muddesigner/MudEngine/Commands/CommandExit.cs
Scionwest_cp cc2213a7b3 MudEngine:
- Deleted BaseAI as AI will be built into BaseCharacter and enabled/disabled via the already existing IsControlled property.
 - Added BaseStats class which will manage all of the stats used by characters. It was decided this should be a separate class that players can extend off of and change how stats are handled in their games without having to re-write large chunks of player code.
 - Began adding better commenting through-out the project. CommandExit.cs, CommandGetTime.cs have been given much better commenting. These will ultimately be converted to Scripts for developers to modify.
2010-08-22 00:06:20 -07:00

88 lines
3.8 KiB
C#

//Microsoft.NET Framework
using System;
using System.Collections.Generic;
using System.Linq;
using System.IO;
using System.Text;
//Mud Designer Game Engine
using MudEngine.FileSystem;
using MudEngine.GameObjects.Characters;
using MudEngine.GameManagement;
using MudEngine.Commands;
using MudEngine.GameObjects.Environment;
namespace MudEngine.Commands
{
/// <summary>
/// The Exit command is used to exit the MUD game.
/// Using this command while connected to a MUD server will perform a disconnect from the server.
/// Using the command while running the game in offline mode will simply shut down the game.
/// </summary>
public class CommandExit : IGameCommand
{
/// <summary>
/// Used by the Command Engine to allow for overriding any other commands that contain the same name.
/// TODO: Does Overriding Commands still work? This is part of some old code I wrote several years back and might be broke.
/// </summary>
public Boolean Override { get; set; }
/// <summary>
/// The name of the command.
/// If Override is set to true, this command will override any other command that contains the same name.
/// </summary>
public String Name { get; set; }
/// <summary>
/// A collection of strings that contains helpfull information for this Command.
/// When the user enteres 'Help Exit' the game will print the content of this collection.
/// This is treated like a virtual book, each entry in the collection is printed as a new line.
/// </summary>
public List<String> Help { get; set; }
/// <summary>
/// Constructor for the class.
/// </summary>
public CommandExit()
{
//Instance the help collection and add our help information to it.
//Typically the Help content is placed within the constructor, but this particular help document
//needs to access information from the player, so we will build our Help collection in the Execute command.
Help = new List<string>();
}
/// <summary>
/// Executes the command.
/// This method is called from the Command Engine, it is not recommended that you call this method directly.
/// </summary>
/// <param name="command"></param>
/// <param name="player"></param>
public void Execute(String command, BaseCharacter player)
{
//Check if the game is multiplayer.
//Multiplayer games require disconnecting from the server and letting other players in the same Room know
//that this player has left.
if (player.ActiveGame.IsMultiplayer)
{
//Query the Active Games Player collection so that we can build a collection of Players that need to be
//informed of the Player disconnecting from the Server.
var playerQuery =
from p in player.ActiveGame.GetPlayerCollection()
where !p.Name.StartsWith("New") && p.Name != player.Name && p.CurrentWorldLocation == player.CurrentWorldLocation
select p;
//Inform each player found in our LINQ query that the player has disconnected from the Server.
foreach (BaseCharacter p in playerQuery)
p.Send(player.Name + " has left."); ;
//TODO: If a player is in a Group then s/he needs to be removed upon disconnecting.
player.Disconnect();
}
else
{
//Call the game's shutdown method which will save all objects and exit the game gracefully.
player.ActiveGame.Shutdown();
}
}
}
}