- 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.
64 lines
No EOL
2.8 KiB
C#
64 lines
No EOL
2.8 KiB
C#
/// <summary>
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/// The Look command is used to print the contents of the players current Room to the screen.
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/// The Room.Description property is printed to the players screen if it contains content.
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/// If the Room.DetailedDescription collection property contains content, it will be printed to the screen
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/// after the Room.Description property is printed (provided Room.Description is not empty.)
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/// </summary>
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public class CommandLook : 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 CommandLook()
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{
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Help = new List<String>();
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Help.Add("Prints a description of the current Room and the objects that reside within it.");
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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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//If the players Room is null, then we need to let them know that they are
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//currently not residing within a Room. If this occures for some reason, the player will
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//need to be moved into an existing Room by an Admin.
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//TODO: Allow Admins to move Characters from one Room to another.
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if (player.CurrentRoom == null)
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{
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player.Send("You are not within any Room.");
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return;
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}
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//Check if the players current Room has a blank Description. If not, we print it for the player to read.
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if (!String.IsNullOrEmpty(player.CurrentRoom.Description))
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player.Send(player.CurrentRoom.Description);
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//Check if the players current Room has a detailed description.
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//If the collection contains content, it will loop through each entry and print it to the screen as a new line.
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if (player.CurrentRoom.DetailedDescription.Count != 0)
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{
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foreach (String entry in player.CurrentRoom.DetailedDescription)
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player.Send(entry);
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}
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}
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} |