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:
Scionwest_cp 2010-09-05 16:28:35 -07:00
parent 1f21892c36
commit b3238d0227
23 changed files with 1617 additions and 26 deletions

View file

@ -38,7 +38,7 @@ namespace MudEngine.Commands
if ((player.Role == SecurityRoles.Admin) || (player.Role == SecurityRoles.GM))
{
//Get the admin-entered realm filename
String filename = command.Substring("EditRealm".Length).Trim().ToLower() + ".Realm";
String filename = command.Substring("EditRealm".Length).Trim() + ".Realm";
//Raise the scope of the player reference to class level instead of method level.
this.player = player;
@ -251,6 +251,7 @@ namespace MudEngine.Commands
/// <param name="value"></param>
private void ParseDescriptionSelection(Int32 value)
{
String input = "";
switch (value)
{
//Simple Description
@ -259,9 +260,18 @@ namespace MudEngine.Commands
player.Send("Enter a simple description for this Realm.");
player.Send("Simple Descriptions are single line only.");
player.Send("To create a blank description, you may simply press ENTER.");
player.Send("To cancel editing this description, you may type 'Exit'");
if (!String.IsNullOrEmpty(realm.Description))
player.Send("Current Description: " + realm.Description);
player.Send("Entry: ", false);
//Read in the admins new simple description
realm.Description = player.ReadInput();
input = player.ReadInput();
if (input.ToLower() == "exit")
return;
else
realm.Description = input;
//Save the game world.
player.ActiveGame.Save();
@ -302,7 +312,7 @@ namespace MudEngine.Commands
//Print the current line to the user and read their new description for that line.
player.Send(line.ToString() + ": ", false);
String input = player.ReadInput();
input = player.ReadInput();
//Check what content the admin entered.
//If he/she typed 'exit' then we need to exit the editor.
@ -340,7 +350,7 @@ namespace MudEngine.Commands
//Let the admin know that the line number specified does not exist.
else
{
player.Send("Line Editing canceled. The Realm does not contain that many lines.");
player.Send("Line Editing canceled. The Realm does not contain that many Description lines.");
}
}
}
@ -527,18 +537,39 @@ namespace MudEngine.Commands
case 1: //Feel
player.Send("Enter the new default FEEL description for this Realm.");
player.Send("If you wish to clear the current description, just press ENTER to save a blank description.");
if (!String.IsNullOrEmpty(realm.Feel))
{
player.Send("Current Value: ", false);
player.Send(realm.Feel);
}
player.Send("Enter Value: ", false);
realm.Feel = player.ReadInput();
break;
case 2: //Listen
player.Send("Enter the new default LISTEN description for this Realm.");
player.Send("If you wish to clear the current description, just press ENTER to save a blank description.");
if (!String.IsNullOrEmpty(realm.Listen))
{
player.Send("Current Value: ", false);
player.Send(realm.Listen);
}
player.Send("Enter value: ", false);
realm.Listen = player.ReadInput();
break;
case 3: //Smell
player.Send("Enter the new default SMELL description for this Realm.");
player.Send("If you wish to clear the current description, just press ENTER to save a blank description.");
if (!String.IsNullOrEmpty(realm.Smell))
{
player.Send("Current Value: ", false);
player.Send(realm.Smell);
}
player.Send("Enter value: ", false);
realm.Smell = player.ReadInput();
break;
@ -560,6 +591,9 @@ namespace MudEngine.Commands
else
{
realm.IsInitialRealm = true;
if (player.ActiveGame.InitialRealm != null)
player.ActiveGame.InitialRealm.IsInitialRealm = false;
player.ActiveGame.InitialRealm = realm;
}
break;
@ -615,15 +649,26 @@ namespace MudEngine.Commands
//Next, we need to loop through every Zone and Door within this Realm
//and update their Realm names to match the new one
foreach (Zone z in realm.ZoneCollection)
foreach (Realm r in player.ActiveGame.World.RealmCollection)
{
if (z.Realm == oldName)
z.Realm = realm.Filename;
foreach (Room r in z.RoomCollection)
foreach (Zone z in realm.ZoneCollection)
{
if (r.Realm == oldName)
r.Realm = realm.Filename;
if (z.Realm == oldName)
z.Realm = realm.Filename;
foreach (Room rm in z.RoomCollection)
{
if (rm.Realm == oldName)
rm.Realm = realm.Filename;
foreach (Door d in rm.Doorways)
{
if (d.ArrivalRoom.Realm == oldName)
d.ArrivalRoom.Realm = realm.Filename;
if (d.DepartureRoom.Realm == oldName)
d.DepartureRoom.Realm = realm.Filename;
}
}
}
}
}

