MudEngine:
- Improvements to the EditRealm command. Bug fixes and tweaks - EditRealm command now updates All Zones and Rooms within other Realms when its Realm.name is changed instead of only child Zones/Rooms. - Realms, Zones and Rooms will now append a file extension if no file extension is supplied during GetRealm(), GetZone() and GetRoom() method invokes. - Realm.InitialZone is no longer read-only - Zone.InitialRoom is no longer read-only. - Added EditZone command. Allows for editing pre-existing Zones. Zones can be created via the Create command. - Added EditRoom command. Allows for editing pre-existing Rooms. Rooms can be created via the Create command. MudGame: - Re-organized the Scripts directory. All Admin commands are now placed within a 'AdminCommands' folder while the player based commands are in a 'PlayerCommands' folder. All remaining scripts reside within the Scripts root folder.
This commit is contained in:
parent
1f21892c36
commit
b3238d0227
23 changed files with 1617 additions and 26 deletions
247
MudGame/Scripts/AdminCommands/CommandCreate.cs
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247
MudGame/Scripts/AdminCommands/CommandCreate.cs
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/// <summary>
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/// The Create command is used to dynamically create content within the game world.
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/// Content is created at run-time while the server/game is running and players are connected.
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/// Newly created content will be available for players to use/traverse immediately after creation is completed.
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/// Rooms that are created may be linked together using the LinkRoom command.
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/// </summary>
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public class CommandCreate : IGameCommand
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{
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/// <summary>
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/// Used by the Command Engine to allow for overriding any other commands that contain the same name.
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/// TODO: Does Overriding Commands still work? This is part of some old code I wrote several years back and might be broke.
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/// </summary>
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public Boolean Override { get; set; }
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/// <summary>
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/// The name of the command.
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/// If Override is set to true, this command will override any other command that contains the same name.
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/// </summary>
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public String Name { get; set; }
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/// <summary>
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/// A collection of strings that contains helpfull information for this Command.
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/// When the user enteres 'Help Exit' the game will print the content of this collection.
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/// This is treated like a virtual book, each entry in the collection is printed as a new line.
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/// </summary>
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public List<String> Help { get; set; }
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//Private fields that are used during the creation of the environments.
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private Realm realm;
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private Zone zone;
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private Room room;
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/// <summary>
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/// Constructor for the class.
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/// </summary>
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public CommandCreate()
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{
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Help = new List<string>();
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Help.Add("Provides Admins the ability to create content dynamically within the game world.");
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Help.Add("Content is created at run-time while the server/game is running and players are connected.");
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Help.Add("Newly created content will be available for players to use/traverse immediately after creation is completed.");
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Help.Add("Rooms that are created may be linked together using the LinkRoom command.");
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Help.Add("You may create Realms by simply supplying a Realm name. If you wish to create a Zone, you must specify the Realm name followed by a '>' then the Zone name.");
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Help.Add("Example: 'Create MyRealm>MyZone'");
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Help.Add("The same concept is applied for creating Rooms.");
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Help.Add("Example: 'Create MyRealm>MyZone>MyRoom'");
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Help.Add("Creating just a single Realm is used by supplying only the Realm name.");
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Help.Add("Example: 'Create MyRealm'");
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}
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/// <summary>
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/// This will execute the command allowing Admins to generate environment objects dynamically on-the-fly.
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/// </summary>
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/// <param name="command"></param>
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/// <param name="player"></param>
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public void Execute(String command, BaseCharacter player)
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{
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//Check if the player has the proper security role in order to create content for the game world.
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if ((player.Role != SecurityRoles.Admin) && (player.Role != SecurityRoles.GM))
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{
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Log.Write("Player " + player.Name + " attempted to invoke the Create command without having the correct security role assigned!");
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return;
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}
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//Split the supplied string up. It wil give us an array of strings with the supplied
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//object names if the admin has specified environment objects for creation.
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String[] env = command.ToLower().Substring("Create ".Length).Split('>');
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//No objects specified, so the admin didn't use the command correctly.
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if (env.Length == 0)
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{
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player.Send("Invalid use of the 'Create' command. Please try 'Help Create' for help using the command.");
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return;
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}
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//Only 1 object name supplied, so we assume the admin wants a Realm created with the supplied name.
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else if (env.Length == 1)
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{
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//Check if the supplied name is a valid Realm name, and if the Realm can be created.
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//If it's valid, the Realm is instanced and stored in our private Field 'realm'
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Boolean validRealm = ValidateRealm(env[0], player);
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if (validRealm)
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{
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player.ActiveGame.World.AddRealm(realm);
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Log.Write(player.Name + " created a Realm called " + realm.Filename);
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player.Send(env[0] + " created.");
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}
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//Add the 'realm' Field that was instanced via ValidateRealm
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else
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{
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Log.Write("Failed to validate realm during dynamic Creation.");
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player.Send("Failed to create Realm! Please ensure a duplicate file name does not exist!");
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return;
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}
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}
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//Recieved two names, so we assume the admin wants a Zone created.
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//If the Realm that is supplied for this Zone does not create, we will create it.
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else if (env.Length == 2)
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{
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//Check if the Realm name supplied already exists. If it does, this will return false (Invalid name due to already existing)
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//If it returns true, then the Realm is valid, meaning non already exists, so we will create it.
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Boolean validRealm = ValidateRealm(env[0], player);
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//Add the Realm to the game world since this Zone is being created in a non-existant Realm.
