/// /// The LinkRoom command is used to Link two previously created Rooms together. /// Rooms linked together can be traversed by players. /// This command is used to link Rooms dynamically during run-time by Admins, allowing environments to be created /// and traversed on-the-fly without the need to modify scripts and re-start the server. /// public class CommandLinkRoom : IGameCommand { /// /// 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. /// public Boolean Override { get; set; } /// /// The name of the command. /// If Override is set to true, this command will override any other command that contains the same name. /// public String Name { get; set; } /// /// 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. /// public List Help { get; set; } /// /// Constructor for the class. /// public CommandLinkRoom() { //Instance the help collection and add our help information to it. Help = new List(); Help.Add("Use this to link two previously created Rooms together."); //Incase Admins try to use the command, they will know that it's broken. //Don't convert this class into a Script until it is fully completed. Help.Add("NOTE: This command is not fully implemented. You may link two Rooms together provided they exist within the same Zone."); Help.Add("You may experience some Rooms not being traversable even after linking."); Help.Add("This command is a work-in-progress and will contain bugs."); } /// /// Executes the command. /// This method is called from the Command Engine, it is not recommended that you call this method directly. /// /// /// public void Execute(String command, BaseCharacter player) { //Check if the Player has the correct privileges to Link Rooms together. //If they are not a Admin or GM then the command will bail. //This creates the illusion that this command possibly doesn't exist. if ((player.Role != SecurityRoles.Admin) && (player.Role != SecurityRoles.GM)) { player.Send("Invalid Command."); return; } //Build the Menu system that will be displayed to Admins. player.Send("Room linkage tool"); player.Send("Please select an option."); player.Send("1: Link Room"); player.Send("2: Exit"); //Read the input from the Admin. string input = player.ReadInput(); Int32 value = 0; //Attempt to convert their input from a String into a numerical value. //If they entered a non-numerical value, then the method will exit try { value = Convert.ToInt32(input); } catch (Exception) { player.Send("Invalid selection. Please use numeric values."); return; } //Ask what Room the Admin wants to use as the Departing Room. //Departing Rooms will be where the travel direction originates from. //meaning if the Admin selects West as the traveling direction, then traveling West will exit the //Departing Room and enter the Arrival Room. player.Send(""); player.Send("Please select which Realm your departing Room resides within:"); player.Send(""); //Instance a new Realm that we can use to reference an existing Realm so that we can find the //Rooms within it that the Admin is looking for. Boolean isValidRealm = false; Realm realm = new Realm(player.ActiveGame); //Create a Loop incase the Admin enters an invalid Realm, we can just loop //back and re-ask the Admin the enter a valid Realm name. while (!isValidRealm) { //Now that we are in the loop, set the isValidRealm to true, as we will assume that //the user will enter a valid Realm name on the first shot. If we can't find a matching //Realm, then this will get set to false once iterating through Realms is completed. isValidRealm = true; //Print each Realm out to the Admin so they may see a complete list to choose from. //This is the Realm that their first Room will reside within. //TODO: Currently only linking Rooms within the same Realm/Zone is supported. Need to fix that. foreach (Realm r in player.ActiveGame.World.RealmCollection) player.Send(r.Filename + " | ", false); //As for the Admins selection, we will place the Admins input on the same line //as the last message sent to the Admin by setting the newLine parameter to false. player.Send(""); player.Send("Selection: ", false); //Get the Admins input that should specify what Realm they are wanting. input = player.ReadInput(); //Check if the Admin entered 'Cancel'. If so, then cancel the Link process. if (input.ToLower() == "cancel") { player.Send("Room Linking aborted."); return; } //Query the Active Games world collection, finding Realms that match the filename entered by the Admin var realmQuery = from r in player.ActiveGame.World.RealmCollection where r.Filename.ToLower() == input.ToLower() select r; //Check if the query contains a Realm. if (realmQuery.FirstOrDefault() != null) { //The query does in-fact contain a valid Realm. Assign it to our realm field for use later. realm = realmQuery.FirstOrDefault(); //We can set this to true, allowing us to exit out of the loop. isValidRealm = true; } //If the query does not contain a Realm, then we ensure that the loop will continue by forcing //isValidRealm back to false. else { isValidRealm = false; //Let the Admin know that they entered an invalid Realm name and that they need to try again. player.Send("That Realm does not exist! Please try again."); } } //Let the Admin know that they need to now select which Zone the Room they are wanting to link resides