muddesigner/MudEngine/WinPC_Engine/GameScripts/Commands/CommandSay.cs
Scionwest_cp ec5a674062 * StandardCharacter now automatically invokes the Login command upon connection to the server. Login command not implemented completely yet.
* Telnet client header information is now successfully (finally) stripped out of the first stream received.
* Command System underwent some optimizations along with now always returning a Boolean value once execution of a command is completed.
* ICommand interface now forces all ICommand.Execute methods to return a Boolean value.
* DataPaths class re-wrote and is now simi in-use by StandardGame and the Login command
* Minor adjustments to how characters are initialized upon connection in various classes.
2012-03-03 20:57:47 -08:00

49 lines
1.6 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using MudEngine.Core.Interface;
using MudEngine.Game;
using MudEngine.Game.Characters;
using MudEngine.Networking;
namespace MudEngine.GameScripts.Commands
{
public class CommandSay : ICommand
{
public string Name { get; set; }
public string Description { get; set; }
public List<string> Help { get; set; }
public CommandSay()
{
this.Name = "Say";
this.Description = "Chat command that allows objects to communicate.";
}
public Boolean Execute(string command, StandardCharacter character)
{
//Grab a reference to the character for simplifying access.
StandardGame game = character.Game;
//Remove the command "Say " from the string so we only have it's message
String message = command.Substring(3).Trim();
//Loop through each character on the server and broadcast the message.
//TODO: This should only broadcast to characters that are in the same Environment.
foreach (StandardCharacter c in character.Game.Server.ConnectionManager.GetConnectedCharacters())
{
//Only broadcast this message to those that are not the broadcastor.
if (c != character)
c.SendMessage(character.ToString() + " says: " + message);
}
//Send a different copy of the message to the broadcastor.
character.SendMessage("You say: " + message);
return true;
}
}
}