View file

@ -0,0 +1,720 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.IO;
using System.Text;
using MudEngine.FileSystem;
using MudEngine.GameObjects;
using MudEngine.GameObjects.Characters;
using MudEngine.GameManagement;
using MudEngine.Commands;
using MudEngine.GameObjects.Environment;
namespace MudEngine.Commands
{
public class CommandEditRoom : IGameCommand
{
public Boolean Override { get; set; }
public String Name { get; set; }
public List<String> Help { get; set; }
private Room room;
BaseCharacter player;
public CommandEditRoom()
{
Help = new List<string>();
Help.Add("Use the Edit command to edit existing objects properties.");
Help.Add("Usage: EditRoom Realm>Room>Room");
Help.Add("Example: EditRoom MyRealmName>MyRoom>MyRoom");
}
public void Execute(String command, BaseCharacter player)
{
if ((player.Role == SecurityRoles.Admin) || (player.Role == SecurityRoles.GM))
{
//Get the admin-entered room filename
String[] tokens = command.Substring("EditRoom".Length).Trim().Split('>');
if (tokens.Length == 0)
{
player.Send("Room Editing canceled. No Room name was supplied.");
return;
}
else if (tokens.Length <= 2)
{
player.Send("Room Editing canceled. You must use the Rooms fully qualified path.");
IGameCommand gc = CommandEngine.GetCommand("CommandHelp");
gc.Execute("Help EditRoom", player);
return;
}
String filename = tokens[2]; //Room filename is the 3rd index in the array.
//Raise the scope of the player reference to class level instead of method level.
this.player = player;
//We have a filename, retrieve the Room the admin wants to edit.
if ((player.ActiveGame.World.GetRealm(tokens[0]) == null) || (player.ActiveGame.World.GetRealm(tokens[0]).GetZone(tokens[1])[0] == null))
{
player.Send("Room editing canceled. Rooms owning Realm or Zone does not exists.");
return;
}
if (player.ActiveGame.World.GetRealm(tokens[0]).GetZone(tokens[1])[0].GetRoom(filename).Count == 0)
{
player.Send("Room Editing canceled. The supplied Room does not exist.");
return;
}
room = player.ActiveGame.World.GetRealm(tokens[0]).GetZone(tokens[1])[0].GetRoom(filename)[0];
//If no Room was retrieved (due to it not existing), let the admin know
//that the Room filename was not valid.
if (room == null)
{
player.Send("Room Editing canceled. The supplied Room name is not valid.");
return;
}
//Otherwise, the Room does exist and was retrieved.
//Lets build our Editing menu's and allow for Room Editing.
else
{
//Construct the main editing menu.
BuildMenuMain();
//Find out what menu option the admin wants to use.
Int32 value = 0;
//Attempt to convert the String entered by the admin into a numeric value
try
{
value = Convert.ToInt32(player.ReadInput());
}
//If a non-numeric value is supplied, the conversion failed. This is us catching that failure.
catch
{
player.Send("Room Editing canceled. The supplied value was not numeric!");
return;
}
//Parse the menu option that the admin supplied.
ParseMenuSelection(value);
//let the admin know that we have now exited the editor.
player.Send("Editing completed.");
}
}
}
/// <summary>
/// Constructs the Main Editing menu for admins to look it.
/// </summary>
private void BuildMenuMain()
{
player.FlushConsole();
player.Send(Path.GetFileNameWithoutExtension(room.Filename));
player.Send("Select from the available options below:");
player.Send("1: Descriptions");
player.Send("2: Names");
player.Send("3: Senses");
player.Send("4: Initial Room");
player.Send("5: Settings");
player.Send("6: Doorways");
player.Send("9: Exit");
player.Send("Enter numeric selection: ", false);
}
/// <summary>
/// Constructs the Descriptions Editing menu for admins to look at.
/// </summary>
private void BuildMenuDescriptions()
{
player.FlushConsole();
player.Send(Path.GetFileNameWithoutExtension(room.Filename));
player.Send("Select from the available options below:");
player.Send("1: Simple Description");
player.Send("2: Detailed Descriptions");
player.Send("9: Exit");
player.Send("Enter a numeric selection: ", false);
}
/// <summary>
/// Constructs the Name Editing menu for admins to look at.
/// </summary>
private void BuildMenuNames()
{
player.FlushConsole();
player.Send(Path.GetFileNameWithoutExtension(room.Filename));
player.Send("When you assign a Room Name, the Filename is overwrote with your RoomName as a filename.");
player.Send("Example: RoomName of 'ExampleRoom' would automatically set a Filename of 'ExampleRoom.Room'");
player.Send("");
player.Send("If you wish to have multiple Rooms with the same visible name, you will need to specify a different Filename for each Room.");
player.Send("Filenames are what you use when accessing objects as a Admin. Typically without the file extension.");
player.Send("Example: A Room with a Visible name of \"My Test Room\" can have a filename of \"Test.Room\". You would access this object as a Admin by specifying a object name of \"Test\"");
player.Send("Select from the available options below:");
player.Send("");
player.Send("1: Room Visibile Name");
player.Send("2: Room Filename");
player.Send("9: Exit");
player.Send("Enter numeric selection: ", false);
}
private void BuildMenuSenses()
{
player.FlushConsole();
player.Send(Path.GetFileName(room.Filename));
player.Send("Senses are what allow the players to get a better understanding of the environment around them.");
player.Send("Choose what sense you would like to edit, make your adjustments and press 'ENTER' to save the changes.");
player.Send("Senses defined for Rooms will override any senses defined for it's parent Zone or Realm.");
player.Send("Select from the available options below:");
player.Send("1: Feel Sense");
player.Send("2: Listen Sense");
player.Send("3: Smell Sense");
player.Send("9: Exit");
}
private void BuildMenuInitial()
{
player.FlushConsole();
player.Send(room.Name);
player.Send("Initial Room Settings.");
player.Send("The Initial Room setting determins if the Room will be the starting location for all newly created players or not.");
if (room.IsInitialRoom)
{
player.Send("If you disable this Room from being the Initial Room, new players will not have a starting location assigned to them.");
player.Send("You will need to enable Initial Room on another Room in order for new players to have a starting location.");
player.Send("Select from the available options below:");
player.Send("1: Disable Initial Room");
}
else
{
player.Send("If you enable Initial Room, then new players will start at this location from now on.");
player.Send("Select from the available options below:");
player.Send("1: Enable Initial Room");
}
player.Send("9: Exit");
player.Send("Enter numeric selection: ", false);
}
/// <summary>
/// This method parses the Admin input based off the main editing menu
/// and sends the admin to what-ever sub-menu method we need to.
/// </summary>
/// <param name="value"></param>
private void ParseMenuSelection(Int32 value)
{
Int32 entry = 0;
switch (value)
{
case 1: //Descriptions
//build the menu and parse their menu selections.
BuildMenuDescriptions();
try
{
entry = Convert.ToInt32(player.ReadInput());
}
catch
{
