using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Svelto.ECS;
using GamecraftModdingAPI.Utility;
namespace GamecraftModdingAPI.Commands
{
///
/// Keeps track of custom commands
/// This is used to add, remove and get command engines
///
public static class CommandManager
{
private static Dictionary _customCommands = new Dictionary();
private static EnginesRoot _lastEngineRoot;
public static void AddCommand(ICustomCommandEngine engine)
{
if (ExistsCommand(engine))
{
Logging.LogWarning($"Command {engine.Name} already exists!");
}
_customCommands[engine.Name] = engine;
if (_lastEngineRoot != null)
{
Logging.MetaDebugLog($"Registering ICustomCommandEngine {engine.Name}");
_lastEngineRoot.AddEngine(engine);
}
}
public static bool ExistsCommand(string name)
{
return _customCommands.ContainsKey(name);
}
public static bool ExistsCommand(ICustomCommandEngine engine)
{
return ExistsCommand(engine.Name);
}
public static ICustomCommandEngine GetCommand(string name)
{
return _customCommands[name];
}
public static string[] GetCommandNames()
{
return _customCommands.Keys.ToArray();
}
public static void RemoveCommand(string name)
{
_customCommands.Remove(name);
}
public static void RegisterEngines(EnginesRoot enginesRoot)
{
_lastEngineRoot = enginesRoot;
foreach (var key in _customCommands.Keys)
{
Logging.MetaDebugLog($"Registering ICustomCommandEngine {_customCommands[key].Name}");
enginesRoot.AddEngine(_customCommands[key]);
}
}
}
}