Example #1
0
        public static bool DoesPlayerMeetRequirementsToEnter(Character.Models.Character player, Models.Room currentRoom, Models.Room foundRoom)
        {
            Console.WriteLine();
            var meetsRequirements = foundRoom?.AttributeRequirementToEnter == null && foundRoom?.ItemRequirementToEnter == null;

            if (!meetsRequirements)
            {
                if (foundRoom?.AttributeRequirementToEnter != null && foundRoom?.ItemRequirementToEnter == null &&
                    CanPlayerEnterRoom(player, foundRoom, attrReq: foundRoom.AttributeRequirementToEnter))
                {
                    Console.WriteLine($"<{foundRoom.AttributeRequirementToEnter.RequirementName}>! \n", Color.Gold);
                    meetsRequirements = true;
                }

                else if (foundRoom?.ItemRequirementToEnter != null && foundRoom?.AttributeRequirementToEnter == null &&
                         CanPlayerEnterRoom(player, foundRoom, foundRoom.ItemRequirementToEnter))
                {
                    if (foundRoom.ItemRequirementToEnter.RelevantItem.ItemName == Program.ItemCreator.Flashlight.ItemName && Program.ItemCreator.Flashlight.ItemTraits.First().TraitValue == 0)
                    {
                        Console.WriteLine($"It's too dark. Your flashlight battery is dead... \nPut in a new battery to enter {foundRoom.RoomName}.\n", Color.DarkGoldenrod);
                        return(false);
                    }
                    Console.WriteLine($"Carrying: <{foundRoom.ItemRequirementToEnter.RequirementName}>! \n", Color.Gold);
                    meetsRequirements = true;
                }

                else
                {
                    if (CanPlayerEnterRoom(player, foundRoom, attrReq: foundRoom.AttributeRequirementToEnter) &&
                        CanPlayerEnterRoom(player, foundRoom, itemReq: foundRoom.ItemRequirementToEnter))
                    {
                        if (foundRoom.ItemRequirementToEnter.RelevantItem.ItemName == Program.ItemCreator.Flashlight.ItemName)
                        {
                            foreach (var item in Program.CharacterCreator.Player.CarriedItems)
                            {
                                if (item.ItemName == Program.ItemCreator.Flashlight.ItemName &&
                                    item.ItemTraits.First().TraitValue == 0)
                                {
                                    Console.WriteLine($"It's too dark. Your flashlight battery is dead... \nPut in a new battery to enter {foundRoom.RoomName}.\n", Color.DarkGoldenrod);
                                    return(false);
                                }
                            }
                        }
                        Console.WriteLine($"<{foundRoom.AttributeRequirementToEnter.RequirementName}>! \n", Color.Gold);
                        Console.WriteLine($"Carrying: <{foundRoom.ItemRequirementToEnter.RequirementName}>! \n", Color.Gold);
                        meetsRequirements = true;
                    }
                }
            }

            if (meetsRequirements)
            {
                TypingAnimation.Animate("You go to " + foundRoom.RoomName + "... \n", Color.Chartreuse, 40);

                if (foundRoom.ItemRequirementToEnter?.RelevantItem.ItemName == Program.ItemCreator.Flashlight.ItemName)
                {
                    var consoleInfo   = "Used Flashlight: battery dropped by 2% \n";
                    var light         = player.CarriedItems.Single(i => i.ItemName == Program.ItemCreator.Flashlight.ItemName);
                    var batteryBefore = light.ItemTraits.First().TraitValue;
                    var hasBattery    = FlashlightBatteryUpdate.FlashlightBatteryChange(light, batteryBefore, 2);
                    if (!hasBattery)
                    {
                        consoleInfo = "Used Flashlight: now the battery is dead! \n";
                    }
                    TypingAnimation.Animate(consoleInfo, Color.Chartreuse, 40);
                }

                Console.WriteWithGradient(ConsoleStrings.PressEnterPrompt, Color.Yellow, Color.DarkRed, 4);
                Console.ReadLine();
                if (!currentRoom.RoomEntered)
                {
                    currentRoom.RoomEntered = true;
                }

                foundRoom.AttributeRequirementToEnter = null;
                foundRoom.AttributeRequirementToSee   = null;
                foundRoom.ItemRequirementToEnter      = null;
                foundRoom.ItemRequirementToSee        = null;
            }

            return(meetsRequirements);
        }
Example #2
0
        public static bool HandleItemBeingUsed(Character.Models.Character player, Items foundItem, string playerInput)
        {
            if (foundItem?.WeaponItems?.First() != null)
            {
                Console.WriteLine();
                TypingAnimation.Animate($"You swing your {foundItem.WeaponItems.First().WeaponName} around wildly.\n", Color.ForestGreen);
                return(true);
            }

            if (foundItem?.InventoryItems?.First() != null)
            {
                var item = foundItem.InventoryItems.First();
                if (item.TreatItemAs == ItemUseTypes.Default || item.TreatItemAs == ItemUseTypes.Key)
                {
                    Console.WriteLine();
                    TypingAnimation.Animate($"You {playerInput} the {item.ItemName} but nothing happens...\n",
                                            Color.ForestGreen);
                    return(true);
                }

                if (item.TreatItemAs == ItemUseTypes.Wearable)
                {
                    Console.WriteLine();
                    TypingAnimation.Animate($"You're already wearing the {item.ItemName}...\n", Color.ForestGreen);
                    return(true);
                }

                if (item.TreatItemAs == ItemUseTypes.Document)
                {
                    var traitsAdded = "";
                    foreach (var trait in item.ItemTraits)
                    {
                        if (!string.IsNullOrEmpty(trait.RelevantCharacterAttribute))
                        {
                            if (trait.TraitValue > 0)
                            {
                                traitsAdded += $"\n\t{trait.RelevantCharacterAttribute} + ({trait.TraitValue})!";
                                AttributeHandler.AddCharacterAttributesByTrait(player, trait);
                                trait.TraitName  = "";
                                trait.TraitValue = 0;
                            }
                        }
                    }

                    Console.WriteLine();
                    TypingAnimation.Animate($"You read the {item.ItemName}: {traitsAdded}\n \n\n{item.DocumentText}\n",
                                            Color.GhostWhite);
                    return(true);
                }

                if (item.TreatItemAs == ItemUseTypes.ConsumableAttribute)
                {
                    var traitsAdded = "";
                    foreach (var trait in item.ItemTraits)
                    {
                        if (!string.IsNullOrEmpty(trait.RelevantCharacterAttribute))
                        {
                            traitsAdded += $"\n\t{trait.RelevantCharacterAttribute} + ({trait.TraitValue})!";
                            AttributeHandler.AddCharacterAttributesByTrait(player, trait);
                        }
                    }

                    player.Attributes.CarriedItemsCount -= item.InventorySpaceConsumed;
                    player.CarriedItems.Remove(item);
                    Console.WriteLine();
                    TypingAnimation.Animate($"You use the {item.ItemName}: \n{traitsAdded}\n", Color.ForestGreen);
                    return(true);
                }

                if (item.TreatItemAs == ItemUseTypes.ConsumableBattery)
                {
                    var flashlight = player.CarriedItems.SingleOrDefault(i =>
                                                                         i.ItemName == Program.ItemCreator.Flashlight.ItemName);
                    var traitsAdded = "";
                    foreach (var trait in item.ItemTraits)
                    {
                        if (!string.IsNullOrEmpty(flashlight?.ItemName))
                        {
                            traitsAdded += $"\n\tFlashlight battery: ({trait.TraitValue}%)!";
                            FlashlightBatteryUpdate.FlashlightBatteryChange(flashlight,
                                                                            percentToSet: trait.TraitValue);
                        }
                    }

                    if (!string.IsNullOrEmpty(flashlight?.ItemName))
                    {
                        player.Attributes.CarriedItemsCount -= item.InventorySpaceConsumed;
                        player.CarriedItems.Remove(item);
                        Console.WriteLine();
                        TypingAnimation.Animate($"You use the {item.ItemName}: \n{traitsAdded}\n", Color.ForestGreen);
                        return(true);
                    }

                    Console.WriteLine();
                    TypingAnimation.Animate($"You don't have anything to use the {item.ItemName} on...\n",
                                            Color.DarkOliveGreen);
                    return(true);
                }

                if (item.TreatItemAs == ItemUseTypes.ConsumableHealth)
                {
                    var traitsAdded = "";
                    if (player.HealthPoints < player.MaximumHealthPoints)
                    {
                        foreach (var trait in item.ItemTraits)
                        {
                            if (string.IsNullOrEmpty(trait.RelevantCharacterAttribute))
                            {
                                if (player.HealthPoints + trait.TraitValue > player.MaximumHealthPoints)
                                {
                                    player.HealthPoints = player.MaximumHealthPoints;
                                }
                                else
                                {
                                    player.HealthPoints += trait.TraitValue;
                                }

                                traitsAdded += $"\n\tHealth Points: + ({trait.TraitValue})!";
                            }
                            else
                            {
                                traitsAdded += trait.TraitValue >= 0 ? $"\n\t{trait.RelevantCharacterAttribute} + ({trait.TraitValue})!" : $"\n\t{trait.RelevantCharacterAttribute} - ({-1 * trait.TraitValue})";
                                AttributeHandler.AddCharacterAttributesByTrait(player, trait);
                            }
                        }
                    }

                    if (!string.IsNullOrEmpty(traitsAdded))
                    {
                        player.Attributes.CarriedItemsCount -= item.InventorySpaceConsumed;
                        player.CarriedItems.Remove(item);
                        Console.WriteLine();
                        TypingAnimation.Animate($"You consume the {item.ItemName}: \n{traitsAdded}\n",
                                                Color.ForestGreen);
                        return(true);
                    }

                    Console.WriteLine();
                    TypingAnimation.Animate(
                        $"You don't need to use the {item.ItemName}, you have full Health Points...\n",
                        Color.DarkOliveGreen);
                    return(true);
                }

                if (item.TreatItemAs == ItemUseTypes.ConsumableAmmo)
                {
                    var traitsAdded = "";

                    if (!string.IsNullOrEmpty(player.WeaponItem?.WeaponName) &&
                        !string.IsNullOrEmpty(player.WeaponItem?.AmmunitionType) &&
                        player.WeaponItem.AmmunitionType == item.AmmunitionType)
                    {
                        player.WeaponItem.AmmunitionAmount += item.AmmunitionAmount;
                        traitsAdded += $"\n\t{player.WeaponItem.WeaponName} Ammo + ({item.AmmunitionAmount}) = ({player.WeaponItem.AmmunitionAmount})!";
                        player.Attributes.CarriedItemsCount -= item.InventorySpaceConsumed;
                        player.CarriedItems.Remove(item);
                        Console.WriteLine();
                        TypingAnimation.Animate($"You use the {item.ItemName}: \n{traitsAdded}\n", Color.ForestGreen);
                        return(true);
                    }

                    Console.WriteLine();
                    TypingAnimation.Animate($"You don't have a weapon that uses {item.AmmunitionType}...\n",
                                            Color.DarkOliveGreen);
                    return(true);
                }
            }

            return(false);
        }