private void HandleArmorCrafting(Person actor, string itemName)
 {
     if (actor.HasItemInInventory(ItemType.Iron))
     {
         this.AddToPerson(actor, new Armor(itemName));
     }
 }
 private void HandleWeaponCrafting(Person actor, string itemName)
 {
     var requiredItems = new List<ItemType> { ItemType.Iron, ItemType.Wood };
     if (requiredItems.All(i => actor.HasItemInInventory(i)))
     {
         this.AddToPerson(actor, new Weapon(itemName));
     }
 }
Ejemplo n.º 3
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        private void HandleArmorCrafting(Person actor, string newItemName)
        {
            var itemRequired = ItemType.Iron;

            if (actor.HasItemInInventory(itemRequired))
            {
                this.AddToPerson(actor, new Armor(newItemName));
            }
        }
Ejemplo n.º 4
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        private void HandleWeaponCrafting(Person actor, string newItemName)
        {
            var itemsRequired = new List <ItemType> {
                ItemType.Iron, ItemType.Wood
            };

            if (itemsRequired.All(i => actor.HasItemInInventory(i)))
            {
                this.AddToPerson(actor, new Weapon(newItemName));
            }
        }
        private void HandleArmorCrafting(Person actor, string newItemName)
        {
            var itemRequired = ItemType.Iron;

            if (actor.HasItemInInventory(itemRequired))
            {
                this.AddToPerson(actor, new Armor(newItemName));
            }
        }
 private void HandleGatherInteraction(Person actor, string itemName)
 {
     if (actor.Location is IGatheringLocation)
     {
         var gatheringLocation = actor.Location as IGatheringLocation;
         if (actor.HasItemInInventory(gatheringLocation.RequiredItem))
         {
             this.AddToPerson(actor, gatheringLocation.ProduceItem(itemName));
         }
     }
 }
 private void HandleArmorCrafting(Person actor, string itemName)
 {
     var requiredItems = ItemType.Iron;
     if (actor.HasItemInInventory(requiredItems))
     {
         this.AddToPerson(actor, new Armor(itemName));
     }
 }
        private void HandleGatherInteraction(Person actor, string itemName)
        {
            if (actor.Location is IGatheringLocation)
            {
                var gatheringLocation = actor.Location as IGatheringLocation;
                if (actor.HasItemInInventory(gatheringLocation.RequiredItem))
                {
                    this.AddToPerson(actor, gatheringLocation.ProduceItem(itemName));
                }
            }

            // not so smart way, but it works!!!
            /*
            if (actor.Location.LocationType == LocationType.Forest && actor.ListInventory().Any(i => i.ItemType == ItemType.Weapon))
            {
                this.AddToPerson(actor, new Wood(itemName));
            }

            if (actor.Location.LocationType == LocationType.Mine && actor.ListInventory().Any(i => i.ItemType == ItemType.Armor))
            {
                this.AddToPerson(actor, new Iron(itemName));
            }
            */
        }
        private void HandleWeaponCrafting(Person actor, string itemName)
        {
            if (actor.HasItemInInventory(ItemType.Iron) && actor.HasItemInInventory(ItemType.Wood))
            {
                this.AddToPerson(actor, new Weapon(itemName));
            }

            /*
            // another way
            var itemsRequired = new List<ItemType> { ItemType.Iron, ItemType.Wood };
            if (itemsRequired.All(i => actor.HasItemInInventory(i)))
            {
                this.AddToPerson(actor, new Weapon(itemName));
            }
            */
        }