using System; using System.Collections.Generic; using System.Linq; using System.Text; using MinecraftClient.Mapping; namespace MinecraftClient.Commands { public class Move : Command { public override string CMDName { get { return "move"; } } public override string CMDDesc { get { return "move : walk or start walking."; } } public override string Run(McTcpClient handler, string command) { if (Settings.TerrainAndMovements) { string[] args = getArgs(command); if (args.Length == 1) { string dirStr = getArg(command).Trim().ToLower(); Direction direction; switch (dirStr) { case "up": direction = Direction.Up; break; case "down": direction = Direction.Down; break; case "east": direction = Direction.East; break; case "west": direction = Direction.West; break; case "north": direction = Direction.North; break; case "south": direction = Direction.South; break; case "get": return handler.GetCurrentLocation().ToString(); default: return "Unknown direction '" + dirStr + "'."; } if (Movement.CanMove(handler.GetWorld(), handler.GetCurrentLocation(), direction)) { handler.MoveTo(Movement.Move(handler.GetCurrentLocation(), direction)); return "Moving " + dirStr + '.'; } else return "Cannot move in that direction."; } else if (args.Length == 3) { try { int x = int.Parse(args[0]); int y = int.Parse(args[1]); int z = int.Parse(args[2]); Location goal = new Location(x, y, z); if (handler.MoveTo(goal)) return "Walking to " + goal; return "Failed to compute path to " + goal; } catch (FormatException) { return CMDDesc; } } else return CMDDesc; } else return "Please enable terrainandmovements in config to use this command."; } } }