- 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

@ -2,8 +2,14 @@
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
using MudDesigner.MudEngine.Interfaces;
using MudDesigner.MudEngine.Characters;
using MudDesigner.MudEngine.GameManagement;
using MudDesigner.MudEngine.GameObjects.Environment;
using MudDesigner.MudEngine.GameObjects;
using MudDesigner.MudEngine.FileSystem;
namespace MudDesigner.MudEngine.GameCommands
{
@ -12,9 +18,50 @@ namespace MudDesigner.MudEngine.GameCommands
public string Name { get; set; }
public bool Override { get; set; }
public object Execute(params object[] parameters)
public CommandResults Execute(BaseCharacter player, ProjectInformation project, Room room, string command)
{
return null;
string[] words = command.Split(' ');
List<string> directions = new List<string>();
if (words.Length == 1)
return new CommandResults("No direction supplied");
else
{
foreach (Door door in room.Doorways)
{
AvailableTravelDirections direction = TravelDirections.GetTravelDirectionValue(words[1]);
if (door.TravelDirection == direction)
{
string zonePath = "";
string roomPath = "";
string roomFilename = "";
if (room.Realm == "No Realm Associated.")
{
zonePath = FileManager.GetDataPath(SaveDataTypes.Zones);
zonePath = Path.Combine(zonePath, room.Zone);
}
else
{
zonePath = FileManager.GetDataPath(room.Realm, room.Zone);
}
roomPath = Path.Combine(zonePath, "Rooms");
roomFilename = Path.Combine(roomPath, door.ConnectedRoom + ".room");
room = (Room)room.Load(roomFilename);
CommandResults cmd = CommandEngine.ExecuteCommand("Look", player, project, room, "Look");
string lookValue = "";
if (cmd.Result.Length != 0)
lookValue = cmd.Result[0].ToString();
return new CommandResults(new object[] { lookValue, room });
}
}
}
return new CommandResults("Unable to travel in that direction.");
}
}
}