muddesigner/MudEngine/Runtime/CommandSystem.cs
Scionwest_cp 3bd493c1cd Mud Designer:
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.
2011-10-02 20:40:51 -07:00

126 lines
3.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Reflection;
using MudEngine.Core;
namespace MudEngine.Runtime
{
public class CommandSystem
{
public Dictionary<string, ICommand> Commands { get; private set; }
public CommandSystem()
{
Commands = new Dictionary<string, ICommand>();
LoadCommands();
}
public List<ICommand> GetCommands()
{
List<ICommand> collection = new List<ICommand>();
foreach (ICommand c in this.Commands.Values)
collection.Add(c);
return collection;
}
public ICommand GetCommand(string command)
{
foreach (ICommand c in this.Commands.Values)
{
if (c.Name.ToLower() == command.ToLower())
return c;
}
return null;
}
public bool IsValidCommand(string command)
{
if (this.Commands.ContainsKey(command))
return true;
else
return false;
}
public void Execute(string command, ICharacter character)
{
string key = command.Insert(0, "Command");
foreach (string k in this.Commands.Keys)
{
if (key.ToLower().Contains(k.ToLower()))
{
ICommand cmd = this.Commands[k];
try
{
cmd.Execute(command, character);
}
catch (Exception ex)
{
throw new NotImplementedException();
}
return;
}
}
//TODO: Inform player that this was not a valid command.
}
private void LoadCommands()
{
this.LoadCommandLibrary(Assembly.GetExecutingAssembly(), true);
}
public void LoadCommandLibrary(Assembly commandLibrary)
{
LoadCommandLibrary(commandLibrary, true);
}
public void LoadCommandLibrary(Assembly commandLibrary, bool purgeLoadedCommands)
{
if (purgeLoadedCommands)
PurgeCommands();
if (commandLibrary == null)
return;
foreach (Type type in commandLibrary.GetTypes())
{
//All commands implement the ICommand interface.
//If that interface is not present on this Type, skip and go to the next one.
if (type.GetInterface("ICommand") == null)
continue;
else if (type.IsAbstract)
continue;
ICommand cmd = (ICommand)Activator.CreateInstance(type);
if (cmd != null)
{
//Fail safe measures. Ensure that we always have a name assigned to the commands.
if ((cmd.Name == "") || (cmd.Name == null))
cmd.Name = cmd.GetType().Name.ToLower();
else
cmd.Name = cmd.Name.ToLower(); //Commands are always stored in lower case.
if (this.Commands.ContainsKey(cmd.Name))
continue; //No overriding supported. Skip this command.
//Everything checks out ok. Add the command to our collection.
this.Commands.Add(cmd.Name, cmd);
}
}
}
public void PurgeCommands()
{
this.Commands.Clear();
}
}
}