Removed old forms and prepared for new designer layouts MudEngine: Server - Now starts and runs, however sending information to the client crashes telnet clients for some reason. BaseCharacter - Removed OnConnect() source code and changed method into an abstract method. This is now implemented via MudGame.MudCharacter BaseCommand - BaseCommand.Name now implemented. Constructor defaults to the Type name. Note all command names must begin with 'Command' BaseGame - Now has a Server propety BaseServer - Added IsRunning property ICharacter - Added Send() method ICommunicate - Added Shutdown() method for use with servers. CommandSystem - Bug fix. Was checking to see if the command was an Interface rather than checking if it inherits from one. CommandSystem - Bug fix. No longer attempts to add abstract commands to collection ScriptSystem - Bug fix. Corrected the name of the Mud Compiler during compiler loading. MudGame: Added initial MudCharacter class. Will be the standard class that all characters will inherit from. Added CommandLogin for processing user server logins. MudGame - Now calls Server.Initialize during Game.Initialize() MudGame - Uses Server.IsRunning property checks rather than Server.EnableServer MudGame - Added initial code for player connections.
126 lines
3.7 KiB
C#
126 lines
3.7 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Reflection;
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using MudEngine.Core;
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namespace MudEngine.Runtime
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{
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public class CommandSystem
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{
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public Dictionary<string, ICommand> Commands { get; private set; }
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public CommandSystem()
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{
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Commands = new Dictionary<string, ICommand>();
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LoadCommands();
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}
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public List<ICommand> GetCommands()
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{
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List<ICommand> collection = new List<ICommand>();
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foreach (ICommand c in this.Commands.Values)
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collection.Add(c);
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return collection;
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}
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public ICommand GetCommand(string command)
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{
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foreach (ICommand c in this.Commands.Values)
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{
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if (c.Name.ToLower() == command.ToLower())
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return c;
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}
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return null;
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}
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public bool IsValidCommand(string command)
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{
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if (this.Commands.ContainsKey(command))
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return true;
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else
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return false;
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}
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public void Execute(string command, ICharacter character)
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{
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string key = command.Insert(0, "Command");
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foreach (string k in this.Commands.Keys)
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{
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if (key.ToLower().Contains(k.ToLower()))
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{
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ICommand cmd = this.Commands[k];
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try
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{
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cmd.Execute(command, character);
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}
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catch (Exception ex)
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{
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throw new NotImplementedException();
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}
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return;
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}
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}
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//TODO: Inform player that this was not a valid command.
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}
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private void LoadCommands()
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{
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this.LoadCommandLibrary(Assembly.GetExecutingAssembly(), true);
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}
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public void LoadCommandLibrary(Assembly commandLibrary)
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{
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LoadCommandLibrary(commandLibrary, true);
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}
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public void LoadCommandLibrary(Assembly commandLibrary, bool purgeLoadedCommands)
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{
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if (purgeLoadedCommands)
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PurgeCommands();
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if (commandLibrary == null)
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return;
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foreach (Type type in commandLibrary.GetTypes())
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{
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//All commands implement the ICommand interface.
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//If that interface is not present on this Type, skip and go to the next one.
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if (type.GetInterface("ICommand") == null)
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continue;
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else if (type.IsAbstract)
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continue;
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ICommand cmd = (ICommand)Activator.CreateInstance(type);
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if (cmd != null)
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{
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//Fail safe measures. Ensure that we always have a name assigned to the commands.
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if ((cmd.Name == "") || (cmd.Name == null))
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cmd.Name = cmd.GetType().Name.ToLower();
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else
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cmd.Name = cmd.Name.ToLower(); //Commands are always stored in lower case.
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if (this.Commands.ContainsKey(cmd.Name))
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continue; //No overriding supported. Skip this command.
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//Everything checks out ok. Add the command to our collection.
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this.Commands.Add(cmd.Name, cmd);
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}
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}
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}
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public void PurgeCommands()
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{
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this.Commands.Clear();
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}
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}
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}
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