- 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.
81 lines
No EOL
3.7 KiB
C#
81 lines
No EOL
3.7 KiB
C#
/// <summary>
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/// Help command provides information on all the existing game commands, including script based commands.
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/// </summary>
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public class CommandHelp : 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 CommandHelp()
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{
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Help = new List<String>();
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Help.Add("Provides help on various topics.");
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Help.Add("You may ask for help on any game command.");
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Help.Add("Usage: Help");
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Help.Add("Usage: Help 'command' where command = a game command");
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Help.Add("Example: Help Look");
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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 we have a topic that the player wants help with. If there is nothing after the Help word
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//in the command, then the user didn't supply us with a topic.
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string topic = command.Substring("Help".Length);
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//if the user did not supply us with a topic, we will print every command currently loaded in the engine
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//and tell the user how they can access help information regarding that command.
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//TODO: Help command should have self contained help topics.
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if (topic.Length == 0)
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{
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player.Send("Available commands: ", false);
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//Print each command found within the command engine.
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foreach (String cmd in CommandEngine.GetCommands())
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{
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//We will get a reference to the current command in the iteration
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IGameCommand g = CommandEngine.GetCommand(cmd);
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//Print the name of the command to the user, place a comma after the command
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//so that the next command can be placed afterwards.
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player.Send(CommandEngine.GetCommandName(g) + ", ", false);
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}
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//Let the player know how to use the help command to access help regarding any of the aformentioned commands.
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player.Send("");
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player.Send("Usage: Help 'Command'");
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return;
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}
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//The player supplied a topic, lets trip out all the white spaces from it caused by the Substring method
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else
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topic = topic.Trim();
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//Get a reference to the command the player wants help with. We must insert the 'Command' string into the topic,
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//as all Commands start with the word Command, however the player never sees the word Command. It's internal only.
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IGameCommand gc = CommandEngine.GetCommand("Command" + topic);
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//Iterate through each entry in the commands help collection and print it to the player.
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foreach (String help in gc.Help)
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player.Send(help);
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}
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} |