//Microsoft .NET Framework
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
//MUD Engine
using MudEngine.FileSystem;
using MudEngine.Commands;
using MudEngine.GameManagement;
using MudEngine.GameObjects;
using MudEngine.GameObjects.Environment;
using MudEngine.GameObjects.Items;
using System.Net;
using System.Net.Sockets;
namespace MudEngine.GameObjects.Characters
{
public class BaseCharacter : BaseObject
{
///
/// The current Room this Character is located at.
///
public Room CurrentRoom { get; set; }
///
/// Gets or Sets if this Character is controlled by the user. If not user controlled then it will be AI controlled.
///
public Boolean IsControlled { get; set; }
///
/// Gets if this user has Admin privileges or not.
///
public SecurityRoles Role { get; private set; }
///
/// Gets or if this character is active.
///
public Boolean IsActive { get; private set; }
///
/// Gets the current inventory of the character
///
public Bag Inventory { get; private set; }
public BaseCharacter(Game game) : base(game)
{
ActiveGame = game;
IsActive = false;
CurrentRoom = game.InitialRealm.InitialZone.InitialRoom;
Inventory = new Bag(game);
}
public override void Load(string filename)
{
base.Load(filename);
this.IsControlled = Convert.ToBoolean(FileManager.GetData(filename, "IsControlled"));
//Need to re-assign the enumerator value that was previously assigned to the Role property
Array values = Enum.GetValues(typeof(SecurityRoles));
foreach (int value in values)
{
//Since enum values are not strings, we can't simply just assign the string to the enum
string displayName = Enum.GetName(typeof(SecurityRoles), value);
//If the value = the string saved, then perform the needed conversion to get our data back
if (displayName.ToLower() == FileManager.GetData(filename, "Role").ToLower())
{
Role = (SecurityRoles)Enum.Parse(typeof(SecurityRoles), displayName);
break;
}
}
//Restore the users current Room.
Realm realm = ActiveGame.GetRealm(FileManager.GetData(filename, "CurrentRealm"));
Zone zone = realm.GetZone(FileManager.GetData(filename, "CurrentZone"));
CurrentRoom = zone.GetRoom(FileManager.GetData(filename, "CurrentRoom"));
}
public override void Save(string filename)
{
base.Save(filename);
FileManager.WriteLine(filename, this.IsControlled.ToString(), "IsControlled");
FileManager.WriteLine(filename, this.Role.ToString(), "Role");
FileManager.WriteLine(filename, this.CurrentRoom.Name, "CurrentRoom");
FileManager.WriteLine(filename, this.CurrentRoom.Zone, "CurrentZone");
FileManager.WriteLine(filename, this.CurrentRoom.Realm, "CurrentRealm");
}
///
/// Moves the player from one Room to another if the supplied direction contains a doorway.
/// Returns false if no doorway is available.
///
///
///
public bool Move(AvailableTravelDirections travelDirection)
{
//Check if the current room has a doorway in the supplied direction of travel.
if (!CurrentRoom.DoorwayExist(travelDirection))
{
return false;
}
//We have a doorway, lets move to the next room.
CurrentRoom = CurrentRoom.GetDoor(travelDirection).ArrivalRoom;
OnTravel(travelDirection);
return true;
}
public virtual void OnTravel(AvailableTravelDirections travelDirection)
{
//TODO: Check the Room/Zone/Realm to see if anything needs to occure during travel.
}
public String ExecuteCommand(string command)
{
//TODO: Character class can handle a lot of the command management here, checking various things prior to sending
//the command off to the command engine for execution.
CommandResults result = CommandEngine.ExecuteCommand(command, this);
if (result.Result != null)
{
StringBuilder sb = new StringBuilder();
foreach (object item in result.Result)
{
if (item is string)
sb.AppendLine(item.ToString());
}
return sb.ToString();
}
return "";
}
internal void Initialize()
{
CurrentRoom = ActiveGame.InitialRealm.InitialZone.InitialRoom;
IsActive = true;
}
internal void Receive(byte[] data)
{
// convert that data to string
String str;
System.Text.UTF8Encoding enc = new System.Text.UTF8Encoding();
str = enc.GetString(data);
// execute, and get result
str = ExecuteCommand(str);
// convert the result back to bytes and send it back
System.Text.ASCIIEncoding encoding = new System.Text.ASCIIEncoding();
Send(encoding.GetBytes(str));
if (!ActiveGame.IsRunning)
Disconnect();
}
internal void Send(byte[] data)
{
try
{
client.Send(data);
}
catch (Exception) // error, connection failed: close client
{
Disconnect();
}
}
internal void Disconnect()
{
string filePath = Path.Combine(ActiveGame.DataPaths.Players, Filename);
this.Save(filePath);
IsActive = false;
client.Close();
// TODO: Reset game so it can be used again
}
internal Socket client;
}
}