- Added FileManager.GetDataSpan() method. This allows developers to start at a line and collect the next 'x' number of lines after that starting line. Example: GetDataSpan("MyFile.txt", 5, "DoorwayArrivalRoom", true); This seeks MyFile.txt until it finds "DoorwayArrivalRoom" and then it stores that line and the next 4 lines for a total of 5 lines and returns the collection. The last argument 'true' means that the method will scan the rest of the file after the initial 5 lines and add any other lines that match the "DoorwayArrivalRoom" string as well. - Deleted CommandResults class as it's no longer used by the script engine. - Singleplayer and Multiplayer save data paths are now the same paths by default. - Game.Update() method now checks for auto-saving (instead of MudGame performing this check) - Saving and restoring of Realms, Zones, Rooms and Doorways now fully implemented. - GameTime now supports auto-saving - GameWorld.Update() now calls BaseCharacter.Update() and is ready for future update code. - GameWorld.AddObject and GameWorld.RemoveObject() have been removed. - GameWorld.AddRealm() re-added for adding Realms pre-populated with zones/rooms. Note that Zones and Rooms can be added to a Realm even after it has been added to the GameWorld.RealmCollection - BaseObject now contains a OnStart() event method. - BaseObject.Save() now saves BaseObject.DetailedDescription collection content. - Updated BaseCharacter to retrieve Environments by Filename rather than Object name. - BaseStats.Experience property added. - Door.RoomTravelType enum added for determining if the room is Arrival or Departure - Door.SetRoom() method added for restoring a Rooms Doorway link during world restoration. - Renamed Room.InstallPath to Room.RoomLocation. Contains a MyRealm.Realm>MyZone.Zone>MyRoom.Room path - Added Room.RoomLocationWithoutExtension property for returning the Rooms location without file extensions. Ex: MyRealm>MyZone>MyRoom - Room now saves Doorways. - The GameWorld now restores the link between Rooms once all Environment objects have been instanced and restored from their saved state. MudGame: - Minor clean-up with MudGame loop and shutdown. - Updated scripts to reflect changes made to the engine.
172 lines
5.8 KiB
C#
172 lines
5.8 KiB
C#
//Microsoft .NET Framework
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using System;
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using System.Collections;
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using System.ComponentModel;
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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.Xml.Serialization;
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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.GameObjects.Items;
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using MudEngine.GameManagement;
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namespace MudEngine.GameObjects.Environment
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{
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[XmlInclude(typeof(Door))]
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public class Room : BaseObject
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{
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[Category("Environment Information")]
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[Description("Allows for linking of Rooms together via Doorways")]
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//[EditorAttribute(typeof(UIDoorwayEditor), typeof(UITypeEditor))]
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[RefreshProperties(RefreshProperties.All)]
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public List<Door> Doorways { get; internal set; }
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[ReadOnly(true)]
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[Description("This is the Zone that the Room is currently assigned to.")]
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[Category("Environment Information")]
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public String Zone
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{
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get;
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set;
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}
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[ReadOnly(true)]
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[Description("This is the Realm that the Room belongs to.")]
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[Category("Environment Information")]
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public String Realm
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{
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get;
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set;
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}
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[Category("Environment Information")]
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[DefaultValue(false)]
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[Description("Determins if the Player can be attacked within this Room or not.")]
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public Boolean IsSafe
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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 if this is the starting room for the Zone that contains it.
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/// </summary>
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[Browsable(true)]
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[Description("Sets if this is the starting room for the Zone that contains it.")]
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public Boolean IsInitialRoom
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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 the current complete location for this Room, including Realm and Zone paths.
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/// This includes the objects Filenames.
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/// </summary>
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public String RoomLocation
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{
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get
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{
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return this.Realm + ">" + Zone + ">" + Filename;
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}
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}
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/// <summary>
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/// Gets the current complete location for this Room, including Realm and Zone paths.
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/// This includes the objects Filenames without their file extension.
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/// </summary>
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public String RoomLocationWithoutExtension
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{
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get
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{
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return Path.GetFileNameWithoutExtension(Realm) + ">" + Path.GetFileNameWithoutExtension(Zone) + ">" + Path.GetFileNameWithoutExtension(Filename);
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}
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}
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public Room(Game game) :base(game)
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{
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Doorways = new List<Door>();
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IsSafe = false;
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}
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/// <summary>
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/// Saves the Room to file within the Game.DataPath.Environment path.
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/// Room is saved within a Realm/Zone/Room directory structure
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/// </summary>
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/// <param name="path"></param>
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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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String filename = Path.Combine(path, Filename);
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FileManager.WriteLine(filename, IsInitialRoom.ToString(), "IsInitialRoom");
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FileManager.WriteLine(filename, this.IsSafe.ToString(), "IsSafe");
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FileManager.WriteLine(filename, this.Realm, "Realm");
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FileManager.WriteLine(filename, this.Zone, "Zone");
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FileManager.WriteLine(filename, Doorways.Count.ToString(), "DoorwayCount");
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foreach (Door d in Doorways)
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{
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FileManager.WriteLine(filename, d.ArrivalRoom.RoomLocation, "DoorwayArrivalRoom");
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FileManager.WriteLine(filename, d.DepartureRoom.RoomLocation, "DoorwayDepartureRoom");
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FileManager.WriteLine(filename, d.IsLocked.ToString(), "DoorwayIsLocked");
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FileManager.WriteLine(filename, d.LevelRequirement.ToString(), "DoorwayLevelRequirement");
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FileManager.WriteLine(filename, d.TravelDirection.ToString(), "DoorwayTravelDirection");
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//TODO: Save Doorway Keys
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}
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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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this.IsInitialRoom = Convert.ToBoolean(FileManager.GetData(filename, "IsInitialRoom"));
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this.IsSafe = Convert.ToBoolean(FileManager.GetData(filename, "IsSafe"));
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this.Realm = FileManager.GetData(filename, "Realm");
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this.Zone = FileManager.GetData(filename, "Zone");
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//SetRoomToDoorNorth
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//SetRoomToDoorEast
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//etc...
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//Restoring Doorways performed by Zone.RestoreLinkedRooms() Called via GameWorld.Load();
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}
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/// <summary>
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/// Checks to see if a doorway in the travelDirection exists.
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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 DoorwayExist(AvailableTravelDirections travelDirection)
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{
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foreach (Door door in Doorways)
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{
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if (door.TravelDirection == travelDirection)
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return true;
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}
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return false;
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}
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/// <summary>
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/// Gets reference to the Rooms door connected in the supplied travelDirection
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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 GetDoor(AvailableTravelDirections travelDirection)
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{
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foreach (Door door in this.Doorways)
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{
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if (door.TravelDirection == travelDirection)
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return door;
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}
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return null;
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}
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}
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}
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