player.Send("Room Editing canceled. The supplied value was not numeric!");
return;
}
ParseDescriptionSelection(entry);
break;
case 2: //Names
//build the menu and parse their menu selections.
BuildMenuNames();
try
{
entry = Convert.ToInt32(player.ReadInput());
}
catch
{
player.Send("Room Editing canceled. The supplied value was not numeric!");
return;
}
ParseNameSelection(entry);
break;
case 3://Senses
break;
case 4: //Initial Realm
//build the menu and parse their menu selections
BuildMenuInitial();
try
{
entry = Convert.ToInt32(player.ReadInput());
}
catch
{
player.Send("Room Editing canceled. The supplied value was not numeric!");
return;
}
ParseInitialSelection(entry);
break;
case 5: //Settings
break;
case 6: //Doorways
break;
case 9:
break;
default:
break;
}
}
/// <summary>
/// This method parses the admins menu selection from the Description menu
/// and adjusts the Rooms descriptions as specified by the admin
/// </summary>
/// <param name="value"></param>
private void ParseDescriptionSelection(Int32 value)
{
String input = "";
switch (value)
{
//Simple Description
case 1:
player.FlushConsole();
player.Send("Enter a simple description for this Room.");
player.Send("Simple Descriptions are single line only.");
player.Send("To create a blank description, you may simply press ENTER.");
player.Send("To cancel editing this description, you may type 'Exit'");
if (!String.IsNullOrEmpty(room.Description))
player.Send("Current Description: " + room.Description);
player.Send("Entry: ", false);
//Read in the admins new simple description
input = player.ReadInput();
if (input.ToLower() == "exit")
return;
else
room.Description = input;
//Save the game world.
player.ActiveGame.Save();
player.Send("New Simple Description saved.");
break;
case 2://Detailed Description
Boolean isEditing = true;
Int32 line = 1;
//Loop until the admin is finished entering his/her multi-line description.
while (isEditing)
{
player.FlushConsole();
line = 1; //reset our line to the first line, so we can re-print the content to the admin.
//print some help info to the admin
player.Send("Enter a Detailed Description for this Room.");
player.Send("Detailed Descriptions are multi-lined descriptions.");
player.Send("When you are finished entering a line, press ENTER to save it and move onto the next line.");
player.Send("When you are finished, you may type 'Exit' to save your changes and quit the Description editor.");
player.Send("To clear all detailed description lines, you may type 'Clear All'");
player.Send("To clear a single Detailed Description line, you may type 'Clear x', where x = line number to clear.");
player.Send("Example: 'Clear 2'");
player.Send("This will clear all contents from line number two in the detailed description.");
player.Send("If you make a mistake and need to edit a previously entered line, type 'Edit x' where x = line number you wish to edit.");
player.Send("An example would be 'Edit 3' which would allow you to change line #3.");
player.Send("");
player.Send("Detailed Description:");
//Loop through each description currently within the collection
//This will include lines created within this loop as well.
foreach (String desc in room.DetailedDescription)
{
player.Send(line.ToString() + ": " + desc);
line++;
}
//Print the current line to the user and read their new description for that line.
player.Send(line.ToString() + ": ", false);
input = player.ReadInput();
//Check what content the admin entered.
//If he/she typed 'exit' then we need to exit the editor.
if (input.ToLower() == "exit")
isEditing = false;
//If he/she typed 'edit' then we need to edit a supplied line number.
else if (input.ToLower().StartsWith("edit"))
{
//Retrieve the line number from the users input.
String editLine = input.Substring("edit".Length).Trim();
//If no line number was provided, cancel.
if (String.IsNullOrEmpty(editLine))
{
player.Send("Line editing canceled. You need to supply a line number.");
}
//Line number was provided, so lets skip to the specified line number
//and replace the contents of that line with whatever the admin enters now.
else
{
//convert the users specified line number from string to integer.
line = Convert.ToInt32(editLine);
//Make sure the line number specified isn't greater than the number
//of lines we currently have.
if (room.DetailedDescription.Count >= line)
{
//Get the new description for this line...
player.Send("New Description: ", false);
input = player.ReadInput();
//-1 correction due to collection index starting at 0 and not 1.
//replace the existing description with the new one.
room.DetailedDescription[line - 1] = input;
}
//Let the admin know that the line number specified does not exist.
else
{
player.Send("Line Editing canceled. The Room does not contain that many Description lines.");
}
}
}
//If he/she typed 'clear' then we need to check if the admin wants to clear
//every single line of description or just a single line.
else if (input.ToLower().StartsWith("clear"))
{
//Find out what additional content is included with the clear input.
String clear = input.ToLower().Substring("clear".Length).Trim();
//if no additional values supplied with the clear command, we cancel.
if (String.IsNullOrEmpty(clear))
{
player.Send("Line Clearing canceled. You need to supply a line number or specify 'All' to clear all lines.");
}
//Admin specified to clear 'all' lines of the descrpition.
else if (clear == "all")
{
//Wipe out every line of description.
room.DetailedDescription.Clear();
}
//Admin specified a single line. Find the admins specified line number for clearing.
else
{
//Convert the specified line number to a integer
Int32 i = Convert.ToInt32(clear);
//make sure the line number provided does in-fact exist.
if (room.DetailedDescription.Count >= i)
//Remove the specified line number for the descriptions collection.
room.DetailedDescription.Remove(room.DetailedDescription[i - 1]);
//Line provided is larger than the number of lines available to check. Cancel.
else
player.Send("Line Clearing canceled. The Room does not contain that many description lines.");
}
}
//No special tokens provided, so we assume this line is a description.
//Add the contents to the realm's detailed description collection.
else
{
room.DetailedDescription.Add(input);
}
}
//Loop is finished, so lets save the game world.
player.ActiveGame.Save();
player.Send("Detailed Description saved.");
break;
case 9:
break;
}
}
/// <summary>
/// This method parses the values supplied by the admin from the Name editing menu.
/// Allows for editing visible names and filenames
/// </summary>
/// <param name="value"></param>
private void ParseNameSelection(Int32 value)
{
switch (value)
{
case 1: //Visible Name
player.FlushConsole();
player.Send("Enter a new Visible name for this Room.");
player.Send("Enter Value: ", false);
//Get the new name for this Room
String newName = player.ReadInput();
//Ensure the new name is not blank.
if (String.IsNullOrEmpty(newName))
{
player.Send("Room Name Editing canceled. No name supplied.");
}
//We have a valid name, so lets try assigning it to the Room
