Commands script folder renamed to BaseCommands. Users creating custom commands are encouraged to create them in a "Commands" or "Custom Commands" folder.

This commit is contained in:
Scionwest_cp 2012-03-10 19:43:42 -08:00
parent 11b2e73f35
commit 32210124e0
8 changed files with 11 additions and 12 deletions

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Text.RegularExpressions;
using System.IO;
using System.Diagnostics;
using MudEngine.Core;
using MudEngine.Core.Interfaces;
using MudEngine.Game;
using MudEngine.Game.Characters;
using MudEngine.Game.Environment;
using MudEngine.GameScripts;
namespace MudEngine.GameScripts.Commands
{
public class CreatePlayer : ICommand
{
public string Name { get; set; }
public string Description { get; set; }
public List<string> Help { get; set; }
public CreatePlayer()
{
Help = new List<string>();
Name = "CreatePlayer";
Description = "Account login command.";
}
public Boolean Execute(string command, Game.Characters.StandardCharacter character)
{
//reference to the Characters Game.
StandardGame game = character.Game;
Boolean buildingPassword = true;
//We need to check if the 3rd Frame on the stack is the CommandLogin Type.
//If it isn't, then another Type executed this command and we don't allow it.
StackTrace trace = new StackTrace();
String callingType = trace.GetFrame(3).GetMethod().ReflectedType.Name;
//Don't allow anything other than the Login command to start the
//character creation process.
if (callingType != "Login")
{
return false;
}
//Make sure we build a proper password.
while (buildingPassword)
{
character.SendMessage("Please enter a password for this character: ", false);
String password1, password2;
password1 = character.GetInput();
//We do not perform any IsLetterOrDigit() checks on passwords. The more
//special characters the better.
//We do however want to make sure the length of the password is sufficient
if (password1.Length < character.Game.MinimumPasswordSize)
{
character.SendMessage("Passwords must have a minimum of " + character.Game.MinimumPasswordSize.ToString() + " characters!");
continue;
}
character.SendMessage("Please re-enter your password for confirmation: ", false);
password2 = character.GetInput();
if (password1 == password2)
{
buildingPassword = false;
character.Password = password1;
}
else
{
character.SendMessage("Passwords did not match!");
continue;
}
}
try
{
character.Move(game.World.StartLocation);
//TODO: Create a class and setup Stats.
character.Save(character.Filename, false);
}
catch (Exception ex)
{
Logger.WriteLine(ex.Message);
return false;
}
return true;
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Text.RegularExpressions;
using System.IO;
using MudEngine.Core.Interfaces;
using MudEngine.Game;
using MudEngine.Game.Characters;
using MudEngine.Game.Environment;
using MudEngine.GameScripts;
namespace MudEngine.GameScripts.Commands
{
public class Login : ICommand
{
public string Name { get; set; }
public string Description { get; set; }
public List<string> Help { get; set; }
public Login()
{
Help = new List<string>();
//Name = "Login";
Description = "Account login command.";
}
public Boolean Execute(string command, Game.Characters.StandardCharacter character)
{
//reference to the Characters Game.
StandardGame game = character.Game;
//Store a reference to this character for other methods within this class.
this._Character = character;
if (character.LoggedIn)
{
character.SendMessage("You are already logged in!");
return false;
}
character.SendMessage("Please enter character name: ");
String name = String.Empty;
//Repeat the login process until we get a valid name.
while (String.IsNullOrEmpty(name) && character.Connected)
{
character.SendMessage("Enter your character name: ", false);
name = String.Empty;
Boolean isFound = false;
//Get the supplied name
name = character.GetInput();
//Entering their username is the first time input has been
//made by the user. Expect their Telnet client to send Header
//information, so we strip it out by forcing only a whole
//word to be saved and everything else discarded.
//Note that this wouldn't work if first and last names were supported
//as this only returns the first word found and that is all.
Match m = Regex.Match(name, @"\w+");
name = m.Value;
//Make sure no illegal characters are in the name such as underbars or asteriks
if (!name.All(Char.IsLetterOrDigit))
{
character.SendMessage("Invalid character name supplied. Only letters and numbers are allowed.");
name = String.Empty;
continue;
}
//Uncomment this if first/last name combinations are used in
//the game. Note that this does support numbers and other
//special characters. If you do not want them, you will need
//to modify the Regular Expression Evaluator below.
/*
MatchCollection m = Regex.Matches(name, @"\w+");
name = String.Empty;
foreach (Match word in m)
{
name += word.Value + " ";
}
*/
//Check if the name entered is blank. Ensure that we remove leading and ending spaces
if (String.IsNullOrEmpty(name))
continue;
//Look if the file exists.
String filename = game.SavePaths.GetFilePath(DAL.DataTypes.Players, name);
if (File.Exists(filename))
isFound = true;
//if the character name supplied exists, load it.
if (isFound)
{
//Perform a password check
character.SendMessage("Please enter a password for " + name);
String password = character.GetInput();
//If the password is empty, then restart the process.
if (String.IsNullOrEmpty(password))
{
name = String.Empty;
continue;
}
//Load the character from file.
character.Load(filename);
//Check if the characters password matches that of the saved player password
if (character.Password != password)
{
//No match, bail.
character.SendMessage("Invalid password provided.");
name = String.Empty;
continue;
}
else //End our loading.
