- Improvements to the EditRealm command. Bug fixes and tweaks - EditRealm command now updates All Zones and Rooms within other Realms when its Realm.name is changed instead of only child Zones/Rooms. - Realms, Zones and Rooms will now append a file extension if no file extension is supplied during GetRealm(), GetZone() and GetRoom() method invokes. - Realm.InitialZone is no longer read-only - Zone.InitialRoom is no longer read-only. - Added EditZone command. Allows for editing pre-existing Zones. Zones can be created via the Create command. - Added EditRoom command. Allows for editing pre-existing Rooms. Rooms can be created via the Create command. MudGame: - Re-organized the Scripts directory. All Admin commands are now placed within a 'AdminCommands' folder while the player based commands are in a 'PlayerCommands' folder. All remaining scripts reside within the Scripts root folder.
419 lines
No EOL
20 KiB
C#
419 lines
No EOL
20 KiB
C#
/// <summary>
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/// The LinkRoom command is used to Link two previously created Rooms together.
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/// Rooms linked together can be traversed by players.
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/// This command is used to link Rooms dynamically during run-time by Admins, allowing environments to be created
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/// and traversed on-the-fly without the need to modify scripts and re-start the server.
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/// </summary>
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public class CommandLinkRoom : 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 CommandLinkRoom()
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{
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//Instance the help collection and add our help information to it.
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Help = new List<string>();
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Help.Add("Use this to link two previously created Rooms together.");
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//Incase Admins try to use the command, they will know that it's broken.
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//Don't convert this class into a Script until it is fully completed.
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Help.Add("NOTE: This command is not fully implemented. You may link two Rooms together provided they exist within the same Zone.");
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Help.Add("You may experience some Rooms not being traversable even after linking.");
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Help.Add("This command is a work-in-progress and will contain bugs.");
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}
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/// <summary>
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/// Executes the command.
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/// This method is called from the Command Engine, it is not recommended that you call this method directly.
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/// </summary>
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/// <param name="command"></param>
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/// <param name="player"></param>
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public void Execute(String command, BaseCharacter player)
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{
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//Check if the Player has the correct privileges to Link Rooms together.
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//If they are not a Admin or GM then the command will bail.
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//This creates the illusion that this command possibly doesn't exist.
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if ((player.Role != SecurityRoles.Admin) && (player.Role != SecurityRoles.GM))
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{
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player.Send("Invalid Command.");
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return;
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}
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//Build the Menu system that will be displayed to Admins.
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player.Send("Room linkage tool");
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player.Send("Please select an option.");
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player.Send("1: Link Room");
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player.Send("2: Exit");
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//Read the input from the Admin.
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string input = player.ReadInput();
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Int32 value = 0;
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//Attempt to convert their input from a String into a numerical value.
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//If they entered a non-numerical value, then the method will exit
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try
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{
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value = Convert.ToInt32(input);
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}
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catch (Exception)
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{
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player.Send("Invalid selection. Please use numeric values.");
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return;
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}
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//Ask what Room the Admin wants to use as the Departing Room.
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//Departing Rooms will be where the travel direction originates from.
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//meaning if the Admin selects West as the traveling direction, then traveling West will exit the
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//Departing Room and enter the Arrival Room.
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player.Send("");
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player.Send("Please select which Realm your departing Room resides within:");
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player.Send("");
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//Instance a new Realm that we can use to reference an existing Realm so that we can find the
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//Rooms within it that the Admin is looking for.
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Boolean isValidRealm = false;
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Realm realm = new Realm(player.ActiveGame);
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//Create a Loop incase the Admin enters an invalid Realm, we can just loop
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//back and re-ask the Admin the enter a valid Realm name.
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while (!isValidRealm)
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{
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//Now that we are in the loop, set the isValidRealm to true, as we will assume that
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//the user will enter a valid Realm name on the first shot. If we can't find a matching
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//Realm, then this will get set to false once iterating through Realms is completed.
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isValidRealm = true;
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//Print each Realm out to the Admin so they may see a complete list to choose from.