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if (validRealm)
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{
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player.ActiveGame.World.AddRealm(realm);
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player.Send(env[0] + " created.");
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Log.Write(player.Name + " created a Realm called " + realm.Filename);
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}
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//Check if this Zone is a valid Zone. if it returns true, then the 'zone' field will reference the new Zone
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Boolean validZone = ValidateZone(env[0], env[1], player);
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if (validZone)
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{
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realm.AddZone(zone);
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player.Send(env[1] + " created.");
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Log.Write(player.Name + " created a Zone called " + zone.Filename);
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}
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else
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{
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Log.Write("Failed to validate Zone during dynamic creation.");
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player.Send("Failed to create Zone! Please ensure a duplicate filename does not exist!");
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return;
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}
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}
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else if (env.Length == 3)
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{
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//Check if the Realm name supplied already exists. If it does, this will return false (Invalid name due to already existing)
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//If it returns true, then the Realm is valid, meaning non already exists, so we will create it.
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Boolean validRealm = ValidateRealm(env[0], player);
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//Add the Realm to the game world since this Zone is being created in a non-existant Realm.
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if (validRealm)
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{
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player.ActiveGame.World.AddRealm(realm);
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player.Send(env[0] + " created.");
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Log.Write(player.Name + " created a Realm called " + realm.Filename);
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}
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Boolean validZone = ValidateZone(env[0], env[1], player);
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if (validZone)
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{
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realm.AddZone(zone);
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player.Send(env[1] + " created.");
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Log.Write(player.Name + " created a Zone called " + zone.Filename);
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}
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Boolean validRoom = ValidateRoom(env[0], env[1], env[2], player);
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if (validRoom)
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{
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zone.AddRoom(room);
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player.Send(env[2] + " created.");
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Log.Write(player.Name + " created a Room called " + room.Filename);
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}
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else
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{
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Log.Write("Failed to validate Room during dynamic creation.");
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player.Send("Failed to create Room! Please ensure a duplicate filename does not exist!");
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return;
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}
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}
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}
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/// <summary>
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/// Validates if the supplied Realm filename exists in the game world or not.
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/// Returns True if it does not exist; False if it does exist (As if it exists it's not a valid name to use during creation).
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/// </summary>
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/// <param name="name"></param>
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/// <param name="player"></param>
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/// <returns></returns>
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private Boolean ValidateRealm(String name, BaseCharacter player)
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{
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if (player.ActiveGame.World.GetRealm(name + ".Realm") != null)
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{
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realm = player.ActiveGame.World.GetRealm(name + ".Realm");
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return false;
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}
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realm = new Realm(player.ActiveGame);
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realm.Name = name;
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return true;
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}
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/// <summary>
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/// Validates if the supplied Zone filename exists in the game world or not.
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/// Returns True if it does not exist; False if it does exist (As if it exists it's not a valid name to use during creation).
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/// If the Zones owning Realm does not exist, it returns false and fails.
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/// </summary>
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/// <param name="realmName"></param>
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/// <param name="zoneName"></param>
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/// <param name="player"></param>
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/// <returns></returns>
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private Boolean ValidateZone(String realmName, String zoneName, BaseCharacter player)
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{
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if (realm == null)
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{
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player.Send("Unable to validate Zone due to invalid Realm.");
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return false;
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}
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if (realm.GetZone(zoneName + ".Zone").Count != 0)
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{
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zone = realm.GetZone(zoneName + ".Zone")[0];
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return false;
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}
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zone = new Zone(player.ActiveGame);
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zone.Name = zoneName;
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return true;
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}
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/// <summary>
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/// Validates if the supplied Room filename exists in the game world or not.
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/// Returns True if it does not exist; False if it does exist (As if it exists it's not a valid name to use during creation).
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/// If the Rooms owning Zone or Realm does not exist, it returns false and fails.
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/// </summary>
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/// <param name="realmName"></param>
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/// <param name="zoneName"></param>
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/// <param name="roomName"></param>
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/// <param name="player"></param>
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/// <returns></returns>
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private Boolean ValidateRoom(String realmName, String zoneName, String roomName, BaseCharacter player)
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{
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if ((realm == null) || (zone == null))
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{
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player.Send("Unable to validate Room due to invalid Realm or Zone.");
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return false;
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}
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if (zone.GetRoom(roomName + ".Room").Count != 0)
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{
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room = zone.GetRoom(roomName + ".Room")[0];
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return false;
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}
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room = new Room(player.ActiveGame);
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room.Name = roomName;
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return true;
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}
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}
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66
MudGame/Scripts/AdminCommands/CommandCreateRoom.cs
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66
MudGame/Scripts/AdminCommands/CommandCreateRoom.cs
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/// <summary>
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/// This command creates a Room within the players current Realm>Zone.
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/// Admins using this command will not need to supply a fully qualified path like the 'Create' command requires.
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/// However, they are restricted to creating Rooms only within their current Realm>Zone.
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/// </summary>
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class CommandCreateRoom : IGameCommand
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{
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/// <summary>
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/// Used by the Command Engine to allow for overriding any other commands that contain the same name.
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/// TODO: Does Overriding Commands still work? This is part of some old code I wrote several years back and might be broke.
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/// </summary>
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public Boolean Override { get; set; }
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/// <summary>
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/// The name of the command.
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/// If Override is set to true, this command will override any other command that contains the same name.
