wyvern.lib.commands
Class ReadCommand

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

public class ReadCommand
extends java.lang.Object
implements BuiltInCommand

This command lets you read something.

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

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 ReadCommand getImpl()
           
 GameObject getNoArgTarget(TargetedEvent event)
          Looks for something to read.
 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
 

Method Detail

getImpl

public static ReadCommand 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.

getNoArgTarget

public GameObject getNoArgTarget(TargetedEvent event)
Looks for something to read.

Parameters:
event - the event
Returns:
a suitable target object, or null if none found. Sets the target object in the event as well. If a suitable target can't be found, vetoes the event and sets the failure message to something appropriate.