within. player.Send(""); player.Send("Please select which Zone your departing Room resides within:"); player.Send(""); //Instance a new Zone that we can use to reference an existing Zone so that we can find the //Rooms within it that the Admin is looking for. Boolean isValidZone = false; Zone zone = new Zone(player.ActiveGame); //Create a Loop incase the Admin enters an invalid Zone, we can just loop //back and re-ask the Admin the enter a valid Zone name. while (!isValidZone) { //Now that we are in the loop, set the isValidZone to true, as we will assume that //the user will enter a valid Zone name on the first shot. If we can't find a matching //Zone, then this will get set to false once iterating through Zone is completed. isValidZone = true; //Print each Zone out to the Admin so they may see a complete list to choose from. //This is the Zone that their first Room will reside within. //TODO: Currently only linking Rooms within the same Realm/Zone is supported. Need to fix that. foreach (Zone z in realm.ZoneCollection) { player.Send(z.Filename + " | ", false); } //As for the Admins selection, we will place the Admins input on the same line //as the last message sent to the Admin by setting the newLine parameter to false. player.Send(""); player.Send("Selection: ", false); //Get the Admins input that should specify what Zone they are wanting. input = player.ReadInput(); //Check if the Admin entered 'Cancel'. If so, then cancel the Link process. if (input.ToLower() == "cancel") { player.Send("Room Linking aborted."); return; } //Query the stored Realm's Zone collection, finding Zones that match the filename entered by the Admin var zoneQuery = from z in realm.ZoneCollection where z.Filename.ToLower() == input.ToLower() select z; //Check if the query contains a Zone. if (zoneQuery.FirstOrDefault() != null) { //The query does in-fact contain a valid Zone. Assign it to our zone field for use later. zone = zoneQuery.FirstOrDefault(); //We can set this to true, allowing us to exit out of the loop. isValidZone = true; } //If the query does not contain a Zone, then we ensure that the loop will continue by forcing //isValidZone back to false. else { isValidZone = false; //Let the Admin know that they entered an invalid Zone name and that they need to try again. player.Send("That Zone does not exist! Please try again."); } } //Let the Admin know that they need to now select Room they are wanting to link as the departure Room player.Send(""); player.Send("Please select which Room that you wish to be the departing Room:"); player.Send(""); //Instance a new Room that we can store a reference to a existing Room. //We will use this reference to link the departure and arrival Rooms together. Boolean isValidRoom = false; Room departingRoom = new Room(player.ActiveGame); //Create a Loop incase the Admin enters an invalid Room, we can just loop //back and re-ask the Admin the enter a valid Room name. while (!isValidRoom) { //Now that we are in the loop, set the isValidRoom to true, as we will assume that //the user will enter a valid Room name on the first shot. If we can't find a matching //Room, then this will get set to false once iterating through Room is completed. isValidRoom = true; //Print each Room out to the Admin so they may see a complete list to choose from. //This will be their departing Room. //TODO: Currently only linking Rooms within the same Realm/Zone is supported. Need to fix that. foreach (Room r in zone.RoomCollection) { player.Send(r.Filename + " | ", false); } //As for the Admins selection, we will place the Admins input on the same line //as the last message sent to the Admin by setting the newLine parameter to false. player.Send(""); player.Send("Selection: ", false); //Get the Admins input that should specify what Room they are wanting. input = player.ReadInput(); //Check if the Admin entered 'Cancel'. If so, then cancel the Link process. if (input.ToLower() == "cancel") { player.Send("Room Linking aborted."); return; } //Query the referenced zone's Room collection, finding Rooms that match the filename entered by the Admin var roomQuery = from r in zone.RoomCollection where r.Filename.ToLower() == input.ToLower() select r; //Check if the query contains a Room. if (roomQuery.FirstOrDefault() != null) { //The query does in-fact contain a valid Room. Assign it to our departingRoom field for use later. departingRoom = roomQuery.FirstOrDefault(); //We can set this to true, allowing us to exit out of the loop. isValidRoom = true; } //If the query does not contain a Room, then we ensure that the loop will continue by forcing //isValidRoom back to false. else { isValidRoom = false; //Let the Admin know that they entered an invalid Room name and that they need to try again. player.Send("That Room does not exist! Please try again."); } } //Let the Admin know that they need to now select Room they are wanting to link as the Arrival Room player.Send(""); player.Send("Please select which Room that you wish to be the Arrival Room:"); player.Send(""); //Instance a new Room that we can store a reference to a existing Room. //We will use this reference to link the departure and arrival Rooms together. isValidRoom = false; Room arrivalRoom = new Room(player.ActiveGame); //Create a Loop incase the Admin enters