else
{
//Check to see if the supplied name already exists by checking for a existing Room
//that has a matching filename.
if (player.ActiveGame.World.GetRealm(room.Realm).GetZone(room.Zone)[0].GetRoom(newName + ".room").Count == 0)
{
//No matching Room was found, so we can go ahead and make the change.
//Store the new name within this Room
String oldName = room.Filename;
room.Name = newName;
//Update all of the objects that are within the Room to have the
//new name assigned to them.
UpdateRoomObjects(oldName);
//TODO: Any Items/NPC's etc within this Room will need to be updated as well.
}
else
{
player.Send("Room Name Editing canceled. " + newName + " already exists within the Zone.");
player.Send("If you want to keep the provided Visible Name for this Room, you must create a unique Filename.");
player.Send("Would you like to assign a unique Filename now?");
player.Send("1: Yes");
player.Send("2: No");
try
{
Int32 i = Convert.ToInt32(player.ReadInput());
switch (i)
{
case 1:
player.FlushConsole();
player.Send("The default filename for this Room (using the new Visible Name) is currently:");
player.Send(newName + ".Room");
player.Send("Please supply a different filename:");
player.Send("Enter Value: ", false);
String filename = player.ReadInput();
if (String.IsNullOrEmpty(filename))
{
player.Send("Room Name Editing Canceled. No filename supplied.");
}
else
{
if (player.ActiveGame.World.GetRealm(room.Realm).GetZone(filename)[0].GetRoom(filename)[0] != null)
{
player.Send("Room Name Editing Canceled. A Room with this filename already exists!");
}
else
{
String oldName = room.Filename;
room.Name = newName;
room.Filename = filename;
UpdateRoomObjects(oldName);
}
}
break;
case 2:
player.Send("Room Name Editing Canceled. A Room with this filename already exists!");
break;
}
}
catch
{
player.Send("Room Name Editing canceled. The supplied value was not numeric.");
}
}
}
player.ActiveGame.Save();
break;
case 2: //Room Filename
player.FlushConsole();
player.Send("Enter a new Filenamename for this Room.");
player.Send("Enter Value: ", false);
String fname = player.ReadInput();
if (String.IsNullOrEmpty(fname))
{
player.Send("Room Name Editing canceled. No name supplied.");
}
else if (player.ActiveGame.World.GetRealm(room.Realm).GetZone(room.Zone)[0].GetRoom(fname).Count != 0)
{
player.Send("Room Name Editing canceled. A Room with this filename already exists!");
}
else
{
String oldName = "";
oldName = room.Filename;
room.Filename = fname;
UpdateRoomObjects(oldName);
player.ActiveGame.Save();
}
break;
case 9: //Exit
return;
}
}
private void ParseSensesSelection(Int32 value)
{
player.FlushConsole();
switch (value)
{
case 1: //Feel
player.Send("Enter the new default FEEL description for this Room.");
player.Send("If you wish to clear the current description, just press ENTER to save a blank description.");
if (!String.IsNullOrEmpty(room.Feel))
{
player.Send("Current Value: ", false);
player.Send(room.Feel);
}
player.Send("Enter Value: ", false);
room.Feel = player.ReadInput();
break;
case 2: //Listen
player.Send("Enter the new default LISTEN description for this Room.");
player.Send("If you wish to clear the current description, just press ENTER to save a blank description.");
if (!String.IsNullOrEmpty(room.Listen))
{
player.Send("Current Value: ", false);
player.Send(room.Listen);
}
player.Send("Enter value: ", false);
room.Listen = player.ReadInput();
break;
case 3: //Smell
player.Send("Enter the new default SMELL description for this Room.");
player.Send("If you wish to clear the current description, just press ENTER to save a blank description.");
if (!String.IsNullOrEmpty(room.Smell))
{
player.Send("Current Value: ", false);
player.Send(room.Smell);
}
player.Send("Enter value: ", false);
room.Smell = player.ReadInput();
break;
case 9: //Exit
return;
}
}
private void ParseInitialSelection(Int32 value)
{
switch (value)
{
case 1: //Enable/Disable Initial Realm
if (player.ActiveGame.InitialRealm == null)
{
player.Send("Room Initial editing canceled. You must have a Initial Realm defined before setting a Initial Room.");
return;
}
if (player.ActiveGame.InitialRealm.InitialZone == null)
{
player.Send("Room Initial editing canceled. You must have a Initial Zone before setting a Initial Room.");
return;
}
if ((player.ActiveGame.InitialRealm.Filename == room.Realm) && (player.ActiveGame.InitialRealm.InitialZone.Filename == room.Zone))
{
if (room.IsInitialRoom)
{
room.IsInitialRoom = false;
player.ActiveGame.InitialRealm.InitialZone.InitialRoom = null;
}
else
{
room.IsInitialRoom = true;
player.ActiveGame.InitialRealm.InitialZone.InitialRoom = room;
}
}
else
{
player.Send("Room Initial editing canceled. You cannot define this Room as initial if it's parent Zone or Realm is not set as Initial.");
}
break;
case 9: //Exit
return;
}
player.ActiveGame.Save();
}
/// <summary>
/// This method is used when the Rooms name or filename has changed.
/// It updates all objects that refer to this Rooms filename/roomname
/// </summary>
/// <param name="oldName"></param>
private void UpdateRoomObjects(String oldName)
{
//Check if this Room is the initial Room. If so then we need to update the
//current Game so that when it launches, it checks the new Room and not the old
//one.
if ((room.IsInitialRoom) && (player.ActiveGame.InitialRealm.InitialZone.Filename == room.Zone))
{
player.ActiveGame.InitialRealm.InitialZone.InitialRoom = room;
}
//Loop through each player currently logged in and see if they are currently
//within the selected Room. If they are then we need to change their current
//Room to the new one.
foreach (BaseCharacter p in player.ActiveGame.GetPlayerCollection())
{
if (p.Name.StartsWith("Base"))
continue;
if (p.CurrentRoom.Filename == oldName)
{
p.CurrentRoom = room;
p.Save(player.ActiveGame.DataPaths.Players);
}
}
//Loop through every player on file to see if any are currently within
//the selected Realm. If they are, we need to edit their files so that they
//log-in next time into the correct Realm. Otherwise Admins will need to manually
//edit the files and move the players.
//This is done after scanning logged in players, as logged in players will of had
//their location already updated and files saved, preventing any need for us to
//modify their files again.
foreach (String file in Directory.GetFiles(player.ActiveGame.DataPaths.Players))
{
BaseCharacter ch = new BaseCharacter(player.ActiveGame);
ch.Load(file);
if (ch.CurrentRoom.Filename == oldName)
{
ch.CurrentRoom = room;
ch.Save(player.ActiveGame.DataPaths.Players);
}
}
//Next, we need to loop through every Room within this Room
//and update their Rooms names to match the new one
foreach(Realm r in player.ActiveGame.World.RealmCollection)
{
foreach (Zone z in r.ZoneCollection)
{
if (z.InitialRoom.Filename == oldName)
{
z.InitialRoom = room;
}
foreach (Room rm in z.RoomCollection)
{
foreach (Door d in rm.Doorways)
{
if (d.ArrivalRoom.Filename == oldName)
d.ArrivalRoom = room;
if (d.DepartureRoom.Filename == oldName)
d.DepartureRoom = room;
}
}
}
}
}
}
}

