MudEngine:
- Moved List command out of the engine and into the MudGame as a script. MudGame: - Migrated List command from engine to game script. - List command now supports 'List Commands'. It will now print all commands for admins, and only non-admin commands for non-admin players. - Added CreateRoom scripted command for instantly creating Rooms without needing to fully qualify a path. The Room will be created in the Admin's current Realm>Zone. In order to create a Room outside of their current Zone they will need to use the standard 'Create' command and supply a fully qualified name such as 'MyRealm>MyZone>MyRoom'
This commit is contained in:
parent
295a8f5ab2
commit
00ce7b0025
7 changed files with 244 additions and 3 deletions
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@ -27,7 +27,6 @@ namespace MudEngine.Commands
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/// </summary>
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public Boolean Override { get; set; }
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/// <summary>
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/// The name of the command.
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/// If Override is set to true, this command will override any other command that contains the same name.
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/// </summary>
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@ -20,6 +20,7 @@ namespace MudEngine.Commands
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{
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public String Name { get; set; }
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public Boolean Override { get; set; }
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public List<String> Help { get; set; }
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public CommandRestart()
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@ -15,6 +15,7 @@ namespace MudEngine.Commands
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public class CommandSaveWorld : IGameCommand
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{
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public Boolean Override { get; set; }
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public String Name { get; set; }
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public List<String> Help { get; set; }
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@ -53,7 +53,6 @@
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<Compile Include="Commands\CommandRestart.cs" />
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<Compile Include="Commands\CommandLogin.cs" />
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<Compile Include="Commands\CommandSaveWorld.cs" />
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<Compile Include="Commands\CommandList.cs" />
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<Compile Include="FileSystem\SaveDataPaths.cs" />
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<Compile Include="GameManagement\CommandEngine.cs" />
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<Compile Include="GameManagement\GameTime.cs" />
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@ -45,6 +45,12 @@
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<ItemGroup>
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<Compile Include="Program.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<None Include="Scripts\CommandList.cs">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="Scripts\CommandCreateRoom.cs">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="Scripts\CommandExit.cs">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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@ -67,7 +73,7 @@
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="Scripts\CommandCreate.cs">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="Scripts\CommandSay.cs">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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58
MudGame/Scripts/CommandCreateRoom.cs
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58
MudGame/Scripts/CommandCreateRoom.cs
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@ -0,0 +1,58 @@
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/// <summary>
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/// This command creates a Room within the players current Realm>Zone.
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/// Admins using this command will not need to supply a fully qualified path like the 'Create' command requires.
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/// However, they are restricted to creating Rooms only within their current Realm>Zone.
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/// </summary>
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class CommandCreateRoom : IGameCommand
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{
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/// <summary>
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/// Used by the Command Engine to allow for overriding any other commands that contain the same name.
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/// TODO: Does Overriding Commands still work? This is part of some old code I wrote several years back and might be broke.
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/// </summary>
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public Boolean Override { get; set; }
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/// <summary>
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/// The name of the command.
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/// If Override is set to true, this command will override any other command that contains the same name.
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/// </summary>
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public String Name { get; set; }
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/// <summary>
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/// A collection of strings that contains helpfull information for this Command.
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/// When the user enteres 'Help Exit' the game will print the content of this collection.
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/// This is treated like a virtual book, each entry in the collection is printed as a new line.
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/// </summary>
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public List<String> Help { get; set; }
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/// <summary>
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/// Constructor for the class.
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/// </summary>
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public CommandCreateRoom()
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{
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Help = new List<string>();
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Help.Add("Creates a Room within the Admin's current Realm>Zone");
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}
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public void Execute(String command, BaseCharacter player)
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{
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if ((player.Role == SecurityRoles.Admin) || (player.Role == SecurityRoles.GM))
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{
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String roomname = command.Substring("Createroom".Length).Trim();
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if (String.IsNullOrEmpty(roomname))
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{
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player.Send("You must supply a Room name! Refer to 'Help CreateRoom' for usage examples.");
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return;
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}
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Room r = new Room(player.ActiveGame);
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r.Realm = player.CurrentRoom.Realm;
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r.Zone = player.CurrentRoom.Zone;
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r.Name = roomname;
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player.ActiveGame.World.GetRealm(r.Realm).GetZone(r.Zone)[0].AddRoom(r);
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player.Send(r.Name + " created within " + r.Realm + ">" + r.Zone + ".");
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Log.Write(player.Name + " created a new Room in " + r.RoomLocation);
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}
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}
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}
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177
MudGame/Scripts/CommandList.cs
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177
MudGame/Scripts/CommandList.cs
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@ -0,0 +1,177 @@
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/// <summary>
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/// The List command is used to list filenames of a specified object type.
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/// </summary>
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public class CommandList : IGameCommand
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{
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/// <summary>
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/// Used by the Command Engine to allow for overriding any other commands that contain the same name.
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/// TODO: Does Overriding Commands still work? This is part of some old code I wrote several years back and might be broke.
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/// </summary>
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public Boolean Override { get; set; }
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/// <summary>
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/// The name of the command.
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/// If Override is set to true, this command will override any other command that contains the same name.
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/// </summary>
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public String Name { get; set; }
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/// <summary>
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/// A collection of strings that contains helpfull information for this Command.
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/// When the user enteres 'Help Exit' the game will print the content of this collection.
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/// This is treated like a virtual book, each entry in the collection is printed as a new line.
