- Changed the IGameCommand Interface constructor for the Execute method.
 - Updated all of the game commands to make use of the new Execute Method Constructor requirements set by the updated interface.
 - Look command now returns a description of the players current Room.
 - Walk command now supports moving players from one Room to another. Use 'Walk Direction' where Direction equals the direction you want to travel (Example: 'Walk North")
 - TravelDirections.GetTravelDirectionValue now checks the supplied direction value in a case-insensitive manor.
 - Add a new CommandEngine that handles the commands inputed from the user.
 - Modified CommandResult to return an array of objects rather than a single object.

Runtime:
 - Now scans the supplied collection of objects returned to the runtime after executing a game command, and adjusts the runtime components as needed, including printing information to the console.
 - Now displays various warnings during startup to let the user know if certain content hasn't been set within the ProjectInformation yet.
 - Now executes the 'Look' command on startup to display the users current location.
 - Fully supports the 'Look' and 'Walk' commands.
This commit is contained in:
Scionwest_cp 2010-02-04 17:18:53 -08:00
parent efc49e35ce
commit 79f6d36083
10 changed files with 334 additions and 24 deletions

View file

@ -0,0 +1,122 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.IO;
using System.Text;
using System.Xml;
using System.Xml.Serialization;
using System.Windows.Forms;
using MudDesigner.MudEngine.Interfaces;
using MudDesigner.MudEngine.Characters;
using MudDesigner.MudEngine.GameManagement;
using MudDesigner.MudEngine.GameObjects.Environment;
namespace MudDesigner.MudEngine.GameCommands
{
public class CommandEngine
{
#region ====== Public Enumerators, Structures & Properties ======
/// <summary>
/// Gets or Sets a Dictionary list of available commands to use.
/// </summary>
static internal Dictionary<string, IGameCommand> Commands { get; set; }
public List<string> GetCommands
{
get
{
List<string> temp = new List<string>();
foreach (string name in Commands.Keys)
{
temp.Add(name);
}
return temp;
}
}
#endregion
#region ====== Public Methods ======
public bool GetCommand(string Name)
{
if (Commands.ContainsKey(Name.ToLower()))
return true;
else
return false;
}
/// <summary>
/// Executes the specified command name if it exists in the Commands Dictionary.
/// </summary>
/// <param name="Name"></param>
/// <param name="Parameter"></param>
/// <returns></returns>
public static CommandResults ExecuteCommand(string Name, BaseCharacter player, ProjectInformation project, Room room, string command)
{
Name = Name.Insert(0, "Command");
foreach (string key in Commands.Keys)
{
if (Name.ToLower().Contains(key.ToLower()))
{
return Commands[key.ToLower()].Execute(player, project, room, command);
}
}
return new CommandResults();
}
/// <summary>
/// Dynamically loads the specified library into memory and stores all of the
/// classess inheriting from MudCreator.InputCommands.ICommand into the CommandEngines
/// commands dictionary for use with the project
/// </summary>
/// <param name="CommandLibrary"></param>
public static void LoadAllCommands()
{
System.Reflection.Assembly assembly = System.Reflection.Assembly.GetExecutingAssembly();
Commands = new Dictionary<string, IGameCommand>();
foreach (Type t in assembly.GetTypes())
{
if (t.GetInterface(typeof(IGameCommand).FullName) != null)
{
//Use activator to create an instance
IGameCommand command = (IGameCommand)Activator.CreateInstance(t);
if (command != null)
{
if (command.Name == null)
command.Name = t.Name.ToLower();
else //Make sure the command is always in lower case.
command.Name = command.Name.ToLower();
//Add the command to the commands list if it does not already exist
if (Commands.ContainsKey(command.Name))
{
//Command exists, check if the command is set to override existing commands or not
if (command.Override)
{
Commands[command.Name] = command;
}
}
//Command does not exist, add it to the commands list
else
Commands.Add(command.Name, command);
}
}
}
}
public static string GetCommand(object Parameter)
{
List<object> objectList = (List<object>)Parameter;
foreach (object obj in objectList)
{
if (obj is string)
return (string)obj;
}
return null;
}
#endregion
}
}