Пример #1
0
        /// <summary>Called when a player is trying to log out, to raise the player log out request.</summary>
        /// <param name="player">The player.</param>
        /// <param name="e">The event arguments.</param>
        public static void OnPlayerLogOutRequest(Thing player, CancellableGameEvent e)
        {
            var eventHandler = GlobalPlayerLogOutRequest;

            if (eventHandler != null)
            {
                eventHandler(player.Parent, e);
            }
        }
Пример #2
0
 /// <summary>Event handler for denying the changing of the parent of a Thing which has a WorldBehavior since World should be highest.</summary>
 /// <param name="sender">The sender of the event.</param>
 /// <param name="e">The event arguments.</param>
 private void DenyWorldParentChanges(Thing sender, CancellableGameEvent e)
 {
     if (e.ActiveThing == this.Parent)
     {
         var addChildRequest = e as AddChildEvent;
         if (addChildRequest != null)
         {
             addChildRequest.Cancel("World cannot become a child of anything.");
         }
     }
 }
Пример #3
0
 /// <summary>Handle any movement requests.</summary>
 /// <param name="root">The root Thing where this event broadcast started.</param>
 /// <param name="e">The cancellable event/request arguments.</param>
 private void MovementRequestHandler(Thing root, CancellableGameEvent e)
 {
     // Only cancel movement requests through our parent if it is currently closed.
     if (!this.IsOpen)
     {
         var parent = this.Parent;
         if (parent != null)
         {
             // If this is a standard movement request, find out if we need to cancel it.
             var movementEvent = e as MovementEvent;
             if (movementEvent != null && movementEvent.GoingVia == this.Parent)
             {
                 // @@@ TODO: If the actor also cannot perceive our parent properly, perhaps broadcast
                 //     a sensory event like "Dude blindly ran into a door."
                 string message = string.Format("You cannot move through {0} since it is closed!", this.Parent.Name);
                 movementEvent.Cancel(message);
             }
         }
     }
 }
Пример #4
0
 /// <summary>Called when a player is trying to log out, to raise the player log out request.</summary>
 /// <param name="player">The player.</param>
 /// <param name="e">The event arguments.</param>
 public static void OnPlayerLogOutRequest(Thing player, CancellableGameEvent e)
 {
     GlobalPlayerLogOutRequest?.Invoke(player.Parent, e);
 }
Пример #5
0
 /// <summary>Called when a player is trying to log in, to raise the player log in request.</summary>
 /// <param name="player">The player.</param>
 /// <param name="e">The event arguments.</param>
 public void OnPlayerLogInRequest(Thing player, CancellableGameEvent e)
 {
     this.GlobalPlayerLogInRequest?.Invoke(player.Parent, e);
 }
Пример #6
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 /// <summary>Raises the <see cref="MiscellaneousRequest"/> event.</summary>
 /// <param name="e">The <see cref="WheelMUD.Core.Events.CancellableGameEvent"/> instance containing the event data.</param>
 /// <param name="eventScope">The base target(s) to broadcast to, including their children.</param>
 public void OnMiscellaneousRequest(CancellableGameEvent e, EventScope eventScope)
 {
     OnRequest(t => t.MiscellaneousRequest, e, eventScope);
 }
Пример #7
0
 /// <summary>Raises the <see cref="CommunicationRequest"/> event.</summary>
 /// <param name="e">The <see cref="WheelMUD.Core.Events.CancellableGameEvent"/> instance containing the event data.</param>
 /// <param name="eventScope">The base target(s) to broadcast to, including their children.</param>
 public void OnCommunicationRequest(CancellableGameEvent e, EventScope eventScope)
 {
     OnRequest(t => t.CommunicationRequest, e, eventScope);
 }
Пример #8
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 /// <summary>Raises the <see cref="MovementRequest"/> event.</summary>
 /// <param name="e">The <see cref="WheelMUD.Core.Events.CancellableGameEvent"/> instance containing the event data.</param>
 /// <param name="eventScope">The base target(s) to broadcast to, including their children.</param>
 public void OnMovementRequest(CancellableGameEvent e, EventScope eventScope)
 {
     OnRequest(t => t.MovementRequest, e, eventScope);
 }
Пример #9
0
        /// <summary>Shared code for request handling.</summary>
        /// <param name="handlerSelector">A function which returns the appropriate Handler for a given Thing.</param>
        /// <param name="e">The game event args to pass through.</param>
        /// <param name="cascadeEventToChildren">If true, the event should be cascaded to child things as well.</param>
        private void OnRequest(Func <ThingEventing, CancellableGameEventHandler> handlerSelector, CancellableGameEvent e, bool cascadeEventToChildren)
        {
            // Build a request target queue which starts with our owner Thing and visits all it's Children.
            // (This is a queue instead of recursion to help avoid stack overflows and such with very large object trees.)
            Queue <Thing> requestTargetQueue = new Queue <Thing>();

            requestTargetQueue.Enqueue(owner);

            while (requestTargetQueue.Count > 0)
            {
                // If anything (like one of the thing's Behaviors) is subscribed to this request, send it there.
                Thing currentRequestTarget = requestTargetQueue.Dequeue();
                var   handler = handlerSelector(currentRequestTarget.Eventing);
                if (handler != null)
                {
                    handler(currentRequestTarget, e);

                    // If the event has been cancelled by the handler, we no longer need to look for further permission.
                    if (e.IsCancelled)
                    {
                        break;
                    }
                }

                if (cascadeEventToChildren)
                {
                    // Enqueue all the current target's children for processing.
                    foreach (Thing child in currentRequestTarget.Children)
                    {
                        requestTargetQueue.Enqueue(child);
                    }
                }
            }
        }
Пример #10
0
        private void OnRequest(Func <ThingEventing, CancellableGameEventHandler> handlerSelector, CancellableGameEvent e, EventScope eventScope)
        {
            // Determine what layer(s) we're broadcasting to; beyond the first layer, these should all be to Children.
            switch (eventScope)
            {
            case EventScope.ParentsDown:
                // Send the request to each parent, until cancellation is noticed or we've finished.
                Queue <Thing> requestQueue = new Queue <Thing>(owner.Parents);
                while (requestQueue.Count > 0 && !e.IsCancelled)
                {
                    Thing currentParent = requestQueue.Dequeue();
                    currentParent.Eventing.OnRequest(handlerSelector, e, true);
                }

                break;

            case EventScope.SelfDown:
                OnRequest(handlerSelector, e, true);
                break;

            case EventScope.SelfOnly:
                OnRequest(handlerSelector, e, false);
                break;

            default:
                throw new NotImplementedException();
            }
        }