Ejemplo n.º 1
0
        public static void PrintExitsToConsole(Models.Character player, Room.Models.Room currentRoom, bool animate = true)
        {
            var exits = StringDescriptionBuilder.CreateStringOfExitDescriptions(player, currentRoom.AvailableExits);

            if (animate)
            {
                Console.WriteLine();
                TypingAnimation.Animate(exits, Color.Red);
            }
            else
            {
                Console.WriteLine(exits, Color.Red);
            }
        }
Ejemplo n.º 2
0
        public static void PrintWeaponsToConsole(Models.Character player, Room.Models.Room currentRoom, bool animate = true)
        {
            var weapons = StringDescriptionBuilder.CreateStringOfWeaponDescriptions(player, currentRoom.RoomItems.WeaponItems);

            if (animate)
            {
                Console.WriteLine();
                TypingAnimation.Animate(weapons == "" ? ConsoleStrings.NoWeaponsFound + "\n" : weapons, Color.Aquamarine);
            }
            else
            {
                Console.WriteLine(weapons == "" ? ConsoleStrings.NoWeaponsFound + "\n" : weapons, Color.Aquamarine);
            }
        }
Ejemplo n.º 3
0
        // This handles any input the player enters inside a room,
        // and returns the next Room when the player decides to leave the current one
        public static Room.Models.Room HandlePlayerInput(string fullInput, Models.Character player, Room.Models.Room currentRoom)
        {
            var inputWords = fullInput.Split(ConsoleStrings.StringDelimiters);

            var inputResolved = false;

            foreach (var inputWord in inputWords)
            {
                string        substring;
                List <string> inventoryKeywords;
                Items         foundItem;

                switch (inputWord)
                {
                // We wouldn't normally use so many fall-throughs in an application...
                // But for a text based game it's really handy for supporting many inputs.
                // We don't want the user to try a word that should work and get frustrated.
                case "pickup":
                case "pick":
                case "grab":
                case "get":
                case "take":
                case "collect":
                case "gather":
                    player.PersistDisplayedItems   = false;
                    player.PersistDisplayedWeapons = false;
                    player.PersistDisplayedExits   = false;
                    var roomItemKeywords = RoomHandler.GetAllRoomItemKeywords(currentRoom);
                    substring = CreateSubstringOfActionInput(fullInput, inputWord);
                    foundItem = InventoryHandler.FindAnyMatchingItemsByKeywords(substring.Trim(), roomItemKeywords,
                                                                                currentRoom.RoomItems.InventoryItems, currentRoom.RoomItems.WeaponItems);
                    if (foundItem != null)
                    {
                        InventoryHandler.HandleItemAddOrRemove(player, currentRoom, foundItem, true);
                        inputResolved = true;
                    }
                    break;

                case "drop":
                case "release":
                case "letgo":
                    player.PersistDisplayedItems   = false;
                    player.PersistDisplayedWeapons = false;
                    player.PersistDisplayedExits   = false;
                    inventoryKeywords = InventoryHandler.GetAllInventoryItemKeywords(player);
                    substring         = CreateSubstringOfActionInput(fullInput, inputWord);
                    foundItem         = InventoryHandler.FindAnyMatchingItemsByKeywords(substring.Trim(), inventoryKeywords,
                                                                                        player.CarriedItems, new List <WeaponItem> {
                        player.WeaponItem
                    });
                    if (foundItem != null)
                    {
                        if (InventoryHandler.PickupOrDropItemIsOk(player, foundItem, false))
                        {
                            InventoryHandler.HandleItemAddOrRemove(player, currentRoom, foundItem);
                            inputResolved = true;
                        }
                        else
                        {
                            Console.WriteLine();
                            TypingAnimation.Animate("You cannot drop the " + foundItem.InventoryItems?.First()?.ItemName +
                                                    " until you drop other items. \n" +
                                                    "(The item you're trying to drop would decrease your inventory space) \n", Color.DarkOliveGreen);
                            inputResolved = true;
                        }
                    }
                    break;

                case "go":
                case "goto":
                case "goin":
                case "walk":
                case "run":
                case "enter":
                    player.PersistDisplayedItems   = false;
                    player.PersistDisplayedWeapons = false;
                    player.PersistDisplayedExits   = false;
                    substring = CreateSubstringOfActionInput(fullInput, inputWord);
                    var foundRoom = RoomHandler.FindAnyMatchingRoomByKeywords(substring.Trim(), currentRoom);
                    if (foundRoom != null)
                    {
                        if (RoomHandler.DoesPlayerMeetRequirementsToEnter(player, currentRoom, foundRoom))
                        {
                            return(foundRoom);
                        }