View file

@ -0,0 +1,698 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.IO;
using System.Text;
using MudEngine.FileSystem;
using MudEngine.GameObjects;
using MudEngine.GameObjects.Characters;
using MudEngine.GameManagement;
using MudEngine.Commands;
using MudEngine.GameObjects.Environment;
namespace MudEngine.Commands
{
public class CommandEditZone : IGameCommand
{
public Boolean Override { get; set; }
public String Name { get; set; }
public List<String> Help { get; set; }
private Zone zone;
BaseCharacter player;
public CommandEditZone()
{
Help = new List<string>();
Help.Add("Use the Edit command to edit existing objects properties.");
Help.Add("Usage: EditZone Realm>Zone");
Help.Add("Example: EditZone MyRealmName>MyZone");
}
public void Execute(String command, BaseCharacter player)
{
if ((player.Role == SecurityRoles.Admin) || (player.Role == SecurityRoles.GM))
{
//Get the admin-entered zone filename
String[] tokens = command.Substring("EditZone".Length).Trim().Split('>');
if (tokens.Length == 0)
{
player.Send("Zone Editing canceled. No Zone name was supplied.");
return;
}
else if (tokens.Length == 1)
{
player.Send("Zone Editing canceled. Realm name supplied, but no Zone name.");
return;
}
String filename = tokens[1];
//Raise the scope of the player reference to class level instead of method level.
this.player = player;
//We have a filename, retrieve the Zone the admin wants to edit.
if ((player.ActiveGame.World.GetRealm(tokens[0]) == null) && (player.ActiveGame.World.GetRealm(tokens[0]).GetZone(filename).Count == 0))
{
player.Send("Zone editing canceled. Zones owning Realm or the Zone itself does not exists.");
return;
}
zone = player.ActiveGame.World.GetRealm(tokens[0]).GetZone(filename)[0];
//If no Zone was retrieved (due to it not existing), let the admin know
//that the Zone filename was not valid.
if (zone == null)
{
player.Send("Zone Editing canceled. The supplied Zone name is not valid.");
return;
}
//Otherwise, the Zone does exist and was retrieved.
//Lets build our Editing menu's and allow for Zone Editing.
else
{
//Construct the main editing menu.
BuildMenuMain();
//Find out what menu option the admin wants to use.
Int32 value = 0;
//Attempt to convert the String entered by the admin into a numeric value
try
{
value = Convert.ToInt32(player.ReadInput());
}
//If a non-numeric value is supplied, the conversion failed. This is us catching that failure.
catch
{
player.Send("Zone Editing canceled. The supplied value was not numeric!");
return;
}
//Parse the menu option that the admin supplied.
ParseMenuSelection(value);
//let the admin know that we have now exited the editor.
player.Send("Editing completed.");
}
}
}
/// <summary>
/// Constructs the Main Editing menu for admins to look it.
/// </summary>
private void BuildMenuMain()
{
player.FlushConsole();
player.Send(Path.GetFileNameWithoutExtension(zone.Filename));
player.Send("Select from the available options below:");
player.Send("1: Descriptions");
player.Send("2: Names");
player.Send("3: Senses");
player.Send("4: Initial Zone");
player.Send("5: Settings");
player.Send("9: Exit");
player.Send("Enter numeric selection: ", false);
}
/// <summary>
/// Constructs the Descriptions Editing menu for admins to look at.
/// </summary>
private void BuildMenuDescriptions()
{
player.FlushConsole();
player.Send(Path.GetFileNameWithoutExtension(zone.Filename));
player.Send("Select from the available options below:");
player.Send("1: Simple Description");
player.Send("2: Detailed Descriptions");
player.Send("9: Exit");
player.Send("Enter a numeric selection: ", false);
}
/// <summary>
/// Constructs the Name Editing menu for admins to look at.
/// </summary>
private void BuildMenuNames()
{
player.FlushConsole();
player.Send(Path.GetFileNameWithoutExtension(zone.Filename));
player.Send("When you assign a Zone Name, the Filename is overwrote with your ZoneName as a filename.");
player.Send("Example: ZoneName of 'ExampleZone' would automatically set a Filename of 'ExampleZone.Zone'");
player.Send("");
player.Send("If you wish to have multiple Zones with the same visible name, you will need to specify a different Filename for each Zone.");
player.Send("Filenames are what you use when accessing objects as a Admin. Typically without the file extension.");
player.Send("Example: A Zone with a Visible name of \"My Test Zone\" can have a filename of \"Test.Zone\". You would access this object as a Admin by specifying a object name of \"Test\"");
player.Send("Select from the available options below:");
player.Send("");
player.Send("1: Zone Visibile Name");
player.Send("2: Zone Filename");
player.Send("9: Exit");
player.Send("Enter numeric selection: ", false);
}
private void BuildMenuSenses()
{
player.FlushConsole();
player.Send(Path.GetFileName(zone.Filename));
player.Send("Senses are what allow the players to get a better understanding of the environment around them.");
player.Send("Choose what sense you would like to edit, make your adjustments and press 'ENTER' to save the changes.");
player.Send("Senses defined for Zones will be applied as the default for every Room created within a Zone.");
player.Send("Select from the available options below:");
player.Send("1: Feel Sense");
player.Send("2: Listen Sense");
player.Send("3: Smell Sense");
player.Send("9: Exit");
}
private void BuildMenuInitial()
{
player.FlushConsole();
player.Send(zone.Name);
player.Send("Initial Zone Settings.");
player.Send("The Initial Zone setting determins if the Zone will be the starting location for all newly created players or not.");
if (zone.IsInitialZone)
{
player.Send("If you disable this Zone from being the Initial Zone, new players will not have a starting location assigned to them.");
player.Send("You will need to enable Initial Zone on another Zone in order for new players to have a starting location.");
player.Send("Select from the available options below:");
player.Send("1: Disable Initial Zone");
}
else
{
player.Send("If you enable Initial Zone, then new players will start at this location from now on.");
player.Send("Select from the available options below:");
player.Send("1: Enable Initial Zone");
}
player.Send("9: Exit");
player.Send("Enter numeric selection: ", false);
}
/// <summary>
/// This method parses the Admin input based off the main editing menu
/// and sends the admin to what-ever sub-menu method we need to.
/// </summary>
/// <param name="value"></param>
private void ParseMenuSelection(Int32 value)
{
Int32 entry = 0;
switch (value)
{
case 1: //Descriptions
//build the menu and parse their menu selections.
BuildMenuDescriptions();
try
{
entry = Convert.ToInt32(player.ReadInput());
}
catch
{
player.Send("Zone Editing canceled. The supplied value was not numeric!");
