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14 changed files with 18 additions and 285 deletions
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@ -4,38 +4,13 @@
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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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public class CommandCreate : BaseCommand
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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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@ -1,36 +1,15 @@
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/// <summary>
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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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public class CommandCreateRoom : BaseCommand
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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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@ -4,34 +4,13 @@
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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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public class CommandLinkRoom : BaseCommand
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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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@ -1,30 +1,10 @@
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/// <summary>
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/// The List command is used to list filenames of a specified object type.
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/// </summary>
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public class CommandList : IGameCommand
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public class CommandList : BaseCommand
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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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public CommandList()
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{
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Help = new List<String>();
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Help.Add("Using the List command, you can view a generated list of filenames that pertain to a supplied object type.");
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Help.Add("Usage: List 'ItemType'");
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Help.Add("Usage: List 'ItemName>ItemType'");
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@ -1,30 +1,10 @@
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/// <summary>
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/// The List command is used to list filenames of a specified object type.
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/// </summary>
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public class CommandTeleport : IGameCommand
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public class CommandTeleport : BaseCommand
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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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public CommandTeleport()
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{
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Help = new List<String>();
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Help.Add("The Teleport command will teleport a player to a specified Room, regardless of where they are at.");
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Help.Add("Usage: Teleport playername FullyQualifiedRoomPath");
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Help.Add("Example: Teleport Billy MyRealm>MyZone>MyRoom");
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