muddesigner/MudGame/Scripts/PlayerCommands/CommandSay.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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2.8 KiB
C#

/// <summary>
/// The Say command provides the player with the ability to chat with other players within the game world.
/// Players using the Say command can only talk to players that are currently within the same Room.
/// </summary>
public class CommandSay : 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 CommandSay()
{
Help = new List<String>();
Help.Add("Allows you to Chat with with players around you.");
Help.Add("Note that you can only chat with players that reside within the same Room as yourself.");
Help.Add("Usage: Say Hello everyone!");
}
/// <summary>
/// Constructor for the class.
/// </summary>
public void Execute(String command, BaseCharacter player)
{
//Check if the user only said 'Say ' or 'Say' with no message content.
if (command.Length <= 4)
{
//If no message content, print the help for the command to the player.
CommandHelp help = new CommandHelp();
help.Execute("Help Say", player);
return; //nothing to say, don't say anything at all.
}
//Get the message out of the command string.
String message = command.Substring("Say ".Length);
//Query the game world and find what players are within the same location as the chatting player.
var playerQuery =
from p in player.ActiveGame.GetPlayerCollection()
where p.CurrentWorldLocation == player.CurrentWorldLocation
select p;
//Send the message to each player found within our player query.
foreach (var p in playerQuery)
p.Send(player.Name + " says: " + message);
//Print the same message but in a alternate format to the player that sent the message originally.
player.Send("You say: " + message);
}
}