- Fixed Game looking for a class inheriting from PlayerBasic instead of BaseCharacter during Script loading. MudGame: - Added better commenting.
290 lines
8.9 KiB
C#
290 lines
8.9 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.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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using System.Net;
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using System.Net.Sockets;
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using System.Reflection;
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//MUD Engine
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using MudEngine.FileSystem;
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using MudEngine.GameObjects;
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using MudEngine.GameObjects.Characters;
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using MudEngine.GameObjects.Environment;
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namespace 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 Game
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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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[Browsable(false)]
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public bool IsRunning
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{
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get;
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set;
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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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/// <summary>
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/// Gets or Sets what time of day the world is currently in.
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/// </summary>
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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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/// <summary>
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/// Gets or Sets how long in minutes it takes to transition from day to night.
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/// </summary>
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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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/// <summary>
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/// Gets or Sets how long in minutes a day lasts in the game world.
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/// </summary>
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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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/// <summary>
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/// Gets or Sets the current working version of the game.
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/// </summary>
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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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/// <summary>
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/// Gets or Sets if all objects will be laoded during server startup. Enabling this results in a slower server start time, but faster object access.
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/// </summary>
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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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/// <summary>
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/// Gets or Sets the path to the current project
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/// </summary>
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[Browsable(false)]
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public string ProjectPath { get; set; }
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[Category("Environment Settings")]
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[ReadOnly(true)]
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public Realm InitialRealm
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{
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get;
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private set;
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}
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/// <summary>
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/// Gets the collection of Realms currently stored in the Game.
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/// </summary>
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public List<Realm> RealmCollection { get; private set; }
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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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[Category("Object Setup")]
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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 Game()
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{
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CurrencyList = new List<Currency>();
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scriptEngine = new Scripting.ScriptEngine();
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RealmCollection = new List<Realm>();
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PlayerCollection = new List<BaseCharacter>();
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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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/// <summary>
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/// Starts the game.
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/// </summary>
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public bool Start()
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{
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//Setup the scripting engine
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scriptEngine.Initialize();
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scriptEngine.ScriptPath = "Scripts";
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scriptEngine.ScriptExtension = ".mud";
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//Load our scripts library
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if (System.IO.File.Exists("Scripts.dll"))
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{
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Assembly assem = Assembly.LoadFile("Scripts.dll");
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foreach (Type t in assem.GetTypes())
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{
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if (t.BaseType.Name == "BaseCharacter")
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{
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Scripting.GameObject obj = new Scripting.GameObject();
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obj = scriptEngine.GetObject(t.Name);
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PlayerCollection.Add((BaseCharacter)obj.Instance);
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}
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}
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}
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//See if we have an Initial Realm set
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foreach (Realm r in RealmCollection)
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{
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if (r.IsInitialRealm)
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{
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InitialRealm = r;
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break;
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}
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}
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if (InitialRealm == null)
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{
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Log.Write("ERROR: No initial realm set, un-able to finish starting of Game");
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return false;
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}
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//Start the Telnet server
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this.StartServer();
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return true;
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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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public void AddRealm(Realm realm)
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{
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if (realm.IsInitialRealm)
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{
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foreach (Realm r in RealmCollection)
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{
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if (r.IsInitialRealm)
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{
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r.IsInitialRealm = false;
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break;
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}
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}
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}
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//TODO: Check for duplicate Realms.
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RealmCollection.Add(realm);
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InitialRealm = realm;
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}
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//TODO: This should be internal only; C# property using get; internal set; so only MudEngine.dll may edit this collection
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public List<BaseCharacter> PlayerCollection;
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public MudEngine.Networking.Server Server { get; internal set; }
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public ProtocolType ServerType = ProtocolType.Tcp;
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public int ServerPort = 555;
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public int MaximumPlayers = 1000;
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private Scripting.ScriptEngine scriptEngine;
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private void StartServer()
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{
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Server = new Networking.Server();
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Server.InitializeTCP(ServerPort, ref PlayerCollection);
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Server.Start();
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}
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}
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}
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