Ejemplo n.º 1
0
        public static string evaluateActions(Player player, string action, biome Biome)
        {
            string evaluatedAction = action;
            //Check structures for effects
            int chanceOfEncounter       = 7;
            int chanceOfEncounterMining = chanceOfEncounter;
            int forageChanceBoost       = 0;

            foreach (var x in player.structuresBuilt)
            {
                if (x.location == Biome)
                {
                    if (x.effect == 1 || x.effect == 1.1)
                    {
                        if (x.effect == 1.1)
                        {
                            if (chanceOfEncounterMining - x.strength > 0)
                            {
                                chanceOfEncounterMining = chanceOfEncounterMining - x.strength;
                            }
                            else
                            {
                                chanceOfEncounterMining = 0;
                            }
                        }
                        else
                        {
                            if (chanceOfEncounter - x.strength > 0)
                            {
                                chanceOfEncounter = chanceOfEncounter - x.strength;
                            }
                            else
                            {
                                chanceOfEncounter = 0;
                            }
                        }
                    }
                    else
                    {
                        if (x.effect == 2)
                        {
                            forageChanceBoost += x.strength;
                        }
                    }
                }
            }
            if (chanceOfEncounter < chanceOfEncounterMining)
            {
                chanceOfEncounterMining = chanceOfEncounter;
            }
            //Evaluate actions
            switch (action.ToLower())
            {
            case "debugcheats":
            {
                for (int i = 0; i < 50; i++)
                {
                    player.give(wood);
                    player.give(stone);
                    player.give(rope);
                    player.give(stoneAxe);
                }
                unlockAction(useAxe, player);
            } break;

            case "build a structure":
            case "build":
            {
                List <structure> buildables = new List <structure>();
                foreach (var build in structures)
                //Console.WriteLine("{0} x {1}",x.name , player.inventory.Count(item => x.name.Equals(item.name)));
                {
                    bool        canBuild = true;
                    List <item> reqMat   = new List <item>();
                    foreach (var x in build.reqMat)
                    {
                        if (!reqMat.Contains(x))
                        {
                            reqMat.Add(x);
                        }
                    }
                    foreach (var x in reqMat)
                    {
                        if (build.reqMat.Count(req => x.name.Equals(req.name)) > player.inventory.Count(req => x.name.Equals(req.name)))
                        {
                            canBuild = false;
                        }
                    }
                    if (canBuild)
                    {
                        buildables.Add(build);
                    }
                }
                if (!buildables.Any())
                {
                    Console.WriteLine("You don't have the required materials to build anything!\r\n");
                }
                else
                {
                    Console.WriteLine("Which would you like to build: ");
                    foreach (var x in buildables)
                    {
                        Console.WriteLine(x.name);
                    }
                    string    buildStructure = getInput();
                    bool      hasStruct      = false;
                    structure building       = new structure();
                    foreach (var x in buildables)
                    {
                        if (x.name.ToLower() == buildStructure.ToLower())
                        {
                            hasStruct = true; building = x;
                        }
                    }
                    if (hasStruct)
                    {
                        foreach (var x in building.reqMat)
                        {
                            Console.WriteLine("removing {0}", x.name);
                            player.inventory.Remove(x);
                        }
                        building.location = Biome;
                        player.structuresBuilt.Add(building);
                    }
                    building = null;
                }
            } break;

            case "use axe":
            {
                Console.WriteLine("How would you like to use your axe?");
                if (Biome.resources.Contains(wood))
                {
                    Console.WriteLine("cut down a tree? (cut)");
                }
                else if (Biome.resources.Contains(cactus))
                {
                    Console.WriteLine("cut down a cacti? (cut)");
                }
                else
                {
                    Console.WriteLine("There is nothing to cut down!");
                }
                string choice = getInput();
                switch (choice.ToLower())
                {
                case "cut":
                case "cut down a tree":
                {
                    foreach (var x in Biome.resources)
                    {
                        if (x.cuttable == true)
                        {
                            Random rng = new Random();
                            for (int i = 0; i < rng.Next(3, 7); i++)
                            {
                                player.inventory.Add(x);
                            }
                        }
                    }
                } break;

                default:
                {
                } break;
                }
            } break;

            case "forage":
            case "forage for resources":
            case "forage for items":
            {
                for (int i = 0; i < 5; i++)
                {
                    foreach (var x in Biome.resources)
                    {
                        int chance = rand.Next(0, 100);
                        if (Biome.chanceOfGettingResource > (chance - forageChanceBoost) & x.forageable == true)
                        {
                            player.inventory.Add(x);
                            Console.WriteLine("You found a {0}", x.name);
                        }
                    }
                }
                Console.WriteLine("\r\n");
            } break;