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/// </summary>
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public String Name { get; set; }
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/// <summary>
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/// A collection of strings that contains helpfull information for this Command.
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/// When the user enteres 'Help Exit' the game will print the content of this collection.
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/// This is treated like a virtual book, each entry in the collection is printed as a new line.
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/// </summary>
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public List<String> Help { get; set; }
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/// <summary>
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/// Constructor for the class.
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/// </summary>
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public CommandCreateRoom()
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{
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Help = new List<string>();
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Help.Add("Creates a Room within the Admin's current Realm>Zone");
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}
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public void Execute(String command, BaseCharacter player)
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{
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if ((player.Role == SecurityRoles.Admin) || (player.Role == SecurityRoles.GM))
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{
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String roomname = command.Substring("Createroom".Length).Trim();
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if (String.IsNullOrEmpty(roomname))
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{
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player.Send("You must supply a Room name! Refer to 'Help CreateRoom' for usage examples.");
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return;
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}
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if ((String.IsNullOrEmpty(player.CurrentRoom.Realm)) || (String.IsNullOrEmpty(player.CurrentRoom.Zone)))
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{
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player.Send("You are not currently within a pre-existing Zone.");
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player.Send("Use the Teleport command to teleport yourself into a valid Zone before using the CreateRoom command.");
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return;
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}
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Room r = new Room(player.ActiveGame);
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r.Realm = player.CurrentRoom.Realm;
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r.Zone = player.CurrentRoom.Zone;
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r.Name = roomname;
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player.ActiveGame.World.GetRealm(r.Realm).GetZone(r.Zone)[0].AddRoom(r);
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player.Send(r.Name + " created within " + r.Realm + ">" + r.Zone + ".");
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Log.Write(player.Name + " created a new Room in " + r.RoomLocation);
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}
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}
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}
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419
MudGame/Scripts/AdminCommands/CommandLinkRoom.cs
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419
MudGame/Scripts/AdminCommands/CommandLinkRoom.cs
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/// <summary>
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/// The LinkRoom command is used to Link two previously created Rooms together.
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/// Rooms linked together can be traversed by players.
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/// This command is used to link Rooms dynamically during run-time by Admins, allowing environments to be created
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/// and traversed on-the-fly without the need to modify scripts and re-start the server.
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/// </summary>
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public class CommandLinkRoom : IGameCommand
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{
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/// <summary>
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/// Used by the Command Engine to allow for overriding any other commands that contain the same name.
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/// TODO: Does Overriding Commands still work? This is part of some old code I wrote several years back and might be broke.
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/// </summary>
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public Boolean Override { get; set; }
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/// <summary>
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/// The name of the command.
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/// If Override is set to true, this command will override any other command that contains the same name.
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/// </summary>
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public String Name { get; set; }
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/// <summary>
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/// A collection of strings that contains helpfull information for this Command.
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/// When the user enteres 'Help Exit' the game will print the content of this collection.
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/// This is treated like a virtual book, each entry in the collection is printed as a new line.
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/// </summary>
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public List<String> Help { get; set; }
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/// <summary>
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/// Constructor for the class.
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/// </summary>
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public CommandLinkRoom()
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{
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//Instance the help collection and add our help information to it.
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Help = new List<string>();
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Help.Add("Use this to link two previously created Rooms together.");
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//Incase Admins try to use the command, they will know that it's broken.
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//Don't convert this class into a Script until it is fully completed.
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Help.Add("NOTE: This command is not fully implemented. You may link two Rooms together provided they exist within the same Zone.");
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Help.Add("You may experience some Rooms not being traversable even after linking.");
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Help.Add("This command is a work-in-progress and will contain bugs.");
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}
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/// <summary>
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/// Executes the command.
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/// This method is called from the Command Engine, it is not recommended that you call this method directly.
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/// </summary>
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/// <param name="command"></param>
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/// <param name="player"></param>
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public void Execute(String command, BaseCharacter player)
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{
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//Check if the Player has the correct privileges to Link Rooms together.
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//If they are not a Admin or GM then the command will bail.
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//This creates the illusion that this command possibly doesn't exist.
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if ((player.Role != SecurityRoles.Admin) && (player.Role != SecurityRoles.GM))
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{
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player.Send("Invalid Command.");
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return;
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}
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//Build the Menu system that will be displayed to Admins.
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player.Send("Room linkage tool");
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player.Send("Please select an option.");
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player.Send("1: Link Room");
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player.Send("2: Exit");
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//Read the input from the Admin.
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string input = player.ReadInput();
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Int32 value = 0;
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//Attempt to convert their input from a String into a numerical value.
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//If they entered a non-numerical value, then the method will exit
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try
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{
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value = Convert.ToInt32(input);
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}
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catch (Exception)
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{
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player.Send("Invalid selection. Please use numeric values.");
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return;
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}
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//Ask what Room the Admin wants to use as the Departing Room.
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//Departing Rooms will be where the travel direction originates from.
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//meaning if the Admin selects West as the traveling direction, then traveling West will exit the
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//Departing Room and enter the Arrival Room.
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player.Send("");
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player.Send("Please select which Realm your departing Room resides within:");
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player.Send("");
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//Instance a new Realm that we can use to reference an existing Realm so that we can find the
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//Rooms within it that the Admin is looking for.
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Boolean isValidRealm = false;
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Realm realm = new Realm(player.ActiveGame);
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//Create a Loop incase the Admin enters an invalid Realm, we can just loop
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//back and re-ask the Admin the enter a valid Realm name.
