- Fixed command engine stalling when waiting for one users command to finish before starting another users command. - Commands are loaded into static List collections, but the Execute command itself is now no longer static. - Player.CommandSystem property added so each player has their own commandengine to process their input.
49 lines
1.6 KiB
C#
49 lines
1.6 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 System.IO;
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using MudEngine.GameObjects.Characters;
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using MudEngine.GameManagement;
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using MudEngine.GameObjects.Environment;
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using MudEngine.GameObjects;
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using MudEngine.FileSystem;
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namespace MudEngine.Commands
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{
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public class CommandWalk : 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(string command, BaseCharacter player)
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{
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string[] words = command.Split(' ');
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List<string> directions = new List<string>();
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if (words.Length == 1)
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return new CommandResults("No direction supplied");
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else
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{
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foreach (Door door in player.CurrentRoom.Doorways)
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{
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if (door.TravelDirection == TravelDirections.GetTravelDirectionValue(words[1]))
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{
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//Move the player into their new room
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player.Move(door.TravelDirection);
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CommandResults cmd = player.CommandSystem.ExecuteCommand("Look", player);
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string lookValue = "";
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if (cmd.Result.Length != 0)
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lookValue = cmd.Result[0].ToString();
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return new CommandResults(new object[] { lookValue, player.CurrentRoom });
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}
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}
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}
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return new CommandResults("Unable to travel in that direction.");
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}
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}
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}
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