muddesigner/MudEngine/GameManagement/CommandEngine.cs
Scionwest_cp 486efa4fed MudEngine:
- Re-worked the command system. All commands now only need 2 arguments rather than 4. The actual command string and the Player
 - All commands updated to work with the new command system
 - Look command now works in the example MudGame 
 - Realm now contains InitialZone for the starting Zone within that Realm.
 - Zone now contains InitialRoom for the starting Room within that Zone.
 - All Environment objects now contains a Initial property and Add() method for adding child objects.
 - BaseCharacter now contains a copy of Game
 - Revised Realm.GetZone()
 - Revised Zone.GetRoom()
 - Removed Zone.RebuildRoomCollection as content is currently no longer stored using physical files.
 - Added GameManagement.Log for logging errors and warnings to file. Use Log.Write().
2010-07-25 16:56:15 -07:00

116 lines
4 KiB
C#

//Microsoft .NET Framework
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
//MUD Engine
using MudEngine.GameObjects;
using MudEngine.GameObjects.Characters;
using MudEngine.GameObjects.Environment;
using MudEngine.GameManagement;
namespace MudEngine.GameManagement
{
public class CommandEngine
{
/// <summary>
/// Gets or Sets a Dictionary list of available commands to use.
/// </summary>
static internal Dictionary<string, IGameCommand> Commands { get; set; }
public List<string> GetCommands
{
get
{
List<string> temp = new List<string>();
foreach (string name in Commands.Keys)
{
temp.Add(name);
}
return temp;
}
}
public bool GetCommand(string Name)
{
if (Commands.ContainsKey(Name.ToLower()))
return true;
else
return false;
}
/// <summary>
/// Executes the specified command name if it exists in the Commands Dictionary.
/// </summary>
/// <param name="Name"></param>
/// <param name="Parameter"></param>
/// <returns></returns>
public static CommandResults ExecuteCommand(string command, BaseCharacter player)
{
string commandKey = command.Insert(0, "Command");
foreach (string key in Commands.Keys)
{
if (commandKey.ToLower().Contains(key.ToLower()))
{
return Commands[key.ToLower()].Execute(command, player);
}
}
return new CommandResults();
}
/// <summary>
/// Dynamically loads the specified library into memory and stores all of the
/// classess inheriting from MudCreator.InputCommands.ICommand into the CommandEngines
/// commands dictionary for use with the project
/// </summary>
/// <param name="CommandLibrary"></param>
public static void LoadAllCommands()
{
System.Reflection.Assembly assembly = System.Reflection.Assembly.GetExecutingAssembly();
Commands = new Dictionary<string, IGameCommand>();
foreach (Type t in assembly.GetTypes())
{
if (t.GetInterface(typeof(IGameCommand).FullName) != null)
{
//Use activator to create an instance
IGameCommand command = (IGameCommand)Activator.CreateInstance(t);
if (command != null)
{
if (command.Name == null)
command.Name = t.Name.ToLower();
else //Make sure the command is always in lower case.
command.Name = command.Name.ToLower();
//Add the command to the commands list if it does not already exist
if (Commands.ContainsKey(command.Name))
{
//Command exists, check if the command is set to override existing commands or not
if (command.Override)
{
Commands[command.Name] = command;
}
}
//Command does not exist, add it to the commands list
else
Commands.Add(command.Name, command);
}
}
}
}
public static string GetCommand(object Parameter)
{
List<object> objectList = (List<object>)Parameter;
foreach (object obj in objectList)
{
if (obj is string)
return (string)obj;
}
return null;
}
}
}