muddesigner/MudEngine/Commands/CommandLinkRoom.cs
Scionwest_cp 386d90df19 MudEngine:
- All commands are now required to have a Help property.

MudGame:
 - Finished the Create command. Now allows for creating Realms, Zones and Rooms
 - Added LinkRoom command for linking Rooms. Not finished.
 - Added Help command. Typing Help prints all of the currently available commands. Typing Help 'CommandName' prints that Commands help property. Default commands print a help document.
2010-08-19 19:09:45 -07:00

271 lines
9.2 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
using MudEngine.FileSystem;
using MudEngine.GameManagement;
using MudEngine.GameObjects;
using MudEngine.GameObjects.Characters;
using MudEngine.GameObjects.Environment;
namespace MudEngine.Commands
{
public class CommandLinkRoom : IGameCommand
{
public Boolean Override { get; set; }
public String Name { get; set; }
public List<String> Help { get; set; }
public CommandLinkRoom()
{
Help = new List<string>();
Help.Add("Use this to link two previously created Rooms together");
Help.Add("Note that this command is not fully implemented and does not work.");
}
public void Execute(String command, BaseCharacter player)
{
player.Send("Room linkage tool");
player.Send("Please select an option.");
player.Send("1: Link Room");
player.Send("2: Exit");
string input = player.ReadInput();
Int32 value = 0;
try
{
value = Convert.ToInt32(input);
}
catch (Exception)
{
player.Send("Invalid selection. Please use numeric values.");
return;
}
player.Send("");
player.Send("Please select which Realm your departing Room resides within:");
player.Send("");
Boolean isValidRealm = false;
Realm realm = new Realm(player.ActiveGame);
while (!isValidRealm)
{
isValidRealm = true;//Default to true, assume the user entered a valid name.
foreach (Realm r in player.ActiveGame.World.RealmCollection)
{
player.Send(r.Filename + " | ", false);
}
player.Send("");
player.Send("Selection: ", false);
input = player.ReadInput();
if (input.ToLower() == "cancel")
{
player.Send("Room Linking aborted.");
return;
}
//Ensure it's a valid name, if not then loop back and try again.
foreach (Realm r in player.ActiveGame.World.RealmCollection)
{
if (r.Filename.ToLower() == input.ToLower())
{
isValidRealm = true;
realm = r;
break;
}
else
{
isValidRealm = false;
}
}
if (!isValidRealm)
player.Send("That Realm does not exist! Please try again.");
}
player.Send("");
player.Send("Please select which Zone your departing Room resides within:");
player.Send("");
Boolean isValidZone = false;
Zone zone = new Zone(player.ActiveGame);
while (!isValidZone)
{
isValidZone = true;//Default to true, assume the user entered a valid name.
foreach (Zone z in realm.ZoneCollection)
{
player.Send(z.Filename + " | ", false);
}
player.Send("");
player.Send("Selection: ", false);
input = player.ReadInput();
if (input.ToLower() == "cancel")
{
player.Send("Room Linking aborted.");
return;
}
//Ensure it's a valid name, if not then loop back and try again.
foreach (Zone z in realm.ZoneCollection)
{
if (z.Filename.ToLower() == input.ToLower())
{
isValidZone = true;
zone = z;
break;
}
else
{
isValidZone = false;
}
}
if (!isValidZone)
player.Send("That Zone does not exist! Please try again.");
}
player.Send("");
player.Send("Please select which Room that you wish to be the departing Room:");
player.Send("");
Boolean isValidRoom = false;
Room departingRoom = new Room(player.ActiveGame);
while (!isValidRoom)
{
isValidRoom = true;//Default to true, assume the user entered a valid name.
foreach (Room r in zone.RoomCollection)
{
player.Send(r.Filename + " | ", false);
}
player.Send("");
player.Send("Selection: ", false);
input = player.ReadInput();
if (input.ToLower() == "cancel")
{
player.Send("Room Linking aborted.");
return;
}
//Ensure it's a valid name, if not then loop back and try again.
foreach (Room r in zone.RoomCollection)
{
if (r.Filename.ToLower() == input.ToLower())
{
isValidRoom = true;
departingRoom = r;
break;
}
else
{
isValidRoom = false;
}
}
if (!isValidRoom)
player.Send("That Room does not exist! Please try again.");
}
player.Send("");
player.Send("Please select which Room that you wish to be the Arrival Room:");
player.Send("");
isValidRoom = false;
Room arrivalRoom = new Room(player.ActiveGame);
while (!isValidRoom)
{
isValidRoom = true;//Default to true, assume the user entered a valid name.
foreach (Room r in zone.RoomCollection)
{
player.Send(r.Filename + " | ", false);
}
player.Send("");
player.Send("Selection: ", false);
input = player.ReadInput();
if (input.ToLower() == "cancel")
{
player.Send("Room Linking aborted.");
return;
}
//Ensure it's a valid name, if not then loop back and try again.
foreach (Room r in zone.RoomCollection)
{
if (r.Filename.ToLower() == input.ToLower())
{
isValidRoom = true;
departingRoom = r;
break;
}
else
{
isValidRoom = false;
}
}
if (!isValidRoom)
player.Send("That Room does not exist! Please try again.");
}
player.Send("");
player.Send("Please select which Room that you wish to be the departing Room:");
player.Send("");
player.Send("Please select which direction you would like to travel while departing the departure Room.");
Array values = Enum.GetValues(typeof(AvailableTravelDirections));
foreach (Int32 v in values)
{
//Since enum values are not strings, we can't simply just assign the String to the enum
String displayName = Enum.GetName(typeof(AvailableTravelDirections), v);
player.Send(displayName + " | ");
}
player.Send("Enter Selection: ", false);
input = player.ReadInput();
AvailableTravelDirections direction = new AvailableTravelDirections();
Boolean isValidDirection = false;
foreach (Int32 v in values)
{
//Since enum values are not strings, we can't simply just assign the String to the enum
String displayName = Enum.GetName(typeof(AvailableTravelDirections), v);
//If the value = the String saved, then perform the needed conversion to get our data back
if (displayName.ToLower() == input.ToLower())
{
direction = (AvailableTravelDirections)Enum.Parse(typeof(AvailableTravelDirections), displayName);
isValidDirection = true;
break;
}
}
if (!isValidDirection)
{
player.Send("Invalid direction supplied!");
}
else
{
zone.LinkRooms(direction, arrivalRoom, departingRoom);
}
}
}
}