using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Reflection;
using MudEngine.Core;
using MudEngine.Core.Interfaces;
using MudEngine.Game.Characters;
namespace MudEngine.Core
{
///
/// The command system will process string based commands and execute any class that implements ICommand.
/// ICommand.Name must match the command string passed in CommandSystem.Execute()
///
public class CommandSystem
{
///
/// A collection of all command classes and their associated Name key.
///
public static Dictionary Commands
{
get
{
if (_Commands == null)
_Commands = new Dictionary();
return _Commands;
}
private set
{
_Commands = value;
}
}
private static Dictionary _Commands;
///
/// A copy of the Static CommandSystem.Commands property that this instance will use.
///
public Dictionary CommandCollection { get; private set; }
///
/// Constructor that accepts a collection of Commands that have already been loaded.
/// Use the static method CommandSystem.LoadCommands() or CommandSystem.LoadCommandLibrary()
///
///
public CommandSystem(Dictionary commands)
{
this.CommandCollection = new Dictionary();
this.CommandCollection = commands;
//Handled by the StandardGame class now.
//LoadCommands();
}
///
/// Returns a collection of Commands that this instance is currently using.
///
///
public List GetCommands()
{
return CommandSystem.Commands.Values.ToList();
}
///
/// Returns a command that is matching the supplied String.
///
///
///
public ICommand GetCommand(string command)
{
foreach (ICommand c in CommandSystem.Commands.Values)
{
if (c.Name.ToLower() == command.ToLower())
return c;
}
return null;
}
///
/// Returns true or false if the command name supplied exists.
///
///
///
public bool IsValidCommand(string command)
{
if (CommandSystem.Commands.ContainsKey(command))
return true;
else
return false;
}
///
/// Takes the supplied string command and searches for a Command class that matches it.
/// If found, it will execute the command class.
///
///
///
public Boolean Execute(string command, StandardCharacter character)
{
//All Types that implement ICommand must have their class name begin with Command.
//We must insert the 'Command' string into the beginning of the users Command
//If user Types "Say" we change it to "CommandSay" and then look for a Type matching "CommandSay"
string key = command.Insert(0, "Command");
//Loop through each Key in the Commands collection
foreach (string k in this.CommandCollection.Keys)
{
//Check to see if the Key (Command Name) matches the Command we are looking for.
if (key.ToLower().Contains(k.ToLower()))
{
//Grab a reference to the Command
ICommand cmd = this.CommandCollection[k];
try
{
//Execute the command
return cmd.Execute(command, character);
}
catch (Exception ex)
{
Logger.WriteLine("Error: " + ex.Message);
}
}
}
return false;
}
///
/// Loads all of the commands found in the currently loaded assembly.
///
public static void LoadCommands()
{
LoadCommandLibrary(Assembly.GetExecutingAssembly(), true);
}
///
/// Loads all of the commands found within the assembly specified.
///
///
public static ICommand[] LoadCommandLibrary(Assembly commandLibrary)
{
return LoadCommandLibrary(commandLibrary, true);
}
///
/// Loads all of the commands found within the assembly specified.
/// All existing commands will be purged. If there are existing instances of CommandSystem being used
/// they will need to refresh their private Command collection via the static Property CommandSystem.Commands
///
///
///
public static ICommand[] LoadCommandLibrary(Assembly commandLibrary, bool purgeLoadedCommands)
{
//Check if we need to purge all of the commands.
if (purgeLoadedCommands)
PurgeCommands();
if (commandLibrary == null)
return null;
//Custom commands are temporarily stored here.
//Since Commands are stored in the general Command collection
//that can contain internal commands as well, we want to
//return only what we just loaded.
List commandsFound = new List();
//Loop through each Type in the assembly provided.
foreach (Type type in commandLibrary.GetTypes())
{
//All commands implement the ICommand interface.
//If that interface is not present on this Type, skip and go to the next one.
if (type.GetInterface("ICommand") == null)
continue;
else if (type.IsAbstract)
continue;
//Create a instance of the Type for use.
ICommand cmd = (ICommand)Activator.CreateInstance(type);
//If we have a instance, lets make sure we don't already have a command
//with that name. If not, add it to the Commands collection.
if (cmd != null)
{
//Fail safe measures. Ensure that we always have a name assigned to the commands.
if ((cmd.Name == "") || (cmd.Name == null))
cmd.Name = cmd.GetType().Name.ToLower();
else
cmd.Name = cmd.Name.ToLower(); //Commands are always stored in lower case.
if (Commands.ContainsKey(cmd.Name))
continue; //No overriding supported. Skip this command.
//Everything checks out ok. Add the command to our collection.
Commands.Add(cmd.Name, cmd);
commandsFound.Add(cmd);
}
}
if (commandsFound.Count > 0)
return commandsFound.ToArray();
else
return new List().ToArray() ;
}
///
/// Purges the global Command collection. This does not affect any class that is using
/// a Instance of this Type.
///
public static void PurgeCommands()
{
Commands.Clear();
}
}
}