- 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.
122 lines
4.3 KiB
C#
122 lines
4.3 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.IO;
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using System.Text;
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using System.Xml;
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using System.Xml.Serialization;
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using System.Windows.Forms;
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using MudDesigner.MudEngine.Interfaces;
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using MudDesigner.MudEngine.Characters;
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using MudDesigner.MudEngine.GameManagement;
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using MudDesigner.MudEngine.GameObjects.Environment;
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namespace MudDesigner.MudEngine.GameCommands
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{
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public class CommandEngine
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{
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#region ====== Public Enumerators, Structures & Properties ======
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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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static internal Dictionary<string, IGameCommand> Commands { get; set; }
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public List<string> GetCommands
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{
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get
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{
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List<string> temp = new List<string>();
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foreach (string name in Commands.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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}
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#endregion
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#region ====== Public Methods ======
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public bool GetCommand(string Name)
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{
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if (Commands.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 static CommandResults ExecuteCommand(string Name, BaseCharacter player, ProjectInformation project, Room room, string command)
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{
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Name = Name.Insert(0, "Command");
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foreach (string key in Commands.Keys)
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{
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if (Name.ToLower().Contains(key.ToLower()))
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{
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return Commands[key.ToLower()].Execute(player, project, room, command);
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}
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}
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return new CommandResults();
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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 LoadAllCommands()
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{
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System.Reflection.Assembly assembly = System.Reflection.Assembly.GetExecutingAssembly();
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Commands = new Dictionary<string, IGameCommand>();
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foreach (Type t in assembly.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 (Commands.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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Commands[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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Commands.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 string GetCommand(object Parameter)
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{
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List<object> objectList = (List<object>)Parameter;
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foreach (object obj in objectList)
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{
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if (obj is string)
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return (string)obj;
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}
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return null;
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}
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#endregion
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}
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}
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