📄 liechatcommand.java
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/*
* Light And Shadow. A Persistent Universe based on Robert Jordan's Wheel of Time Books.
* Copyright (C) 2001-2002 WOTLAS Team
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
package wotlas.server.chat;
import wotlas.server.*;
import wotlas.common.message.chat.SendTextMessage;
import wotlas.common.chat.ChatRoom;
import wotlas.common.universe.*;
/** "/lie" chat command. To get lieManager informations.
*
* @author Petrus
*/
public class LieChatCommand implements ChatCommand
{
/*------------------------------------------------------------------------------------*/
/** Returns the first part of the chat command. For example if your chat command
* has the following format '/msg playerId message' the prefix is '/msg'.
* Other example : if your command is '/who' the prefix is '/who'.
*
* @return the chat command prefix that will help identify the command.
*/
public String getChatCommandPrefix() {
return "/lie";
}
/*------------------------------------------------------------------------------------*/
/** Voice sound level needed to exec this command. While most commands only need to be
* be spoken, others need to be shouted or whispered.
*
* @return ChatRoom.WHISPERING_VOICE_LEVEL if the command is to be whispered,
* ChatRoom.NORMAL_VOICE_LEVEL if the command just need to be spoken,
* ChatRoom.SHOUTING_VOICE_LEVEL if the command needs to be shout.
*/
public byte getChatCommandVoiceSoundLevel() {
return ChatRoom.NORMAL_VOICE_LEVEL;
}
/*------------------------------------------------------------------------------------*/
/** Is this a secret command that musn't be displayed in public commands list ?
* @return true if secret, false if public...
*/
public boolean isHidden() {
return true;
}
/*------------------------------------------------------------------------------------*/
/** To get information on this command.
* @return command full documentation.
*/
public String getCommandDocumentation() {
return "<font size='4'>Command 'lie'</font>" +
"<br><b> Syntax :</b> /lie [playerKey] " +
"<br><b> Voice :</b> normal voice level " +
"<br><b> Descr :</b> returns informations on player's fake names." +
"<br> Use the /who command to find the player key." +
"<br><b> Example:</b> /lie alice-1-34";
}
/*------------------------------------------------------------------------------------*/
/** Method called to execute the command. Just use the response.setMessage() before
* sending it (if you have to).
*
* @param message the string containing the chat command.
* @param player the player on which the command is executed
* @param response to use to send the result of the command to the client
* @return true if the message process is finished, false if this command was
* a 'modifier' to modify the rest of the message process.
*/
public boolean exec( String message, PlayerImpl player, SendTextMessage response ) {
if(message.indexOf(' ')!=4)
return true; // no parameters
message = message.substring(5);
if(message.length()==0) {
response.setMessage("/cmd:/lie command error:<font color='red'> no key entered</font>");
player.sendMessage(response);
return true;
}
GameAccount account = ServerDirector.getDataManager().getAccountManager().getAccount(message);
if(account==null) {
response.setMessage("/cmd:/lie command error:<font color='red'> unknown player</font>");
player.sendMessage(response);
return true;
}
message = "/cmd:";
LieMemoryIterator memories = account.getPlayer().getLieManager().getMemoriesIterator();
if (memories==null) {
message += "memories null";
} else {
int k=0;
LieMemory memory;
synchronized(memories) {
memories.resetIterator();
while ( memories.hasNext() ) {
memory = memories.next();
message += "k=" + k + " otherPlayerKey=" + memory.otherPlayerKey + " meetsNumber=" + memory.meetsNumber + " otherPlayerFakeNameIndex=" + memory.otherPlayerFakeNameIndex + " lastMeetTime=" + memory.lastMeetTime + "<br>";
k++;
}
}
}
response.setMessage(message);
player.sendMessage(response);
return true;
}
/*------------------------------------------------------------------------------------*/
}
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