                        inputResolved = true;
                    }
                    break;

                case "talk":
                case "speak":
                case "chat":
                case "say":
                case "ask":
                case "tell":
                    player.PersistDisplayedItems   = false;
                    player.PersistDisplayedWeapons = false;
                    player.PersistDisplayedExits   = false;
                    if (currentRoom.RoomCharacters.Any())
                    {
                        substring = CreateSubstringOfActionInput(fullInput, inputWord);
                        var character = RoomHandler.FindAnyMatchingCharacterByKeywords(substring.Trim(), currentRoom);
                        if (character != null)
                        {
                            var characterResponse = GetCharacterResponse(character);
                            Console.WriteLine();
                            Console.WriteLine(characterResponse + "\n", Color.Gold);
                            inputResolved = true;
                        }
                    }
                    else
                    {
                        Console.WriteLine("\nThere is no one here to talk to...", Color.DarkOliveGreen);
                        inputResolved = true;
                    }
                    break;

                case "give":
                case "trade":
                case "offer":
                case "hand":
                case "toss":
                    player.PersistDisplayedItems   = false;
                    player.PersistDisplayedWeapons = false;
                    player.PersistDisplayedExits   = false;
                    inputResolved =
                        InventoryHandler.HandlePlayerTradingItem(fullInput, player, currentRoom, inputWord, inputResolved);
                    break;

                case "fight":
                case "kill":
                case "attack":
                    // TODO: Implement the combat system if an enemy is in the room...
                    break;

                case "use":
                case "consume":
                case "eat":
                case "drink":
                case "read":
                case "look at":
                case "open":
                case "swing":
                case "shoot":
                case "fire":
                    player.PersistDisplayedItems   = false;
                    player.PersistDisplayedWeapons = false;
                    player.PersistDisplayedExits   = false;
                    inventoryKeywords = InventoryHandler.GetAllInventoryItemKeywords(player);
                    substring         = CreateSubstringOfActionInput(fullInput, inputWord);
                    foundItem         = InventoryHandler.FindAnyMatchingItemsByKeywords(substring.Trim(), inventoryKeywords,
                                                                                        player.CarriedItems, new List <WeaponItem> {
                        player.WeaponItem
                    });
                    if (foundItem != null)
                    {
                        inputResolved = InventoryHandler.HandleItemBeingUsed(player, foundItem, inputWord);
                    }
                    break;

                case "item":
                case "items":
                    player.PersistDisplayedItems   = true;
                    player.PersistDisplayedWeapons = false;
                    player.PersistDisplayedExits   = false;
                    inputResolved = true;
                    break;

                case "weapon":
                case "weapons":
                    player.PersistDisplayedItems   = false;
                    player.PersistDisplayedWeapons = true;
                    player.PersistDisplayedExits   = false;
                    inputResolved = true;
                    break;

                case "exit":
                case "exits":
                case "leave":
                case "door":
                case "doors":
                case "out":
                case "where":
                    player.PersistDisplayedItems   = false;
                    player.PersistDisplayedWeapons = false;
                    player.PersistDisplayedExits   = true;
                    inputResolved = true;
                    break;

                case "inventory":
                case "inv":
                case "carried":
                case "carrying":
                case "pockets":
                    player.PersistDisplayedItems   = false;
                    player.PersistDisplayedWeapons = false;
                    player.PersistDisplayedExits   = false;
                    var playerInventory = StringDescriptionBuilder.CreateStringOfPlayerInventory(player, true);
                    Console.WriteLine();
                    Console.WriteLine(playerInventory, Color.ForestGreen);
                    inputResolved = true;
                    break;