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//This is the Realm that their first Room will reside within.
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//TODO: Currently only linking Rooms within the same Realm/Zone is supported. Need to fix that.
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foreach (Realm r in player.ActiveGame.World.RealmCollection)
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player.Send(r.Filename + " | ", false);
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//As for the Admins selection, we will place the Admins input on the same line
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//as the last message sent to the Admin by setting the newLine parameter to false.
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player.Send("");
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player.Send("Selection: ", false);
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//Get the Admins input that should specify what Realm they are wanting.
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input = player.ReadInput();
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//Check if the Admin entered 'Cancel'. If so, then cancel the Link process.
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if (input.ToLower() == "cancel")
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{
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player.Send("Room Linking aborted.");
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return;
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}
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//Query the Active Games world collection, finding Realms that match the filename entered by the Admin
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var realmQuery =
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from r in player.ActiveGame.World.RealmCollection
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where r.Filename.ToLower() == input.ToLower()
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select r;
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//Check if the query contains a Realm.
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if (realmQuery.FirstOrDefault() != null)
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{
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//The query does in-fact contain a valid Realm. Assign it to our realm field for use later.
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realm = realmQuery.FirstOrDefault();
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//We can set this to true, allowing us to exit out of the loop.
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isValidRealm = true;
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}
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//If the query does not contain a Realm, then we ensure that the loop will continue by forcing
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//isValidRealm back to false.
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else
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{
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isValidRealm = false;
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//Let the Admin know that they entered an invalid Realm name and that they need to try again.
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player.Send("That Realm does not exist! Please try again.");
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}
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}
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//Let the Admin know that they need to now select which Zone the Room they are wanting to link resides within.
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player.Send("");
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player.Send("Please select which Zone your departing Room resides within:");
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player.Send("");
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//Instance a new Zone that we can use to reference an existing Zone so that we can find the
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//Rooms within it that the Admin is looking for.
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Boolean isValidZone = false;
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Zone zone = new Zone(player.ActiveGame);
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//Create a Loop incase the Admin enters an invalid Zone, we can just loop
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//back and re-ask the Admin the enter a valid Zone name.
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while (!isValidZone)
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{
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//Now that we are in the loop, set the isValidZone to true, as we will assume that
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//the user will enter a valid Zone name on the first shot. If we can't find a matching
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//Zone, then this will get set to false once iterating through Zone is completed.
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isValidZone = true;
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//Print each Zone out to the Admin so they may see a complete list to choose from.
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//This is the Zone that their first Room will reside within.
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//TODO: Currently only linking Rooms within the same Realm/Zone is supported. Need to fix that.
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foreach (Zone z in realm.ZoneCollection)
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{
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player.Send(z.Filename + " | ", false);
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}
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//As for the Admins selection, we will place the Admins input on the same line
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//as the last message sent to the Admin by setting the newLine parameter to false.
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player.Send("");
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player.Send("Selection: ", false);
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//Get the Admins input that should specify what Zone they are wanting.
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input = player.ReadInput();
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//Check if the Admin entered 'Cancel'. If so, then cancel the Link process.
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if (input.ToLower() == "cancel")
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{
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player.Send("Room Linking aborted.");
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return;
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}
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//Query the stored Realm's Zone collection, finding Zones that match the filename entered by the Admin
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var zoneQuery =
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from z in realm.ZoneCollection
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where z.Filename.ToLower() == input.ToLower()
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select z;
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//Check if the query contains a Zone.
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if (zoneQuery.FirstOrDefault() != null)
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{
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//The query does in-fact contain a valid Zone. Assign it to our zone field for use later.
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zone = zoneQuery.FirstOrDefault();
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//We can set this to true, allowing us to exit out of the loop.
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isValidZone = true;
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}
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//If the query does not contain a Zone, then we ensure that the loop will continue by forcing
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//isValidZone back to false.
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else
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{
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isValidZone = false;
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//Let the Admin know that they entered an invalid Zone name and that they need to try again.
