- 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property as that was used only by the old Designer - Removed Room.Load() as that implementation of it is obsolete.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.
62 lines
1.4 KiB
C#
62 lines
1.4 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.Xml.Serialization;
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using System.ComponentModel;
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//MUD Engine
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using MudEngine.GameObjects.Items;
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namespace MudEngine.GameObjects.Environment
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{
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[XmlInclude(typeof(BaseItem))]
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[Serializable]
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public class Door
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{
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[Category("Door Settings")]
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[DefaultValue(false)]
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public bool IsLocked
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{
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get;
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set;
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}
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[Category("Door Settings")]
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[Browsable(false)]
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public BaseItem RequiredKey
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{
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get;
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set;
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}
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[Category("Door Settings")]
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[DefaultValue(0)]
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public int LevelRequirement
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{
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get;
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set;
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}
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[Category("Door Settings")]
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public AvailableTravelDirections TravelDirection { get; set; }
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/// <summary>
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/// Gets or Sets the Room that the player will be arriving.
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/// </summary>
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public Room ArrivalRoom { get; set; }
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/// <summary>
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/// Gets or Sets the Room that the user is leaving.
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/// </summary>
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public Room DepartureRoom { get; set; }
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public Door()
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{
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LevelRequirement = 0;
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IsLocked = false;
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RequiredKey = new BaseItem();
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}
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}
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}
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