                case "character":
                case "status":
                case "stat":
                case "stats":
                    player.PersistDisplayedItems   = false;
                    player.PersistDisplayedWeapons = false;
                    player.PersistDisplayedExits   = false;
                    var characterInfo = StringDescriptionBuilder.CreateStringOfPlayerInfo(player);
                    Console.WriteLine();
                    Console.WriteLine(characterInfo, Color.ForestGreen);
                    inputResolved = true;
                    break;

                case "info":
                case "help":
                case "guidance":
                case "assist":
                case "assistance":
                case "?":
                    player.PersistDisplayedItems   = false;
                    player.PersistDisplayedWeapons = false;
                    player.PersistDisplayedExits   = false;
                    Console.ReplaceAllColorsWithDefaults();
                    Console.WriteLineStyled(ConsoleStrings.GameHelp, ConsoleStringStyleSheets.GameHelpStyleSheet(Color.MediumPurple));
                    inputResolved = true;
                    break;

                case "helpoff":
                case "helpon":
                    player.PersistDisplayedItems   = false;
                    player.PersistDisplayedWeapons = false;
                    player.PersistDisplayedExits   = false;
                    player.ShowInputHelp           = !player.ShowInputHelp;
                    Console.WriteLine(
                        player.ShowInputHelp ? "\nInput words shown above prompt text." : "\nInput words hidden from prompt text.",
                        Color.MediumPurple);
                    Console.WriteLine();
                    inputResolved = true;
                    break;

                case "save":
                    // This isn't really necessary, I just liked the idea of the user having to complete the tutorial first
                    if (currentRoom.RoomName == "Your Bedroom")
                    {
                        Console.WriteLine($"\nYou need to leave {currentRoom.RoomName} before you can save.", Color.DarkOrange);
                        inputResolved = true;
                        break;
                    }
                    Console.WriteLine("\nSave the game and close? (y/n)", Color.White);
                    Console.WriteLine("Note - This will overwrite any current save file!", Color.White);
                    Console.Write(">", Color.White);
                    var response = Console.ReadLine();
                    if (!string.IsNullOrEmpty(response) && response.ToLower()[0].Equals('y'))
                    {
                        return(new Room.Models.Room
                        {
                            RoomName = ConsoleStrings.SaveGame
                        });
                    }
                    Console.WriteLine("\nSave cancelled.", Color.White);
                    inputResolved = true;
                    break;
                }
            }

            // We don't know what the user is trying to do at this point
            if (!inputResolved)
            {
                Console.WriteLine();
                TypingAnimation.Animate("You " + fullInput + "...", Color.Chartreuse, 40);
                TypingAnimation.Animate(". . . Nothing happens. \n", Color.Chartreuse, 40);
            }

            // Keeps the Item, Weapon, or Exit descriptions displayed for easier play
            if (!player.PersistDisplayedItems && !player.PersistDisplayedWeapons && !player.PersistDisplayedExits)
            {
                Console.WriteWithGradient(ConsoleStrings.PressEnterPrompt, Color.Yellow, Color.DarkRed, 4);
                Console.ReadLine();
            }

            Console.Clear();
            Console.ReplaceAllColorsWithDefaults();

            return(null);
        }
        // This handles any input the player enters inside a room,
        // and returns the next Room when the player decides to leave the current one
        public static Room.Models.Room HandlePlayerInput(string fullInput, Models.Character player, Room.Models.Room currentRoom)
        {
            var inputWords = fullInput.Split(ConsoleStrings.StringDelimiters);

            var inputResolved = false;

            foreach (var inputWord in inputWords)
            {
                string substring;
                Items  foundItem;

                switch (inputWord)
                {
                case "pickup":
                case "grab":
                case "get":
                case "take":
                case "collect":
                case "gather":
                    var roomItemKeywords = RoomHandler.GetAllRoomItemKeywords(currentRoom);
                    substring = CreateSubstringOfActionInput(fullInput, inputWord);
                    foundItem = InventoryHandler.FindAnyMatchingItemsByKeywords(substring.Trim(), roomItemKeywords,
                                                                                currentRoom.RoomItems.InventoryItems, currentRoom.RoomItems.WeaponItems);
                    if (foundItem != null)
                    {
                        InventoryHandler.HandleItemAddOrRemove(player, currentRoom, foundItem, true);
                        inputResolved = true;
                    }
                    break;

