//Microsoft .NET Framework
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
//MUD Engine
using MudEngine.GameObjects;
using MudEngine.GameObjects.Characters;
using MudEngine.GameObjects.Environment;
using MudEngine.GameManagement;
namespace MudEngine.GameManagement
{
public class CommandEngine
{
///
/// Gets or Sets a Dictionary list of available commands to use.
///
static internal Dictionary Commands { get; set; }
public List GetCommands
{
get
{
List temp = new List();
foreach (string name in Commands.Keys)
{
temp.Add(name);
}
return temp;
}
}
public bool GetCommand(string Name)
{
if (Commands.ContainsKey(Name.ToLower()))
return true;
else
return false;
}
///
/// Executes the specified command name if it exists in the Commands Dictionary.
///
///
///
///
public static CommandResults ExecuteCommand(string command, BaseCharacter player)
{
string commandKey = command.Insert(0, "Command");
foreach (string key in Commands.Keys)
{
if (commandKey.ToLower().Contains(key.ToLower()))
{
return Commands[key.ToLower()].Execute(command, player);
}
}
return new CommandResults();
}
///
/// Dynamically loads the specified library into memory and stores all of the
/// classess inheriting from MudCreator.InputCommands.ICommand into the CommandEngines
/// commands dictionary for use with the project
///
///
public static void LoadAllCommands()
{
System.Reflection.Assembly assembly = System.Reflection.Assembly.GetExecutingAssembly();
Commands = new Dictionary();
foreach (Type t in assembly.GetTypes())
{
if (t.GetInterface(typeof(IGameCommand).FullName) != null)
{
//Use activator to create an instance
IGameCommand command = (IGameCommand)Activator.CreateInstance(t);
if (command != null)
{
if (command.Name == null)
command.Name = t.Name.ToLower();
else //Make sure the command is always in lower case.
command.Name = command.Name.ToLower();
//Add the command to the commands list if it does not already exist
if (Commands.ContainsKey(command.Name))
{
//Command exists, check if the command is set to override existing commands or not
if (command.Override)
{
Commands[command.Name] = command;
}
}
//Command does not exist, add it to the commands list
else
Commands.Add(command.Name, command);
}
}
}
}
public static string GetCommand(object Parameter)
{
List