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while (!isValidRealm)
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{
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//Now that we are in the loop, set the isValidRealm to true, as we will assume that
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//the user will enter a valid Realm name on the first shot. If we can't find a matching
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//Realm, then this will get set to false once iterating through Realms is completed.
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isValidRealm = true;
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//Print each Realm out to the Admin so they may see a complete list to choose from.
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//This is the Realm that their first Room will reside within.
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//TODO: Currently only linking Rooms within the same Realm/Zone is supported. Need to fix that.
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foreach (Realm r in player.ActiveGame.World.RealmCollection)
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player.Send(r.Filename + " | ", false);
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//As for the Admins selection, we will place the Admins input on the same line
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//as the last message sent to the Admin by setting the newLine parameter to false.
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player.Send("");
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player.Send("Selection: ", false);
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//Get the Admins input that should specify what Realm they are wanting.
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||||
input = player.ReadInput();
|
||||
|
||||
//Check if the Admin entered 'Cancel'. If so, then cancel the Link process.
|
||||
if (input.ToLower() == "cancel")
|
||||
{
|
||||
player.Send("Room Linking aborted.");
|
||||
return;
|
||||
}
|
||||
|
||||
//Query the Active Games world collection, finding Realms that match the filename entered by the Admin
|
||||
var realmQuery =
|
||||
from r in player.ActiveGame.World.RealmCollection
|
||||
where r.Filename.ToLower() == input.ToLower()
|
||||
select r;
|
||||
|
||||
//Check if the query contains a Realm.
|
||||
if (realmQuery.FirstOrDefault() != null)
|
||||
{
|
||||
//The query does in-fact contain a valid Realm. Assign it to our realm field for use later.
|
||||
realm = realmQuery.FirstOrDefault();
|
||||
//We can set this to true, allowing us to exit out of the loop.
|
||||
isValidRealm = true;
|
||||
}
|
||||
//If the query does not contain a Realm, then we ensure that the loop will continue by forcing
|
||||
//isValidRealm back to false.
|
||||
else
|
||||
{
|
||||
isValidRealm = false;
|
||||
//Let the Admin know that they entered an invalid Realm name and that they need to try again.
|
||||
player.Send("That Realm does not exist! Please try again.");
|
||||
}
|
||||
}
|
||||
|
||||
//Let the Admin know that they need to now select which Zone the Room they are wanting to link resides within.
|
||||
player.Send("");
|
||||
player.Send("Please select which Zone your departing Room resides within:");
|
||||
player.Send("");
|
||||
|
||||
//Instance a new Zone that we can use to reference an existing Zone so that we can find the
|
||||
//Rooms within it that the Admin is looking for.
|
||||
Boolean isValidZone = false;
|
||||
Zone zone = new Zone(player.ActiveGame);
|
||||
|
||||
//Create a Loop incase the Admin enters an invalid Zone, we can just loop
|
||||
//back and re-ask the Admin the enter a valid Zone name.
|
||||
while (!isValidZone)
|
||||
{
|
||||
//Now that we are in the loop, set the isValidZone to true, as we will assume that
|
||||
//the user will enter a valid Zone name on the first shot. If we can't find a matching
|
||||
//Zone, then this will get set to false once iterating through Zone is completed.
|
||||
isValidZone = true;
|
||||
|
||||
//Print each Zone out to the Admin so they may see a complete list to choose from.
|
||||
//This is the Zone that their first Room will reside within.
|
||||
//TODO: Currently only linking Rooms within the same Realm/Zone is supported. Need to fix that.
|
||||
foreach (Zone z in realm.ZoneCollection)
|
||||
{
|
||||
player.Send(z.Filename + " | ", false);
|
||||
}
|
||||
|
||||
//As for the Admins selection, we will place the Admins input on the same line
|
||||
//as the last message sent to the Admin by setting the newLine parameter to false.
|
||||
player.Send("");
|
||||
player.Send("Selection: ", false);
|
||||
|
||||
//Get the Admins input that should specify what Zone they are wanting.
|
||||
input = player.ReadInput();
|
||||
|
||||
//Check if the Admin entered 'Cancel'. If so, then cancel the Link process.
|
||||
if (input.ToLower() == "cancel")
|
||||
{
|
||||
player.Send("Room Linking aborted.");
|
||||
return;
|
||||
}
|
||||
|
||||
//Query the stored Realm's Zone collection, finding Zones that match the filename entered by the Admin
|
||||
var zoneQuery =
|
||||
from z in realm.ZoneCollection
|
||||
where z.Filename.ToLower() == input.ToLower()
|
||||
select z;
|
||||
|
||||
//Check if the query contains a Zone.
|
||||
if (zoneQuery.FirstOrDefault() != null)
|
||||
{
|
||||
//The query does in-fact contain a valid Zone. Assign it to our zone field for use later.
|
||||
zone = zoneQuery.FirstOrDefault();
|
||||
//We can set this to true, allowing us to exit out of the loop.
|
||||
isValidZone = true;
|
||||
}
|
||||
//If the query does not contain a Zone, then we ensure that the loop will continue by forcing
|
||||
//isValidZone back to false.
|
||||
else
|
||||
{
|
||||
isValidZone = false;
|
||||
//Let the Admin know that they entered an invalid Zone name and that they need to try again.
