Esempio n. 1
0
        /// <summary>
        /// Destroys the Room and
        /// </summary>
        public override void Destroy()
        {
            Doorways.Clear();
            Doorways = null;

            List <IPlayer> playerCollection = new List <IPlayer>();

            foreach (IMob mob in Occupants)
            {
                if (mob is IPlayer)
                {
                    playerCollection.Add((IPlayer)mob);
                }
            }
            this.BroadcastMessage("Room is being destroyed!  You will be teleported to a new location.",
                                  playerCollection.ToList());

            // Trace back up through the environment path to get the World
            IWorld world = Zone.Realm.World;

            //Get the initial Room location, and split it up into an array so we can parse it
            string[] roomPath = EngineSettings.Default.InitialRoom.Split('>');

            // Make sure we have three entries, Realm, Zone and Room
            if (roomPath.Length != 3)
            {
                return;
            }

            // Get the Realm
            IRealm realm = world.GetRealm(roomPath[0]);

            if (realm == null)
            {
                return;
            }

            // Get our Zone
            IZone zone = realm.GetZone(roomPath[1]);

            if (zone == null)
            {
                return;
            }

            // Get the initial Room
            IRoom room = zone.GetRoom(roomPath[2]);

            if (room == null)
            {
                return;
            }

            // Loop through each player in this Room and move them to the initial Room.
            foreach (IPlayer player in Occupants)
            {
                player.Move(room);
                player.SendMessage("You have been moved to " + room.Name);
            }
        }
Esempio n. 2
0
 public void RemoveConnectionPoint(String ID)
 {
     for (int i = 0; i < Doorways.Count; i++)
     {
         if (Doorways[i].ID == ID)
         {
             Doorways.RemoveAt(i);
             break;
         }
     }
 }
Esempio n. 3
0
 /// <summary>
 /// Gets a reference to the doorway that matches the specified direction, if it exists
 /// </summary>
 /// <param name="direction">The direction that you want the doorway for.</param>
 /// <returns></returns>
 public IDoor GetDoorway(AvailableTravelDirections direction)
 {
     // Check if the doorway collection has the specified direction
     if (Doorways.ContainsKey(direction))
     {
         return(Doorways[direction]); // return it
     }
     else
     {
         return(null);
     }
 }
Esempio n. 4
0
 /// <summary>
 /// Allows for removal of a doorway.
 /// </summary>
 /// <param name="direction">The direction of travel that the doorway should be removed.</param>
 /// <param name="autoRemoveReverseDirection">If true, the room on the otherside of the doorway will have it's door removed as well.</param>
 public virtual void RemoveDoorway(AvailableTravelDirections direction, bool autoRemoveReverseDirection = true)
 {
     if (Doorways.ContainsKey(direction))
     {
         if (autoRemoveReverseDirection)
         {
             //When removig the reverse direction, always set "autoRemoveReverseDirection" within the Arrival room
             //to false, otherwise a circular loop will start.
             Doorways[direction].Arrival.RemoveDoorway(TravelDirections.GetReverseDirection(direction), false);
         }
         Doorways.Remove(direction);
     }
 }
Esempio n. 5
0
    void PlaceEndRoom()
    {
        //Instanitate room
        endRoom = Instantiate(endRoomPrefab) as EndRoom;
        endRoom.transform.parent = this.transform;

        //Create doorway lists to loop over
        List <Doorways> allAvailableDoorways = new List <Doorways>(availableDoorways);
        Doorways        doorway = endRoom.doorways[0];

        bool roomPlaced = false;

        //Try all available doorways
        foreach (Doorways availableDoorway in allAvailableDoorways)
        {
            //Position room
            BasicRoomScript room = (BasicRoomScript)endRoom;
            PositionRoomAtDoorway(ref room, doorway, availableDoorway);

            //Check room overlaps
            if (CheckRoomOverlap(endRoom))
            {
                continue;
            }

            roomPlaced = true;

            //Remove occupied doorways
            doorway.gameObject.SetActive(false);
            availableDoorways.Remove(doorway);

            availableDoorway.gameObject.SetActive(false);
            availableDoorways.Remove(availableDoorway);

            //Exit loop if room has been placed
            break;
        }

        //Room couldn't be placed. Restart generator and try again
        if (!roomPlaced)
        {
            ResetLevelGenerator();
        }
    }
Esempio n. 6
0
    void PositionRoomAtDoorway(ref BasicRoomScript room, Doorways roomDoorways, Doorways targetDoorway)
    {
        //Reset room position and rotation
        room.transform.position = Vector3.zero;
        room.transform.rotation = Quaternion.identity;

        //Rotate room to match previous doorway orientation
        Vector3    targetDoorwayEuler        = targetDoorway.transform.eulerAngles;
        Vector3    roomDoorwaysEuler         = roomDoorways.transform.eulerAngles;
        float      deltaAngle                = Mathf.DeltaAngle(roomDoorwaysEuler.y, targetDoorwayEuler.y);
        Quaternion currentRoomTargetRotation = Quaternion.AngleAxis(deltaAngle, Vector3.up);

        room.transform.rotation = currentRoomTargetRotation * Quaternion.Euler(0, 180f, 0);

