MudEngine:

- Fixed command engine stalling when waiting for one users command to finish before starting another users command.
 - Commands are loaded into static List collections, but the Execute command itself is now no longer static.
 - Player.CommandSystem property added so each player has their own commandengine to process their input.
This commit is contained in:
Scionwest_cp 2010-08-01 20:50:21 -07:00
parent b3a672503f
commit 7c6ca6a2b9
5 changed files with 49 additions and 36 deletions

View file

@ -14,19 +14,28 @@ using MudEngine.GameManagement;
namespace MudEngine.GameManagement
{
public static class CommandEngine
public class CommandEngine
{
/// <summary>
/// Gets or Sets a Dictionary list of available commands to use.
/// </summary>
static internal Dictionary<string, IGameCommand> Commands { get { return _Commands; } set { _Commands = value; } }
static Dictionary<string, IGameCommand> _Commands = new Dictionary<string, IGameCommand>();
public static Dictionary<string, IGameCommand> CommandCollection { get; set; }
internal Dictionary<string, IGameCommand> _Commands { get; set; }
public CommandEngine()
{
if ((CommandCollection == null) || (CommandCollection.Count == 0))
CommandEngine.LoadBaseCommands();
_Commands = CommandCollection;
}
public static List<string> GetCommands()
{
List<string> temp = new List<string>();
foreach (string name in Commands.Keys)
foreach (string name in CommandEngine.CommandCollection.Keys)
{
temp.Add(name);
}
@ -34,9 +43,22 @@ namespace MudEngine.GameManagement
return temp;
}
public static bool GetCommand(string Name)
public static string GetCommand(object Parameter)
{
if (Commands.ContainsKey(Name.ToLower()))
List<object> objectList = (List<object>)Parameter;
foreach (object obj in objectList)
{
if (obj is string)
return (string)obj;
}
return null;
}
public static bool IsValidCommand(string Name)
{
if (CommandEngine.CommandCollection.ContainsKey(Name.ToLower()))
return true;
else
return false;
@ -47,17 +69,18 @@ namespace MudEngine.GameManagement
/// <param name="Name"></param>
/// <param name="Parameter"></param>
/// <returns></returns>
public static CommandResults ExecuteCommand(string command, BaseCharacter player)
public CommandResults ExecuteCommand(string command, BaseCharacter player)
{
string commandKey = command.Insert(0, "Command");
if (Game.IsDebug)
Log.Write("Executing command: " + command);
foreach (string key in Commands.Keys)
foreach (string key in player.CommandSystem._Commands.Keys)
{
if (commandKey.ToLower().Contains(key.ToLower()))
{
return Commands[key.ToLower()].Execute(command, player);
return player.CommandSystem._Commands[key.ToLower()].Execute(command, player);
//return player.Commands.ExecuteCommand[key.ToLower()]Execute(command, player);
}
}
@ -66,7 +89,7 @@ namespace MudEngine.GameManagement
public static void LoadBaseCommands()
{
LoadCommandLibrary(Assembly.GetExecutingAssembly());
LoadCommandLibrary(Assembly.GetExecutingAssembly(), true);
}
/// <summary>
@ -109,7 +132,7 @@ namespace MudEngine.GameManagement
Log.Write("Loading commands within " + Path.GetFileName(commandLibrary.Location));
if (purgeOldCommands)
ClearCommands();
CommandEngine.ClearCommands();
foreach (Type t in commandLibrary.GetTypes())
{
@ -126,17 +149,17 @@ namespace MudEngine.GameManagement
command.Name = command.Name.ToLower();
//Add the command to the commands list if it does not already exist
if (Commands.ContainsKey(command.Name))
if (CommandEngine.CommandCollection.ContainsKey(command.Name))
{
//Command exists, check if the command is set to override existing commands or not
if (command.Override)
{
Commands[command.Name] = command;
CommandEngine.CommandCollection[command.Name] = command;
}
}
//Command does not exist, add it to the commands list
else
Commands.Add(command.Name, command);
CommandEngine.CommandCollection.Add(command.Name, command);
}
}
}
@ -144,20 +167,7 @@ namespace MudEngine.GameManagement
public static void ClearCommands()
{
_Commands = new Dictionary<string, IGameCommand>();
}
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;
CommandEngine.CommandCollection = new Dictionary<string, IGameCommand>();
}
}
}