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