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

@ -45,12 +45,18 @@ namespace MudEngine.GameObjects.Characters
/// </summary>
public Bag Inventory { get; private set; }
/// <summary>
/// Gets a working copy of the CommandEngine used by the player.
/// </summary>
public CommandEngine CommandSystem { get; internal set; }
public BaseCharacter(Game game) : base(game)
{
ActiveGame = game;
IsActive = false;
CurrentRoom = game.InitialRealm.InitialZone.InitialRoom;
Inventory = new Bag(game);
CommandSystem = new CommandEngine();
}
@ -123,7 +129,7 @@ namespace MudEngine.GameObjects.Characters
{
//TODO: Character class can handle a lot of the command management here, checking various things prior to sending
//the command off to the command engine for execution.
CommandResults result = CommandEngine.ExecuteCommand(command, this);
CommandResults result = CommandSystem.ExecuteCommand(command, this);
if (result.Result != null)
{
@ -191,7 +197,7 @@ namespace MudEngine.GameObjects.Characters
{
if (IsActive)
{
string filePath = Path.Combine(ActiveGame.DataPaths.Players, Filename);
string filePath ="" /*= Path.Combine(ActiveGame.DataPaths.Players, Filename)*/;
this.Save(filePath);
IsActive = false;