
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/// <summary>
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/// Gets the current inventory of the character
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/// </summary>
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public Bag Inventory { get; private set; }
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/// <summary>
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/// Gets a working copy of the CommandEngine used by the player.
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/// </summary>
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public CommandEngine CommandSystem { get; internal set; }
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public BaseCharacter(Game game) : base(game)
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{
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ActiveGame = game;
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IsActive = false;
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if ((game.InitialRealm == null) || (game.InitialRealm.InitialZone == null) || (game.InitialRealm.InitialZone.InitialRoom == null))
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{
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CurrentRoom = new Room(game);
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CurrentRoom.Name = "Abyss";
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CurrentRoom.Description = "You are currently in the abyss.";
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}
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else
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CurrentRoom = game.InitialRealm.InitialZone.InitialRoom;
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Inventory = new Bag(game);
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CommandSystem = new CommandEngine();
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}
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public override void Load(String filename)
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{
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base.Load(filename);
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Password = FileManager.GetData(filename, "Password");
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this.IsControlled = Convert.ToBoolean(FileManager.GetData(filename, "IsControlled"));
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//Need to re-assign the enumerator value that was previously assigned to the Role property
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Array values = Enum.GetValues(typeof(SecurityRoles));
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foreach (Int32 value in values)
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{
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//Since enum values are not strings, we can't simply just assign the String to the enum
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String displayName = Enum.GetName(typeof(SecurityRoles), value);
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//If the value = the String saved, then perform the needed conversion to get our data back
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if (displayName.ToLower() == FileManager.GetData(filename, "Role").ToLower())
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{
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Role = (SecurityRoles)Enum.Parse(typeof(SecurityRoles), displayName);
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break;
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}
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}
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//Restore the users current Room.
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Realm realm = (Realm)ActiveGame.World.GetObject(ObjectTypes.Realm, FileManager.GetData(filename, "CurrentRealm"));
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if (realm == null)
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{
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realm = new Realm(ActiveGame);
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return;
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}
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List<Zone> zones = realm.GetZoneByFilename(FileManager.GetData(filename, "CurrentZone"));
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Zone zone = new Zone(ActiveGame);
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if (zones.Count == 0)
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{
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Log.Write("Error: Failed to find " + FileManager.GetData(filename, "CurrentZone") + " zone.");
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return;
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}
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else if (zones.Count == 1)
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{
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zone = zones[0];
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}
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else
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{
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//TODO: determin which zone is the appropriate zone to assign if more than one exists.
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}
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List<Room> rooms = zone.GetRoomByFilename(FileManager.GetData(filename, "CurrentRoom"));
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if (rooms.Count == 0)
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{
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Log.Write("Error: Failed to find " + FileManager.GetData(filename, "CurrentRoom") + " room.");
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return;
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}
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else if (rooms.Count == 1)
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{
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CurrentRoom = rooms[0];
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}
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else
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{
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//TODO: Loop through each found room and determin in some manor what should be the correct Room to assign.
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}
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if (CurrentRoom == null)
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{
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CurrentRoom = new Room(ActiveGame);
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CurrentRoom.Name = "Abyss";
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CurrentRoom.Description = "You are in the Aybss. It is void of all life.";
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return;
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}
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//TODO: Load player Inventory.
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/* Due to private accessor Inv needs to be restored via
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* foreach (Item in Inventory)
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* this.AddItem(Item);
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*/
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}
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public override void Save(String path)
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{
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base.Save(path);
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path = Path.Combine(path, Filename);
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FileManager.WriteLine(path, this.Password, "Password");
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FileManager.WriteLine(path, this.IsControlled.ToString(), "IsControlled");
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FileManager.WriteLine(path, this.Role.ToString(), "Role");
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FileManager.WriteLine(path, this.CurrentRoom.Filename, "CurrentRoom");
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FileManager.WriteLine(path, this.CurrentRoom.Zone, "CurrentZone");
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FileManager.WriteLine(path, this.CurrentRoom.Realm, "CurrentRealm");
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}
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/// <summary>
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/// Moves the player from one Room to another if the supplied direction contains a doorway.
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/// Returns false if no doorway is available.
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/// </summary>
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/// <param name="travelDirection"></param>
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/// <returns></returns>
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public Boolean Move(AvailableTravelDirections travelDirection)
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{
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//Check if the current room has a doorway in the supplied direction of travel.
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if (!CurrentRoom.DoorwayExist(travelDirection))
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{
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return false;
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}
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//Let other players know that the user walked out.
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for (Int32 i = 0; i != ActiveGame.GetPlayerCollection().Length; i++)
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{
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if (ActiveGame.GetPlayerCollection()[i].Name == Name)
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continue;
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String room = ActiveGame.GetPlayerCollection()[i].CurrentRoom.Filename;
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String realm = ActiveGame.GetPlayerCollection()[i].CurrentRoom.Realm;
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String zone = ActiveGame.GetPlayerCollection()[i].CurrentRoom.Zone;
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if ((room == CurrentRoom.Filename) && (realm == CurrentRoom.Realm) && (zone == CurrentRoom.Zone))
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{
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ActiveGame.GetPlayerCollection()[i].Send(Name + " walked out towards the " + travelDirection.ToString());
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}
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}
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//We have a doorway, lets move to the next room.
