Example #1
0
        private string GenerateMissionGatherDetail(MissionGather mission)
        {
            StringBuilder sb = new StringBuilder();

            sb.Clear();

            sb.AppendLine("All Required Game Items (Quantity)");
            foreach (var gameItemQuatity in mission.RequiredGameItemQuantities)
            {
                sb.Append(TAB + gameItemQuatity.GameItem.Name);
                sb.AppendLine($" ( {gameItemQuatity.Quantity})");
            }
            if (mission.status == Mission.MissionStatus.Incomplete)
            {
                sb.AppendLine("Game Items Yet to Gather (Quantity)");
                foreach (var gameItemQuantity in mission.GameItemQuantitiesNotCompleted(_player.Inventory.ToList()))
                {
                    int quantityInInventory = 0;
                    GameItemQuantity gameItemQyantityGathered = _player.Inventory.FirstOrDefault(gi => gi.GameItem.id == gameItemQuantity.GameItem.id);
                    if (gameItemQyantityGathered != null)
                    {
                        quantityInInventory = gameItemQyantityGathered.Quantity;
                    }
                    sb.Append(TAB + gameItemQuantity.GameItem.Name);
                    sb.AppendLine($"({gameItemQuantity.Quantity - quantityInInventory})");
                }
            }

            sb.Remove(sb.Length - 2, 2);

            return(sb.ToString());
        }
Example #2
0
 public void RemoveItemFromInventory()
 {
     //
     // confirm a game item selected and is in inventory
     // subtract from inventory and add to location
     //
     if (_currentGameItem != null && _player.Inventory.Contains(_currentGameItem))
     {
         //
         // cast selected game item
         //
         GameItemQuantity selectedgameitem = _currentGameItem as GameItemQuantity;
         if (selectedgameitem.GameItem.ItemID < 200 || selectedgameitem.GameItem.ItemID > 300)
         {
             if (_currentLocation.Id == 3)
             {
                 _currentLocation.AddGameItemQuantityToLocation(selectedgameitem);
                 _player.RemoveGameItemQuantityFromInventory(selectedgameitem);
             }
             else
             {
                 _player.RemoveGameItemQuantityFromInventory(selectedgameitem);
             }
         }
     }
 }
Example #3
0
        public void EquipWeapon()
        {
            GameItemQuantity selectedgameitem = _currentGameItem as GameItemQuantity;

            if (_currentGameItem != null)
            {
                if (selectedgameitem.GameItem.ItemID < 200 && selectedgameitem.GameItem.ItemID > 100)
                {
                    if (_player.WeaponCarried != null)
                    {
                        _player.AddGameItemQuantityToInventory(_player.WeaponCarried);
                    }
                    _player.WeaponCarried = selectedgameitem;
                    _player.RemoveGameItemQuantityFromInventory(selectedgameitem);
                    _player.CurrentWeapon = _player.WeaponName();
                }
                else if (selectedgameitem.GameItem.ItemID > 300 && selectedgameitem.GameItem.ItemID < 400)
                {
                    if (_player.ItemCarried != null)
                    {
                        _player.AddGameItemQuantityToInventory(_player.ItemCarried);
                    }
                    _player.ItemCarried = selectedgameitem;
                    _player.RemoveGameItemQuantityFromInventory(selectedgameitem);
                    _player.CurrentItem = _player.ReturnItemCarried();
                }
                _currentGameItem = null;
            }
        }
Example #4
0
        public void RemoveItemFromInventory()
        {
            if (_currentGameItem != null)
            {
                GameItemQuantity selectedGameItemQuantity = _currentGameItem as GameItemQuantity;

                _player.RemoveGameItemFromInventory(selectedGameItemQuantity);
            }
        }
Example #5
0
        /// <summary>
        /// add item from location to player's inventory
        /// </summary>
        public void AddItemToInventory()
        {
            if (_currentGameItem != null && _currentLocation.GameItems.Contains(_currentGameItem))
            {
                GameItemQuantity selectedGameItemQuantity = _currentGameItem as GameItemQuantity;

