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 CommandEditZone : IGameCommand { public Boolean Override { get; set; } public String Name { get; set; } public List Help { get; set; } private Zone zone; BaseCharacter player; public CommandEditZone() { Help = new List(); Help.Add("Use the Edit command to edit existing objects properties."); Help.Add("Usage: EditZone Realm>Zone"); Help.Add("Example: EditZone MyRealmName>MyZone"); } public void Execute(String command, BaseCharacter player) { if ((player.Role == SecurityRoles.Admin) || (player.Role == SecurityRoles.GM)) { //Get the admin-entered zone filename String[] tokens = command.Substring("EditZone".Length).Trim().Split('>'); if (tokens.Length == 0) { player.Send("Zone Editing canceled. No Zone name was supplied."); return; } else if (tokens.Length == 1) { player.Send("Zone Editing canceled. Realm name supplied, but no Zone name."); return; } String filename = tokens[1]; //Raise the scope of the player reference to class level instead of method level. this.player = player; //We have a filename, retrieve the Zone the admin wants to edit. if ((player.ActiveGame.World.GetRealm(tokens[0]) == null) && (player.ActiveGame.World.GetRealm(tokens[0]).GetZone(filename).Count == 0)) { player.Send("Zone editing canceled. Zones owning Realm or the Zone itself does not exists."); return; } zone = player.ActiveGame.World.GetRealm(tokens[0]).GetZone(filename)[0]; //If no Zone was retrieved (due to it not existing), let the admin know //that the Zone filename was not valid. if (zone == null) { player.Send("Zone Editing canceled. The supplied Zone name is not valid."); return; } //Otherwise, the Zone does exist and was retrieved. //Lets build our Editing menu's and allow for Zone Editing. else { //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("Zone 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(zone.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 Zone"); player.Send("5: Settings"); 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(zone.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(zone.Filename)); player.Send("When you assign a Zone Name, the Filename is overwrote with your ZoneName as a filename."); player.Send("Example: ZoneName of 'ExampleZone' would automatically set a Filename of 'ExampleZone.Zone'"); player.Send(""); player.Send("If you wish to have multiple Zones with the same visible name, you will need to specify a different Filename for each Zone."); player.Send("Filenames are what you use when accessing objects as a Admin. Typically without the file extension."); player.Send("Example: A Zone with a Visible name of \"My Test Zone\" can have a filename of \"Test.Zone\". 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: Zone Visibile Name"); player.Send("2: Zone Filename"); player.Send("9: Exit"); player.Send("Enter numeric selection: ", false); } private void BuildMenuSenses() { player.FlushConsole(); player.Send(Path.GetFileName(zone.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 Zones will be applied as the default for every Room created within a Zone."); 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(zone.Name); player.Send("Initial Zone Settings."); player.Send("The Initial Zone setting determins if the Zone will be the starting location for all newly created players or not."); if (zone.IsInitialZone) { player.Send("If you disable this Zone from being the Initial Zone, new players will not have a starting location assigned to them."); player.Send("You will need to enable Initial Zone on another Zone in order for new players to have a starting location."); player.Send("Select from the available options below:"); player.Send("1: Disable Initial Zone"); } else { player.Send("If you enable Initial Zone, then new players will start at this location from now on."); player.Send("Select from the available options below:"); player.Send("1: Enable Initial Zone"); } 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("Zone 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("Zone Editing canceled. The supplied value was not numeric!"); return; } ParseNameSelection(entry); break; case 3://Senses break; case 4: //Initial Realm //build the menu and parse their menu selections BuildMenuInitial(); try { entry = Convert.ToInt32(player.ReadInput()); } catch { player.Send("Zone Editing canceled. The supplied value was not numeric!"); return; } ParseInitialSelection(entry); break; case 5: //Settings break; case 9: break; default: break; } } /// /// This method parses the admins menu selection from the Description menu /// and adjusts the Zones 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 Zone."); 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(zone.Description)) player.Send("Current Description: " + zone.Description); player.Send("Entry: ", false); //Read in the admins new simple description input = player.ReadInput(); if (input.ToLower() == "exit") return; else zone.Description = input; //Save the game world. player.ActiveGame.Save(); player.Send("New Simple Description saved."); break; case 2://Detailed Description 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 Zone."); 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 zone.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 (zone.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. zone.DetailedDescription[line - 1] = input; } //Let the admin know that the line number specified does not exist. else { player.Send("Line Editing canceled. The Zone 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. zone.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 (zone.DetailedDescription.Count >= i) //Remove the specified line number for the descriptions collection. zone.DetailedDescription.Remove(zone.DetailedDescription[i - 1]); //Line provided is larger than the number of lines available to check. Cancel. else player.Send("Line Clearing canceled. The Zone does not contain that many description lines."); } } //No special tokens provided, so we assume this line is a description. //Add the contents to the Zone's detailed description collection. else { zone.