protected override Item CreateItem(string itemTypeString, string itemNameString, Location itemLocation, Item item)
        {
            switch (itemTypeString)
            {
                case "weapon":
                    {
                        item = new Weapon(itemNameString, itemLocation);
                        return item;
                    }
                case "wood":
                    {
                        item = new Wood(itemNameString, itemLocation);
                        return item;
                    }
                case "iron":
                    {
                        item = new Iron(itemNameString, itemLocation);
                        return item;
                    }

                default:
                    {
                        return base.CreateItem(itemTypeString, itemNameString, itemLocation, item);
                    }
            }
        }
        private void HandleCraftInteraction(string[] commandWords, Person actor)
        {
            var craftedItemType = commandWords[2];
            string craftedItemName = commandWords[3];
            Item theNewCraftedItem = null;
            var actorInventory = actor.ListInventory();

            if (craftedItemType == "weapon")
            {
                bool hasWood = PossessTheRequiredItem(actorInventory, ItemType.Wood);
                bool hasIron = PossessTheRequiredItem(actorInventory, ItemType.Iron);

                if (hasWood && hasIron)
                {
                    theNewCraftedItem = new Weapon(craftedItemName);
                    this.AddToPerson(actor, theNewCraftedItem);
                    theNewCraftedItem.UpdateWithInteraction("craft");
                }
            }
            else if (craftedItemType == "armor")
            {
                bool hasIron = PossessTheRequiredItem(actorInventory, ItemType.Iron);

                if (hasIron)
                {
                    theNewCraftedItem = new Armor(craftedItemName);
                    this.AddToPerson(actor, theNewCraftedItem);
                    theNewCraftedItem.UpdateWithInteraction("craft");
                }
            }
        }
 private void CraftWeapon(string newItemName, Person actor)
 {
     var ironItems = actor.ListInventory().Where(x => x.ItemType == ItemType.Iron);
     var woodItems = actor.ListInventory().Where(x => x.ItemType == ItemType.Wood);
     if (ironItems != null && woodItems != null && ironItems.Count() > 0 && woodItems.Count() > 0)
     {
         var item = new Weapon(newItemName, null);
         actor.AddToInventory(item);
         ownerByItem.Add(item, actor);
         item.UpdateWithInteraction("craft");
     }                       
 }
 private void HandleCraftInteraction(Person actor, string itemType, string itemName)
 {
     Item newItem;
     if (itemType == "weapon" && actor.InventorryContains(ItemType.Wood, ItemType.Iron))
     {
         newItem=new Weapon(itemName);
         this.AddToPerson(actor, newItem);
     }
     else if (itemType == "armor" && actor.InventorryContains(ItemType.Iron))
     {
         newItem =new Armor(itemName);
         this.AddToPerson(actor, newItem);
     }
 }
 protected override Item CreateItem(string itemTypeString, string itemNameString, Location itemLocation, Item item)
 {
     switch (itemTypeString)
     {
         case "weapon":
             item = new Weapon(itemNameString, itemLocation);
             break;
         case "iron":
             item = new Iron(itemNameString, itemLocation);
             break;
         default:
             return base.CreateItem(itemTypeString, itemNameString, itemLocation,item);
             break;
     }
     return item;
 }
        protected override Item CreateItem(string itemTypeString, string itemNameString, Location itemLocation, Item item)
        {
            Item itemToBeCreated = null;
            switch (itemTypeString)
            {
                case "weapon":
                    itemToBeCreated = new Weapon(itemNameString, itemLocation);
                    break;
                case "wood":
                    itemToBeCreated = new Wood(itemNameString, itemLocation);
                    break;
                default:
                    itemToBeCreated = base.CreateItem(itemTypeString, itemNameString, itemLocation, itemToBeCreated);
                    break;
            }

            return itemToBeCreated;
        }
 private void HandleCraftInteraction(Person actor, string name)
 {
     if (actor.ListInventory().Exists(x => x is Iron))
     {
         if (actor.ListInventory().Exists(x => x is Weapon))
         {
             var item = new Weapon(name);
             actor.AddToInventory(item);
             this.AddToPerson(actor, item);
             return;
         }
         else
         {
             var item = new Armor(name);
             actor.AddToInventory(item);
             this.AddToPerson(actor, item);
         }
     }
 }
 protected virtual Item CreateItem(string itemTypeString, string itemNameString, Location itemLocation, Item item)
 {
     switch (itemTypeString)
     {
         case "armor":
             item = new Armor(itemNameString, itemLocation);
             break;
         case "weapon":
             item = new Weapon(itemNameString, itemLocation);
             break;
         case "wood":
             item = new Wood(itemNameString, itemLocation);
             break;
         case "iron":
             item = new Iron(itemNameString, itemLocation);
             break;
         default:
             break;
     }
     return item;
 }
        protected override Item CreateItem(string itemTypeString, string itemNameString, Location itemLocation, Item item)
        {
            if (itemTypeString == "armor")
            {
                base.CreateItem(itemTypeString, itemNameString, itemLocation, item);
            }

