muddesigner/MudGame/Scripts/PlayerCommands/CommandLook.cs
Scionwest_cp b3238d0227 MudEngine:
- 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.
2010-09-05 16:28:35 -07:00

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C#

/// <summary>
/// The Look command is used to print the contents of the players current Room to the screen.
/// The Room.Description property is printed to the players screen if it contains content.
/// If the Room.DetailedDescription collection property contains content, it will be printed to the screen
/// after the Room.Description property is printed (provided Room.Description is not empty.)
/// </summary>
public class CommandLook : IGameCommand
{
/// <summary>
/// Used by the Command Engine to allow for overriding any other commands that contain the same name.
/// TODO: Does Overriding Commands still work? This is part of some old code I wrote several years back and might be broke.
/// </summary>
public Boolean Override { get; set; }
/// <summary>
/// The name of the command.
/// If Override is set to true, this command will override any other command that contains the same name.
/// </summary>
public String Name { get; set; }
/// <summary>
/// A collection of strings that contains helpfull information for this Command.
/// When the user enteres 'Help Exit' the game will print the content of this collection.
/// This is treated like a virtual book, each entry in the collection is printed as a new line.
/// </summary>
public List<String> Help { get; set; }
/// <summary>
/// Constructor for the class.
/// </summary>
public CommandLook()
{
Help = new List<String>();
Help.Add("Prints a description of the current Room and the objects that reside within it.");
}
/// <summary>
/// Constructor for the class.
/// </summary>
public void Execute(String command, BaseCharacter player)
{
//If the players Room is null, then we need to let them know that they are
//currently not residing within a Room. If this occures for some reason, the player will
//need to be moved into an existing Room by an Admin.
//TODO: Allow Admins to move Characters from one Room to another.
if (player.CurrentRoom == null)
{
player.Send("You are not within any Room.");
return;
}
//Check if the players current Room has a blank Description. If not, we print it for the player to read.
if (!String.IsNullOrEmpty(player.CurrentRoom.Description))
player.Send(player.CurrentRoom.Description);
//Check if the players current Room has a detailed description.
//If the collection contains content, it will loop through each entry and print it to the screen as a new line.
if (player.CurrentRoom.DetailedDescription.Count != 0)
{
foreach (String entry in player.CurrentRoom.DetailedDescription)
player.Send(entry);
}
}
}