wyvern.lib.commands
Class EatCommand

java.lang.Object
  extended bywyvern.lib.commands.EatCommand
All Implemented Interfaces:
BuiltInCommand, Command

public class EatCommand
extends java.lang.Object
implements BuiltInCommand

This command lets you eat something.

Version:
1.0, Apr 28, 1998
Author:
Steve Yegge

Field Summary
static int FOOD_DELAY
           
 
Method Summary
 void addCommands(java.util.Map commands, CommandList list)
          Tells the Command to add the commands that it wants to implement into the passed data structure.
 CommandEvent createEvent(CommandEvent initial)
          Creates a CommandEvent that encapsulates all the state necessary to perform the command.
 boolean execute(CommandEvent ev)
          Executes the specified CommandEvent.
static EatCommand getImpl()
           
static boolean handleConsume(int value, GameObject obj, Commandable agent, CommandEvent event)
          Handles consuming something.
 boolean knowsCommand(java.lang.String command)
          Returns true if this Command wants to handle the command.
 
Methods inherited from class java.lang.Object
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
 

Field Detail

FOOD_DELAY

public static int FOOD_DELAY
Method Detail

getImpl

public static EatCommand getImpl()

addCommands

public void addCommands(java.util.Map commands,
                        CommandList list)
Description copied from interface: BuiltInCommand
Tells the Command to add the commands that it wants to implement into the passed data structure.

Specified by:
addCommands in interface BuiltInCommand
Parameters:
commands - a Map whose keys are commands, and whose values are Commands that handle those commands.
list - the CommandList the Command is being added to.

knowsCommand

public boolean knowsCommand(java.lang.String command)
Description copied from interface: Command
Returns true if this Command wants to handle the command. The Command can examine the arguments and determine that it doesn't actually understand the command, in which case it should return false.

This method exists to allow more than one game object to implement the same command verb, but with different expected arguments.

If two objects register for the same command and the same arguments, the object that was registered most recently gets to handle at the command.

Specified by:
knowsCommand in interface Command
Parameters:
command - the entire command string, including arguments
Returns:
true if we want to handle the command

createEvent

public CommandEvent createEvent(CommandEvent initial)
Description copied from interface: Command
Creates a CommandEvent that encapsulates all the state necessary to perform the command. A well-designed CommandEvent exposes all of its "properties" so that hook objects can modify its behavior. For instance, many commands result in some sort of message being sent back to the client. The message should be among the properties that hooks can override.

This method is called by the kernel. The kernel passes the event to the pre-hook, then calls Command.execute() (below) to execute the event, and finally calls the post-hook.

Specified by:
createEvent in interface Command
Parameters:
initial - a "blank" CommandEvent containing only the command text and the agent who's performing the command. This initial event is created by the originator of the event (e.g. the AI or player's command preprocessor).
Returns:
a CommandEvent subclass encapsulating this command's execution parameters and state. It should copy in the fields from the passed-in event.

execute

public boolean execute(CommandEvent ev)
Description copied from interface: Command
Executes the specified CommandEvent. The CommandEvent contains all the parameters and state required to execute the command; the parameters have been filtered through hook objects, so they may not be the same as when the event was created.

Specified by:
execute in interface Command
Parameters:
ev - the CommandEvent to execute
Returns:
true if the event completed successfully, else false.

handleConsume

public static boolean handleConsume(int value,
                                    GameObject obj,
                                    Commandable agent,
                                    CommandEvent event)
Handles consuming something.

Parameters:
value - the value of the object's "drinkable" or "edible" property i.e. the object's food value
obj - the target object
agent - the agent drinking the object
event - the event, complete with success-messages, etc. In particular, it must have the "tooMuchMsg" set properly, for if the player can't eat or drink that much.