muddesigner/MudEngine/Commands/CommandExit.cs
Scionwest_cp 9585cede63 MudEngine:
- Added BaseCharacter.FlushConsole() method. Sends a hex sequence to the clients telnet terminal that clears the screen. If IsMultiplayer=false then it just clears the C# Console.
 - Added a 'Clear' command for users to use. It invokes the new FlushConsole command.
 - Removed the need for a full file path and filename when calling an objects save method. Now it just needs the path.
 - Adjusted the Exit command, Login command and Save command to reflect the objects save parameter changes.
 - Removed the Unique ID from objects. 
 - All objects now reference each other via their filenames rather than their object names. Allows for 3 objects with the name Bedroom to exist, but with different filenames such as Bedroom1, Bedroom2 etc.
 - Zone now has a GetRoomByName method that replace the removed GetRoomByID method. Returns a List<> collection of Rooms found with a matching filename.
 - BaseCharacter updated to work with the new Zone.GetRoomByName method.
 - Realm.GetZoneByID renamed to GetZoneByName()
2010-08-13 21:35:46 -07:00

52 lines
1.9 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.IO;
using System.Text;
using MudEngine.FileSystem;
using MudEngine.GameObjects.Characters;
using MudEngine.GameManagement;
using MudEngine.Commands;
using MudEngine.GameObjects.Environment;
namespace MudEngine.Commands
{
public class CommandExit : IGameCommand
{
public bool Override { get; set; }
public string Name { get; set; }
public CommandResults Execute(string command, BaseCharacter player)
{
if (player.ActiveGame.IsMultiplayer)
{
//Let other players know that the user walked in.
for (int i = 0; i != player.ActiveGame.PlayerCollection.Length; i++)
{
if (player.ActiveGame.PlayerCollection[i].Name == player.Name)
continue;
string room = player.ActiveGame.PlayerCollection[i].CurrentRoom.Name;
string realm = player.ActiveGame.PlayerCollection[i].CurrentRoom.Realm;
string zone = player.ActiveGame.PlayerCollection[i].CurrentRoom.Zone;
if ((room == player.CurrentRoom.Name) && (realm == player.CurrentRoom.Realm) && (zone == player.CurrentRoom.Zone))
{
player.ActiveGame.PlayerCollection[i].Send(player.Name + " has left.");
}
}
player.Disconnect();
}
else
{
//Save the player prior to attempting to shutdown.
//Player saving is handled in the server disconnect code but not in game shutdown.
player.Save(player.ActiveGame.DataPaths.Players);
player.ActiveGame.Shutdown();
}
return new CommandResults();
}
}
}