///
/// The Look command is used to print the contents of the players current Room to the screen.
/// The Room.Description property is printed to the players screen if it contains content.
/// 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.)
///
public class CommandLook : 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 CommandLook()
{
Help = new List();
Help.Add("Prints a description of the current Room and the objects that reside within it.");
}
///
/// Constructor for the class.
///
public void Execute(String command, BaseCharacter player)
{
//If the players Room is null, then we need to let them know that they are
//currently not residing within a Room. If this occures for some reason, the player will
//need to be moved into an existing Room by an Admin.
//TODO: Allow Admins to move Characters from one Room to another.
if (player.CurrentRoom == null)
{
player.Send("You are not within any Room.");
return;
}
//Check if the players current Room has a blank Description. If not, we print it for the player to read.
if (!String.IsNullOrEmpty(player.CurrentRoom.Description))
player.Send(player.CurrentRoom.Description);
//Check if the players current Room has a detailed description.
//If the collection contains content, it will loop through each entry and print it to the screen as a new line.
if (player.CurrentRoom.DetailedDescription.Count != 0)
{
foreach (String entry in player.CurrentRoom.DetailedDescription)
player.Send(entry);
}
}
}