muddesigner/MudGame/Scripts/PlayerCommands/CommandExit.cs
Scionwest_cp 7a0d1c5a74 Mud Engine:
- Fixed a bug within MudScriptCompiler that prevented it from using standard .NET Types (would only support C# keywords).
 - Fixed a bug within MudScriptCompiler that prevented it from accessing Engine Type's from within Scripts.

Mud Game:
 - Changed all of the C# keywords (string, bool) back to .NET, cross-language keywords (String, Boolean).
   Example Scripts will compile regardless of what compiler is used to within the MudScriptCompiler.
2011-05-02 18:29:14 -07:00

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C#

/// <summary>
/// The Exit command is used to exit the MUD game.
/// Using this command while connected to a MUD server will perform a disconnect from the server.
/// Using the command while running the game in offline mode will simply shut down the game.
/// </summary>
public class CommandExit : IGameCommand
{
/// <summary>
/// Used by the Command Engine to allow for overriding any other commands that contain the same name.
/// TODO: Does Overriding Commands still work? This is part of some old code I wrote several years back and might be broke.
/// </summary>
public Boolean Override { get; set; }
/// <summary>
/// The name of the command.
/// If Override is set to true, this command will override any other command that contains the same name.
/// </summary>
public String Name { get; set; }
/// <summary>
/// A collection of strings that contains helpfull information for this Command.
/// When the user enteres 'Help Exit' the game will print the content of this collection.
/// This is treated like a virtual book, each entry in the collection is printed as a new line.
/// </summary>
public List<String> Help { get; set; }
/// <summary>
/// Constructor for the class.
/// </summary>
public CommandExit()
{
//Instance the help collection and add our help information to it.
//Typically the Help content is placed within the constructor, but this particular help document
//needs to access information from the player, so we will build our Help collection in the Execute command.
Help = new List<String>();
Help.Add("Exits the game.");
}
/// <summary>
/// Executes the command.
/// This method is called from the Command Engine, it is not recommended that you call this method directly.
/// </summary>
/// <param name="command"></param>
/// <param name="player"></param>
public void Execute(String command, BaseCharacter player)
{
//Check if the game is multiplayer.
//Multiplayer games require disconnecting from the server and letting other players in the same Room know
//that this player has left.
if (player.ActiveGame.IsMultiplayer)
{
//Query the Active Games Player collection so that we can build a collection of Players that need to be
//informed of the Player disconnecting from the Server.
var playerQuery =
from p in player.ActiveGame.GetPlayerCollection()
where !p.Name.StartsWith("New") && p.Name != player.Name && p.CurrentWorldLocation == player.CurrentWorldLocation
select p;
//Inform each player found in our LINQ query that the player has disconnected from the Server.
foreach (BaseCharacter p in playerQuery)
p.Send(player.Name + " has left."); ;
//TODO: If a player is in a Group then s/he needs to be removed upon disconnecting.
player.Disconnect();
}
else
{
//Call the game's shutdown method which will save all objects and exit the game gracefully.
player.ActiveGame.Shutdown();
}
}
}