muddesigner/MudEngine/Commands/CommandExit.cs
Scionwest_cp bbd411fdd1 MudEngine:
- Removed the need for the old CommandResult Type to be a returned value on all commands. Command.Execute() is now just void.
 - All commands updated to now return a value. They use player.Send() to direct messages to the player instead.
 - Removed CommandClear from the project and made it a script so that developers can see how to write custom command scripts.
2010-08-15 13:06:51 -07:00

51 lines
1.8 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 Boolean Override { get; set; }
public String Name { get; set; }
public void Execute(String command, BaseCharacter player)
{
if (player.ActiveGame.IsMultiplayer)
{
//Let other players know that the user walked in.
for (Int32 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();
}
}
}
}