return;
}
ParseDescriptionSelection(entry);
break;
case 2: //Names
//build the menu and parse their menu selections.
BuildMenuNames();
try
{
entry = Convert.ToInt32(player.ReadInput());
}
catch
{
player.Send("Zone Editing canceled. The supplied value was not numeric!");
return;
}
ParseNameSelection(entry);
break;
case 3://Senses
break;
case 4: //Initial Realm
//build the menu and parse their menu selections
BuildMenuInitial();
try
{
entry = Convert.ToInt32(player.ReadInput());
}
catch
{
player.Send("Zone Editing canceled. The supplied value was not numeric!");
return;
}
ParseInitialSelection(entry);
break;
case 5: //Settings
break;
case 9:
break;
default:
break;
}
}
/// <summary>
/// This method parses the admins menu selection from the Description menu
/// and adjusts the Zones descriptions as specified by the admin
/// </summary>
/// <param name="value"></param>
private void ParseDescriptionSelection(Int32 value)
{
String input = "";
switch (value)
{
//Simple Description
case 1:
player.FlushConsole();
player.Send("Enter a simple description for this Zone.");
player.Send("Simple Descriptions are single line only.");
player.Send("To create a blank description, you may simply press ENTER.");
player.Send("To cancel editing this description, you may type 'Exit'");
if (!String.IsNullOrEmpty(zone.Description))
player.Send("Current Description: " + zone.Description);
player.Send("Entry: ", false);
//Read in the admins new simple description
input = player.ReadInput();
if (input.ToLower() == "exit")
return;
else
zone.Description = input;
//Save the game world.
player.ActiveGame.Save();
player.Send("New Simple Description saved.");
break;
case 2://Detailed Description
Boolean isEditing = true;
Int32 line = 1;
//Loop until the admin is finished entering his/her multi-line description.
while (isEditing)
{
player.FlushConsole();
line = 1; //reset our line to the first line, so we can re-print the content to the admin.
//print some help info to the admin
player.Send("Enter a Detailed Description for this Zone.");
player.Send("Detailed Descriptions are multi-lined descriptions.");
player.Send("When you are finished entering a line, press ENTER to save it and move onto the next line.");
player.Send("When you are finished, you may type 'Exit' to save your changes and quit the Description editor.");
player.Send("To clear all detailed description lines, you may type 'Clear All'");
player.Send("To clear a single Detailed Description line, you may type 'Clear x', where x = line number to clear.");
player.Send("Example: 'Clear 2'");
player.Send("This will clear all contents from line number two in the detailed description.");
player.Send("If you make a mistake and need to edit a previously entered line, type 'Edit x' where x = line number you wish to edit.");
player.Send("An example would be 'Edit 3' which would allow you to change line #3.");
player.Send("");
player.Send("Detailed Description:");
//Loop through each description currently within the collection
//This will include lines created within this loop as well.
foreach (String desc in zone.DetailedDescription)
{
player.Send(line.ToString() + ": " + desc);
line++;
}
//Print the current line to the user and read their new description for that line.
player.Send(line.ToString() + ": ", false);
input = player.ReadInput();
//Check what content the admin entered.
//If he/she typed 'exit' then we need to exit the editor.
if (input.ToLower() == "exit")
isEditing = false;
//If he/she typed 'edit' then we need to edit a supplied line number.
else if (input.ToLower().StartsWith("edit"))
{
//Retrieve the line number from the users input.
String editLine = input.Substring("edit".Length).Trim();
//If no line number was provided, cancel.
if (String.IsNullOrEmpty(editLine))
{
player.Send("Line editing canceled. You need to supply a line number.");
}
//Line number was provided, so lets skip to the specified line number
//and replace the contents of that line with whatever the admin enters now.
else
{
//convert the users specified line number from string to integer.
line = Convert.ToInt32(editLine);
//Make sure the line number specified isn't greater than the number
//of lines we currently have.
if (zone.DetailedDescription.Count >= line)
{
//Get the new description for this line...
player.Send("New Description: ", false);
input = player.ReadInput();
//-1 correction due to collection index starting at 0 and not 1.
//replace the existing description with the new one.
zone.DetailedDescription[line - 1] = input;
}
//Let the admin know that the line number specified does not exist.
else
{
player.Send("Line Editing canceled. The Zone does not contain that many Description lines.");
}
}
}
//If he/she typed 'clear' then we need to check if the admin wants to clear
//every single line of description or just a single line.
else if (input.ToLower().StartsWith("clear"))
{
//Find out what additional content is included with the clear input.
String clear = input.ToLower().Substring("clear".Length).Trim();
//if no additional values supplied with the clear command, we cancel.
if (String.IsNullOrEmpty(clear))
{
player.Send("Line Clearing canceled. You need to supply a line number or specify 'All' to clear all lines.");
}
//Admin specified to clear 'all' lines of the descrpition.
else if (clear == "all")
{
//Wipe out every line of description.
zone.DetailedDescription.Clear();
}
//Admin specified a single line. Find the admins specified line number for clearing.
else
{
//Convert the specified line number to a integer
Int32 i = Convert.ToInt32(clear);
//make sure the line number provided does in-fact exist.
if (zone.DetailedDescription.Count >= i)
//Remove the specified line number for the descriptions collection.
zone.DetailedDescription.Remove(zone.DetailedDescription[i - 1]);
//Line provided is larger than the number of lines available to check. Cancel.
else
player.Send("Line Clearing canceled. The Zone does not contain that many description lines.");
}
}
//No special tokens provided, so we assume this line is a description.
//Add the contents to the Zone's detailed description collection.
else
{
zone.DetailedDescription.Add(input);
}
}
//Loop is finished, so lets save the game world.
player.ActiveGame.Save();
player.Send("Detailed Description saved.");
break;
case 9:
break;
}
}
/// <summary>
/// This method parses the values supplied by the admin from the Name editing menu.
/// Allows for editing visible names and filenames
/// </summary>
/// <param name="value"></param>
private void ParseNameSelection(Int32 value)
{
switch (value)
{
case 1: //Visible Name
player.FlushConsole();
player.Send("Enter a new Visible name for this Zone.");
player.Send("Enter Value: ", false);
//Get the new name for this Zone