|
||||
player.Send("That Zone does not exist! Please try again.");
|
||||
}
|
||||
}
|
||||
|
||||
//Let the Admin know that they need to now select Room they are wanting to link as the departure Room
|
||||
player.Send("");
|
||||
player.Send("Please select which Room that you wish to be the departing Room:");
|
||||
player.Send("");
|
||||
|
||||
//Instance a new Room that we can store a reference to a existing Room.
|
||||
//We will use this reference to link the departure and arrival Rooms together.
|
||||
Boolean isValidRoom = false;
|
||||
Room departingRoom = new Room(player.ActiveGame);
|
||||
|
||||
//Create a Loop incase the Admin enters an invalid Room, we can just loop
|
||||
//back and re-ask the Admin the enter a valid Room name.
|
||||
while (!isValidRoom)
|
||||
{
|
||||
//Now that we are in the loop, set the isValidRoom to true, as we will assume that
|
||||
//the user will enter a valid Room name on the first shot. If we can't find a matching
|
||||
//Room, then this will get set to false once iterating through Room is completed.
|
||||
isValidRoom = true;
|
||||
|
||||
//Print each Room out to the Admin so they may see a complete list to choose from.
|
||||
//This will be their departing Room.
|
||||
//TODO: Currently only linking Rooms within the same Realm/Zone is supported. Need to fix that.
|
||||
foreach (Room r in zone.RoomCollection)
|
||||
{
|
||||
player.Send(r.Filename + " | ", false);
|
||||
}
|
||||
|
||||
//As for the Admins selection, we will place the Admins input on the same line
|
||||
//as the last message sent to the Admin by setting the newLine parameter to false.
|
||||
player.Send("");
|
||||
player.Send("Selection: ", false);
|
||||
|
||||
//Get the Admins input that should specify what Room they are wanting.
|
||||
input = player.ReadInput();
|
||||
|
||||
//Check if the Admin entered 'Cancel'. If so, then cancel the Link process.
|
||||
if (input.ToLower() == "cancel")
|
||||
{
|
||||
player.Send("Room Linking aborted.");
|
||||
return;
|
||||
}
|
||||
|
||||
//Query the referenced zone's Room collection, finding Rooms that match the filename entered by the Admin
|
||||
var roomQuery =
|
||||
from r in zone.RoomCollection
|
||||
where r.Filename.ToLower() == input.ToLower()
|
||||
select r;
|
||||
|
||||
//Check if the query contains a Room.
|
||||
if (roomQuery.FirstOrDefault() != null)
|
||||
{
|
||||
//The query does in-fact contain a valid Room. Assign it to our departingRoom field for use later.
|
||||
departingRoom = roomQuery.FirstOrDefault();
|
||||
//We can set this to true, allowing us to exit out of the loop.
|
||||
isValidRoom = true;
|
||||
}
|
||||
//If the query does not contain a Room, then we ensure that the loop will continue by forcing
|
||||
//isValidRoom back to false.
|
||||
else
|
||||
{
|
||||
isValidRoom = false;
|
||||
//Let the Admin know that they entered an invalid Room name and that they need to try again.
|
||||
player.Send("That Room does not exist! Please try again.");
|
||||
}
|
||||
}
|
||||
|
||||
//Let the Admin know that they need to now select Room they are wanting to link as the Arrival Room
|
||||
player.Send("");
|
||||
player.Send("Please select which Room that you wish to be the Arrival Room:");
|
||||
player.Send("");
|
||||
|
||||
//Instance a new Room that we can store a reference to a existing Room.
|
||||
//We will use this reference to link the departure and arrival Rooms together.
|
||||
isValidRoom = false;
|
||||
Room arrivalRoom = new Room(player.ActiveGame);
|
||||
|
||||
//Create a Loop incase the Admin enters an invalid Room, we can just loop
|
||||
//back and re-ask the Admin the enter a valid Room name.
|
||||
while (!isValidRoom)
|
||||
{
|
||||
//Now that we are in the loop, set the isValidRoom to true, as we will assume that
|
||||
//the user will enter a valid Room name on the first shot. If we can't find a matching
|
||||
//Room, then this will get set to false once iterating through Room is completed.
|
||||
isValidRoom = true;
|
||||
|
||||
//Print each Room out to the Admin so they may see a complete list to choose from.
|
||||
//This will be their departing Room.
|
||||
//TODO: Currently only linking Rooms within the same Realm/Zone is supported. Need to fix that.
|
||||
foreach (Room r in zone.RoomCollection)
|
||||
{
|
||||
player.Send(r.Filename + " | ", false);
|
||||
}
|
||||
|
||||
//As for the Admins selection, we will place the Admins input on the same line
|
||||
//as the last message sent to the Admin by setting the newLine parameter to false.
|
||||
player.Send("");
|
||||
player.Send("Selection: ", false);
|
||||
|
||||
//Get the Admins input that should specify what Room they are wanting.
|
||||
input = player.ReadInput();
|
||||
|
||||
//Check if the Admin entered 'Cancel'. If so, then cancel the Link process.
|
||||
if (input.ToLower() == "cancel")
|
||||
{
|
||||
player.Send("Room Linking aborted.");
|
||||
return;
|
||||
}
|
||||
|
||||
//Query the referenced zone's Room collection, finding Rooms that match the filename entered by the Admin
|
||||
var roomQuery =
|
||||
from r in zone.RoomCollection
|
||||
where r.Filename.ToLower() == input.ToLower()
|
||||
select r;
|
||||
|
||||
//Check if the query contains a Room.
