muddesigner/MudGame/Scripts/CommandExit.cs
Scionwest_cp 7e31a78f72 MudEngine:
- Deleted the following commands from the engine:
   Exit, GetTime, LinkRoom, Load, Look, Save and Walk.
   These are now part of the MudGame script library.
 - Revised all of the Commands prior to moving them to the Script Library. They are now very well commented.
 - Optimized the player login code.
 - All commands now support the Help command.
 - Game now has a MinimumPasswordSize property for setting the required minimum characters for a players password.
 - System.Linq and System.Text using statements added to scripts when they are compiled. Script writers no longer need to type out the fully qualified name of a Type within those namespaces.

MudGame:
 - Added the following commands to the script library:
   Exit, GetTime, LinkRoom, Load, Look, Save, Walk.
 - Added 76 lines of comments to WorldCalifornia to better help new users understand how to create their game worlds via script.
 - The Clear, Help, Say and Create commands have been given better commenting.
 - Existing scripts have been given some better optimizations.
2010-08-22 11:20:22 -07:00

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3.2 KiB
C#

/// <summary>
/// The Exit command is used to exit the MUD game.
/// Using this command while connected to a MUD server will perform a disconnect from the server.
/// Using the command while running the game in offline mode will simply shut down the game.
/// </summary>
public class CommandExit : IGameCommand
{
/// <summary>
/// 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.
/// </summary>
public Boolean Override { get; set; }
/// <summary>
/// The name of the command.
/// If Override is set to true, this command will override any other command that contains the same name.
/// </summary>
public String Name { get; set; }
/// <summary>
/// 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.
/// </summary>
public List<String> Help { get; set; }
/// <summary>
/// Constructor for the class.
/// </summary>
public CommandExit()
{
//Instance the help collection and add our help information to it.
//Typically the Help content is placed within the constructor, but this particular help document
//needs to access information from the player, so we will build our Help collection in the Execute command.
Help = new List<string>();
Help.Add("Exits the game.");
}
/// <summary>
/// Executes the command.
/// This method is called from the Command Engine, it is not recommended that you call this method directly.
/// </summary>
/// <param name="command"></param>
/// <param name="player"></param>
public void Execute(String command, BaseCharacter player)
{
//Check if the game is multiplayer.
//Multiplayer games require disconnecting from the server and letting other players in the same Room know
//that this player has left.
if (player.ActiveGame.IsMultiplayer)
{
//Query the Active Games Player collection so that we can build a collection of Players that need to be
//informed of the Player disconnecting from the Server.
var playerQuery =
from p in player.ActiveGame.GetPlayerCollection()
where !p.Name.StartsWith("New") && p.Name != player.Name && p.CurrentWorldLocation == player.CurrentWorldLocation
select p;
//Inform each player found in our LINQ query that the player has disconnected from the Server.
foreach (BaseCharacter p in playerQuery)
p.Send(player.Name + " has left."); ;
//TODO: If a player is in a Group then s/he needs to be removed upon disconnecting.
player.Disconnect();
}
else
{
//Call the game's shutdown method which will save all objects and exit the game gracefully.
player.ActiveGame.Shutdown();
}
}
}