String newName = player.ReadInput();
//Ensure the new name is not blank.
if (String.IsNullOrEmpty(newName))
{
player.Send("Zone Name Editing canceled. No name supplied.");
}
//We have a valid name, so lets try assigning it to the Zone
else
{
//Check to see if the supplied name already exists by checking for a existing Zone
//that has a matching filename.
if (player.ActiveGame.World.GetRealm(zone.Realm).GetZone(newName + ".zone").Count == 0)
{
//No matching Zone was found, so we can go ahead and make the change.
//Store the new name within this Zone
String oldName = zone.Filename;
zone.Name = newName;
//Update all of the objects that are within the Zone to have the
//new name assigned to them.
UpdateZoneObjects(oldName);
//TODO: Any Items/NPC's etc within this Zone will need to be updated as well.
}
else
{
player.Send("Zone Name Editing canceled. " + newName + " already exists within the Realm.");
player.Send("If you want to keep the provided Visible Name for this Zone, you must create a unique Filename.");
player.Send("Would you like to assign a unique Filename now?");
player.Send("1: Yes");
player.Send("2: No");
try
{
Int32 i = Convert.ToInt32(player.ReadInput());
switch (i)
{
case 1:
player.FlushConsole();
player.Send("The default filename for this Zone (using the new Visible Name) is currently:");
player.Send(newName + ".Zone");
player.Send("Please supply a different filename:");
player.Send("Enter Value: ", false);
String filename = player.ReadInput();
if (String.IsNullOrEmpty(filename))
{
player.Send("Zone Name Editing Canceled. No filename supplied.");
}
else
{
if (player.ActiveGame.World.GetRealm(zone.Realm).GetZone(filename).Count != 0)
{
player.Send("Zone Name Editing Canceled. A Zone with this filename already exists!");
}
else
{
String oldName = zone.Filename;
zone.Name = newName;
zone.Filename = filename;
UpdateZoneObjects(oldName);
}
}
break;
case 2:
player.Send("Zone Name Editing Canceled. A Zone with this filename already exists!");
break;
}
}
catch
{
player.Send("Zone Name Editing canceled. The supplied value was not numeric.");
}
}
}
player.ActiveGame.Save();
break;
case 2: //Zone Filename
player.FlushConsole();
player.Send("Enter a new Filenamename for this Zone.");
player.Send("Enter Value: ", false);
String fname = player.ReadInput();
if (String.IsNullOrEmpty(fname))
{
player.Send("Zone Name Editing canceled. No name supplied.");
}
else if (player.ActiveGame.World.GetRealm(zone.Realm).GetZone(fname) != null)
{
player.Send("Zone Name Editing canceled. A Zone with this filename already exists!");
}
else
{
String oldName = "";
oldName = zone.Filename;
zone.Filename = fname;
UpdateZoneObjects(oldName);
player.ActiveGame.Save();
}
break;
case 9: //Exit
return;
}
}
private void ParseSensesSelection(Int32 value)
{
player.FlushConsole();
switch (value)
{
case 1: //Feel
player.Send("Enter the new default FEEL description for this Zone.");
player.Send("If you wish to clear the current description, just press ENTER to save a blank description.");
if (!String.IsNullOrEmpty(zone.Feel))
{
player.Send("Current Value: ", false);
player.Send(zone.Feel);
}
player.Send("Enter Value: ", false);
zone.Feel = player.ReadInput();
break;
case 2: //Listen
player.Send("Enter the new default LISTEN description for this Zone.");
player.Send("If you wish to clear the current description, just press ENTER to save a blank description.");
if (!String.IsNullOrEmpty(zone.Listen))
{
player.Send("Current Value: ", false);
player.Send(zone.Listen);
}
player.Send("Enter value: ", false);
zone.Listen = player.ReadInput();
break;
case 3: //Smell
player.Send("Enter the new default SMELL description for this Zone.");
player.Send("If you wish to clear the current description, just press ENTER to save a blank description.");
if (!String.IsNullOrEmpty(zone.Smell))
{
player.Send("Current Value: ", false);
player.Send(zone.Smell);
}
player.Send("Enter value: ", false);
zone.Smell = player.ReadInput();
break;
case 9: //Exit
return;
}
}
private void ParseInitialSelection(Int32 value)
{
switch (value)
{
case 1: //Enable/Disable Initial Realm
if (player.ActiveGame.InitialRealm == null)
{
player.Send("Zone Initial Realm editing canceled. You must have a Initial Realm defined before setting a Initial Zone.");
return;
}
if (zone.IsInitialZone)
{
zone.IsInitialZone = false;
player.ActiveGame.InitialRealm.InitialZone = null;
}
else
{
zone.IsInitialZone = true;
player.ActiveGame.InitialRealm.InitialZone = zone;
}
break;
case 9: //Exit
return;
}
player.ActiveGame.Save();
}
private void UpdateZoneObjects(String oldName)
{
//Check if this Zone is the initial Zone. If so then we need to update the
//current Game so that when it launches, it checks the new Zone and not the old
//one.
if ((zone.IsInitialZone) && (player.ActiveGame.InitialRealm.Filename == zone.Realm))
{
player.ActiveGame.InitialRealm.InitialZone = zone;
}
else
{
player.Send("Error: Unable to set this Zone as the initial Zone due to the parent Realm not being a Initial Realm.");
}
//Loop through each player currently logged in and see if they are currently
//within the selected Zone. If they are then we need to change their current
//Zone to the new one.
foreach (BaseCharacter p in player.ActiveGame.GetPlayerCollection())
{
if (p.Name.StartsWith("Base"))
continue;
if (p.CurrentRoom.Zone == oldName)
{
p.CurrentRoom.Zone = zone.Filename;
p.Save(player.ActiveGame.DataPaths.Players);
}
}
//Loop through every player on file to see if any are currently within
//the selected Realm. If they are, we need to edit their files so that they
//log-in next time into the correct Realm. Otherwise Admins will need to manually
//edit the files and move the players.
//This is done after scanning logged in players, as logged in players will of had
//their location already updated and files saved, preventing any need for us to
//modify their files again.
foreach (String file in Directory.GetFiles(player.ActiveGame.DataPaths.Players))
{
BaseCharacter ch = new BaseCharacter(player.ActiveGame);
ch.Load(file);
if (ch.CurrentRoom.Zone == oldName)
{
ch.CurrentRoom.Zone = zone.Filename;
ch.Save(player.ActiveGame.DataPaths.Players);
}
}
//Next, we need to loop through every Room within this Zone
//and update their Zones names to match the new one
foreach (Realm realm in player.ActiveGame.World.RealmCollection)
{
if (realm.InitialZone.Filename == oldName)
realm.InitialZone = zone;
foreach (Zone z in realm.ZoneCollection)
{
foreach (Room r in zone.RoomCollection)
{
if (r.Zone == oldName)
r.Zone = zone.Filename;
foreach (Door d in r.Doorways)
{
if (d.ArrivalRoom.Zone == oldName)
d.ArrivalRoom.Zone = zone.Filename;
if (d.DepartureRoom.Zone == oldName)
d.DepartureRoom.Zone = zone.Filename;
}
}
}
}
}
}
}