|
||||
if (roomQuery.FirstOrDefault() != null)
|
||||
{
|
||||
//The query does in-fact contain a valid Room. Assign it to our departingRoom field for use later.
|
||||
departingRoom = roomQuery.FirstOrDefault();
|
||||
//We can set this to true, allowing us to exit out of the loop.
|
||||
isValidRoom = true;
|
||||
}
|
||||
//If the query does not contain a Room, then we ensure that the loop will continue by forcing
|
||||
//isValidRoom back to false.
|
||||
else
|
||||
{
|
||||
isValidRoom = false;
|
||||
//Let the Admin know that they entered an invalid Room name and that they need to try again.
|
||||
player.Send("That Room does not exist! Please try again.");
|
||||
}
|
||||
}
|
||||
|
||||
//Let the Admin select the direction of travel required for a player to traverse from the
|
||||
//departing Room into the arriving Room.
|
||||
player.Send("Please select which direction you would like to travel while departing the departure Room.");
|
||||
|
||||
//Store a array of existing values within the AvailableTravelDirection enum.
|
||||
//These values are the legal travel directions that are supported by the game.
|
||||
Array values = Enum.GetValues(typeof(AvailableTravelDirections));
|
||||
|
||||
//Create a reference to the AvailableTravelDirections enum that we can use to assign a travel
|
||||
//when we pass the Room linking off to the Rooms owning Zone.
|
||||
AvailableTravelDirections direction = new AvailableTravelDirections();
|
||||
Boolean isValidDirection = false;
|
||||
|
||||
//Perform the direction corrections within a while loop, incase the Admin enteres
|
||||
//a invalid traveling direction and we need to re-acquire input from the Admin.
|
||||
while (!isValidDirection)
|
||||
{
|
||||
//Loop through the array, printing each travel direction we found in the enum array collection
|
||||
//to the screen for the user to see and select from.
|
||||
foreach (Int32 v in values)
|
||||
{
|
||||
//Since enum values are not strings, we can't simply assign a string value to the enum.
|
||||
//The enum needs to be queried to retrieve a value that matches that of 'v' and convert it to a String
|
||||
String displayName = Enum.GetName(typeof(AvailableTravelDirections), v);
|
||||
|
||||
//Print this current iterations value to the screen for the player.
|
||||
player.Send(displayName + " | ");
|
||||
}
|
||||
|
||||
//As for the Admins selection, we will place the Admins input on the same line
|
||||
//as the last message sent to the Admin by setting the newLine parameter to false.
|
||||
player.Send("Enter Selection: ", false);
|
||||
input = player.ReadInput();
|
||||
|
||||
//Loop through each value found in our original array or values acquired from the AvailableTravelDirections enum.
|
||||
foreach (Int32 v in values)
|
||||
{
|
||||
//Since enum values are not strings, we can't simply assign a string value to the enum.
|
||||
//The enum needs to be queried to retrieve a value that matches that of 'v' and convert it to a String
|
||||
String displayName = Enum.GetName(typeof(AvailableTravelDirections), v);
|
||||
|
||||
//Check if the Admins selected travel direction matches that of the current travel direction value found
|
||||
//within our array of values harvested from the AvailableTravelDirections enum
|
||||
if (displayName.ToLower() == input.ToLower())
|
||||
{
|
||||
//The two match up. Now you have to convert the String version of the travel direction, back into
|
||||
//an enum equivilant for use by the Rooms owning Zone during linking.
|
||||
direction = (AvailableTravelDirections)Enum.Parse(typeof(AvailableTravelDirections), displayName);
|
||||
|
||||
//We found a legal Travel Direction. Setting this to true will exit the while loop.
|
||||
isValidDirection = true;
|
||||
break;
|
||||
}
|
||||
else
|
||||
isValidDirection = false;
|
||||
}
|
||||
|
||||
//Check if we haven't found a valid direction yet. This will print to the Admin that the entered
|
||||
//direction was invalid, and then loop back to the top of the current loop.
|
||||
if (!isValidDirection)
|
||||
{
|
||||
player.Send("Invalid direction supplied!");
|
||||
}
|
||||
//The direction supplied by the Admin matched up and was concidered legal, so we shoud
|
||||
//have a converted AvailableTravelDirection now with the value matching that of the Admins.
|
||||
//Link the two rooms together, with the travel direction of the Admins choice.
|
||||
else
|
||||
{
|
||||
zone.LinkRooms(direction, arrivalRoom, departingRoom);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
177
MudGame/Scripts/AdminCommands/CommandList.cs
Normal file
177
MudGame/Scripts/AdminCommands/CommandList.cs
Normal file
|
@ -0,0 +1,177 @@
|
|||
/// <summary>
|
||||
/// The List command is used to list filenames of a specified object type.
|
||||
/// </summary>
|
||||
public class CommandList : IGameCommand
|
||||
{
|
||||
/// <summary>
|
||||
/// Used by the Command Engine to allow for overriding any other commands that contain the same name.
|
||||
/// TODO: Does Overriding Commands still work? This is part of some old code I wrote several years back and might be broke.
|
||||
/// </summary>
|
||||
public Boolean Override { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The name of the command.
|
||||
/// If Override is set to true, this command will override any other command that contains the same name.
|
||||
/// </summary>
|
||||
public String Name { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// A collection of strings that contains helpfull information for this Command.
