Commands script folder renamed to BaseCommands. Users creating custom commands are encouraged to create them in a "Commands" or "Custom Commands" folder.
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8 changed files with 11 additions and 12 deletions
165
MudEngine/WinPC_Engine/GameScripts/BaseCommands/Login.cs
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165
MudEngine/WinPC_Engine/GameScripts/BaseCommands/Login.cs
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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.Text.RegularExpressions;
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using System.IO;
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using MudEngine.Core.Interfaces;
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using MudEngine.Game;
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using MudEngine.Game.Characters;
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using MudEngine.Game.Environment;
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using MudEngine.GameScripts;
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namespace MudEngine.GameScripts.Commands
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{
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public class Login : ICommand
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{
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public string Name { get; set; }
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public string Description { get; set; }
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public List<string> Help { get; set; }
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public Login()
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{
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Help = new List<string>();
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//Name = "Login";
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Description = "Account login command.";
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}
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public Boolean Execute(string command, Game.Characters.StandardCharacter character)
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{
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//reference to the Characters Game.
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StandardGame game = character.Game;
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//Store a reference to this character for other methods within this class.
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this._Character = character;
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if (character.LoggedIn)
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{
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character.SendMessage("You are already logged in!");
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return false;
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}
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character.SendMessage("Please enter character name: ");
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String name = String.Empty;
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//Repeat the login process until we get a valid name.
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while (String.IsNullOrEmpty(name) && character.Connected)
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{
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character.SendMessage("Enter your character name: ", false);
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name = String.Empty;
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Boolean isFound = false;
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//Get the supplied name
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name = character.GetInput();
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//Entering their username is the first time input has been
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//made by the user. Expect their Telnet client to send Header
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//information, so we strip it out by forcing only a whole
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//word to be saved and everything else discarded.
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//Note that this wouldn't work if first and last names were supported
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//as this only returns the first word found and that is all.
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Match m = Regex.Match(name, @"\w+");
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name = m.Value;
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//Make sure no illegal characters are in the name such as underbars or asteriks
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if (!name.All(Char.IsLetterOrDigit))
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{
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character.SendMessage("Invalid character name supplied. Only letters and numbers are allowed.");
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name = String.Empty;
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continue;
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}
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//Uncomment this if first/last name combinations are used in
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//the game. Note that this does support numbers and other
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//special characters. If you do not want them, you will need
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//to modify the Regular Expression Evaluator below.
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/*
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MatchCollection m = Regex.Matches(name, @"\w+");
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name = String.Empty;
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foreach (Match word in m)
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{
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name += word.Value + " ";
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}
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*/
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//Check if the name entered is blank. Ensure that we remove leading and ending spaces
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if (String.IsNullOrEmpty(name))
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continue;
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//Look if the file exists.
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String filename = game.SavePaths.GetFilePath(DAL.DataTypes.Players, name);
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if (File.Exists(filename))
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isFound = true;
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//if the character name supplied exists, load it.
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if (isFound)
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{
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//Perform a password check
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character.SendMessage("Please enter a password for " + name);
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String password = character.GetInput();
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//If the password is empty, then restart the process.
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if (String.IsNullOrEmpty(password))
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{
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name = String.Empty;
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continue;
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}
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//Load the character from file.
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character.Load(filename);
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//Check if the characters password matches that of the saved player password
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if (character.Password != password)
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{
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//No match, bail.
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character.SendMessage("Invalid password provided.");
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name = String.Empty;
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continue;
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}
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else //End our loading.
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{
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character.SendMessage("Welcome back " + character.Name + "!");
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return true;
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}
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}
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else
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{
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character.SendMessage("No character with that name was found. Create a new one? (Yes/No)");
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String result = character.GetInput();
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if (result.ToLower() == "yes")
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{
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//Store the character name.
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character.Name = name;
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if (!character.ExecuteSilentCommand("CreatePlayer"))
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{
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name = String.Empty;
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continue;
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}
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else
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{
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//We complete the login process..
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character.SendMessage(character.Name + " created!");
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return true;
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}
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}
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else
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{
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name = String.Empty;
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continue;
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}
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}
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}
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return false;
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}
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private StandardCharacter _Character;
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}
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}
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