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CurrentRoom = CurrentRoom.GetDoor(travelDirection).ArrivalRoom;
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OnTravel(travelDirection);
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return true;
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}
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public virtual void OnTravel(AvailableTravelDirections travelDirection)
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{
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//TODO: Check the Room/Zone/Realm to see if anything needs to occure during travel.
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//Let other players know that the user walked in.
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for (Int32 i = 0; i != ActiveGame.GetPlayerCollection().Length; i++)
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{
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if (ActiveGame.GetPlayerCollection()[i].Name == Name)
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continue;
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String room = ActiveGame.GetPlayerCollection()[i].CurrentRoom.Name;
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String realm = ActiveGame.GetPlayerCollection()[i].CurrentRoom.Realm;
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String zone = ActiveGame.GetPlayerCollection()[i].CurrentRoom.Zone;
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if ((room == CurrentRoom.Name) && (realm == CurrentRoom.Realm) && (zone == CurrentRoom.Zone))
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{
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ActiveGame.GetPlayerCollection()[i].Send(Name + " walked in from the " + TravelDirections.GetReverseDirection(travelDirection));
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}
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}
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}
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public void ExecuteCommand(String command)
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{
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CommandSystem.ExecuteCommand(command, this);
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Send(""); //Blank line to help readability.
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//Now that the command has been executed, restore the Command: message
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Send("Command: ", false);
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}
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public virtual void Create(string playerName, string password)
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{
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Name = playerName;
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Password = password;
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Save(ActiveGame.DataPaths.Players);
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}
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public bool VarifyPassword(string password)
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{
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if (Password == password)
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return true;
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else
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return false;
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}
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public virtual void Initialize()
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{
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if (ActiveGame.IsMultiplayer)
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client.Receive(new byte[255]);
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//Ensure custom commands are loaded until everything is fleshed out.
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if (Game.IsDebug)
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{
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foreach (String command in CommandEngine.GetCommands())
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{
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Log.Write("Command loaded: " + command);
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}
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}
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//Set the players initial room
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if ((ActiveGame.InitialRealm == null) || (ActiveGame.InitialRealm.InitialZone == null) || (ActiveGame.InitialRealm.InitialZone.InitialRoom == null))
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{
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CurrentRoom = new Room(ActiveGame);
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CurrentRoom.Name = "Abyss";
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CurrentRoom.Description = "You are in the Abyss. It is dark and void of life.";
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}
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else
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CurrentRoom = ActiveGame.InitialRealm.InitialZone.InitialRoom;
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ExecuteCommand("Login");
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Log.Write(Name + " has logged in.");
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ExecuteCommand("Look"); //MUST happen after Room setup is completed, otherwise the player default Abyss Room is printed.
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}
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internal void Receive(String data)
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{
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//data = ExecuteCommand(data);
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ExecuteCommand(data);
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//Send(data); //Results no longer returned as Player.Send() is used by the commands now.
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if (!ActiveGame.IsRunning)
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Disconnect();
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}
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/// <summary>
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/// Sends data to the player.
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/// </summary>
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/// <param name="data"></param>
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/// <param name="newLine"></param>
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public void Send(String data, Boolean newLine)
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{
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try
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{
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System.Text.ASCIIEncoding encoding = new System.Text.ASCIIEncoding();
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if (newLine)
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data += "\n\r";
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if (ActiveGame.IsMultiplayer)
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client.Send(encoding.GetBytes(data));
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else
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Console.Write(data);
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}
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catch (Exception)
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{
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Disconnect();
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}
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}
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/// <summary>
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/// Sends data to the player.
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/// </summary>
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/// <param name="data"></param>
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public void Send(String data)
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{
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Send(data, true);
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}
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public void FlushConsole()
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{
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try
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{
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if (ActiveGame.IsMultiplayer)
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{
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System.Text.ASCIIEncoding encoding = new ASCIIEncoding();
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//\x1B is hex
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//[2J is terminal sequences for clearing the screen.
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client.Send(encoding.GetBytes("\x1B[2J"));
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//[H is terminal sequence for sending the cursor back to its home position.
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client.Send(encoding.GetBytes("\x1B[H"));
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}
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else
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Console.Clear();
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}
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catch
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{
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Disconnect();
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}
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}
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public void Disconnect()
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{
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if (IsActive)
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{
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this.Save(ActiveGame.DataPaths.Players);
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Send("Goodbye!");
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IsActive = false;
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client.Close();
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Log.Write(Name + " disconnected.");
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}
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}
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public String ReadInput()
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{
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if (ActiveGame.IsMultiplayer)
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{
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List<byte> buffer = new List<byte>();
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while (true)
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{
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try
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{
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byte[] buf = new byte[1];
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Int32 recved = client.Receive(buf);
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if (recved > 0)
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{
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if (buf[0] == '\n' && buffer.Count > 0)
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{
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if (buffer[buffer.Count - 1] == '\r')
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buffer.RemoveAt(buffer.Count - 1);
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String str;
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System.Text.UTF8Encoding enc = new System.Text.UTF8Encoding();
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str = enc.GetString(buffer.ToArray());
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return str;
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}
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else
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buffer.Add(buf[0]);
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}
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}
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catch (Exception e)
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{
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Disconnect();
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return e.Message;
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}
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}
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}
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else
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{
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return Console.ReadLine();
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}
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}
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internal Socket client;
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}
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}
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