                case "drop":
                case "release":
                case "letgo":
                    var inventoryKeywords = InventoryHandler.GetAllInventoryItemKeywords(player);
                    substring = CreateSubstringOfActionInput(fullInput, inputWord);
                    foundItem = InventoryHandler.FindAnyMatchingItemsByKeywords(substring.Trim(), inventoryKeywords,
                                                                                player.CarriedItems, new List <WeaponItem>()
                    {
                        player.WeaponItem
                    });
                    if (foundItem != null)
                    {
                        InventoryHandler.HandleItemAddOrRemove(player, currentRoom, foundItem);
                        inputResolved = true;
                    }
                    break;

                case "go":
                case "goto":
                case "goin":
                case "walk":
                case "run":
                case "enter":
                    substring = CreateSubstringOfActionInput(fullInput, inputWord);
                    var foundRoom = RoomHandler.FindAnyMatchingRoomByKeywords(substring.Trim(), currentRoom);
                    if (foundRoom != null)
                    {
                        Console.WriteLine();
                        TypingAnimation.Animate("You go into " + foundRoom.RoomName + "... \n", Color.Chartreuse, 40);
                        Console.WriteWithGradient(ConsoleStrings.PressEnterPrompt, Color.Yellow, Color.DarkRed, 4);
                        Console.ReadLine();
                        if (!currentRoom.RoomEntered)
                        {
                            currentRoom.RoomEntered = true;
                        }
                        return(foundRoom);
                    }
                    break;

                case "item":
                case "items":
                    var items = StringDescriptionBuilder.CreateStringOfItemDescriptions(currentRoom.RoomItems.InventoryItems);
                    Console.WriteLine();
                    TypingAnimation.Animate(items == "" ? ConsoleStrings.NoItemsFound : items, Color.Aquamarine);
                    inputResolved = true;
                    break;

                case "weapon":
                case "weapons":
                    var weapons = StringDescriptionBuilder.CreateStringOfWeaponDescriptions(currentRoom.RoomItems.WeaponItems);
                    Console.WriteLine();
                    TypingAnimation.Animate(weapons == "" ? ConsoleStrings.NoWeaponsFound : weapons, Color.Aquamarine);
                    inputResolved = true;
                    break;

                case "exit":
                case "exits":
                case "leave":
                case "door":
                case "doors":
                case "out":
                case "where":
                    var exits = StringDescriptionBuilder.CreateStringOfExitDescriptions(currentRoom.AvailableExits);
                    Console.WriteLine();
                    TypingAnimation.Animate(exits, Color.Red);
                    inputResolved = true;
                    break;

                case "inventory":
                case "inv":
                case "carried":
                case "carrying":
                case "pockets":
                    var playerInventory = StringDescriptionBuilder.CreateStringOfPlayerInventory(player, true);
                    Console.WriteLine();
                    Console.WriteLine(playerInventory, Color.ForestGreen);
                    inputResolved = true;
                    break;

                case "character":
                case "status":
                case "stat":
                case "stats":
                    var characterInfo = StringDescriptionBuilder.CreateStringOfPlayerInfo(player);
                    Console.WriteLine();
                    Console.WriteLine(characterInfo, Color.ForestGreen);
                    inputResolved = true;
                    break;

                case "info":
                case "help":
                case "guidance":
                case "assist":
                case "assistance":
                case "?":
                    var exitDescriptions = StringDescriptionBuilder.CreateStringOfExitDescriptions(currentRoom.AvailableExits);
                    Console.WriteLine();
                    Console.WriteLine(currentRoom.GenericRoomDescription, Color.Bisque);
                    Console.WriteLine(exitDescriptions, Color.Red);
                    Console.WriteLine(ConsoleStrings.GameHelp, Color.MediumPurple);
                    inputResolved = true;
                    break;
                }
            }

            if (!inputResolved)
            {
                Console.WriteLine();
                TypingAnimation.Animate("You " + fullInput + "...", Color.Chartreuse, 40);
                TypingAnimation.Animate(". . . Nothing happens. \n", Color.Chartreuse, 40);
            }

            Console.WriteWithGradient(ConsoleStrings.PressEnterPrompt, Color.Yellow, Color.DarkRed, 4);
            Console.ReadLine();
            Console.Clear();
            Console.ReplaceAllColorsWithDefaults();

            return(null);
        }