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using System;
using DSALib.Auxiliary;
using DSALib.Auxiliary.Calculator;
using DSALib.DSA_Game;
using DSALib.Models.Network;
namespace DSALib.Commands {
public class CommandHandler {
public static CommandResponse ExecuteCommand(Command cmd) {
var res = string.Empty;
var type = ResponseType.Broadcast;
switch (cmd.CmdIdentifier.ToLower()) {
case "addChar":
res = FileHandler.AddChar(cmd.CharId, cmd.CmdText);
break;
case "held":
case "wert":
case "werte":
case "char":
res = HeldList.ListAsync(cmd.CharId, cmd.CmdText);
break;
case "help":
case "man":
case "hilfe":
case "h":
res = Help.ShowHelp(cmd.CmdTexts.ToArray());
type = ResponseType.Caller;
break;
case "le":
case "leben":
case "lp":
res = LE.LEAsync(cmd.CharId, cmd.CmdText);
break;
case "ae":
case "astral":
case "asp":
res = AE.AEAsync(cmd.CharId, cmd.CmdText);
break;
case "list":
res = List.ListAsync(cmd.CmdText);
type = ResponseType.Caller;
break;
case "r":
case "roll":
res = RandomMisc.Roll(cmd.CmdText + " " + cmd.Cmdmodifier);
break;
case "solve":
res = new StringSolver(cmd.CmdText + cmd.Cmdmodifier).Solve().ToString();
break;
case "npc":
res = NpcCommands.CreateNpc(cmd.CharId, cmd.CmdTexts, cmd.Cmdmodifier);
break;
}
if (res == string.Empty) res = Proben(cmd.Name, cmd.CmdIdentifier, cmd.CmdText, cmd.Cmdmodifier);
if (res != string.Empty) return new CommandResponse(res, type);
return new CommandResponse($"Kommando {cmd.CmdIdentifier} nicht gefunden", ResponseType.Error);
}
private static string Proben(string name, string command, string waffe, int erschwernis = 0) {
var res = string.Empty;
switch (command.ToLower()) {
case "f":
case "fern":
case "fernkampf":
res = CheckCommand(name, CommandTypes.Fernkampf, waffe, erschwernis);
break;
case "t":
case "ta":
case "talent":
case "talente":
res = CheckCommand(name, CommandTypes.Talent, waffe, erschwernis);
break;
case "e":
case "ei":
case "eigenschaft":
res = CheckCommand(name, CommandTypes.Eigenschaft, waffe, erschwernis);
break;
case "z":
case "za":
case "zauber":
case "magie":
case "m":
res = CheckCommand(name, CommandTypes.Talent, waffe, erschwernis);
break;
case "a":
case "at":
case "an":
case "angrif":
case "angriff":
res = CheckCommand(name, CommandTypes.Angriff, waffe, erschwernis);
break;
case "p":
case "pa":
case "parade":
res = CheckCommand(name, CommandTypes.Parade, waffe, erschwernis);
break;
}
return res;
}
private static string CheckCommand(string name, CommandTypes command, string waffe, int erschwernis = 0) {
var chr = Dsa.GetCharacter(0);
switch (command) {
case CommandTypes.Talent:
return chr.TestTalent(waffe, erschwernis);
case CommandTypes.Eigenschaft:
return chr.TestEigenschaft(waffe, erschwernis);
case CommandTypes.Angriff:
return chr.Angriff(waffe, erschwernis);
case CommandTypes.Parade:
return chr.Parade(waffe, erschwernis);
case CommandTypes.Fernkampf:
return chr.Fernkampf(waffe, erschwernis);
case CommandTypes.Zauber:
return chr.TestZauber(waffe, erschwernis);
}
return $"{name} verwendet {waffe}";
throw new NotImplementedException("access char by id ore name and group id");
}
}
}
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