        //Position room
        Vector3 roomPositionOffset = roomDoorways.transform.position - room.transform.position;

        room.transform.position = targetDoorway.transform.position - roomPositionOffset;
    }
Esempio n. 7
0
        /// <summary>
        /// Adds a doorway to the Room, linking it to another Room in the world.
        /// </summary>
        /// <param name="direction">The direction that the player must travel in order to move through the doorway</param>
        /// <param name="arrivalRoom">The room that the player will enter, once they walk through the doorway</param>
        /// <param name="autoAddReverseDirection">If true, the arrival room will have the opposite doorway automatically linked back to this Room</param>
        /// <param name="forceOverwrite">If true, if a doorway already exists for the specified direction, it will overwrite it.</param>
        public virtual void AddDoorway(AvailableTravelDirections direction, IRoom arrivalRoom, bool autoAddReverseDirection = true, bool forceOverwrite = true)
        {
            // Check if room is null.
            if (arrivalRoom == null)
            {
                return; // No null references within our collections!
            }
            // If this direction already exists, overwrite it
            // but only if 'forceOverwrite' is true
            if (Doorways.ContainsKey(direction))
            {
                // Remove the old door
                RemoveDoorway(direction);
                // Get a scripted Door instance to add back to the collection
                var door = (Door)ScriptFactory.GetScript(MudDesigner.Engine.Properties.EngineSettings.Default.DoorScript);
                door.SetArrivalRoom(arrivalRoom);
                door.SetDepartingRoom(this);
                door.SetFacingDirection(direction);

                Doorways.Add(direction, door);
            }
            // Direction does not exist, so lets add a new doorway
            else
            {
                // Get a scripted instance of a Door.
                var door = (Door)ScriptFactory.GetScript(MudDesigner.Engine.Properties.EngineSettings.Default.DoorScript);
                door.SetFacingDirection(direction);
                door.SetArrivalRoom(arrivalRoom);
                door.SetDepartingRoom(this);


                // Add the new doorway to this rooms collection.
                Doorways.Add(direction, door);

                // If autoreverse is enabled, add the doorway to the arrival room too.
                if (autoAddReverseDirection)
                {
                    arrivalRoom.AddDoorway(TravelDirections.GetReverseDirection(direction), this, false, forceOverwrite);
                }
            }
        }
        /// <summary>
        /// Going to read char-by-char from the given filepath.
        /// We will generate a gameRectangle at a calculated position if we read an 'X', 'N', 'S', 'E', or 'W'.
        /// Creates a Connection point if we read an 'N', 'S', 'E', or 'W'.
        ///
        /// 'N', 'S', 'E', and 'W' stands for the direction the prefab piece has a "doorway"( an ability to connect to other prefab pieces ).
        ///
        /// These "doorways" must point away from the prefab piece.
        ///
        /// 'N' stands for a doorway pointing North
        /// 'S' stands for a doorway pointing South
        /// 'E' stands for a doorway pointing East
        /// 'W' stands for a doorway pointing West
        ///
        /// Input is not Case sensitive; values read in will be upp cased.
        ///
        /// </summary>
        /// <param name="PrefabFile">filepath to the PreFab piece file</param>
        private void GeneratePrefabPiece(string PrefabFile)
        {
            try
            {
                // open a stream reader to the prefab file
                StreamReader reader = new StreamReader(PrefabFile);
                string       line   = "";
                char         ch;

                // We will use this Point to calculate a GameRectangle's position
                Point currentPos = new Point(0, 0);

                // we will use this boolean to signify if we are creating a GameRectangle or not during each do/while loop iteration
                bool addBlock;

                do
                {
                    // read a line into our string
                    line = reader.ReadLine();

                    foreach (var character in line)
                    {
                        // first read our input char and set it to Upper Case
                        ch = Char.ToUpper(character);

                        // assume that we aren't adding a GameRectangle this current iteration
                        addBlock = false;

                        // check the ascii value and respond appropriately (see function header for details)
                        if (ch == 'N')
                        {
                            Doorways.Add(new ConnectionPoint(currentPos, prefabID, Direction.North));
                            addBlock = true;
                        }
                        else if (ch == 'S')
                        {
                            Point adjustedPos = new Point();
                            adjustedPos.X = currentPos.X;
                            adjustedPos.Y = currentPos.Y + Constants.RectangleChunk;
                            Doorways.Add(new ConnectionPoint(adjustedPos, prefabID, Direction.South));
                            addBlock = true;
                        }
                        else if (ch == 'E')
                        {
                            Point adjustedPos = new Point();
                            adjustedPos.X = currentPos.X + Constants.RectangleChunk;
                            adjustedPos.Y = currentPos.Y;
                            Doorways.Add(new ConnectionPoint(adjustedPos, prefabID, Direction.East));
                            addBlock = true;
                        }
                        else if (ch == 'W')
                        {
                            Doorways.Add(new ConnectionPoint(currentPos, prefabID, Direction.West));
                            addBlock = true;
                        }
                        else if (ch == 'X')
                        {
                            addBlock = true;
                        }

                        // adjust our calculated point position
                        currentPos.X += Constants.RectangleChunk;

                        // add a game rectangle to our prefab list
                        if (addBlock)
                        {
                            rectangles.Add(new GameRectangle(currentPos.X, currentPos.Y, Constants.RectangleChunk, Constants.RectangleChunk, color));
                        }
                    }

                    // once we read a line, reset the coordinates X and Y to 0 and +10, respectively
                    currentPos.X  = 0;
                    currentPos.Y += Constants.RectangleChunk;
                } while (!reader.EndOfStream);

                // clean up
                reader.Close();
                reader.Dispose();
            }
            catch (IOException e)
            {
                MessageBox.Show(e.ToString());
            }
        }