an invalid Room, we can just loop //back and re-ask the Admin the enter a valid Room name. while (!isValidRoom) { //Now that we are in the loop, set the isValidRoom to true, as we will assume that //the user will enter a valid Room name on the first shot. If we can't find a matching //Room, then this will get set to false once iterating through Room is completed. isValidRoom = true; //Print each Room out to the Admin so they may see a complete list to choose from. //This will be their departing Room. //TODO: Currently only linking Rooms within the same Realm/Zone is supported. Need to fix that. foreach (Room r in zone.RoomCollection) { player.Send(r.Filename + " | ", false); } //As for the Admins selection, we will place the Admins input on the same line //as the last message sent to the Admin by setting the newLine parameter to false. player.Send(""); player.Send("Selection: ", false); //Get the Admins input that should specify what Room they are wanting. input = player.ReadInput(); //Check if the Admin entered 'Cancel'. If so, then cancel the Link process. if (input.ToLower() == "cancel") { player.Send("Room Linking aborted."); return; } //Query the referenced zone's Room collection, finding Rooms that match the filename entered by the Admin var roomQuery = from r in zone.RoomCollection where r.Filename.ToLower() == input.ToLower() select r; //Check if the query contains a Room. if (roomQuery.FirstOrDefault() != null) { //The query does in-fact contain a valid Room. Assign it to our departingRoom field for use later. departingRoom = roomQuery.FirstOrDefault(); //We can set this to true, allowing us to exit out of the loop. isValidRoom = true; } //If the query does not contain a Room, then we ensure that the loop will continue by forcing //isValidRoom back to false. else { isValidRoom = false; //Let the Admin know that they entered an invalid Room name and that they need to try again. player.Send("That Room does not exist! Please try again."); } } //Let the Admin select the direction of travel required for a player to traverse from the //departing Room into the arriving Room. player.Send("Please select which direction you would like to travel while departing the departure Room."); //Store a array of existing values within the AvailableTravelDirection enum. //These values are the legal travel directions that are supported by the game. Array values = Enum.GetValues(typeof(AvailableTravelDirections)); //Create a reference to the AvailableTravelDirections enum that we can use to assign a travel //when we pass the Room linking off to the Rooms owning Zone. AvailableTravelDirections direction = new AvailableTravelDirections(); Boolean isValidDirection = false; //Perform the direction corrections within a while loop, incase the Admin enteres //a invalid traveling direction and we need to re-acquire input from the Admin. while (!isValidDirection) { //Loop through the array, printing each travel direction we found in the enum array collection //to the screen for the user to see and select from. foreach (Int32 v in values) { //Since enum values are not strings, we can't simply assign a string value to the enum. //The enum needs to be queried to retrieve a value that matches that of 'v' and convert it to a String String displayName = Enum.GetName(typeof(AvailableTravelDirections), v); //Print this current iterations value to the screen for the player. player.Send(displayName + " | "); } //As for the Admins selection, we will place the Admins input on the same line //as the last message sent to the Admin by setting the newLine parameter to false. player.Send("Enter Selection: ", false); input = player.ReadInput(); //Loop through each value found in our original array or values acquired from the AvailableTravelDirections enum. foreach (Int32 v in values) { //Since enum values are not strings, we can't simply assign a string value to the enum. //The enum needs to be queried to retrieve a value that matches that of 'v' and convert it to a String String displayName = Enum.GetName(typeof(AvailableTravelDirections), v); //Check if the Admins selected travel direction matches that of the current travel direction value found //within our array of values harvested from the AvailableTravelDirections enum if (displayName.ToLower() == input.ToLower()) { //The two match up. Now you have to convert the String version of the travel direction, back into //an enum equivilant for use by the Rooms owning Zone during linking. direction = (AvailableTravelDirections)Enum.Parse(typeof(AvailableTravelDirections), displayName); //We found a legal Travel Direction. Setting this to true will exit the while loop. isValidDirection = true; break; } else isValidDirection = false; } //Check if we haven't found a valid direction yet. This will print to the Admin that the entered //direction was invalid, and then loop back to the top of the current loop. if (!isValidDirection) { player.Send("Invalid direction supplied!"); } //The direction supplied by the Admin matched up and was concidered legal, so we shoud //have a converted AvailableTravelDirection now with the value matching that of the Admins. //Link the two rooms together, with the travel direction of the Admins choice. else { zone.LinkRooms(direction, arrivalRoom, departingRoom); } } } }