muddesigner/Mud Designer/MudEngine/GameCommands/CommandLook.cs
Scionwest_cp 79f6d36083 Engine:
- Changed the IGameCommand Interface constructor for the Execute method.
 - Updated all of the game commands to make use of the new Execute Method Constructor requirements set by the updated interface.
 - Look command now returns a description of the players current Room.
 - Walk command now supports moving players from one Room to another. Use 'Walk Direction' where Direction equals the direction you want to travel (Example: 'Walk North")
 - TravelDirections.GetTravelDirectionValue now checks the supplied direction value in a case-insensitive manor.
 - Add a new CommandEngine that handles the commands inputed from the user.
 - Modified CommandResult to return an array of objects rather than a single object.

Runtime:
 - Now scans the supplied collection of objects returned to the runtime after executing a game command, and adjusts the runtime components as needed, including printing information to the console.
 - Now displays various warnings during startup to let the user know if certain content hasn't been set within the ProjectInformation yet.
 - Now executes the 'Look' command on startup to display the users current location.
 - Fully supports the 'Look' and 'Walk' commands.
2010-02-04 17:18:53 -08:00

43 lines
1.4 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using MudDesigner.MudEngine.Characters;
using MudDesigner.MudEngine.Characters.Controlled;
using MudDesigner.MudEngine.FileSystem;
using MudDesigner.MudEngine.GameCommands;
using MudDesigner.MudEngine.GameManagement;
using MudDesigner.MudEngine.GameObjects.Environment;
using MudDesigner.MudEngine.GameObjects.Items;
using MudDesigner.MudEngine.Interfaces;
namespace MudDesigner.MudEngine.GameCommands
{
public class CommandLook : IGameCommand
{
public string Name { get; set; }
public bool Override { get; set; }
public CommandResults Execute(BaseCharacter player, ProjectInformation project, Room room, string command)
{
StringBuilder desc = new StringBuilder();
if (room == null)
{
return new CommandResults("Not within a created Room.");
}
desc.AppendLine(room.Description);
foreach (Door door in room.Doorways)
{
if (door.TravelDirection != MudDesigner.MudEngine.GameObjects.AvailableTravelDirections.Down && door.TravelDirection != MudDesigner.MudEngine.GameObjects.AvailableTravelDirections.Up)
{
desc.AppendLine(door.Description);
}
}
return new CommandResults(desc.ToString());
}
}
}