- 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.
401 lines
18 KiB
C#
401 lines
18 KiB
C#
//Microsoft.NET Framework
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using System.Text;
|
|
using System.IO;
|
|
|
|
//Mud Designer Game Engine
|
|
using MudEngine.FileSystem;
|
|
using MudEngine.GameManagement;
|
|
using MudEngine.GameObjects;
|
|
using MudEngine.GameObjects.Characters;
|
|
using MudEngine.GameObjects.Environment;
|
|
|
|
namespace MudEngine.Commands
|
|
{
|
|
/// <summary>
|
|
/// The LinkRoom command is used to Link two previously created Rooms together.
|
|
/// Rooms linked together can be traversed by players.
|
|
/// This command is used to link Rooms dynamically during run-time by Admins, allowing environments to be created
|
|
/// and traversed on-the-fly without the need to modify scripts and re-start the server.
|
|
/// </summary>
|
|
public class CommandLinkRoom : 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 CommandLinkRoom()
|
|
{
|
|
//Instance the help collection and add our help information to it.
|
|
Help = new List<string>();
|
|
Help.Add("Use this to link two previously created Rooms together.");
|
|
//Incase Admins try to use the command, they will know that it's broken.
|
|
//Don't convert this class into a Script until it is fully completed.
|
|
Help.Add("NOTE: This command is not fully implemented and does not work.");
|
|
}
|
|
|
|
/// <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 Player has the correct privileges to Link Rooms together.
|
|
//If they are not a Admin or GM then the command will bail.
|
|
//This creates the illusion that this command possibly doesn't exist.
|
|
if ((player.Role != SecurityRoles.Admin) && (player.Role != SecurityRoles.GM))
|
|
{
|
|
player.Send("Invalid Command.");
|
|
return;
|
|
}
|
|
|
|
//Build the Menu system that will be displayed to Admins.
|
|
player.Send("Room linkage tool");
|
|
player.Send("Please select an option.");
|
|
player.Send("1: Link Room");
|
|
player.Send("2: Exit");
|
|
|
|
//Read the input from the Admin.
|
|
string input = player.ReadInput();
|
|
Int32 value = 0;
|
|
|
|
//Attempt to convert their input from a String into a numerical value.
|
|
//If they entered a non-numerical value, then the method will exit
|
|
try
|
|
{
|
|
value = Convert.ToInt32(input);
|
|
}
|
|
catch (Exception)
|
|
{
|
|
player.Send("Invalid selection. Please use numeric values.");
|
|
return;
|
|
}
|
|
|
|
//Ask what Room the Admin wants to use as the Departing Room.
|
|
//Departing Rooms will be where the travel direction originates from.
|
|
//meaning if the Admin selects West as the traveling direction, then traveling West will exit the
|
|
//Departing Room and enter the Arrival Room.
|
|
player.Send("");
|
|
player.Send("Please select which Realm your departing Room resides within:");
|
|
player.Send("");
|
|
|
|
//Instance a new Realm that we can use to reference an existing Realm so that we can find the
|
|
//Rooms within it that the Admin is looking for.
|
|
Boolean isValidRealm = false;
|
|
Realm realm = new Realm(player.ActiveGame);
|
|
|
|
//Create a Loop incase the Admin enters an invalid Realm, we can just loop
|
|
//back and re-ask the Admin the enter a valid Realm name.
|
|
while (!isValidRealm)
|
|
{
|
|
//Now that we are in the loop, set the isValidRealm to true, as we will assume that
|
|
//the user will enter a valid Realm name on the first shot. If we can't find a matching
|
|
//Realm, then this will get set to false once iterating through Realms is completed.
|
|
isValidRealm = true;
|
|
|
|
//Print each Realm out to the Admin so they may see a complete list to choose from.
|
|
//This is the Realm that their first Room will reside within.
|
|
//TODO: Currently only linking Rooms within the same Realm/Zone is supported. Need to fix that.
|
|
foreach (Realm r in player.ActiveGame.World.RealmCollection)
|
|
player.Send(r.Filename + " | ", false);
|
|
|
|
//As for the Admins selection, we will place the Admins input on the same line
|
|
//as the last message sent to the Admin by setting the newLine parameter to false.
|
|
player.Send("");
|
|
player.Send("Selection: ", false);
|
|
|
|
//Get the Admins input that should specify what Realm they are wanting.
|
|
input = player.ReadInput();
|
|
|
|
//Check if the Admin entered 'Cancel'. If so, then cancel the Link process.
|
|
if (input.ToLower() == "cancel")
|
|
{
|
|
player.Send("Room Linking aborted.");
|
|
return;
|
|
}
|
|
|
|
//Query the Active Games world collection, finding Realms that match the filename entered by the Admin
|
|
var realmQuery =
|
|
from r in player.ActiveGame.World.RealmCollection
|
|
where r.Filename.ToLower() == input.ToLower()
|
|
select r;
|
|
|
|
//Check if the query contains a Realm.
|
|
if (realmQuery.FirstOrDefault() != null)
|
|
{
|
|
//The query does in-fact contain a valid Realm. Assign it to our realm field for use later.
|
|
realm = realmQuery.FirstOrDefault();
|
|
//We can set this to true, allowing us to exit out of the loop.
|
|
isValidRealm = true;
|
|
}
|
|
//If the query does not contain a Realm, then we ensure that the loop will continue by forcing
|
|
//isValidRealm back to false.
|
|
else
|
|
{
|
|
isValidRealm = false;
|
|
//Let the Admin know that they entered an invalid Realm name and that they need to try again.
|
|
player.Send("That Realm does not exist! Please try again.");
|
|
}
|
|
}
|
|
|
|
//Let the Admin know that they need to now select which Zone the Room they are wanting to link resides within.
|
|
player.Send("");
|
|
player.Send("Please select which Zone your departing Room resides within:");
|
|
player.Send("");
|
|
|
|
//Instance a new Zone that we can use to reference an existing Zone so that we can find the
|
|
//Rooms within it that the Admin is looking for.
|
|
Boolean isValidZone = false;
|
|
Zone zone = new Zone(player.ActiveGame);
|
|
|
|
//Create a Loop incase the Admin enters an invalid Zone, we can just loop
|
|
//back and re-ask the Admin the enter a valid Zone name.
|
|
while (!isValidZone)
|
|
{
|
|
//Now that we are in the loop, set the isValidZone to true, as we will assume that
|
|
//the user will enter a valid Zone name on the first shot. If we can't find a matching
|
|
//Zone, then this will get set to false once iterating through Zone is completed.
|
|
isValidZone = true;
|
|
|
|
//Print each Zone out to the Admin so they may see a complete list to choose from.
|
|
//This is the Zone that their first Room will reside within.
|
|
//TODO: Currently only linking Rooms within the same Realm/Zone is supported. Need to fix that.
|
|
foreach (Zone z in realm.ZoneCollection)
|
|
{
|
|
player.Send(z.Filename + " | ", false);
|
|
}
|
|
|
|
//As for the Admins selection, we will place the Admins input on the same line
|
|
//as the last message sent to the Admin by setting the newLine parameter to false.
|
|
player.Send("");
|
|
player.Send("Selection: ", false);
|
|
|
|
//Get the Admins input that should specify what Zone they are wanting.
|
|
input = player.ReadInput();
|
|
|
|
//Check if the Admin entered 'Cancel'. If so, then cancel the Link process.
|
|
if (input.ToLower() == "cancel")
|
|
{
|
|
player.Send("Room Linking aborted.");
|
|
return;
|
|
}
|
|
|
|
//Query the stored Realm's Zone collection, finding Zones that match the filename entered by the Admin
|
|
var zoneQuery =
|
|
from z in realm.ZoneCollection
|
|
where z.Filename.ToLower() == input.ToLower()
|
|
select z;
|
|
|
|
//Check if the query contains a Zone.
|
|
if (zoneQuery.FirstOrDefault() != null)
|
|
{
|
|
//The query does in-fact contain a valid Zone. Assign it to our zone field for use later.
|
|
zone = zoneQuery.FirstOrDefault();
|
|
//We can set this to true, allowing us to exit out of the loop.
|
|
isValidZone = true;
|
|
}
|
|
//If the query does not contain a Zone, then we ensure that the loop will continue by forcing
|
|
//isValidZone back to false.
|
|
else
|
|
{
|
|
isValidZone = false;
|
|
//Let the Admin know that they entered an invalid Zone name and that they need to try again.
|
|
player.Send("That Zone does not exist! Please try again.");
|
|
}
|
|
}
|
|
|
|
//Let the Admin know that they need to now select Room they are wanting to link as the departure Room
|
|
player.Send("");
|
|
player.Send("Please select which Room that you wish to be the departing Room:");
|
|
player.Send("");
|
|
|
|
//Instance a new Room that we can store a reference to a existing Room.
|
|
//We will use this reference to link the departure and arrival Rooms together.
|
|
Boolean isValidRoom = false;
|
|
Room departingRoom = new Room(player.ActiveGame);
|
|
|
|
//Create a Loop incase the Admin enters an invalid Room, we can just loop
|
|
//back and re-ask the Admin the enter a valid Room name.
|
|
while (!isValidRoom)
|
|
{
|
|
//Now that we are in the loop, set the isValidRoom to true, as we will assume that
|
|
//the user will enter a valid Room name on the first shot. If we can't find a matching
|
|
//Room, then this will get set to false once iterating through Room is completed.
|
|
isValidRoom = true;
|
|
|
|
//Print each Room out to the Admin so they may see a complete list to choose from.
|
|
//This will be their departing Room.
|
|
//TODO: Currently only linking Rooms within the same Realm/Zone is supported. Need to fix that.
|
|
foreach (Room r in zone.RoomCollection)
|
|
{
|
|
player.Send(r.Filename + " | ", false);
|
|
}
|
|
|
|
//As for the Admins selection, we will place the Admins input on the same line
|
|
//as the last message sent to the Admin by setting the newLine parameter to false.
|
|
player.Send("");
|
|
player.Send("Selection: ", false);
|
|
|
|
//Get the Admins input that should specify what Room they are wanting.
|
|
input = player.ReadInput();
|
|
|
|
//Check if the Admin entered 'Cancel'. If so, then cancel the Link process.
|
|
if (input.ToLower() == "cancel")
|
|
{
|
|
player.Send("Room Linking aborted.");
|
|
return;
|
|
}
|
|
|
|
//Query the referenced zone's Room collection, finding Rooms that match the filename entered by the Admin
|
|
var roomQuery =
|
|
from r in zone.RoomCollection
|
|
where r.Filename.ToLower() == input.ToLower()
|
|
select r;
|
|
|
|
//Check if the query contains a Room.
|
|
if (roomQuery.FirstOrDefault() != null)
|
|
{
|
|
//The query does in-fact contain a valid Room. Assign it to our departingRoom field for use later.
|
|
departingRoom = roomQuery.FirstOrDefault();
|
|
//We can set this to true, allowing us to exit out of the loop.
|
|
isValidRoom = true;
|
|
}
|
|
//If the query does not contain a Room, then we ensure that the loop will continue by forcing
|
|
//isValidRoom back to false.
|
|
else
|
|
{
|
|
isValidRoom = false;
|
|
//Let the Admin know that they entered an invalid Room name and that they need to try again.
|
|
player.Send("That Room does not exist! Please try again.");
|
|
}
|
|
|
|
//Ensure it's a valid name, if not then loop back and try again.
|
|
foreach (Room r in zone.RoomCollection)
|
|
{
|
|
if (r.Filename.ToLower() == input.ToLower())
|
|
{
|
|
isValidRoom = true;
|
|
departingRoom = r;
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
isValidRoom = false;
|
|
}
|
|
}
|
|
|
|
if (!isValidRoom)
|
|
player.Send("That Room does not exist! Please try again.");
|
|
}
|
|
|
|
player.Send("");
|
|
player.Send("Please select which Room that you wish to be the Arrival Room:");
|
|
player.Send("");
|
|
|
|
isValidRoom = false;
|
|
Room arrivalRoom = new Room(player.ActiveGame);
|
|
|
|
while (!isValidRoom)
|
|
{
|
|
isValidRoom = true;//Default to true, assume the user entered a valid name.
|
|
foreach (Room r in zone.RoomCollection)
|
|
{
|
|
player.Send(r.Filename + " | ", false);
|
|
}
|
|
|
|
player.Send("");
|
|
player.Send("Selection: ", false);
|
|
|
|
input = player.ReadInput();
|
|
|
|
if (input.ToLower() == "cancel")
|
|
{
|
|
player.Send("Room Linking aborted.");
|
|
return;
|
|
}
|
|
|
|
//Ensure it's a valid name, if not then loop back and try again.
|
|
foreach (Room r in zone.RoomCollection)
|
|
{
|
|
if (r.Filename.ToLower() == input.ToLower())
|
|
{
|
|
isValidRoom = true;
|
|
departingRoom = r;
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
isValidRoom = false;
|
|
}
|
|
}
|
|
|
|
if (!isValidRoom)
|
|
player.Send("That Room does not exist! Please try again.");
|
|
}
|
|
|
|
player.Send("");
|
|
player.Send("Please select which Room that you wish to be the departing Room:");
|
|
player.Send("");
|
|
|
|
player.Send("Please select which direction you would like to travel while departing the departure Room.");
|
|
Array values = Enum.GetValues(typeof(AvailableTravelDirections));
|
|
foreach (Int32 v in values)
|
|
{
|
|
//Since enum values are not strings, we can't simply just assign the String to the enum
|
|
String displayName = Enum.GetName(typeof(AvailableTravelDirections), v);
|
|
player.Send(displayName + " | ");
|
|
}
|
|
|
|
player.Send("Enter Selection: ", false);
|
|
input = player.ReadInput();
|
|
|
|
AvailableTravelDirections direction = new AvailableTravelDirections();
|
|
Boolean isValidDirection = false;
|
|
|
|
foreach (Int32 v in values)
|
|
{
|
|
//Since enum values are not strings, we can't simply just assign the String to the enum
|
|
String displayName = Enum.GetName(typeof(AvailableTravelDirections), v);
|
|
|
|
//If the value = the String saved, then perform the needed conversion to get our data back
|
|
if (displayName.ToLower() == input.ToLower())
|
|
{
|
|
direction = (AvailableTravelDirections)Enum.Parse(typeof(AvailableTravelDirections), displayName);
|
|
isValidDirection = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!isValidDirection)
|
|
{
|
|
player.Send("Invalid direction supplied!");
|
|
}
|
|
else
|
|
{
|
|
zone.LinkRooms(direction, arrivalRoom, departingRoom);
|
|
}
|
|
}
|
|
}
|
|
}
|