View file

@ -149,6 +149,12 @@ namespace MudEngine.Commands
//Now that we have no duplicate connections, load the real player.
//no need to re-varify password as we have already done this above.
player.Load(savedFile);
//If this is a single player game then we need to assign the player to the game collection.
//Multiplayer games have this handled by the server automatically.
if (!player.ActiveGame.IsMultiplayer)
player.ActiveGame.GetPlayerCollection()[0] = player;
player.Send("Welcome back " + player.Name + "!");
}
else

View file

@ -190,6 +190,9 @@ namespace MudEngine.GameManagement
/// <returns></returns>
public Realm GetRealm(String filename)
{
if (!filename.ToLower().EndsWith(".realm"))
filename += ".realm";
foreach (Realm r in RealmCollection)
{
if (r.Filename.ToLower() == filename.ToLower())

View file

@ -28,7 +28,7 @@ namespace MudEngine.GameObjects.Environment
/// <summary>
/// The Initial Starting Zone for this Realm.
/// </summary>
public Zone InitialZone { get; private set; }
public Zone InitialZone { get; set; }
public Realm(GameManagement.Game game) : base(game)
{
@ -82,6 +82,9 @@ namespace MudEngine.GameObjects.Environment
List<Zone> zones = new List<Zone>();
if (!filename.ToLower().EndsWith(".zone"))
filename += ".zone";
foreach (Zone zone in ZoneCollection)
{
if (zone.Filename.ToLower() == filename.ToLower())

View file

@ -75,7 +75,7 @@ namespace MudEngine.GameObjects.Environment
/// Gets the initial Room for this Zone.
/// </summary>
[Category("Environment Information")]
public Room InitialRoom { get; private set; }
public Room InitialRoom { get; set; }
public Zone(GameManagement.Game game)
: base(game)
@ -175,6 +175,8 @@ namespace MudEngine.GameObjects.Environment
{
List<Room> rooms = new List<Room>();
if (!filename.ToLower().EndsWith(".room"))
filename += ".Room";
foreach (Room r in RoomCollection)
{

View file

@ -54,6 +54,8 @@
<Compile Include="Commands\CommandLogin.cs" />
<Compile Include="Commands\CommandSaveWorld.cs" />
<Compile Include="Commands\CommandEditRealm.cs" />
<Compile Include="Commands\CommandEditZone.cs" />
<Compile Include="Commands\CommandEditRoom.cs" />
<Compile Include="FileSystem\SaveDataPaths.cs" />
<Compile Include="GameManagement\CommandEngine.cs" />
<Compile Include="GameManagement\GameTime.cs" />

View file

@ -45,43 +45,46 @@
<ItemGroup>
<Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<None Include="Scripts\CommandList.cs">
<None Include="Scripts\AdminCommands\CommandTeleport.cs">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Scripts\CommandCreateRoom.cs">
<None Include="Scripts\AdminCommands\CommandList.cs">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Scripts\CommandExit.cs">
<None Include="Scripts\AdminCommands\CommandCreateRoom.cs">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Scripts\CommandGetTime.cs">
<None Include="Scripts\PlayerCommands\CommandExit.cs">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Scripts\CommandLinkRoom.cs">
<None Include="Scripts\PlayerCommands\CommandGetTime.cs">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Scripts\CommandLook.cs">
<None Include="Scripts\AdminCommands\CommandLinkRoom.cs">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Scripts\CommandSave.cs">
<None Include="Scripts\PlayerCommands\CommandLook.cs">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Scripts\CommandWalk.cs">
<None Include="Scripts\PlayerCommands\CommandSave.cs">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Scripts\CommandHelp.cs">
<None Include="Scripts\PlayerCommands\CommandWalk.cs">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Scripts\CommandCreate.cs">
<None Include="Scripts\PlayerCommands\CommandHelp.cs">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Scripts\CommandSay.cs">
<None Include="Scripts\AdminCommands\CommandCreate.cs">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Scripts\PlayerCommands\CommandSay.cs">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Scripts\WorldCalifornia.cs">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Scripts\CommandClear.cs">
<None Include="Scripts\PlayerCommands\CommandClear.cs">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Scripts\EarthGame.cs">

View file

@ -45,6 +45,14 @@ class CommandCreateRoom : IGameCommand
return;
}
if ((String.IsNullOrEmpty(player.CurrentRoom.Realm)) || (String.IsNullOrEmpty(player.CurrentRoom.Zone)))
{
player.Send("You are not currently within a pre-existing Zone.");
player.Send("Use the Teleport command to teleport yourself into a valid Zone before using the CreateRoom command.");
return;
}
Room r = new Room(player.ActiveGame);
r.Realm = player.CurrentRoom.Realm;
r.Zone = player.CurrentRoom.Zone;

View 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.");
}
}
}
}
}
}
}

View file

@ -39,7 +39,7 @@ public class EarthGame : Game
//Create a new instance of our California realm script, we must pass a reference to our EarthGame
//to the script so that it may add the Realm to our Game world. That is done by using the 'this' keyword.
Cali = new WorldCalifornia(this);
//Cali = new WorldCalifornia(this);
//Calling the create method within the california script.
//Cali.Create();