            case "look around":
            {
                Console.WriteLine(Biome.description);
            } break;

            case "pick up dropped items":
            {
                foreach (var x in Biome.itemsDropped)
                {
                    Console.WriteLine("\r\n Which item would you like to pick up?");
                    Console.WriteLine(x.name);
                    string itemName = getInput();
                    if (x.name == itemName)
                    {
                        player.inventory.Add(x);
                        Console.WriteLine("Sucessfully picked up item");
                    }
                    else
                    {
                        Console.WriteLine("No such item was dropped!");
                    }
                }
            } break;

            case "access inventory":
            case "inventory":
            {
                player.inventory.Sort((p, q) => p.name.CompareTo(q.name));
                Console.WriteLine("Your inventory contains:");
                List <item> inventoryItems = new List <item>();
                foreach (var x in player.inventory)
                {
                    if (!inventoryItems.Contains(x))
                    {
                        inventoryItems.Add(x);
                    }
                }
                foreach (var x in inventoryItems)
                {
                    Console.WriteLine("{0} x {1}", x.name, player.inventory.Count(item => x.name.Equals(item.name)));
                }
                Console.Write("\r\n What would you like to use? or would you like to return\r\n");
                string inventoryAction = getInput();
                item   inventoryItem   = new item();
                foreach (var x in player.inventory)
                {
                    if (x.name == inventoryAction)
                    {
                        inventoryItem = x;
                    }
                }
                if (player.inventory.Contains(inventoryItem))
                {
                    player.inventory.Remove(inventoryItem);
                }
                if (inventoryItem.name == "stone" || inventoryItem.name == "stick")
                {
                    Console.WriteLine("You have dropped a {0}\r\n", inventoryItem.name);
                    Biome.itemsDropped.Add(inventoryItem);
                }

                evaluatedAction = "inventory";
            } break;

            case "crafting":
            case "craft":
            {
                bool        crafting   = false;
                List <item> craftables = new List <item>();
                foreach (var x in craftableGameItems)
                {
                    bool craftable = true;
                    int  numberOfIngredients;
                    numberOfIngredients = x.craftingIngredients.Count();
                    for (int i = 0; i < numberOfIngredients; i++)
                    {
                        if (!player.inventory.Contains(x.craftingIngredients[i]))
                        {
                            craftable = false;
                        }
                    }
                    if (craftable)
                    {
                        craftables.Add(x);
                    }
                }
                Console.WriteLine("\r\n What would you like to craft?");
                foreach (var x in craftables)
                {
                    Console.WriteLine(x.name);
                }
                string craftItem = getInput();
                Console.Write("\r\n");
                foreach (var x in craftables)
                {
                    if (x.name.ToLower() == craftItem.ToLower())
                    {
                        int numberOfIngredients = x.craftingIngredients.Count();
                        for (int i = 0; i < numberOfIngredients; i++)
                        {
                            player.inventory.Remove(x.craftingIngredients[i]);
                        }
                        for (int i = 0; i < x.craftingQuantity; i++)
                        {
                            player.inventory.Add(x);
                            if (x.type == 1)
                            {
                                if (!player.actions.Contains(useAxe))
                                {
                                    unlockAction(useAxe, player);
                                }
                            }
                            crafting = true;
                        }
                    }
                }
                if (crafting)
                {
                    Console.ForegroundColor = ConsoleColor.DarkCyan;
                    Console.WriteLine("CRAFTING");
                    Thread.Sleep(500); Console.Write("-");
                    Thread.Sleep(500); Console.Write("-");
                    Thread.Sleep(500); Console.Write("-");
                    Thread.Sleep(500); Console.Write("-\r\n");
                    Console.ForegroundColor = ConsoleColor.White;
                }
                else
                {
                    Console.WriteLine("Unable to craft {0} \r\n", craftItem);
                }
            } break;

            case "leave":
            {
                evaluatedAction = "leave";
            } break;

            case "exit":
            {
                Environment.Exit(0);
            } break;

            default:
            {
                Console.WriteLine("Unknown Action");
            } break;
            }
            bool inventoryHasBuilding = false;

            foreach (var x in player.inventory)
            {
                if (x.type == 10 & x != stone)
                {
                    inventoryHasBuilding = true;
                }
            }
            if (inventoryHasBuilding == true & !player.actions.Contains(mainGame.build))
            {
                unlockAction(build, player);
            }

            player.actions.Sort((p, q) => p.title.CompareTo(q.title));
            return(evaluatedAction);
        }
Ejemplo n.º 2
0
        public static void Main()
        {
            #region ItemInitializationAndCrafting
            //initialize item atributes