{
character.SendMessage("Welcome back " + character.Name + "!");
return true;
}
}
else
{
character.SendMessage("No character with that name was found. Create a new one? (Yes/No)");
String result = character.GetInput();
if (result.ToLower() == "yes")
{
//Store the character name.
character.Name = name;
if (!character.ExecuteSilentCommand("CreatePlayer"))
{
name = String.Empty;
continue;
}
else
{
//We complete the login process..
character.SendMessage(character.Name + " created!");
return true;
}
}
else
{
name = String.Empty;
continue;
}
}
}
return false;
}
private StandardCharacter _Character;
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using MudEngine.Game;
using MudEngine.Game.Characters;
using MudEngine.Game.Environment;
using MudEngine.Core.Interfaces;
namespace MudEngine.GameScripts.Commands
{
public class Look : ICommand
{
public string Name { get; set; }
public string Description { get; set; }
public List<string> Help { get; set; }
public Look()
{
this.Name = "Look";
}
public bool Execute(string command, StandardCharacter character)
{
return true;
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using MudEngine.Core.Interfaces;
using MudEngine.Game;
using MudEngine.Game.Characters;
using MudEngine.Networking;
namespace MudEngine.GameScripts.Commands
{
public class Say : ICommand
{
public string Name { get; set; }
public string Description { get; set; }
public List<string> Help { get; set; }
public Say()
{
this.Name = "Say";
this.Description = "Chat command that allows objects to communicate.";
}
public Boolean Execute(string command, StandardCharacter character)
{
//Grab a reference to the character for simplifying access.
StandardGame game = character.Game;
//Remove the command "Say " from the string so we only have it's message
String message = command.Substring(3).Trim();
//Loop through each character on the server and broadcast the message.
//TODO: This should only broadcast to characters that are in the same Environment.
foreach (StandardCharacter c in character.Game.Server.ConnectionManager.GetConnectedCharacters())
{
//Only broadcast this message to those that are not the broadcastor.
if (c != character)
c.SendMessage(character.ToString() + " says: " + message);
}
//Send a different copy of the message to the broadcastor.
character.SendMessage("You say: " + message);
return true;
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text.RegularExpressions;
using MudEngine.Core.Interfaces;
using MudEngine.Game;
using MudEngine.Game.Characters;
using MudEngine.Networking;
namespace MudEngine.GameScripts.Commands
{
public class SetRole : ICommand
{
public string Name { get; set; }
public string Description { get; set; }
public List<string> Help { get; set; }
public SetRole()
{
this.Name = "SetRole";
this.Description = "Chat command that allows objects to communicate.";
this.Help = new List<string>();
this.Help.Add("Usage: SetRole TargetCharacterNameHere");
}
public Boolean Execute(string command, StandardCharacter character)
{
//Grab a reference to the character for simplifying access.
StandardGame game = character.Game;
MatchCollection matches = Regex.Matches(command.Substring("setrole".Length).Trim(), @"\w+");
List<String> names = new List<string>();
foreach (Match match in matches)
{
names.Add(match.Value.ToLower());
}
if (names.Count < 1 && character.Role == CharacterRoles.Admin)
{
character.SendMessage("You must provide a target character name.");
ShowHelp(character);
return false;
}
if (character.Role == CharacterRoles.Admin || character.Name == game.Server.ServerOwner)
{
StandardCharacter target = game.Server.ConnectionManager.GetConnectedCharacter(names[0].ToLower());
this.ApplyRole(character, target);
return true;
}
else
{
return false;
}
}
public void ApplyRole(StandardCharacter admin, StandardCharacter target)
{
admin.SendMessage("Please choose from one of the available Roles:");
//Blow all of the available values up into an array.
Array values = Enum.GetValues(typeof(CharacterRoles));
List<String> roles = new List<string>();
//Loop through each available value, converting it into a string.
foreach (Int32 value in values)
{
//Get the string representation of the current value
String displayName = Enum.GetName(typeof(CharacterRoles), value);
roles.Add(displayName);
admin.SendMessage(displayName);
}
admin.SendMessage("Selection: ", false);
String result = admin.GetInput();
if (String.IsNullOrEmpty(result))
{
admin.SendMessage("You did not select a valid Role.");
return;
}
if (roles.Contains(result))
{
target.SetRole(admin, target, (CharacterRoles)Enum.Parse(typeof(CharacterRoles), result));
}
}
public void ShowHelp(StandardCharacter character)
{
String help = String.Empty;
foreach (String entry in this.Help)
{
help += entry + "\n";
}
character.SendMessage(help);
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading;
using MudEngine.Core.Interfaces;
using MudEngine.Game;
using MudEngine.Game.Characters;
using MudEngine.Networking;
namespace MudEngine.GameScripts.Commands
{
public class Stop : ICommand
{
public string Name { get; set; }
public string Description { get; set; }
public List<string> Help { get; set; }
public Stop()
{
this.Name = "Stop";
this.Description = "Chat command that allows objects to communicate.";
}
public Boolean Execute(string command, StandardCharacter character)
{
//Grab a reference to the character for simplifying access.
StandardGame game = character.Game;
//Stop the game.
if (character.Role == CharacterRoles.Admin)
{
new Thread(game.Stop).Start();
return true;
}
else
{
//Since a non-admin character attempted this command,
//tell them they used a invalid command
return false;
}
}
}
}