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/// </summary>
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public List<String> Help { get; set; }
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public CommandList()
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{
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Help = new List<string>();
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Help.Add("Using the List command, you can view a generated list of filenames that pertain to a supplied object type.");
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Help.Add("Usage: List 'ItemType'");
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Help.Add("Usage: List 'ItemName>ItemType'");
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Help.Add("");
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Help.Add("Supported Listable ItemTypes are as follows:");
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Help.Add("Players");
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Help.Add("Realms");
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Help.Add("Zones");
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Help.Add("RealmName>Rooms");
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Help.Add("RealmName>Zones");
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Help.Add("RealmName>ZoneName>Rooms");
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}
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public void Execute(String command, BaseCharacter player)
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{
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command = command.Substring("List".Length).Trim();
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String[] data = command.ToLower().Split('>');
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//Admin || GM only item listings.
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if ((player.Role == SecurityRoles.Admin) || (player.Role == SecurityRoles.GM))
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{
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//Player must be a admin or GM to view all the objects on the server like this.
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if ((data.Length == 0) || (String.IsNullOrEmpty(data[0])))
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{
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player.Send("Invalid command usage. Enter 'help List' for usage examples.");
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return;
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}
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else if (data.Length == 1)
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{
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switch (data[0])
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{
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case "realms":
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player.Send("Currently loaded Realm files:");
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foreach (Realm r in player.ActiveGame.World.RealmCollection)
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player.Send(r.Filename + " | ", false);
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break;
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case "players":
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player.Send("Players with created characters:");
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BaseCharacter p = new BaseCharacter(player.ActiveGame);
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foreach (String file in System.IO.Directory.GetFiles(player.ActiveGame.DataPaths.Players, "*.character"))
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{
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p.Load(file);
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player.Send(p.Name + " | ", false);
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}
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break;
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case "zones":
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player.Send("Currently loaded Zones. This spans across every Realm in the world.");
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foreach (Realm r in player.ActiveGame.World.RealmCollection)
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{
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foreach (Zone z in r.ZoneCollection)
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{
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player.Send(System.IO.Path.GetFileNameWithoutExtension(r.Filename) + ">" + System.IO.Path.GetFileNameWithoutExtension(z.Filename));
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}
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}
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break;
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case "commands":
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player.Send("The following commands are available for use:");
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foreach (String cmd in CommandEngine.GetCommands())
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{
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IGameCommand gc = CommandEngine.GetCommand(cmd);
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player.Send(gc.Name);
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}
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break;
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default:
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player.Send("Invalid token supplied. Enter 'Help List' for usage examples.");
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break;
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}
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}
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else if (data.Length == 2)
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{
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if (data[1] == "zones")
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{
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if (player.ActiveGame.World.GetRealm(data[0] + ".realm") == null)
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{
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player.Send("Invalid Realm, unable to list Zones.");
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return;
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}
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player.Send("Displaying Currently loaded Zones within Realm " + data[0]);
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foreach (Zone z in player.ActiveGame.World.GetRealm(data[0] + ".realm").ZoneCollection)
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player.Send(z.Filename + " | ", false);
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}
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else if (data[1] == "rooms")
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{
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if (player.ActiveGame.World.GetRealm(data[0] + ".realm") == null)
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{
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player.Send("Invalid Realm, unable to list Rooms.");
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return;
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}
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player.Send("Displaying currently loaded Rooms within Realm " + data[0] + ". These Rooms span multiple Zones.");
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foreach (Zone z in player.ActiveGame.World.GetRealm(data[0] + ".realm").ZoneCollection)
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{
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foreach (Room r in z.RoomCollection)
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{
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player.Send(System.IO.Path.GetFileNameWithoutExtension(z.Filename) + ">" + System.IO.Path.GetFileNameWithoutExtension(r.Filename));
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}
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}
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}
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}
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else if (data.Length == 3)
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{
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if (data[2] == "rooms")
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{
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if (player.ActiveGame.World.GetRealm(data[0] + ".realm") == null)
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{
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player.Send("Invalid Realm, unable to list Rooms.");
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return;
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}
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if (player.ActiveGame.World.GetRealm(data[0] + ".realm").GetZone(data[1] + ".zone")[0] == null)
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{
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player.Send("Invalid Zone, unable to list Rooms.");
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return;
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}
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player.Send("Displaying Currently loaded Rooms within " + data[0] + ">" + data[1]);
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foreach (Room r in player.ActiveGame.World.GetRealm(data[0] + ".realm").GetZone(data[1] + ".zone")[0].RoomCollection)
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player.Send(r.Filename + " | ", false);
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}
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}
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} //End Admin || GM only item listings.
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//Begin normal player item listings
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else
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{
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//Player must be a admin or GM to view all the objects on the server like this.
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if ((data.Length == 0) || (String.IsNullOrEmpty(data[0])))
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{
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player.Send("Invalid command usage. Enter 'help List' for usage examples.");
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return;
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}
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else if (data.Length == 1)
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{
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if (data[0] == "commands")
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{
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player.Send("The following commands are available for use:");
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foreach (String cmd in CommandEngine.GetCommands())
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{
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IGameCommand gc = CommandEngine.GetCommand(cmd);
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if ((gc.Name == "CommandCreate") || (gc.Name == "CommandCreateRoom") || (gc.Name == "CommandLinkRoom") || (gc.Name == "CommandRestart") || (gc.Name == "CommandSaveWorld"))
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continue;
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player.Send(gc.Name);
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}
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}
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}
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}
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}
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}
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