            switch (itemTypeString)
            {
                case "weapon":
                    item = new Weapon(itemNameString, itemLocation);
                    break;
                case "wood":
                    item = new Wood(itemNameString, itemLocation);
                    break;
                case "iron":
                    item = new Iron(itemNameString, itemLocation);
                    break;
                default:
                    break;
            }

            return item;
        }
 private void HandleCraftInteraction(Person actor, string itemType, string itemName)
 {
     if (actor.ListInventory().Find(i => i is Iron) != null)
     {
         if (itemType == "weapon" && actor.ListInventory().Find(i => i is Wood) != null)
         {
             var item = new Weapon(itemName);
             actor.AddToInventory(item);
             this.ownerByItem.Add(item, actor);
         }
         else if (itemType == "armor")
         {
             var item = new Armor(itemName);
             actor.AddToInventory(item);
             this.ownerByItem.Add(item, actor);
         }
     }
 }
        private void HandleCraftInteraction(string[] commandWords, Person actor)
        {
            var itemsInInventory = actor.ListInventory();
            bool[] hasItemTypes = this.CheckActorInventoryForItem(itemsInInventory);

            switch (commandWords[2].ToLower())
            {
                case ArmorCase:
                    {
                        if (hasItemTypes[0])
                        {
                            var craftedArmor = new Armor(commandWords[3], actor.Location);
                            this.AddToPerson(actor, craftedArmor);
                        }

                        break;
                    }
                case WeaponCase:
                    {
                        if (hasItemTypes[0] && hasItemTypes[1])
                        {
                            var craftedWeapon = new Weapon(commandWords[3], actor.Location);
                            this.AddToPerson(actor, craftedWeapon);
                        }

                        break;
                    }
                default:
                    break;
            }
        }
        private void HandleCraftInteraction(string[] commandWords, Person actor)
        {
            var itemString = commandWords[2];
            Item item = null;
            List<ItemType> requiredItems;
            switch(itemString)
            {
                case "weapon":
                    item = new Weapon(commandWords[3]);
                    requiredItems = Weapon.
                    break;
                case "armor":
                    item = new Armor(commandWords[3]);
                    break;
                default:
                    break;
            }

            if(actor.ListInventory().Merge(item.))
            {
            }
        }
        private void HandleCraftInteraction(string[] commandWords, Person actor)
        {
            string craftItemType = commandWords[2];
            string craftItemName = commandWords[3];

            if (craftItemType == "armor")
            {
                bool hasIron = false;

                foreach (var item in actor.ListInventory())
                {
                    if (item.ItemType == ItemType.Iron)
                    {
                        hasIron = true;
                        break;
                    }
                }

                if (hasIron)
                {
                    var addedItem = new Armor(craftItemName);
                    this.AddToPerson(actor, addedItem);
                    addedItem.UpdateWithInteraction("craft");
                }
            }

            if (craftItemType == "weapon")
            {
                bool hasWood = false;
                bool hasIron = false;

                foreach (var item in actor.ListInventory())
                {
                    if (item.ItemType == ItemType.Wood)
                    {
                        hasWood = true;
                    }
                    else if (item.ItemType == ItemType.Iron)
                    {
                        hasIron = true;
                    }
                }

                if (hasWood && hasIron)
                {
                    var addedItem = new Weapon(craftItemName);
                    this.AddToPerson(actor, addedItem);
                    addedItem.UpdateWithInteraction("craft");
                }
            }
        }
 private void HandleCraftInteraction(Person actor, string itemToCraft, string itemName)
 {
     //A Person can craft items, provided he has some items in his inventory
     //A Person should be able to craft Weapons and Armor
     //Crafting an Armor requires that the Person has Iron in his inventory
     //Results in adding an Armor item in the Person’s inventory
     //Crafting a Weapon requires that the Person has Iron and Wood in his inventory
     //Syntax: Joro craft weapon/armor newItemName - gathers an item, naming it newItemName if the Person Joro has the necessary
     switch (itemToCraft)
     {
         case "armor":
             if (actor.ListInventory().Any(a => a.GetType() == typeof(Iron)))
             {
                 Armor armor = new Armor(itemName);
                 base.AddToPerson(actor, armor);
                 actor.AddToInventory(new Armor(itemName));
             }
             break;
         case "weapon":
             if (actor.ListInventory().Any(a => a.GetType() == typeof(Iron)) && actor.ListInventory().Any(a => a.GetType() == typeof(Wood)))
             {
                 Weapon weapon = new Weapon(itemName);
                 base.AddToPerson(actor, weapon);
                 actor.AddToInventory(new Weapon(itemName));
             }
             break;
         default:
             break;
     }
 }
        // Private methods
        private void HandleCraftInteraction(string itemType, string newItemName, Person actor)
        {
            Item craftedItem = null;

