muddesigner/MudEngine/GameObjects/Characters/BaseCharacter.cs
Scionwest_cp e145d57682 MudEngine:
- Rooms can now be linked automatically via the new Zone.LinkRooms method. Room linking can no longer be done manually as the Doorways property is now read-only.
 - Door.Description has been removed. Doorway description will need to be included in Room.Description or Room.DetailedDescription properties.
 - Added DetailedDescription to make creating multi-line descriptions easier. Not supported by the Look command yet.
 - Game.IsRunning is now read-only. The Game will manage this property on its own.
 - BaseCharacter.ExecuteCommand now will always return a string. Simplifying the game loop for users as they no longer need to check what Type was returned by the command.
 - Doors now contain a DepartureRoom and a ArrivalRoom property allowing for easy access to Rooms that are linked together.
 - Fixed a bug where Game, Realms and Zones always assigned IsInitial to Realms, Zones and Rooms when added to the collections. Collection would contain multiple IsInitial objects.
 - Removed Room.InstalledDoorways property as that was used only by the old Designer
 - Removed Room.Load() as that implementation of it is obsolete.

MudGame:
 - Revised Zeroth to build it's Zone and Rooms using the new Zone.LinkRooms function.
 - Greatly revised Program.cs and the Game loop to take advantage of many of the automations provided by the Engine now.
2010-07-25 20:50:39 -07:00

100 lines
3.2 KiB
C#

//Microsoft .NET Framework
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
//MUD Engine
using MudEngine.FileSystem;
using MudEngine.Commands;
using MudEngine.GameManagement;
using MudEngine.GameObjects;
using MudEngine.GameObjects.Environment;
using MudEngine.GameObjects.Items;
namespace MudEngine.GameObjects.Characters
{
public class BaseCharacter : BaseObject
{
/// <summary>
/// The current Room this Character is located at.
/// </summary>
public Room CurrentRoom { get; set; }
/// <summary>
/// Gets or Sets if this Character is controlled by the user. If not user controlled then it will be AI controlled.
/// </summary>
public Boolean IsControlled { get; set; }
/// <summary>
/// Gets or Sets if this user has Admin privileges or not.
/// </summary>
public Boolean IsAdmin { get; private set; }
/// <summary>
/// Gets a reference to the currently running game.
/// </summary>
public Game Game { get; private set; }
public BaseCharacter(Game game)
{
Game = game;
IsAdmin = true;
CurrentRoom = game.InitialRealm.InitialZone.InitialRoom;
}
/// <summary>
/// Moves the player from one Room to another if the supplied direction contains a doorway.
/// Returns false if no doorway is available.
/// </summary>
/// <param name="travelDirection"></param>
/// <returns></returns>
public bool Move(AvailableTravelDirections travelDirection)
{
//Check if the current room has a doorway in the supplied direction of travel.
if (!CurrentRoom.DoorwayExist(travelDirection))
{
return false;
}
//We have a doorway, lets move to the next room.
CurrentRoom = CurrentRoom.GetDoor(travelDirection).ArrivalRoom;
OnTravel(travelDirection);
return true;
}
public virtual void OnTravel(AvailableTravelDirections travelDirection)
{
//TODO: Check the Room/Zone/Realm to see if anything needs to occure during travel.
}
public String ExecuteCommand(string command)
{
//TODO: Character class can handle a lot of the command management here, checking various things prior to sending
//the command off to the command engine for execution.
CommandResults result = CommandEngine.ExecuteCommand(command, this);
if (result.Result is string[])
{
StringBuilder sb = new StringBuilder();
foreach (string item in result.Result)
sb.AppendLine(item);
return sb.ToString();
}
return "";
}
public void Initialize(ref MudEngine.Networking.ClientSocket rcs)
{
CurrentRoom = Game.InitialRealm.InitialZone.InitialRoom;
sock = rcs;
}
public MudEngine.Networking.ClientSocket sock;
}
}