muddesigner/MudEngine/GameManagement/CommandEngine.cs
Scionwest_cp b8f6be12c0 Mud Designer:
- Removed from solution

Mud Engine:
 - Moved the CommandEngine, CommandResults and ICommand Interface out from the Commands namespace and into GameManagement since they manage the game commands.
 - Added CommandExit class to provide the ability to exit a game once running. This is fully implemented.
 - Realms, Zones and Rooms now have an IsInitial property for determining if this is an initial location for the Game.
 - Renamed GameSetup to Game.
 - Corrected GameObject being in the incorrect namespace.
 - Corrected the ScriptEngine not 
 - CommandEngine no longer needs a Name argument. Arguments changed from 5 to 4 due to this change.

Mud Game:
 - Added Example Game used for testing various MUDEngine features and testing constructability of games using the engine.
 - Currently only contains 1 Realm, 1 Zone and Two Rooms. Only working command is Exit.
2010-07-18 13:52:16 -07:00

116 lines
4.1 KiB
C#

//Microsoft .NET Framework
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
//MUD Engine
using MudEngine.GameObjects;
using MudEngine.GameObjects.Characters;
using MudEngine.GameObjects.Environment;
using MudEngine.GameManagement;
namespace MudEngine.GameManagement
{
public class CommandEngine
{
/// <summary>
/// Gets or Sets a Dictionary list of available commands to use.
/// </summary>
static internal Dictionary<string, IGameCommand> Commands { get; set; }
public List<string> GetCommands
{
get
{
List<string> temp = new List<string>();
foreach (string name in Commands.Keys)
{
temp.Add(name);
}
return temp;
}
}
public bool GetCommand(string Name)
{
if (Commands.ContainsKey(Name.ToLower()))
return true;
else
return false;
}
/// <summary>
/// Executes the specified command name if it exists in the Commands Dictionary.
/// </summary>
/// <param name="Name"></param>
/// <param name="Parameter"></param>
/// <returns></returns>
public static CommandResults ExecuteCommand(string command, BaseCharacter player, Game project, Room room)
{
string commandKey = command.Insert(0, "Command");
foreach (string key in Commands.Keys)
{
if (commandKey.ToLower().Contains(key.ToLower()))
{
return Commands[key.ToLower()].Execute(command, player, project, room);
}
}
return new CommandResults();
}
/// <summary>
/// Dynamically loads the specified library into memory and stores all of the
/// classess inheriting from MudCreator.InputCommands.ICommand into the CommandEngines
/// commands dictionary for use with the project
/// </summary>
/// <param name="CommandLibrary"></param>
public static void LoadAllCommands()
{
System.Reflection.Assembly assembly = System.Reflection.Assembly.GetExecutingAssembly();
Commands = new Dictionary<string, IGameCommand>();
foreach (Type t in assembly.GetTypes())
{
if (t.GetInterface(typeof(IGameCommand).FullName) != null)
{
//Use activator to create an instance
IGameCommand command = (IGameCommand)Activator.CreateInstance(t);
if (command != null)
{
if (command.Name == null)
command.Name = t.Name.ToLower();
else //Make sure the command is always in lower case.
command.Name = command.Name.ToLower();
//Add the command to the commands list if it does not already exist
if (Commands.ContainsKey(command.Name))
{
//Command exists, check if the command is set to override existing commands or not
if (command.Override)
{
Commands[command.Name] = command;
}
}
//Command does not exist, add it to the commands list
else
Commands.Add(command.Name, command);
}
}
}
}
public static string GetCommand(object Parameter)
{
List<object> objectList = (List<object>)Parameter;
foreach (object obj in objectList)
{
if (obj is string)
return (string)obj;
}
return null;
}
}
}