212 lines
8 KiB
C#
212 lines
8 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.Reflection;
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using MudEngine.Core.Interface;
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using MudEngine.Game.Characters;
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namespace MudEngine.Core
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{
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/// <summary>
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/// The command system will process string based commands and execute any class that implements ICommand.
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/// ICommand.Name must match the command string passed in CommandSystem.Execute()
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/// </summary>
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public class CommandSystem
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{
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/// <summary>
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/// A collection of all command classes and their associated Name key.
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/// </summary>
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public static Dictionary<string, ICommand> Commands
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{
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get
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{
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if (_Commands == null)
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_Commands = new Dictionary<string, ICommand>();
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return _Commands;
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}
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private set
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{
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_Commands = value;
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}
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}
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private static Dictionary<String, ICommand> _Commands;
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/// <summary>
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/// A copy of the Static CommandSystem.Commands property that this instance will use.
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/// </summary>
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public Dictionary<String, ICommand> CommandCollection { get; private set; }
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/// <summary>
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/// Constructor that accepts a collection of Commands that have already been loaded.
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/// Use the static method CommandSystem.LoadCommands() or CommandSystem.LoadCommandLibrary()
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/// </summary>
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/// <param name="commands"></param>
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public CommandSystem(Dictionary<String, ICommand> commands)
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{
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this.CommandCollection = new Dictionary<string, ICommand>();
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this.CommandCollection = commands;
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//Handled by the StandardGame class now.
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//LoadCommands();
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}
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/// <summary>
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/// Returns a collection of Commands that this instance is currently using.
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/// </summary>
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/// <returns></returns>
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public List<ICommand> GetCommands()
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{
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List<ICommand> collection = new List<ICommand>();
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foreach (ICommand c in CommandSystem.Commands.Values)
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collection.Add(c);
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return collection;
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}
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/// <summary>
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/// Returns a command that is matching the supplied String.
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/// </summary>
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/// <param name="command"></param>
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/// <returns></returns>
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public ICommand GetCommand(string command)
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{
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foreach (ICommand c in CommandSystem.Commands.Values)
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{
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if (c.Name.ToLower() == command.ToLower())
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return c;
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}
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return null;
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}
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/// <summary>
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/// Returns true or false if the command name supplied exists.
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/// </summary>
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/// <param name="command"></param>
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/// <returns></returns>
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public bool IsValidCommand(string command)
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{
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if (CommandSystem.Commands.ContainsKey(command))
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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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/// Takes the supplied string command and searches for a Command class that matches it.
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/// If found, it will execute the command class.
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/// </summary>
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/// <param name="command"></param>
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/// <param name="character"></param>
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public void Execute(string command, StandardCharacter character)
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{
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//All Types that implement ICommand must have their class name begin with Command.
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//We must insert the 'Command' string into the beginning of the users Command
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//If user Types "Say" we change it to "CommandSay" and then look for a Type matching "CommandSay"
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string key = command.Insert(0, "Command");
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//Loop through each Key in the Commands collection
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foreach (string k in CommandSystem.Commands.Keys)
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{
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//Check to see if the Key (Command Name) matches the Command we are looking for.
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if (key.ToLower().Contains(k.ToLower()))
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{
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//Grab a reference to the Command
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ICommand cmd = CommandSystem.Commands[k];
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try
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{
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//Execute the command
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cmd.Execute(command, character);
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}
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catch (Exception ex)
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{
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Logger.WriteLine("Error: " + ex.Message);
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Console.WriteLine("Error: " + ex.Message);
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}
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return;
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}
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}
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//Let the player know that it was not a valid command.
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character.SendMessage("Invalid Command Used.");
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}
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/// <summary>
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/// Loads all of the commands found in the currently loaded assembly.
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/// </summary>
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public static void LoadCommands()
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{
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LoadCommandLibrary(Assembly.GetExecutingAssembly(), true);
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}
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/// <summary>
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/// Loads all of the commands found within the assembly specified.
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/// </summary>
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/// <param name="commandLibrary"></param>
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public static void LoadCommandLibrary(Assembly commandLibrary)
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{
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LoadCommandLibrary(commandLibrary, true);
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}
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/// <summary>
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/// Loads all of the commands found within the assembly specified.
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/// All existing commands will be purged. If there are existing instances of CommandSystem being used
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/// they will need to refresh their private Command collection via the static Property CommandSystem.Commands
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/// </summary>
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/// <param name="commandLibrary"></param>
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/// <param name="purgeLoadedCommands"></param>
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public static void LoadCommandLibrary(Assembly commandLibrary, bool purgeLoadedCommands)
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{
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//Check if we need to purge all of the commands.
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if (purgeLoadedCommands)
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PurgeCommands();
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if (commandLibrary == null)
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return;
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//Loop through each Type in the assembly provided.
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foreach (Type type in commandLibrary.GetTypes())
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{
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//All commands implement the ICommand interface.
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//If that interface is not present on this Type, skip and go to the next one.
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if (type.GetInterface("ICommand") == null)
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continue;
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else if (type.IsAbstract)
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continue;
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//Create a instance of the Type for use.
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ICommand cmd = (ICommand)Activator.CreateInstance(type);
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//If we have a instance, lets make sure we don't already have a command
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//with that name. If not, add it to the Commands collection.
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if (cmd != null)
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{
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//Fail safe measures. Ensure that we always have a name assigned to the commands.
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if ((cmd.Name == "") || (cmd.Name == null))
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cmd.Name = cmd.GetType().Name.ToLower();
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else
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cmd.Name = cmd.Name.ToLower(); //Commands are always stored in lower case.
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if (Commands.ContainsKey(cmd.Name))
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continue; //No overriding supported. Skip this command.
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//Everything checks out ok. Add the command to our collection.
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Commands.Add(cmd.Name, cmd);
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}
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}
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}
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/// <summary>
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/// Purges the global Command collection. This does not affect any class that is using
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/// a Instance of this Type.
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/// </summary>
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public static void PurgeCommands()
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{
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Commands.Clear();
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}
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}
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}
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