#include "includes.h"
#include "class.h"
#include "plugin.h"
class Help : public Plugin {
public:
virtual const void Run( SocketClient* client = NULL, const string& cmd = "", const string& arg = "" ) const;
Help( const string& name, const uint_t& type );
~Help();
};
const void Help::Run( SocketClient* client, const string& cmd, const string& arg ) const
{
if ( client )
client->Send( "Help!" CRLF );
else
cout << "Help!" << endl;
return;
}
Help::Help( const string& name = "help", const uint_t& type = PLG_TYPE_COMMAND ) : Plugin( name, type )
{
Plugin::sBool( PLG_TYPE_COMMAND_BOOL_PREEMPT, true );
Plugin::sUint( PLG_TYPE_COMMAND_UINT_SECURITY, SOC_SECURITY_NONE );
return;
}
Help::~Help()
{
}
extern "C" {
Plugin* New() { return new Help(); }
void Delete( Plugin* p ) { delete p; }
}
It is a game, not a simulation of life. Life is not fun, especially since you can lose it very very easily.
And if you have a magical worlds…if you do not put any limitations (that are in themselves, not very coherent either) all hell break lose.
That's true, but it's important to note that degrees of realism are the key here. Every non-abstract game (even Angry Birds) has some degree of realism and is open to the question 'Why this, but not that.' The answer is usually that if you're asking this question, you're not suspending your disbelief, so the game is failing to engage you on another level.