muddesigner/Mud Designer/MudEngine/GameObjects/Environment/Zone.cs
Scionwest_cp efc49e35ce Designer:
- Designer now has a status bar to show when various things are completed successfully.
 - The Offline Runtime can now be launched via the Designers Project menu.
 - Designer now features a 'Set As Initial Location' item within the Right-Click menu. Right Click on a Zone and assign it as your projects initial starting location.

Engine:
 - BaseCharacter class fleshed out a little bit. Now includes an OnTravel method for player travel code.
 - PlayerBasic class now inherits from BaseCharacter.
 - ProjectInformation now supports setting the games initial zone location.
 - ProjectInformation.Filename is now placed within a category (Object Settings) within the Property Pane of the Designer.
 - Room.GetDoor method added for returning a specified door with the matching  travel direction.
 - StartingLocation now overrides ToString to return the location that's currently assigned to it for use within the Designer.
 - Zone class now has an EntranceRoom Property for settings the default entrance room for the Zone. This is used by the Runtime and the designer when setting and retrieving the InitialLocation.

Offline Runtime:
 - Now creates a basic player, loads the project and places the player within the entrance room designated by the InitialLocation.Zone
 - Runtime contains code that automatically moves the player to the north during startup. This will be removed, it's only there for testing purposes.
 - Runtime does not print anything to the console yet.
2010-01-31 19:02:06 -08:00

139 lines
4.2 KiB
C#

using System;
using System.IO;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.ComponentModel;
using System.Xml.Serialization;
using System.Drawing.Design;
using MudDesigner.MudEngine.FileSystem;
using MudDesigner.MudEngine.GameObjects;
using MudDesigner.MudEngine.UITypeEditors;
namespace MudDesigner.MudEngine.GameObjects.Environment
{
[XmlInclude(typeof(Room))]
public class Zone : BaseObject
{
[Category("Environment Information")]
[DefaultValue(0)]
[Description("The amount to drain each stat by if StatDrain is enabled.")]
public int StatDrainAmount
{
get;
set;
}
[Category("Environment Information")]
[Description("Enable or Disable the ability for draining stats while traversing.")]
[DefaultValue(false)]
public bool StatDrain
{
get;
set;
}
[ReadOnly(true)]
[Category("Environment Information")]
[Description("The Realm that this Zone is assigned to. It is not required to be contained within a Realm.")]
public string Realm
{
get;
set;
}
[Category("Environment Information")]
[Description("Determins if the Player can be attacked within this Room or not.")]
[DefaultValue(false)]
public bool IsSafe
{
get;
set;
}
[Category("Environment Information")]
[EditorAttribute(typeof(UIRoomEditor), typeof(UITypeEditor))]
[Description("Collection of Rooms that have been created. Editing the Rooms Collection lets you manage the Zones rooms.")]
public List<Room> Rooms { get; set; }
[Category("Environment Information")]
public string EntranceRoom { get; set; }
public Zone()
{
Rooms = new List<Room>();
IsSafe = false;
Realm = "No Realm Associated.";
}
/// <summary>
///
/// </summary>
/// <param name="RoomName"></param>
/// <returns></returns>
public Room GetRoomByName(string name)
{
var filterQuery =
from room in Rooms
where room.Name == name
select room;
foreach (var room in filterQuery)
return room;
return null;
}
/// <summary>
///
/// </summary>
/// <param name="RoomName"></param>
/// <returns></returns>
public Room GetRoomByFilename(string filename)
{
var filterQuery =
from room in Rooms
where room.Filename == filename
select room;
foreach (var room in filterQuery)
return room;
return null;
}
/// <summary>
/// Clears out the Zones room collection and re-builds it.
/// This is a time consuming process if there are a large amount of
/// of rooms, use sparingly.
/// </summary>
public void RebuildRoomCollection()
{
Rooms = new List<Room>();
//Create our collection of Rooms.
string realmPath = Path.Combine(FileManager.GetDataPath(SaveDataTypes.Realms), this.Realm);
string zonePath = Path.Combine(realmPath, this.Name);
//incase the zone hasn't been saved yet.
if (!Directory.Exists(zonePath))
return;
//Zone exists, so it's already been saved.
string[] rooms = Directory.GetFiles(zonePath, "*.room");
//Clear the existing collection of Rooms
this.Rooms.Clear();
//Build a new one based off of the files
foreach (string file in rooms)
{
Room r = new Room();
r = (Room)FileManager.Load(file, r);
this.Rooms.Add(r);
}
//Save the re-built Room collection
this.Save(Path.Combine(zonePath, this.Filename));
}
}
}