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player.Send("That Zone does not exist! Please try again.");
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}
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}
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//Let the Admin know that they need to now select Room they are wanting to link as the departure Room
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player.Send("");
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player.Send("Please select which Room that you wish to be the departing Room:");
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player.Send("");
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//Instance a new Room that we can store a reference to a existing Room.
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//We will use this reference to link the departure and arrival Rooms together.
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Boolean isValidRoom = false;
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Room departingRoom = new Room(player.ActiveGame);
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//Create a Loop incase the Admin enters an invalid Room, we can just loop
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//back and re-ask the Admin the enter a valid Room name.
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while (!isValidRoom)
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{
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//Now that we are in the loop, set the isValidRoom to true, as we will assume that
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//the user will enter a valid Room name on the first shot. If we can't find a matching
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//Room, then this will get set to false once iterating through Room is completed.
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isValidRoom = true;
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//Print each Room out to the Admin so they may see a complete list to choose from.
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//This will be their departing Room.
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//TODO: Currently only linking Rooms within the same Realm/Zone is supported. Need to fix that.
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foreach (Room r in zone.RoomCollection)
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{
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player.Send(r.Filename + " | ", false);
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}
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//As for the Admins selection, we will place the Admins input on the same line
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//as the last message sent to the Admin by setting the newLine parameter to false.
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player.Send("");
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player.Send("Selection: ", false);
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//Get the Admins input that should specify what Room they are wanting.
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input = player.ReadInput();
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//Check if the Admin entered 'Cancel'. If so, then cancel the Link process.
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if (input.ToLower() == "cancel")
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{
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player.Send("Room Linking aborted.");
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return;
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}
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//Query the referenced zone's Room collection, finding Rooms that match the filename entered by the Admin
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var roomQuery =
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from r in zone.RoomCollection
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where r.Filename.ToLower() == input.ToLower()
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select r;
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//Check if the query contains a Room.
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if (roomQuery.FirstOrDefault() != null)
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{
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//The query does in-fact contain a valid Room. Assign it to our departingRoom field for use later.
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departingRoom = roomQuery.FirstOrDefault();
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//We can set this to true, allowing us to exit out of the loop.
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isValidRoom = true;
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}
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//If the query does not contain a Room, then we ensure that the loop will continue by forcing
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//isValidRoom back to false.
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else
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{
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isValidRoom = false;
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//Let the Admin know that they entered an invalid Room name and that they need to try again.
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player.Send("That Room does not exist! Please try again.");
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}
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}
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//Let the Admin know that they need to now select Room they are wanting to link as the Arrival Room
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player.Send("");
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player.Send("Please select which Room that you wish to be the Arrival Room:");
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player.Send("");
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//Instance a new Room that we can store a reference to a existing Room.
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//We will use this reference to link the departure and arrival Rooms together.
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isValidRoom = false;
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Room arrivalRoom = new Room(player.ActiveGame);
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//Create a Loop incase the Admin enters an invalid Room, we can just loop
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//back and re-ask the Admin the enter a valid Room name.
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while (!isValidRoom)
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{
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//Now that we are in the loop, set the isValidRoom to true, as we will assume that
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//the user will enter a valid Room name on the first shot. If we can't find a matching
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//Room, then this will get set to false once iterating through Room is completed.
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isValidRoom = true;
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//Print each Room out to the Admin so they may see a complete list to choose from.
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//This will be their departing Room.
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//TODO: Currently only linking Rooms within the same Realm/Zone is supported. Need to fix that.
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foreach (Room r in zone.RoomCollection)
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{
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player.Send(r.Filename + " | ", false);
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}
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//As for the Admins selection, we will place the Admins input on the same line
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//as the last message sent to the Admin by setting the newLine parameter to false.
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player.Send("");
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player.Send("Selection: ", false);
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//Get the Admins input that should specify what Room they are wanting.
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input = player.ReadInput();
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//Check if the Admin entered 'Cancel'. If so, then cancel the Link process.
