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 CommandEditRealm : IGameCommand { public Boolean Override { get; set; } public String Name { get; set; } public List Help { get; set; } private Realm realm; private BaseCharacter player; private Boolean isEditing; public CommandEditRealm() { Help = new List(); Help.Add("Use the Edit command to edit existing objects properties."); Help.Add("Usage: Edit ObjectType ObjectName"); Help.Add("Usage: Edit ObjectType FullyQualifiedName"); Help.Add("Example: 'Edit Realm MyRealm'"); } public void Execute(String command, BaseCharacter player) { if ((player.Role == SecurityRoles.Admin) || (player.Role == SecurityRoles.GM)) { //Get the admin-entered realm filename 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; //Check if the filename field is empty, if so then nothing was provided by the admin if (String.IsNullOrEmpty(filename)) { player.Send("Realm Editing canceled. No Realm name was supplied."); return; } //We have a filename, retrieve the Realm the admin wants to edit. realm = player.ActiveGame.World.GetRealm(filename); //If no Realm was retrieved (due to it not existing), let the admin know //that the Realm filename was not valid. if (realm == null) { player.Send("Realm Editing canceled. The supplied Realm name is not valid."); return; } //Otherwise, the Realm does exist and was retrieved. //Lets build our Editing menu's and allow for Realm Editing. else { //Always re-build the menu so the user doesn't need to re-enter the edit command. //When the user selects the exit option, the loop will end. isEditing = true; while (isEditing) { //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("Realm 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."); } } } /// /// Constructs the Main Editing menu for admins to look it. /// private void BuildMenuMain() { player.FlushConsole(); player.Send(Path.GetFileNameWithoutExtension(realm.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 Realm"); player.Send("9: Exit"); player.Send("Enter numeric selection: ", false); } /// /// Constructs the Descriptions Editing menu for admins to look at. /// private void BuildMenuDescriptions() { player.FlushConsole(); player.Send(Path.GetFileNameWithoutExtension(realm.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); } /// /// Constructs the Name Editing menu for admins to look at. /// private void BuildMenuNames() { player.FlushConsole(); player.Send(Path.GetFileNameWithoutExtension(realm.Filename)); player.Send("When you assign a Realm Name, the Filename is overwrote with your RealmName as a filename."); player.Send("Example: RealmName of 'ExampleRealm' would automatically set a Filename of 'ExampleRealm.Realm'"); player.Send(""); player.Send("If you wish to have multiple Realms with the same visible name, you will need to specify a different Filename for each Realm."); player.Send("Filenames are what you use when accessing objects as a Admin. Typically without the file extension."); player.Send("Example: A Realm with a Visible name of \"My Test Realm\" can have a filename of \"Test.Realm\". 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: Realm Visibile Name"); player.Send("2: Realm Filename"); player.Send("9: Exit"); player.Send("Enter numeric selection: ", false); } private void BuildMenuSenses() { player.FlushConsole(); player.Send(Path.GetFileName(realm.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 Realms will be applied as the default for every Zone created within a 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(realm.Name); player.Send("Initial Realm Settings."); player.Send("The Initial Realm setting determins if the Realm will be the starting location for all newly created players or not."); if (realm.IsInitialRealm) { player.Send("If you disable this Realm from being the Initial Realm, new players will not have a starting location assigned to them."); player.Send("You will need to enable Initial Realm on another Realm in order for new players to have a starting location."); player.Send("Select from the available options below:"); player.Send("1: Disable Initial Realm"); } else { player.Send("If you enable Initial Realm, then new players will start at this location from now on."); player.Send("Select from the available options below:"); player.Send("1: Enable Initial Realm"); } player.Send("9: Exit"); player.Send("Enter numeric selection: ", false); } /// /// 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. /// /// 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("Realm 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("Realm Editing canceled. The supplied value was not numeric!"); return; } ParseNameSelection(entry); break; case 3://Senses BuildMenuSenses(); try { entry = Convert.ToInt32(player.ReadInput()); } catch { player.Send("Realm Editing Canceled. The supplied value was not numeric!"); return; } ParseSensesSelection(entry); break; case 4: //Initial Realm //build the menu and parse their menu selections BuildMenuInitial(); try { entry = Convert.ToInt32(player.ReadInput()); } catch { player.Send("Realm Editing canceled. The supplied value was not numeric!"); return; } ParseInitialSelection(entry); break; case 9: isEditing = false; break; default: break; } } /// /// This method parses the admins menu selection from the Description menu /// and adjusts the Realms descriptions as specified by the admin /// /// private void ParseDescriptionSelection(Int32 value) { String input = ""; switch (value) { //Simple Description case 1: player.FlushConsole(); 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 input = player.ReadInput(); if (input.ToLower() == "exit") return; else realm.Description = input; //Save the game world. player.ActiveGame.Save(); player.Send("New Simple Description saved."); break; //Detailed Description case 2: 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 Realm."); 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 realm.