- Removed the ManagedScripting Engine from the project. Scripting will be implemented at a later time using a custom build engine. - Room.Load was re-wrote to allow for loading a supplied room name (not a full filename). The Room will load the supplied Roomname by checking within it's current Zone. Rooms within different Zones can be loaded by supplying a Zone name as one of the optional parameters. Same goes for loading Rooms within a different Realm - All classes using the original Room.Load code have been tweaked to use the new code. Cuts the needed code used by each individual class by 80%. - Room.InstallPath Property added for returning the full filename and location of the Room where it's currently installed. Designer: - Room Designer now supports deleting Rooms. - Doorway Editor no longer fails when attempting to change doorway Traveling Directions. Runtime: - No longer prints blank lines if the object does not contain any text to print. - Added a 2nd Print method with a boolean argument for printing blank lines by force if needed. Note: Room Deleting and Room.Load code was only tested using Rooms within Root Zones. Rooms contained within a Zone owned by a Realm was not tested.
51 lines
1.8 KiB
C#
51 lines
1.8 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.IO;
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using MudDesigner.MudEngine.Interfaces;
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using MudDesigner.MudEngine.Characters;
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using MudDesigner.MudEngine.GameManagement;
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using MudDesigner.MudEngine.GameObjects.Environment;
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using MudDesigner.MudEngine.GameObjects;
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using MudDesigner.MudEngine.FileSystem;
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namespace MudDesigner.MudEngine.GameCommands
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{
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public class CommandWalk : IGameCommand
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{
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public string Name { get; set; }
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public bool Override { get; set; }
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public CommandResults Execute(BaseCharacter player, ProjectInformation project, Room room, string command)
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{
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string[] words = command.Split(' ');
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List<string> directions = new List<string>();
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if (words.Length == 1)
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return new CommandResults("No direction supplied");
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else
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{
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foreach (Door door in room.Doorways)
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{
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AvailableTravelDirections direction = TravelDirections.GetTravelDirectionValue(words[1]);
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if (door.TravelDirection == direction)
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{
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room = (Room)room.Load(door.ConnectedRoom);
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CommandResults cmd = CommandEngine.ExecuteCommand("Look", player, project, room, "Look");
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string lookValue = "";
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if (cmd.Result.Length != 0)
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lookValue = cmd.Result[0].ToString();
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return new CommandResults(new object[] { lookValue, room });
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}
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}
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}
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return new CommandResults("Unable to travel in that direction.");
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}
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}
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}
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