- 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.
67 lines
No EOL
2.7 KiB
C#
67 lines
No EOL
2.7 KiB
C#
/// <summary>
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/// The Say command provides the player with the ability to chat with other players within the game world.
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/// Players using the Say command can only talk to players that are currently within the same Room.
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/// </summary>
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public class CommandSay : IGameCommand
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{
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/// <summary>
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/// Used by the Command Engine to allow for overriding any other commands that contain the same name.
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/// TODO: Does Overriding Commands still work? This is part of some old code I wrote several years back and might be broke.
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/// </summary>
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public Boolean Override { get; set; }
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/// <summary>
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/// The name of the command.
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/// If Override is set to true, this command will override any other command that contains the same name.
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/// </summary>
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public String Name { get; set; }
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/// <summary>
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/// A collection of strings that contains helpfull information for this Command.
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/// When the user enteres 'Help Exit' the game will print the content of this collection.
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/// This is treated like a virtual book, each entry in the collection is printed as a new line.
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/// </summary>
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public List<String> Help { get; set; }
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/// <summary>
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/// Constructor for the class.
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/// </summary>
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public CommandSay()
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{
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Help = new List<String>();
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Help.Add("Allows you to Chat with with players around you.");
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Help.Add("Note that you can only chat with players that reside within the same Room as yourself.");
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Help.Add("Usage: Say Hello everyone!");
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}
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/// <summary>
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/// Constructor for the class.
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/// </summary>
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public void Execute(String command, BaseCharacter player)
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{
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//Check if the user only said 'Say ' or 'Say' with no message content.
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if (command.Length <= 4)
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{
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//If no message content, print the help for the command to the player.
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player.ExecuteCommand("Help Say");
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return; //nothing to say, don't say anything at all.
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}
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//Get the message out of the command string.
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String message = command.Substring("Say ".Length);
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//Query the game world and find what players are within the same location as the chatting player.
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var playerQuery =
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from p in player.ActiveGame.GetPlayerCollection()
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where p.CurrentWorldLocation == player.CurrentWorldLocation
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select p;
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//Send the message to each player found within our player query.
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foreach (var p in playerQuery)
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p.Send(player.Name + " says: " + message);
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//Print the same message but in a alternate format to the player that sent the message originally.
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player.Send("You say: " + message);
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}
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} |