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 (realm.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. realm.DetailedDescription[line - 1] = input; } //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 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. realm.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 (realm.DetailedDescription.Count >= i) //Remove the specified line number for the descriptions collection. realm.DetailedDescription.Remove(realm.DetailedDescription[i - 1]); //Line provided is larger than the number of lines available to check. Cancel. else player.Send("Line Clearing canceled. The Realm 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 { realm.DetailedDescription.Add(input); } } //Loop is finished, so lets save the game world. player.ActiveGame.Save(); player.Send("Detailed Description saved."); break; case 9: break; } } /// /// This method parses the values supplied by the admin from the Name editing menu. /// Allows for editing visible names and filenames /// /// private void ParseNameSelection(Int32 value) { switch (value) { case 1: //Visible Name player.FlushConsole(); player.Send("Enter a new Visible name for this Realm."); player.Send("Enter Value: ", false); //Get the new name for this Realm String newName = player.ReadInput(); //Ensure the new name is not blank. if (String.IsNullOrEmpty(newName)) { player.Send("Realm Name Editing canceled. No name supplied."); } //We have a valid name, so lets try assigning it to the Realm else { //Check to see if the supplied name already exists by checking for a existing Realm //that has a matching filename. if (player.ActiveGame.World.GetRealm(newName + ".Realm") == null) { //No matching Realm was found, so we can go ahead and make the change. //Store the new name within this Realm String oldName = realm.Filename; realm.Name = newName; //Update all of the objects that are within the Realm to have the //new name assigned to them. UpdateRealmObjects(oldName); //TODO: Any Items/NPC's etc within this Realm will need to be updated as well. } else { player.Send("Realm Name Editing canceled. " + newName + " already exists within the World."); player.Send("If you want to keep the provided Visible Name for this Realm, 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 Realm (using the new Visible Name) is currently:"); player.Send(newName + ".Realm"); player.Send("Please supply a different filename:"); player.Send("Enter Value: ", false); String filename = player.ReadInput(); if (String.IsNullOrEmpty(filename)) { player.Send("Realm Name Editing Canceled. No filename supplied."); } else { if (player.ActiveGame.World.GetRealm(filename) != null) { player.Send("Realm Name Editing Canceled. A Realm with this filename already exists!"); } else { String oldName = realm.Filename; realm.Name = newName; realm.Filename = filename; UpdateRealmObjects(oldName); } } break; case 2: player.Send("Realm Name Editing Canceled. A Realm with this filename already exists!"); break; } } catch { player.Send("Realm Name Editing canceled. The supplied value was not numeric."); } } } player.ActiveGame.Save(); break; case 2: //Realm Filename player.FlushConsole(); player.Send("Enter a new Filenamename for this Realm."); player.Send("Enter Value: ", false); String fname = player.ReadInput(); if (String.IsNullOrEmpty(fname)) { player.Send("Realm Name Editing canceled. No name supplied."); } else if (player.ActiveGame.World.GetRealm(fname) != null) { player.Send("Realm Name Editing canceled. A Realm with this filename already exists!"); } else { String oldName = ""; oldName = realm.Filename; realm.Filename = fname; UpdateRealmObjects(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 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; case 9: //Exit return; } } private void ParseInitialSelection(Int32 value) { switch (value) { case 1: //Enable/Disable Initial Realm if (realm.IsInitialRealm) { realm.IsInitialRealm = false; player.ActiveGame.InitialRealm = null; } else { realm.IsInitialRealm = true; if (player.ActiveGame.InitialRealm != null) player.ActiveGame.InitialRealm.IsInitialRealm = false; player.ActiveGame.InitialRealm = realm; } break; case 9: //Exit return; } player.ActiveGame.Save(); } private void UpdateRealmObjects(String oldName) { //Check if this Realm is the initial Realm. If so then we need to update the //current Game so that when it launches, it checks the new Realm and not the old //one. if (realm.IsInitialRealm) { player.ActiveGame.InitialRealm = realm; } //Loop through each player currently logged in and see if they are currently //within the selected Realm. If they are then we need to change their current //Realm to the new one. foreach (BaseCharacter p in player.ActiveGame.GetPlayerCollection()) { if (p.Name.StartsWith("Base")) continue; if (p.CurrentRoom.Realm == oldName) { p.CurrentRoom.Realm = realm.Filename; p.Save(); } } //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.Realm == oldName) { ch.CurrentRoom.Realm = realm.Filename; ch.Save(); } } //Next, we need to loop through every Zone and Door within this Realm //and update their Realm names to match the new one foreach (Realm r in player.ActiveGame.World.RealmCollection) { foreach (Zone z in realm.ZoneCollection) { 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; } } } } } } }