            smallStone.name       = "small stone";
            smallStone.forageable = true;
            plantFiber.name       = "Plant Fiber";
            plantFiber.forageable = true;
            rope.name             = "Rope";
            stone.name            = "stone";
            stone.type            = 10;
            stick.name            = "stick";
            stick.forageable      = true;
            snow.name             = "snow";
            snowball.name         = "snowball";
            snowball.forageable   = true;
            stoneAxeHead.name     = "Stone Axe Head";
            axeHandle.name        = "Axe Handle";
            stoneAxe.name         = "Stone Axe";
            stoneAxe.type         = 1;
            wood.name             = "wood";
            wood.type             = 10;
            wood.cuttable         = true;
            woodPlank.name        = "Wooden Plank";
            woodPlank.type        = 10;
            sand.name             = "sand";
            sand.forageable       = true;
            sandstone.name        = "sandstone";
            sandstone.type        = 10;
            cactus.name           = "cactus";
            cactus.forageable     = false;
            cactus.cuttable       = true;
            //crafting
            craftableGameItems            = new List <item>();
            woodPlank.craftingIngredients = new List <item>();
            woodPlank.craftingIngredients.Add(wood);
            woodPlank.craftingQuantity = 4;
            craftableGameItems.Add(woodPlank);
            rope.craftingIngredients = new List <item>();
            rope.craftingIngredients.Add(plantFiber);
            rope.craftingIngredients.Add(plantFiber);
            rope.craftingQuantity = 1;
            craftableGameItems.Add(rope);
            stoneAxeHead.craftingIngredients = new List <item>();
            stoneAxeHead.craftingIngredients.Add(stone);
            stoneAxeHead.craftingIngredients.Add(stone);
            stoneAxeHead.craftingIngredients.Add(stone);
            stoneAxeHead.craftingQuantity = 1;
            craftableGameItems.Add(stoneAxeHead);
            axeHandle.craftingIngredients = new List <item>();
            axeHandle.craftingIngredients.Add(stick);
            axeHandle.craftingIngredients.Add(stick);
            axeHandle.craftingIngredients.Add(plantFiber);
            axeHandle.craftingQuantity = 1;
            craftableGameItems.Add(axeHandle);
            stoneAxe.craftingIngredients = new List <item>();
            stoneAxe.craftingIngredients.Add(stoneAxeHead);
            stoneAxe.craftingIngredients.Add(axeHandle);
            stoneAxe.craftingIngredients.Add(rope);
            stoneAxe.craftingQuantity = 1;
            craftableGameItems.Add(stoneAxe);
            snow.craftingIngredients = new List <item>();
            snow.craftingIngredients.Add(snowball);
            snow.craftingIngredients.Add(snowball);
            snow.craftingIngredients.Add(snowball);
            snow.craftingQuantity = 1;
            craftableGameItems.Add(snow);
            snowball.craftingIngredients = new List <item>();
            snowball.craftingIngredients.Add(snow);
            snowball.craftingQuantity = 1;
            craftableGameItems.Add(snowball);
            stone.craftingIngredients = new List <item>();
            stone.craftingIngredients.Add(smallStone);
            stone.craftingIngredients.Add(smallStone);
            stone.craftingIngredients.Add(smallStone);
            stone.craftingQuantity = 1;
            craftableGameItems.Add(stone);
            sandstone.craftingIngredients = new List <item>();
            sandstone.craftingIngredients.Add(sand);
            sandstone.craftingIngredients.Add(sand);
            sandstone.craftingIngredients.Add(sand);
            sandstone.craftingIngredients.Add(sand);
            sandstone.craftingQuantity = 1;
            craftableGameItems.Add(sandstone);
            foreach (var x in craftableGameItems)
            {
                if (x.craftingResults == null)
                {
                    List <item> results = new List <item>();
                    results.Add(x);
                }
            }
            #endregion
            //Initialize structure attributes
            altar.name     = "Altar";
            altar.effect   = 2;
            altar.strength = 3;
            altar.reqMat   = new List <item>();
            for (int i = 0; i < 5; i++)
            {
                altar.reqMat.Add(wood);
            }
            for (int i = 0; i < 10; i++)
            {
                altar.reqMat.Add(stone);
                altar.reqMat.Add(rope);
            }
            structures.Add(altar);
            mine.name     = "Mine";
            mine.effect   = 1.1;
            mine.strength = 5;
            mine.reqMat   = new List <item>();
            for (int i = 0; i < 50; i++)
            {
                mine.reqMat.Add(stone);
            }
            for (int i = 0; i < 15; i++)
            {
                mine.reqMat.Add(wood);
            }
            structures.Add(mine);
            //Initialize Biomes
            List <biome> biomes = new List <biome>();
            //Taiga
            biome taiga = new biome();
            taiga.name                    = "taiga";
            taiga.description             = "\r\n As you wander about the taiga you shiver from the cold, looking around at the various possible resources \r\n";
            taiga.chanceOfGettingResource = 20;
            taiga.resources               = new List <item>();
            taiga.resources.Add(stick);
            taiga.resources.Add(plantFiber);
            taiga.resources.Add(plantFiber);
            taiga.resources.Add(snowball);
            taiga.resources.Add(wood);
            taiga.resources.Add(smallStone);
            taiga.itemsDropped = new List <item>();
            biomes.Add(taiga);
            //Desert
            biome desert = new biome();
            desert.name        = "desert";
            desert.description = "\r\n Looking across the oceans of sand you see a few measely cacti and stone, nothing else among the horizon \r\n ";
            desert.resources   = new List <item>();
            desert.resources.Add(sand);
            desert.resources.Add(sand);
            desert.resources.Add(sand);
            desert.resources.Add(sand);
            desert.resources.Add(smallStone);
            desert.resources.Add(smallStone);
            desert.resources.Add(smallStone);
            desert.resources.Add(smallStone);
            desert.resources.Add(cactus);
            desert.resources.Add(cactus);
            desert.resources.Add(stick);
            desert.resources.Add(plantFiber);
            desert.chanceOfGettingResource = 5;
            desert.itemsDropped            = new List <item>();
            biomes.Add(desert);

