- Added new Project. Mud Designer project will include the GUI elements needed for graphically building a MUD. Due to Environment creation being finalized, work on a GUI based Environment creation can start. Mud Engine: - Objects no longer require a path to be supplied when calling Object.Save() - EditRealm command now edits senses. - EditRoom now fully supports creating doorways, however editing existing doorways and linking to existing rooms is not implemented. This command only supports creating new doorways for non-existing Rooms (Rooms are generated as needed) - EditZone Now fully supports senses and implemented. - Game now supports loading of .ini files when calling Game.Load() - All objects now include a SavePath properties. Override this to supply a path for where the object needs to be saved. All Environment and BaseCharacter objects override the BaseObject.SavePath to save into ActiveGame.DataPaths.Environemnts and Players respectively. - ObjectCollection now instanced during ScriptEngine initialization to prevent exceptions during runtime. - Create command no longer converts all names to lower case. - Updated the Walk command to execute the Look command in a safe manor without injecting a command into the player Telnet console.
67 lines
No EOL
2.7 KiB
C#
67 lines
No EOL
2.7 KiB
C#
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/// <summary>
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/// This command creates a Room within the players current Realm>Zone.
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/// Admins using this command will not need to supply a fully qualified path like the 'Create' command requires.
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/// However, they are restricted to creating Rooms only within their current Realm>Zone.
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/// </summary>
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class CommandCreateRoom : IGameCommand
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{
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/// <summary>
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/// Used by the Command Engine to allow for overriding any other commands that contain the same name.
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/// TODO: Does Overriding Commands still work? This is part of some old code I wrote several years back and might be broke.
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/// </summary>
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public Boolean Override { get; set; }
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/// <summary>
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/// The name of the command.
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/// If Override is set to true, this command will override any other command that contains the same name.
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/// </summary>
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public String Name { get; set; }
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/// <summary>
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/// A collection of strings that contains helpfull information for this Command.
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/// When the user enteres 'Help Exit' the game will print the content of this collection.
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/// This is treated like a virtual book, each entry in the collection is printed as a new line.
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/// </summary>
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public List<String> Help { get; set; }
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/// <summary>
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/// Constructor for the class.
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/// </summary>
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public CommandCreateRoom()
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{
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Help = new List<string>();
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Help.Add("Creates a Room within the Admin's current Realm>Zone");
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}
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public void Execute(String command, BaseCharacter player)
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{
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if ((player.Role == SecurityRoles.Admin) || (player.Role == SecurityRoles.GM))
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{
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String roomname = command.Substring("Createroom".Length).Trim();
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if (String.IsNullOrEmpty(roomname))
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{
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player.Send("You must supply a Room name! Refer to 'Help CreateRoom' for usage examples.");
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return;
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}
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if ((String.IsNullOrEmpty(player.CurrentRoom.Realm)) || (String.IsNullOrEmpty(player.CurrentRoom.Zone)))
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{
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player.Send("You are not currently within a pre-existing Zone.");
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player.Send("Use the Teleport command to teleport yourself into a valid Zone before using the CreateRoom command.");
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return;
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}
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Room r = new Room(player.ActiveGame);
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r.Realm = player.CurrentRoom.Realm;
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r.Zone = player.CurrentRoom.Zone;
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r.Name = roomname;
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player.ActiveGame.World.GetRealm(r.Realm).GetZone(r.Zone)[0].AddRoom(r);
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player.Send(r.Name + " created within " + r.Realm + ">" + r.Zone + ".");
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Log.Write(player.Name + " created a new Room in " + r.RoomLocation);
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}
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}
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} |