public void ExecuteMessaging(IEntity Actor, IEntity Subject, IEntity Target, IEntity OriginLocation, IEntity DestinationLocation)
{
var entities = new Dictionary<MessagingTargetType, IEntity[]>();
entities.Add(MessagingTargetType.Actor, new IEntity[] { Actor });
entities.Add(MessagingTargetType.Subject, new IEntity[] { Subject });
entities.Add(MessagingTargetType.Target, new IEntity[] { Target });
entities.Add(MessagingTargetType.OriginLocation, new IEntity[] { OriginLocation });
entities.Add(MessagingTargetType.DestinationLocation, new IEntity[] { DestinationLocation });
if (Actor != null && ToActor.Any(str => !string.IsNullOrWhiteSpace(str)))
Actor.WriteTo(TranslateOutput(ToActor, entities));
if (Subject != null && ToSubject.Any(str => !string.IsNullOrWhiteSpace(str)))
Subject.WriteTo(TranslateOutput(ToSubject, entities));
if (Target != null && ToTarget.Any(str => !string.IsNullOrWhiteSpace(str)))
Target.WriteTo(TranslateOutput(ToTarget, entities));
if (OriginLocation != null && ToOrigin.Any(str => !string.IsNullOrWhiteSpace(str)))
{
var oLoc = (IContains)OriginLocation;
var validContents = oLoc.GetContents<IEntity>().Where(dud => !dud.Equals(Actor) && !dud.Equals(Subject) && !dud.Equals(Target));
//Message dudes in the location, including non-person entities since they might have triggers
foreach (var dude in validContents)
dude.WriteTo(TranslateOutput(ToOrigin, entities));
}
if (DestinationLocation != null && ToDestination.Any(str => !string.IsNullOrWhiteSpace(str)))
{
var oLoc = (IContains)DestinationLocation;
//Message dudes in the location, including non-person entities since they might have triggers
foreach (var dude in oLoc.GetContents<IEntity>().Where(dud => !dud.Equals(Actor) && !dud.Equals(Subject) && !dud.Equals(Target)))
dude.WriteTo(TranslateOutput(ToDestination, entities));
}
//TODO: to surrounding?
}