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if (input.ToLower() == "cancel")
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{
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player.Send("Room Linking aborted.");
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return;
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}
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//Query the referenced zone's Room collection, finding Rooms that match the filename entered by the Admin
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var roomQuery =
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from r in zone.RoomCollection
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where r.Filename.ToLower() == input.ToLower()
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select r;
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//Check if the query contains a Room.
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if (roomQuery.FirstOrDefault() != null)
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{
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//The query does in-fact contain a valid Room. Assign it to our departingRoom field for use later.
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departingRoom = roomQuery.FirstOrDefault();
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//We can set this to true, allowing us to exit out of the loop.
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isValidRoom = true;
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}
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//If the query does not contain a Room, then we ensure that the loop will continue by forcing
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//isValidRoom back to false.
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else
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{
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isValidRoom = false;
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//Let the Admin know that they entered an invalid Room name and that they need to try again.
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player.Send("That Room does not exist! Please try again.");
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}
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}
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//Let the Admin select the direction of travel required for a player to traverse from the
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//departing Room into the arriving Room.
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player.Send("Please select which direction you would like to travel while departing the departure Room.");
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//Store a array of existing values within the AvailableTravelDirection enum.
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//These values are the legal travel directions that are supported by the game.
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Array values = Enum.GetValues(typeof(AvailableTravelDirections));
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//Create a reference to the AvailableTravelDirections enum that we can use to assign a travel
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//when we pass the Room linking off to the Rooms owning Zone.
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AvailableTravelDirections direction = new AvailableTravelDirections();
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Boolean isValidDirection = false;
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//Perform the direction corrections within a while loop, incase the Admin enteres
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//a invalid traveling direction and we need to re-acquire input from the Admin.
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while (!isValidDirection)
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{
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//Loop through the array, printing each travel direction we found in the enum array collection
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//to the screen for the user to see and select from.
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foreach (Int32 v in values)
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{
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//Since enum values are not strings, we can't simply assign a string value to the enum.
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//The enum needs to be queried to retrieve a value that matches that of 'v' and convert it to a String
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String displayName = Enum.GetName(typeof(AvailableTravelDirections), v);
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//Print this current iterations value to the screen for the player.
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player.Send(displayName + " | ");
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}
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//As for the Admins selection, we will place the Admins input on the same line
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//as the last message sent to the Admin by setting the newLine parameter to false.
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player.Send("Enter Selection: ", false);
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input = player.ReadInput();
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//Loop through each value found in our original array or values acquired from the AvailableTravelDirections enum.
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foreach (Int32 v in values)
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{
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//Since enum values are not strings, we can't simply assign a string value to the enum.
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//The enum needs to be queried to retrieve a value that matches that of 'v' and convert it to a String
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String displayName = Enum.GetName(typeof(AvailableTravelDirections), v);
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//Check if the Admins selected travel direction matches that of the current travel direction value found
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//within our array of values harvested from the AvailableTravelDirections enum
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if (displayName.ToLower() == input.ToLower())
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{
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//The two match up. Now you have to convert the String version of the travel direction, back into
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//an enum equivilant for use by the Rooms owning Zone during linking.
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direction = (AvailableTravelDirections)Enum.Parse(typeof(AvailableTravelDirections), displayName);
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//We found a legal Travel Direction. Setting this to true will exit the while loop.
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isValidDirection = true;
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break;
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}
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else
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isValidDirection = false;
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}
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//Check if we haven't found a valid direction yet. This will print to the Admin that the entered
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//direction was invalid, and then loop back to the top of the current loop.
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if (!isValidDirection)
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{
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player.Send("Invalid direction supplied!");
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}
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//The direction supplied by the Admin matched up and was concidered legal, so we shoud
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//have a converted AvailableTravelDirection now with the value matching that of the Admins.
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//Link the two rooms together, with the travel direction of the Admins choice.
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else
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{
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zone.LinkRooms(direction, arrivalRoom, departingRoom);
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}
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}
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}
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} |