- Added FileManager.GetDataCollection() Method for getting a collection of values that match the supplied parameter. This is used by environments for restoring saved object collections - World Restoration is now fully implemented. - Removed un-needed Log messages - Added a pushMessage parameter to Log.Write() allowing messages to be sent directly to the console instead of stacking them in a cache. All log messages now push the message by default.
174 lines
6 KiB
C#
174 lines
6 KiB
C#
//Microsoft .NET Framework
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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 System.IO;
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using System.Reflection;
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//MUD Engine
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using MudEngine.GameObjects;
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using MudEngine.GameObjects.Characters;
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using MudEngine.GameObjects.Environment;
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using MudEngine.GameManagement;
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namespace MudEngine.GameManagement
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{
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public class CommandEngine
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{
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/// <summary>
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/// Gets or Sets a Dictionary list of available commands to use.
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/// </summary>
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public static Dictionary<String, IGameCommand> CommandCollection { get; set; }
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internal Dictionary<String, IGameCommand> __Commands { get; set; }
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public CommandEngine()
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{
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if ((CommandEngine.CommandCollection == null) || (CommandEngine.CommandCollection.Count == 0))
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CommandEngine.LoadBaseCommands();
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//_Commands = CommandEngine.CommandCollection;
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}
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public static List<String> GetCommands()
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{
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List<String> temp = new List<String>();
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foreach (String name in CommandEngine.CommandCollection.Keys)
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{
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temp.Add(name);
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}
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return temp;
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}
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public static IGameCommand GetCommand(String command)
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{
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if (IsValidCommand(command))
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{
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foreach (IGameCommand cmd in CommandCollection.Values)
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{
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if (cmd.Name.ToLower() == command.ToLower())
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return cmd;
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}
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}
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return null;
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}
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public static Boolean IsValidCommand(String Name)
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{
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if (CommandCollection.ContainsKey(Name.ToLower()))
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return true;
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else
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return false;
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}
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/// <summary>
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/// Executes the specified command name if it exists in the Commands Dictionary.
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/// </summary>
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/// <param name="Name"></param>
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/// <param name="Parameter"></param>
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/// <returns></returns>
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public CommandResults ExecuteCommand(String command, BaseCharacter player)
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{
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String commandKey = command.Insert(0, "Command");
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foreach (String key in CommandEngine.CommandCollection.Keys)
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{
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if (commandKey.ToLower().Contains(key.ToLower()))
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{
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IGameCommand cmd = CommandEngine.CommandCollection[key];
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return cmd.Execute(command, player);
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//return player.CommandSystem._Commands[key].Execute(command, player);
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//return player.Commands.ExecuteCommand[key.ToLower()]Execute(command, player);
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}
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}
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return new CommandResults();
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}
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public static void LoadBaseCommands()
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{
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LoadCommandLibrary(Assembly.GetExecutingAssembly(), true);
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}
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/// <summary>
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/// Dynamically loads the specified library into memory and stores all of the
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/// classess inheriting from MudCreator.InputCommands.ICommand into the CommandEngines
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/// commands dictionary for use with the project
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/// </summary>
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/// <param name="CommandLibrary"></param>
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public static void LoadCommandLibrary()
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{
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LoadCommandLibrary(Assembly.GetExecutingAssembly());
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}
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public static void LoadCommandLibrary(String libraryFilename)
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{
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if (System.IO.File.Exists(libraryFilename))
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{
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Assembly assem = Assembly.LoadFile(libraryFilename);
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LoadCommandLibrary(assem);
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}
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}
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public static void LoadCommandLibrary(List<Assembly> commandLibraries)
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{
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foreach (Assembly lib in commandLibraries)
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LoadCommandLibrary(lib);
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}
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public static void LoadCommandLibrary(Assembly commandLibrary)
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{
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LoadCommandLibrary(commandLibrary, false);
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}
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public static void LoadCommandLibrary(Assembly commandLibrary, Boolean purgeOldCommands)
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{
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//no assembly passed for whatever reason, don't attempt to enumerate through it.
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if (commandLibrary == null)
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return;
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Log.Write("Loading commands within " + Path.GetFileName(commandLibrary.Location));
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if (purgeOldCommands)
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ClearCommands();
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foreach (Type t in commandLibrary.GetTypes())
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{
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if (t.GetInterface(typeof(IGameCommand).FullName) != null)
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{
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//Use activator to create an instance
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IGameCommand command = (IGameCommand)Activator.CreateInstance(t);
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if (command != null)
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{
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if (command.Name == null)
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command.Name = t.Name.ToLower();
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else //Make sure the command is always in lower case.
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command.Name = command.Name.ToLower();
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//Add the command to the commands list if it does not already exist
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if (CommandCollection.ContainsKey(command.Name))
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{
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//Command exists, check if the command is set to override existing commands or not
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if (command.Override)
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{
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CommandCollection[command.Name] = command;
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}
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}
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//Command does not exist, add it to the commands list
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else
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CommandCollection.Add(command.Name, command);
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}
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}
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}
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}
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public static void ClearCommands()
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{
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CommandCollection = new Dictionary<String, IGameCommand>();
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}
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}
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}
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