wyvern.lib.commands
Class WaitCommand

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

public class WaitCommand
extends java.lang.Object
implements BuiltInCommand

Handles pausing for a specified amount of time. Used by monster AIs when monster has nothing better to do, and also useful for scripted actions and macros.

Version:
1.0, Mar 06, 2000
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 e)
          Creates a CommandEvent that encapsulates all the state necessary to perform the command.
 boolean execute(CommandEvent e)
          Waits for the specified number of seconds.
static WaitCommand getImpl()
           
 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 WaitCommand 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 e)
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:
e - 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 e)
Waits for the specified number of seconds. Default (with no args) is 1 seconds. Used by monster AIs to pause the monster if it has nothing to do.

Specified by:
execute in interface Command
Parameters:
e - the CommandEvent to execute
Returns:
true if the event was successful