            Item ironItem = actor.ListInventory().FirstOrDefault(i => i.ItemType == ItemType.Iron);
            Item woodItem = actor.ListInventory().FirstOrDefault(i => i.ItemType == ItemType.Wood);

            if (ironItem != null && itemType == "armor")
            {
                craftedItem = new Armor(newItemName);
                this.AddToPerson(actor, craftedItem);
            }
            else if (ironItem != null && woodItem != null && itemType == "weapon")
            {
                craftedItem = new Weapon(newItemName);
                this.AddToPerson(actor, craftedItem);
            }
        }
        private void HandleCraftInteraction(Person actor, string itemType, string itemName)
        {
            if (actor.ListInventory().Count > 0)
            {
                if (itemType == "weapon" && actor.ListInventory().Any(x => x.ItemType == ItemType.Iron) && actor.ListInventory().Any(x => x.ItemType == ItemType.Wood))
                {
                    var weapon = new Weapon(itemName);
                    AddToPerson(actor, weapon);
                }
                else if (itemType == "armor" && actor.ListInventory().Any(x => x.ItemType == ItemType.Iron))
                {
                    var armor = new Armor(itemName);
                    AddToPerson(actor, armor);
                }

            }
        }
Beispiel #17
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        private void HandleCraftInteraction(string[] commandWords, Person actor)
        {
            List<Item> itemsInInventory = actor.ListInventory();

            if (commandWords[2] == "weapon")
            {
                itemType = ItemType.Weapon;
            }
            else if (commandWords[2] == "armor")
            {
                itemType = ItemType.Armor;
            }
            foreach (var items in itemsInInventory)
            {
                if (items.ItemType == ItemType.Iron)
                {
                    hasIron = true;
                }
                else if (items.ItemType == ItemType.Wood)
                {
                    hasWood = true;
                }
            }
            if (hasWood == true && hasIron == true)
            {
                hasIronAndWood = true;
            }
            if (itemType == ItemType.Weapon && hasIronAndWood == true)
            {
                Weapon newWeapon = new Weapon(commandWords[3], null);
                this.AddToPerson(actor, newWeapon);
            }
            if (itemType == ItemType.Armor && hasIron == true)
            {
                Armor newArmor = new Armor(commandWords[3], null);
                this.AddToPerson(actor, newArmor);
            }
        }
Beispiel #18
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        private void HandleCraftInteraction(string[] commandWords, Person actor)
        {
            Item craftedItem = null;
            string itemType = commandWords[2];
            string itemName = commandWords[3];
            switch (itemType)
            {
                case "armor" :
                    foreach (var item in actor.ListInventory())
                    {
                        if (item.ItemType == ItemType.Iron)
                        {
                            craftedItem = new Armor(itemName);
                            this.AddToPerson(actor, craftedItem);
                            return;
                        }
                    }

                    break;
                case "weapon" :
                    bool hasIron = new bool();
                    bool hasWood = new bool();

                    foreach (var item in actor.ListInventory())
                    {
                        if (item.ItemType == ItemType.Iron)
                        {
                            hasIron = true;
                        }
                        else if (item.ItemType == ItemType.Wood)
                        {
                            hasWood = true;
                        }

                        if (hasIron && hasWood)
                        {
                            craftedItem = new Weapon(itemName);
                            this.AddToPerson(actor, craftedItem);
                            return;
                        }
                    }

                    break;
                default:
                    break;
            }

        }
Beispiel #19
0
        private void HandleCraftInteraction(Person actor, string itemTypeAsString, string newItemName)
        {
            var actorInventory = actor.ListInventory();
            Item itemToAdd = null;
            var listOfNeededItems = null;

            switch (itemTypeAsString)
            {
                case "weapon" :
                    if (actorInventory.Any(x => x.ItemType == ItemType.Wood) && actorInventory.Any(x => x.ItemType == ItemType.Iron))
                    {
                        itemToAdd = new Weapon(newItemName);
                    }
                    break;
                case "armor" :
                    if (actorInventory.Any(x => x.ItemType == ItemType.Iron))
                    {
                        itemToAdd = new Armor(newItemName);
                    }
                    break;
                default:
                    break;
            }

            if (itemToAdd != null)
            {
                this.AddToPerson(actor, itemToAdd);
            }
        }