|
||||
/// When the user enteres 'Help Exit' the game will print the content of this collection.
|
||||
/// This is treated like a virtual book, each entry in the collection is printed as a new line.
|
||||
/// </summary>
|
||||
public List<String> Help { get; set; }
|
||||
|
||||
public CommandList()
|
||||
{
|
||||
Help = new List<string>();
|
||||
Help.Add("Using the List command, you can view a generated list of filenames that pertain to a supplied object type.");
|
||||
Help.Add("Usage: List 'ItemType'");
|
||||
Help.Add("Usage: List 'ItemName>ItemType'");
|
||||
Help.Add("");
|
||||
Help.Add("Supported Listable ItemTypes are as follows:");
|
||||
Help.Add("Players");
|
||||
Help.Add("Realms");
|
||||
Help.Add("Zones");
|
||||
Help.Add("RealmName>Rooms");
|
||||
Help.Add("RealmName>Zones");
|
||||
Help.Add("RealmName>ZoneName>Rooms");
|
||||
}
|
||||
|
||||
public void Execute(String command, BaseCharacter player)
|
||||
{
|
||||
command = command.Substring("List".Length).Trim();
|
||||
String[] data = command.ToLower().Split('>');
|
||||
|
||||
//Admin || GM only item listings.
|
||||
if ((player.Role == SecurityRoles.Admin) || (player.Role == SecurityRoles.GM))
|
||||
{
|
||||
//Player must be a admin or GM to view all the objects on the server like this.
|
||||
if ((data.Length == 0) || (String.IsNullOrEmpty(data[0])))
|
||||
{
|
||||
player.Send("Invalid command usage. Enter 'help List' for usage examples.");
|
||||
return;
|
||||
}
|
||||
else if (data.Length == 1)
|
||||
{
|
||||
switch (data[0])
|
||||
{
|
||||
case "realms":
|
||||
player.Send("Currently loaded Realm files:");
|
||||
foreach (Realm r in player.ActiveGame.World.RealmCollection)
|
||||
player.Send(r.Filename + " | ", false);
|
||||
break;
|
||||
case "players":
|
||||
player.Send("Players with created characters:");
|
||||
BaseCharacter p = new BaseCharacter(player.ActiveGame);
|
||||
foreach (String file in System.IO.Directory.GetFiles(player.ActiveGame.DataPaths.Players, "*.character"))
|
||||
{
|
||||
p.Load(file);
|
||||
player.Send(p.Name + " | ", false);
|
||||
}
|
||||
break;
|
||||
case "zones":
|
||||
player.Send("Currently loaded Zones. This spans across every Realm in the world.");
|
||||
foreach (Realm r in player.ActiveGame.World.RealmCollection)
|
||||
{
|
||||
foreach (Zone z in r.ZoneCollection)
|
||||
{
|
||||
player.Send(System.IO.Path.GetFileNameWithoutExtension(r.Filename) + ">" + System.IO.Path.GetFileNameWithoutExtension(z.Filename));
|
||||
}
|
||||
}
|
||||
break;
|
||||
case "commands":
|
||||
player.Send("The following commands are available for use:");
|
||||
|
||||
foreach (String cmd in CommandEngine.GetCommands())
|
||||
{
|
||||
IGameCommand gc = CommandEngine.GetCommand(cmd);
|
||||
player.Send(gc.Name);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
player.Send("Invalid token supplied. Enter 'Help List' for usage examples.");
|
||||
break;
|
||||
}
|
||||
}
|
||||
else if (data.Length == 2)
|
||||
{
|
||||
if (data[1] == "zones")
|
||||
{
|
||||
if (player.ActiveGame.World.GetRealm(data[0] + ".realm") == null)
|
||||
{
|
||||
player.Send("Invalid Realm, unable to list Zones.");
|
||||
return;
|
||||
}
|
||||
player.Send("Displaying Currently loaded Zones within Realm " + data[0]);
|
||||
foreach (Zone z in player.ActiveGame.World.GetRealm(data[0] + ".realm").ZoneCollection)
|
||||
player.Send(z.Filename + " | ", false);
|
||||
}
|
||||
else if (data[1] == "rooms")
|
||||
{
|
||||
if (player.ActiveGame.World.GetRealm(data[0] + ".realm") == null)
|
||||
{
|
||||
player.Send("Invalid Realm, unable to list Rooms.");
|
||||
return;
|
||||
}
|
||||
|
||||
player.Send("Displaying currently loaded Rooms within Realm " + data[0] + ". These Rooms span multiple Zones.");
|
||||
foreach (Zone z in player.ActiveGame.World.GetRealm(data[0] + ".realm").ZoneCollection)
|
||||
{
|
||||
foreach (Room r in z.RoomCollection)
|
||||
{
|
||||
player.Send(System.IO.Path.GetFileNameWithoutExtension(z.Filename) + ">" + System.IO.Path.GetFileNameWithoutExtension(r.Filename));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (data.Length == 3)
|
||||
{
|
||||
if (data[2] == "rooms")
|
||||
{
|
||||
if (player.ActiveGame.World.GetRealm(data[0] + ".realm") == null)
|
||||
{
|
||||
player.Send("Invalid Realm, unable to list Rooms.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (player.ActiveGame.World.GetRealm(data[0] + ".realm").GetZone(data[1] + ".zone")[0] == null)
|
||||
{
|
||||
player.Send("Invalid Zone, unable to list Rooms.");
|
||||
return;
|
||||
}
|
||||
|
||||
player.Send("Displaying Currently loaded Rooms within " + data[0] + ">" + data[1]);
|
||||
foreach (Room r in player.ActiveGame.World.GetRealm(data[0] + ".realm").GetZone(data[1] + ".zone")[0].RoomCollection)
|
||||
player.Send(r.Filename + " | ", false);
|
||||
}
|
||||
}
|
||||
} //End Admin || GM only item listings.