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 Zone."); player.Send("Enter Value: ", false); //Get the new name for this Zone String newName = player.ReadInput(); //Ensure the new name is not blank. if (String.IsNullOrEmpty(newName)) { player.Send("Zone Name Editing canceled. No name supplied."); } //We have a valid name, so lets try assigning it to the Zone else { //Check to see if the supplied name already exists by checking for a existing Zone //that has a matching filename. if (player.ActiveGame.World.GetRealm(zone.Realm).GetZone(newName + ".zone").Count == 0) { //No matching Zone was found, so we can go ahead and make the change. //Store the new name within this Zone String oldName = zone.Filename; zone.Name = newName; //Update all of the objects that are within the Zone to have the //new name assigned to them. UpdateZoneObjects(oldName); //TODO: Any Items/NPC's etc within this Zone will need to be updated as well. } else { player.Send("Zone Name Editing canceled. " + newName + " already exists within the Realm."); player.Send("If you want to keep the provided Visible Name for this Zone, 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 Zone (using the new Visible Name) is currently:"); player.Send(newName + ".Zone"); player.Send("Please supply a different filename:"); player.Send("Enter Value: ", false); String filename = player.ReadInput(); if (String.IsNullOrEmpty(filename)) { player.Send("Zone Name Editing Canceled. No filename supplied."); } else { if (player.ActiveGame.World.GetRealm(zone.Realm).GetZone(filename).Count != 0) { player.Send("Zone Name Editing Canceled. A Zone with this filename already exists!"); } else { String oldName = zone.Filename; zone.Name = newName; zone.Filename = filename; UpdateZoneObjects(oldName); } } break; case 2: player.Send("Zone Name Editing Canceled. A Zone with this filename already exists!"); break; } } catch { player.Send("Zone Name Editing canceled. The supplied value was not numeric."); } } } player.ActiveGame.Save(); break; case 2: //Zone Filename player.FlushConsole(); player.Send("Enter a new Filenamename for this Zone."); player.Send("Enter Value: ", false); String fname = player.ReadInput(); if (String.IsNullOrEmpty(fname)) { player.Send("Zone Name Editing canceled. No name supplied."); } else if (player.ActiveGame.World.GetRealm(zone.Realm).GetZone(fname) != null) { player.Send("Zone Name Editing canceled. A Zone with this filename already exists!"); } else { String oldName = ""; oldName = zone.Filename; zone.Filename = fname; UpdateZoneObjects(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 Zone."); player.Send("If you wish to clear the current description, just press ENTER to save a blank description."); if (!String.IsNullOrEmpty(zone.Feel)) { player.Send("Current Value: ", false); player.Send(zone.Feel); } player.Send("Enter Value: ", false); zone.Feel = player.ReadInput(); break; case 2: //Listen player.Send("Enter the new default LISTEN description for this Zone."); player.Send("If you wish to clear the current description, just press ENTER to save a blank description."); if (!String.IsNullOrEmpty(zone.Listen)) { player.Send("Current Value: ", false); player.Send(zone.Listen); } player.Send("Enter value: ", false); zone.Listen = player.ReadInput(); break; case 3: //Smell player.Send("Enter the new default SMELL description for this Zone."); player.Send("If you wish to clear the current description, just press ENTER to save a blank description."); if (!String.IsNullOrEmpty(zone.Smell)) { player.Send("Current Value: ", false); player.Send(zone.Smell); } player.Send("Enter value: ", false); zone.Smell = player.ReadInput(); break; case 9: //Exit return; } } private void ParseInitialSelection(Int32 value) { switch (value) { case 1: //Enable/Disable Initial Realm if (player.ActiveGame.InitialRealm == null) { player.Send("Zone Initial Realm editing canceled. You must have a Initial Realm defined before setting a Initial Zone."); return; } if (zone.IsInitialZone) { zone.IsInitialZone = false; player.ActiveGame.InitialRealm.InitialZone = null; } else { zone.IsInitialZone = true; player.ActiveGame.InitialRealm.InitialZone = zone; } break; case 9: //Exit return; } player.ActiveGame.Save(); } private void UpdateZoneObjects(String oldName) { //Check if this Zone is the initial Zone. If so then we need to update the //current Game so that when it launches, it checks the new Zone and not the old //one. if ((zone.IsInitialZone) && (player.ActiveGame.InitialRealm.Filename == zone.Realm)) { player.ActiveGame.InitialRealm.InitialZone = zone; } else { player.Send("Error: Unable to set this Zone as the initial Zone due to the parent Realm not being a Initial Realm."); } //Loop through each player currently logged in and see if they are currently //within the selected Zone. If they are then we need to change their current //Zone to the new one. foreach (BaseCharacter p in player.ActiveGame.GetPlayerCollection()) { if (p.Name.StartsWith("Base")) continue; if (p.CurrentRoom.Zone == oldName) { p.CurrentRoom.Zone = zone.Filename; p.Save(player.ActiveGame.DataPaths.Players); } } //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.Zone == oldName) { ch.CurrentRoom.Zone = zone.Filename; ch.Save(player.ActiveGame.DataPaths.Players); } } //Next, we need to loop through every Room within this Zone //and update their Zones names to match the new one foreach (Realm realm in player.ActiveGame.World.RealmCollection) { if (realm.InitialZone.Filename == oldName) realm.InitialZone = zone; foreach (Zone z in realm.ZoneCollection) { foreach (Room r in zone.RoomCollection) { if (r.Zone == oldName) r.Zone = zone.Filename; foreach (Door d in r.Doorways) { if (d.ArrivalRoom.Zone == oldName) d.ArrivalRoom.Zone = zone.Filename; if (d.DepartureRoom.Zone == oldName) d.DepartureRoom.Zone = zone.Filename; } } } } } } }