- Began working on in-line commands. MudEngine: - Now logs when a player connects. MudServer prints this to the console via Log.GetMessages() MudCompiler: - Added /bin/debug to ignore list.
143 lines
4.5 KiB
C#
143 lines
4.5 KiB
C#
//Microsoft .NET Framework
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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//MUD Engine
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using MudEngine.FileSystem;
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using MudEngine.Commands;
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using MudEngine.GameManagement;
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using MudEngine.GameObjects;
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using MudEngine.GameObjects.Environment;
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using MudEngine.GameObjects.Items;
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using System.Net;
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using System.Net.Sockets;
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namespace MudEngine.GameObjects.Characters
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{
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public class BaseCharacter : BaseObject
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{
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/// <summary>
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/// The current Room this Character is located at.
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/// </summary>
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public Room CurrentRoom { get; set; }
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/// <summary>
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/// Gets or Sets if this Character is controlled by the user. If not user controlled then it will be AI controlled.
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/// </summary>
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public Boolean IsControlled { get; set; }
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/// <summary>
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/// Gets or Sets if this user has Admin privileges or not.
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/// </summary>
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public Boolean IsAdmin { get; private set; }
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/// <summary>
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/// Gets or Sets if this player is active.
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/// </summary>
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public Boolean IsActive { get; private set; }
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/// <summary>
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/// Gets a reference to the currently running game.
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/// </summary>
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public Game Game { get; private set; }
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public BaseCharacter(Game game)
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{
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Game = game;
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IsActive = false;
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CurrentRoom = game.InitialRealm.InitialZone.InitialRoom;
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}
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/// <summary>
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/// Moves the player from one Room to another if the supplied direction contains a doorway.
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/// Returns false if no doorway is available.
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/// </summary>
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/// <param name="travelDirection"></param>
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/// <returns></returns>
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public bool Move(AvailableTravelDirections travelDirection)
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{
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//Check if the current room has a doorway in the supplied direction of travel.
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if (!CurrentRoom.DoorwayExist(travelDirection))
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{
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return false;
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}
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//We have a doorway, lets move to the next room.
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CurrentRoom = CurrentRoom.GetDoor(travelDirection).ArrivalRoom;
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OnTravel(travelDirection);
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return true;
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}
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public virtual void OnTravel(AvailableTravelDirections travelDirection)
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{
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//TODO: Check the Room/Zone/Realm to see if anything needs to occure during travel.
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}
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public String ExecuteCommand(string command)
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{
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//TODO: Character class can handle a lot of the command management here, checking various things prior to sending
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//the command off to the command engine for execution.
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CommandResults result = CommandEngine.ExecuteCommand(command, this);
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if (result.Result != null)
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{
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StringBuilder sb = new StringBuilder();
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foreach (object item in result.Result)
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{
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if (item is string)
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sb.AppendLine(item.ToString());
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}
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return sb.ToString();
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}
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return "";
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}
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internal void Initialize()
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{
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CurrentRoom = Game.InitialRealm.InitialZone.InitialRoom;
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IsActive = true;
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}
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internal void Receive(byte[] data)
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{
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// convert that data to string
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String str;
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System.Text.UTF8Encoding enc = new System.Text.UTF8Encoding();
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str = enc.GetString(data);
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// execute, and get result
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str = ExecuteCommand(str);
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// convert the result back to bytes and send it back
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System.Text.ASCIIEncoding encoding = new System.Text.ASCIIEncoding();
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Send(encoding.GetBytes(str));
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if (!Game.IsRunning)
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Clear();
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}
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internal void Send(byte[] data)
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{
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try
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{
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client.Send(data);
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}
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catch (Exception) // error, connection failed: close client
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{
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Clear();
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}
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}
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internal void Clear()
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{
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// TODO: Save();
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IsActive = false;
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client.Close();
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// TODO: Reset game so it can be used again
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}
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internal Socket client;
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}
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}
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