            biome currentBiome = new biome();

            #region InitializePlayerAndActions
            //Initialize Player
            Console.WriteLine("Hello, welcome to the game\r\n");
            Console.WriteLine("What is your name, Hero?");
            Player player = new Player();
            //Player Attributes
            player.maxHealth = 20;
            player.health    = player.maxHealth;
            player.strength  = 5;
            player.armor     = 0;
            player.name      = getInput();
            //Player Inventory
            player.inventory = new List <item>();
            player.inventory.Add(stone);
            player.inventory.Add(stick);
            //Player Structure
            player.structuresBuilt = new List <structure>();
            //Initialize Actions
            action look = new action();
            look.title = "look around";
            look.order = 1;
            action forage = new action();
            forage.title = "forage for resources";
            forage.order = 2;
            action droppedItems = new action();
            droppedItems.title = "Pick up dropped items";
            droppedItems.order = 3;
            action inventory = new action();
            inventory.title = "access inventory";
            inventory.order = 4;
            action crafting = new action();
            crafting.title = "crafting";
            crafting.order = 5;
            //useAxe
            useAxe.title = "Use Axe";
            useAxe.order = 6;
            //Build
            build.title = "Build Structure";
            build.order = 7;
            action leave = new action();
            leave.title = "leave area";
            leave.order = 98;
            action exit = new action();
            exit.title = "exit";
            exit.order = 99;
            actionList.Add(useAxe);
            //Player Actions
            player.actions = new List <action>();
            player.actions.Add(look);
            player.actions.Add(forage);
            player.actions.Add(droppedItems);
            player.actions.Add(inventory);
            player.actions.Add(crafting);
            player.actions.Add(leave);
            player.actions.Add(exit);
            #endregion

            //Start Game
            Console.WriteLine("Welcome {0} to the geoSphere, home of various biomes.\r\n", player.name);


            bool running  = true;
            bool inBattle = false;

            //Game Loop
            while (running)
            {
                Console.WriteLine("Which biome would you like to visit? your choices are: ");
                foreach (var x in biomes)
                {
                    Console.WriteLine(x.name);
                }
                Console.Write("\r\n");
                bool correctChoice = false;

                while (correctChoice == false)
                {
                    string biomeName = getInput();
                    if (biomeName == "exit")
                    {
                        evaluateActions(player, "exit", new biome());
                    }
                    foreach (var x in biomes)
                    {
                        if (x.name == biomeName)
                        {
                            currentBiome  = x;
                            correctChoice = true;
                        }
                    }
                }
                while (true)
                {
                    Console.WriteLine("What would you like to do in the {0}?", currentBiome.name);
                    player.actions.Sort((z, q) => z.order.CompareTo(q.order));
                    foreach (var x in player.actions)
                    {
                        Console.WriteLine(x.title);
                    }
                    Console.Write("\r\n");
                    string action = evaluateActions(player, getInput(), currentBiome);
                    //Console.WriteLine("Thank you for visiting the taiga -geoSphere Management");
                    //biomes.Remove("taiga");
                    if (action == "leave current area" || action == "leave" || action == "travel")
                    {
                        break;
                    }
                }
                if (inBattle)
                {
                }
            }
            System.Console.ReadKey();
        }