|
||||
//Begin normal player item listings
|
||||
else
|
||||
{
|
||||
//Player must be a admin or GM to view all the objects on the server like this.
|
||||
if ((data.Length == 0) || (String.IsNullOrEmpty(data[0])))
|
||||
{
|
||||
player.Send("Invalid command usage. Enter 'help List' for usage examples.");
|
||||
return;
|
||||
}
|
||||
else if (data.Length == 1)
|
||||
{
|
||||
if (data[0] == "commands")
|
||||
{
|
||||
player.Send("The following commands are available for use:");
|
||||
|
||||
foreach (String cmd in CommandEngine.GetCommands())
|
||||
{
|
||||
IGameCommand gc = CommandEngine.GetCommand(cmd);
|
||||
if ((gc.Name == "CommandCreate") || (gc.Name == "CommandCreateRoom") || (gc.Name == "CommandLinkRoom") || (gc.Name == "CommandRestart") || (gc.Name == "CommandSaveWorld"))
|
||||
continue;
|
||||
|
||||
player.Send(gc.Name);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
101
MudGame/Scripts/AdminCommands/CommandTeleport.cs
Normal file
101
MudGame/Scripts/AdminCommands/CommandTeleport.cs
Normal file
|
@ -0,0 +1,101 @@
|
|||
/// <summary>
|
||||
/// The List command is used to list filenames of a specified object type.
|
||||
/// </summary>
|
||||
public class CommandTeleport : IGameCommand
|
||||
{
|
||||
/// <summary>
|
||||
/// Used by the Command Engine to allow for overriding any other commands that contain the same name.
|
||||
/// TODO: Does Overriding Commands still work? This is part of some old code I wrote several years back and might be broke.
|
||||
/// </summary>
|
||||
public Boolean Override { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The name of the command.
|
||||
/// If Override is set to true, this command will override any other command that contains the same name.
|
||||
/// </summary>
|
||||
public String Name { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// A collection of strings that contains helpfull information for this Command.
|
||||
/// When the user enteres 'Help Exit' the game will print the content of this collection.
|
||||
/// This is treated like a virtual book, each entry in the collection is printed as a new line.
|
||||
/// </summary>
|
||||
public List<String> Help { get; set; }
|
||||
|
||||
public CommandTeleport()
|
||||
{
|
||||
Help = new List<string>();
|
||||
Help.Add("The Teleport command will teleport a player to a specified Room, regardless of where they are at.");
|
||||
Help.Add("Usage: Teleport playername FullyQualifiedRoomPath");
|
||||
Help.Add("Example: Teleport Billy MyRealm>MyZone>MyRoom");
|
||||
}
|
||||
|
||||
public void Execute(String command, BaseCharacter player)
|
||||
{
|
||||
command = command.Substring("teleport".Length).Trim();
|
||||
String[] data = command.ToLower().Split(' ');
|
||||
|
||||
//Admin || GM only item listings.
|
||||
if ((player.Role == SecurityRoles.Admin) || (player.Role == SecurityRoles.GM))
|
||||
{
|
||||
if (data.Length == 0)
|
||||
{
|
||||
player.Send("Invalid operation. You must supply a username along with a fully qualified path name for the user to be teleported to.");
|
||||
return;
|
||||
}
|
||||
else if (data.Length == 1)
|
||||
{
|
||||
player.Send("Invalid operation. You must supply a fully qualified path name for the user to be teleported.");
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (BaseCharacter p in player.ActiveGame.GetPlayerCollection())
|
||||
{
|
||||
if (p.Name.ToLower() == data[0].ToLower())
|
||||
{
|
||||
String[] values = data[1].Split('>');
|
||||
|
||||
if (values.Length != 3)
|
||||
{
|
||||
player.Send("Invalid Operation. You must supply a fully qualified path name for the user to be teleported.");
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
Realm r = player.ActiveGame.World.GetRealm(values[0]);
|
||||
if (r == null)
|
||||
{
|
||||
player.Send("Invalid Operation. Supplied Realm does not exist.");
|
||||
return;
|
||||
}
|
||||
|
||||
Zone z = r.GetZone(values[1])[0];
|
||||
if (z == null)
|
||||
{
|
||||
player.Send("Invalid operation. Supplied Zone does not exist.");
|
||||
return;
|
||||
}
|
||||
|
||||
Room rm = z.GetRoom(values[2])[0];
|
||||
if (rm == null)
|
||||
{
|
||||
player.Send("Invalid operation. Supplied Room does not exist.");
|
||||
return;
|
||||
}
|
||||
|
||||
p.CurrentRoom = rm;
|
||||
|
||||
//Tell the teleported player that they have been moved.
|
||||
p.Send("You have been teleported by some higher power.");
|
||||
IGameCommand gc = CommandEngine.GetCommand("CommandLook");
|
||||
gc.Execute("Look", p);
|
||||
|
||||
player.Send("Teleporting completed.");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue