This commit is contained in:
parent
b0cfc5f487
commit
cd68f3d042
14 changed files with 18 additions and 285 deletions
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@ -141,6 +141,7 @@ namespace MudEngine.Scripting
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//TODO: Add single-file compilation support
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//TODO: Add single-file compilation support
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return false; //Single file compiling not implemented. TODO!
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return false; //Single file compiling not implemented. TODO!
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/**** Unreachable Code at the moment
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//Make sure we have a compiler version supplied.
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//Make sure we have a compiler version supplied.
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if (!CompilerOptions.ContainsKey("CompilerVersion"))
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if (!CompilerOptions.ContainsKey("CompilerVersion"))
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CompilerOptions.Add("CompilerVersion", "v4.0");
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CompilerOptions.Add("CompilerVersion", "v4.0");
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@ -163,6 +164,7 @@ namespace MudEngine.Scripting
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return false;
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return false;
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else
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else
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return true;
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return true;
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***/
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}
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}
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/// <summary>
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/// <summary>
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@ -176,6 +178,7 @@ namespace MudEngine.Scripting
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//Source Code compiling not implemented.
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//Source Code compiling not implemented.
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return false; //TODO: Add source code compiling support.
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return false; //TODO: Add source code compiling support.
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/**** Unreachable code at the moment
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if (!CompilerOptions.ContainsKey("CompilerVersion"))
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if (!CompilerOptions.ContainsKey("CompilerVersion"))
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CompilerOptions.Add("CompilerVersion", "v4.0");
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CompilerOptions.Add("CompilerVersion", "v4.0");
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@ -195,6 +198,7 @@ namespace MudEngine.Scripting
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return false;
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return false;
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else
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else
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return true;
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return true;
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****/
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}
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}
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}
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}
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}
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}
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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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/// 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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/// Rooms that are created may be linked together using the LinkRoom command.
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/// </summary>
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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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{
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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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/// <summary>
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/// Constructor for the class.
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/// Constructor for the class.
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/// </summary>
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/// </summary>
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public CommandCreate()
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public CommandCreate()
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{
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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("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("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("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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/// 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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/// 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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/// However, they are restricted to creating Rooms only within their current Realm>Zone.
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/// </summary>
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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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{
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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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/// <summary>
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/// Constructor for the class.
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/// Constructor for the class.
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/// </summary>
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/// </summary>
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public CommandCreateRoom()
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public CommandCreateRoom()
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{
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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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Help.Add("Creates a Room within the Admin's current Realm>Zone");
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}
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}
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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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/// 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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/// 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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/// </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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{
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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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/// <summary>
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/// Constructor for the class.
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/// Constructor for the class.
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/// </summary>
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/// </summary>
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public CommandLinkRoom()
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public CommandLinkRoom()
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{
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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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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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//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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//Don't convert this class into a Script until it is fully completed.
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/// <summary>
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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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/// The List command is used to list filenames of a specified object type.
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/// </summary>
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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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{
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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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public CommandList()
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{
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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("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 'ItemType'");
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Help.Add("Usage: List 'ItemName>ItemType'");
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Help.Add("Usage: List 'ItemName>ItemType'");
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/// <summary>
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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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/// The List command is used to list filenames of a specified object type.
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/// </summary>
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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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{
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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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public CommandTeleport()
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{
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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("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("Usage: Teleport playername FullyQualifiedRoomPath");
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Help.Add("Example: Teleport Billy MyRealm>MyZone>MyRoom");
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Help.Add("Example: Teleport Billy MyRealm>MyZone>MyRoom");
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/// <summary>
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/// <summary>
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/// The Clear command is used to clear the players terminal screen of all text.
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/// The Clear command is used to clear the players terminal screen of all text.
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/// </summary>
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/// </summary>
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public class CommandClear : IGameCommand
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public class CommandClear : BaseCommand
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{
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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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/// <summary>
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/// Constructor for the class.
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/// Constructor for the class.
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/// </summary>
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/// </summary>
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public CommandClear()
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public CommandClear()
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{
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{
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Help = new List<String>();
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Help.Add("The Clear command is used to clear the screen of all text.");
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Help.Add("The Clear command is used to clear the screen of all text.");
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}
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}
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/// Using this command while connected to a MUD server will perform a disconnect from the server.
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/// Using this command while connected to a MUD server will perform a disconnect from the server.
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/// Using the command while running the game in offline mode will simply shut down the game.
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/// Using the command while running the game in offline mode will simply shut down the game.
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/// </summary>
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/// </summary>
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public class CommandExit : IGameCommand
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public class CommandExit : BaseCommand
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{
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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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/// <summary>
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/// Constructor for the class.
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/// Constructor for the class.
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/// </summary>
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/// </summary>
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public CommandExit()
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public CommandExit()
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{
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{
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//Instance the help collection and add our help information to it.
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//Typically the Help content is placed within the constructor, but this particular help document
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//needs to access information from the player, so we will build our Help collection in the Execute command.
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Help = new List<String>();
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Help.Add("Exits the game.");
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Help.Add("Exits the game.");
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}
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}
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/// The GetTime command is used to print the current in-game time to the player.
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/// The GetTime command is used to print the current in-game time to the player.
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/// This command will print the day, month and year along with hour, minute and seconds.
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/// This command will print the day, month and year along with hour, minute and seconds.
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/// </summary>
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/// </summary>
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public class CommandGetTime : IGameCommand
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public class CommandGetTime : BaseCommand
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{
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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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/// <summary>
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/// Constructor for the class.
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/// Constructor for the class.
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/// </summary>
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/// </summary>
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public CommandGetTime()
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public CommandGetTime()
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{
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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("Gives you the current time and date in the game world.");
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Help.Add("Gives you the current time and date in the game world.");
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}
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}
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/// <summary>
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/// <summary>
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/// Help command provides information on all the existing game commands, including script based commands.
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/// Help command provides information on all the existing game commands, including script based commands.
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/// </summary>
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/// </summary>
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public class CommandHelp : IGameCommand
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public class CommandHelp : BaseCommand
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{
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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.
|
|
||||||
/// 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; }
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Constructor for the class.
|
/// Constructor for the class.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public CommandHelp()
|
public CommandHelp()
|
||||||
{
|
{
|
||||||
Help = new List<String>();
|
|
||||||
Help.Add("Provides help on various topics.");
|
Help.Add("Provides help on various topics.");
|
||||||
Help.Add("You may ask for help on any game command.");
|
Help.Add("You may ask for help on any game command.");
|
||||||
Help.Add("Usage: Help");
|
Help.Add("Usage: Help");
|
||||||
|
|
|
@ -4,33 +4,13 @@
|
||||||
/// If the Room.DetailedDescription collection property contains content, it will be printed to the screen
|
/// If the Room.DetailedDescription collection property contains content, it will be printed to the screen
|
||||||
/// after the Room.Description property is printed (provided Room.Description is not empty.)
|
/// after the Room.Description property is printed (provided Room.Description is not empty.)
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public class CommandLook : IGameCommand
|
public class CommandLook : BaseCommand
|
||||||
{
|
{
|
||||||
/// <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; }
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Constructor for the class.
|
/// Constructor for the class.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public CommandLook()
|
public CommandLook()
|
||||||
{
|
{
|
||||||
Help = new List<String>();
|
|
||||||
Help.Add("Prints a description of the current Room and the objects that reside within it.");
|
Help.Add("Prints a description of the current Room and the objects that reside within it.");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -1,33 +1,13 @@
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// The Save command will save the current player to a hard-disk file.
|
/// The Save command will save the current player to a hard-disk file.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public class CommandSave : IGameCommand
|
public class CommandSave : BaseCommand
|
||||||
{
|
{
|
||||||
/// <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; }
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Constructor for the class.
|
/// Constructor for the class.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public CommandSave()
|
public CommandSave()
|
||||||
{
|
{
|
||||||
Help = new List<String>();
|
|
||||||
Help.Add("Saves your character immediately.");
|
Help.Add("Saves your character immediately.");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -2,33 +2,13 @@
|
||||||
/// The Say command provides the player with the ability to chat with other players within the game world.
|
/// The Say command provides the player with the ability to chat with other players within the game world.
|
||||||
/// Players using the Say command can only talk to players that are currently within the same Room.
|
/// Players using the Say command can only talk to players that are currently within the same Room.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public class CommandSay : IGameCommand
|
public class CommandSay : BaseCommand
|
||||||
{
|
{
|
||||||
/// <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; }
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Constructor for the class.
|
/// Constructor for the class.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public CommandSay()
|
public CommandSay()
|
||||||
{
|
{
|
||||||
Help = new List<String>();
|
|
||||||
Help.Add("Allows you to Chat with with players around you.");
|
Help.Add("Allows you to Chat with with players around you.");
|
||||||
Help.Add("Note that you can only chat with players that reside within the same Room as yourself.");
|
Help.Add("Note that you can only chat with players that reside within the same Room as yourself.");
|
||||||
Help.Add("Usage: Say Hello everyone!");
|
Help.Add("Usage: Say Hello everyone!");
|
||||||
|
|
|
@ -3,33 +3,13 @@
|
||||||
/// The command supports all of the available travel directions found within the
|
/// The command supports all of the available travel directions found within the
|
||||||
/// MudEngine.GameObjects.Environment.AvailableTravelDirections enum.
|
/// MudEngine.GameObjects.Environment.AvailableTravelDirections enum.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public class CommandWalk : IGameCommand
|
public class CommandWalk : BaseCommand
|
||||||
{
|
{
|
||||||
/// <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; }
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Constructor for the class.
|
/// Constructor for the class.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public CommandWalk()
|
public CommandWalk()
|
||||||
{
|
{
|
||||||
Help = new List<String>();
|
|
||||||
Help.Add("Allows you to traverse through the world.");
|
Help.Add("Allows you to traverse through the world.");
|
||||||
Help.Add("You may walk in any direction available within the current Room.");
|
Help.Add("You may walk in any direction available within the current Room.");
|
||||||
Help.Add("You may use the Look command to see a description of the current Room, and decide where you would like to walk.");
|
Help.Add("You may use the Look command to see a description of the current Room, and decide where you would like to walk.");
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue