muddesigner/MudEngine/GameManagement/CommandEngine.cs
Scionwest_cp 0f45ecec53 MudEngine:
- Updated all game commands to support the new Player.Send() method. Returning CommandResults is no longer supported.
 - Login command now executes the Look command upon completing login.
 - Look command now supports Rooms DetailDescription property. Use this for multi-line descriptions.
 - Several changes to the Restart command. Still not working fully however, it no longer calls duplicate methods.
 - Fixed Walk command not moving players around.
 - Loading engine commands no longer happens more than once.
 - Added additional Server Console log output
 - BaseCharacter.Send() now correctly displays content to the user and prints the "Command:" message to the player after every command completed.
 - The Server now sets Player.IsControlled to true when a player connects.
 - BaseCharacter.Send() checks if the game is multi-player or not. If it is, it prints to Console, if not then prints to telnet clients.

Mud Offline Example:
 - Updated Zeroth Realm creation to use Room.DetailDescription now that the Look command supports it.
 - Updated the Game loop. No longer needs to print to the console due to the player.Execute() command automatically printing content to the console.

Mud Server:
 - Removed player from server as it was not being used any longer.
2010-08-03 20:20:24 -07:00

176 lines
6.1 KiB
C#

//Microsoft .NET Framework
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
using System.Reflection;
//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>
public static Dictionary<string, IGameCommand> CommandCollection { get; set; }
internal Dictionary<string, IGameCommand> __Commands { get; set; }
public CommandEngine()
{
if ((CommandEngine.CommandCollection == null) || (CommandEngine.CommandCollection.Count == 0))
CommandEngine.LoadBaseCommands();
//_Commands = CommandEngine.CommandCollection;
}
public static List<string> GetCommands()
{
List<string> temp = new List<string>();
foreach (string name in CommandEngine.CommandCollection.Keys)
{
temp.Add(name);
}
return temp;
}
public static IGameCommand GetCommand(string command)
{
if (IsValidCommand(command))
{
foreach (IGameCommand cmd in CommandCollection.Values)
{
if (cmd.Name.ToLower() == command.ToLower())
return cmd;
}
}
return null;
}
public static bool IsValidCommand(string Name)
{
if (CommandCollection.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 CommandResults ExecuteCommand(string command, BaseCharacter player)
{
string commandKey = command.Insert(0, "Command");
if (Game.IsDebug)
Log.Write("Executing command: " + command);
foreach (string key in CommandEngine.CommandCollection.Keys)
{
if (commandKey.ToLower().Contains(key.ToLower()))
{
IGameCommand cmd = CommandEngine.CommandCollection[key];
return cmd.Execute(command, player);
//return player.CommandSystem._Commands[key].Execute(command, player);
//return player.Commands.ExecuteCommand[key.ToLower()]Execute(command, player);
}
}
return new CommandResults();
}
public static void LoadBaseCommands()
{
LoadCommandLibrary(Assembly.GetExecutingAssembly(), true);
}
/// <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 LoadCommandLibrary()
{
LoadCommandLibrary(Assembly.GetExecutingAssembly());
}
public static void LoadCommandLibrary(string libraryFilename)
{
if (System.IO.File.Exists(libraryFilename))
{
Assembly assem = Assembly.LoadFile(libraryFilename);
LoadCommandLibrary(assem);
}
}
public static void LoadCommandLibrary(List<Assembly> commandLibraries)
{
foreach (Assembly lib in commandLibraries)
LoadCommandLibrary(lib);
}
public static void LoadCommandLibrary(Assembly commandLibrary)
{
LoadCommandLibrary(commandLibrary, false);
}
public static void LoadCommandLibrary(Assembly commandLibrary, bool purgeOldCommands)
{
//no assembly passed for whatever reason, don't attempt to enumerate through it.
if (commandLibrary == null)
return;
Log.Write("Loading commands within " + Path.GetFileName(commandLibrary.Location));
if (purgeOldCommands)
ClearCommands();
foreach (Type t in commandLibrary.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 (CommandCollection.ContainsKey(command.Name))
{
//Command exists, check if the command is set to override existing commands or not
if (command.Override)
{
CommandCollection[command.Name] = command;
}
}
//Command does not exist, add it to the commands list
else
CommandCollection.Add(command.Name, command);
}
}
}
}
public static void ClearCommands()
{
CommandCollection = new Dictionary<string, IGameCommand>();
}
}
}