                _currentLocation.RemoveGameItemQuantityFromLocation(selectedGameItemQuantity);
                _player.AddGameItemToInventory(selectedGameItemQuantity);
            }
        }
        public void EquipWeapon()
        {
            GameItemQuantity selectedgameitem = _currentGameItem as GameItemQuantity;

            if (_currentGameItem != null && _player.Inventory.Contains(selectedgameitem))
            {
                if (selectedgameitem.GameItem is Weapon)
                {
                    if (_player.WeaponCarried != null)
                    {
                        _player.AddGameItemQuantityToInventory(_player.WeaponCarried);
                    }
                    _player.WeaponCarried = selectedgameitem;
                    _player.RemoveGameItemQuantityFromInventory(selectedgameitem);
                    _player.CurrentWeapon = _player.WeaponName();
                    _player.MyWeapon      = selectedgameitem.GameItem as Weapon;
                }
                else if (selectedgameitem.GameItem is ActionItem)
                {
                    if (_player.ItemCarried != null)
                    {
                        _player.AddGameItemQuantityToInventory(_player.ItemCarried);
                    }
                    _player.ItemCarried = selectedgameitem;
                    _player.RemoveGameItemQuantityFromInventory(selectedgameitem);
                    _player.CurrentItem = _player.ReturnItemCarried();
                }
                _currentGameItem = null;
            }
            else if (_currentGameItem != null && _currentLocation.GameItems.Contains(selectedgameitem))
            {
                if (selectedgameitem.GameItem is Weapon)
                {
                    if (_player.WeaponCarried != null)
                    {
                        _player.AddGameItemQuantityToInventory(_player.WeaponCarried);
                    }
                    _player.WeaponCarried = selectedgameitem;
                    _currentLocation.RemoveGameItemQuantityFromLocation(selectedgameitem);
                    _player.CurrentWeapon = _player.WeaponName();
                    _player.MyWeapon      = selectedgameitem.GameItem as Weapon;
                }
                else if (selectedgameitem.GameItem is ActionItem)
                {
                    if (_player.ItemCarried != null)
                    {
                        _player.AddGameItemQuantityToInventory(_player.ItemCarried);
                    }
                    _player.ItemCarried = selectedgameitem;
                    _currentLocation.RemoveGameItemQuantityFromLocation(selectedgameitem);
                    _player.CurrentItem = _player.ReturnItemCarried();
                }
                _currentGameItem = null;
            }
        }
Example #7
0
        /// <summary>
        /// Takes item from player inventory and adds it to location.
        /// </summary>
        public void RemoveItemFromPlayerInventory()
        {
            if (_currentGameItem != null)
            {
                GameItemQuantity selectedGameItemQuantity = _currentGameItem as GameItemQuantity;
                _currentLocation.AddGameItemToInventory(selectedGameItemQuantity);
                _player.RemoveGameItemFromInventory(selectedGameItemQuantity);

                // OnPlayerPutDown(selectedGameItemQuantity);
            }
        }
Example #8
0
        /// <summary>
        /// Takes item from location and adds it to the player's inventory
        /// </summary>
        public void AddItemToPlayerInventory()
        {
            if (_currentGameItem != null && _currentLocation.LocationInventory.Contains(_currentGameItem))
            {
                GameItemQuantity selectedGameItemQuantity = _currentGameItem as GameItemQuantity;

                _currentLocation.RemoveGameItemFromInventory(selectedGameItemQuantity);
                _player.AddGameItemToInventory(selectedGameItemQuantity);

                //OnPlayerPickup(selectedGameItemQuantity);
            }
        }
Example #9
0
        /// <summary>
        /// calculates player defense
        /// </summary>
        /// <returns></returns>
        public int CalculateDefense()
        {
            int calculatedDefense = 0;
            GameItemQuantity soldierInInventory = _player.Inventory.FirstOrDefault(i => i.GameItem.Id == "LEG");

            if (soldierInInventory != null)
            {
                calculatedDefense = soldierInInventory.Quantity * 3;
            }

            return(calculatedDefense);
        }
Example #10
0
        /// <summary>
        /// calculates player attack
        /// </summary>
        /// <returns></returns>
        public int CalculateAttack()
        {
            int calculatedAttack = 0;

            GameItemQuantity soldierInInventory = _player.Inventory.FirstOrDefault(i => i.GameItem.Id == "LEG");

            if (soldierInInventory != null)
            {
                calculatedAttack = soldierInInventory.Quantity * 1;
            }

            return(calculatedAttack);
        }
Example #11
0
        public void AddItemToInventory()
        {
            // confirm a game item selected and is in current location
            // subtract from location and add to inventory
            if (_currentGameItem != null && _currentLocation.GameItems.Contains(_currentGameItem))
            {
                // cast selected game item
                GameItemQuantity selectedGameItemQuantity = _currentGameItem as GameItemQuantity;

                _currentLocation.RemoveGameItemQuantityFromLocation(selectedGameItemQuantity);
                _player.AddGameItemQuantityToInventory(selectedGameItemQuantity);

                OnPlayerPickUp(selectedGameItemQuantity);
            }
        }
Example #12
0
        public void AddItemToInventory()
        {
            if (_currentGameItem != null && _currentLocation.GameItems.Contains(_currentGameItem))
            {
                //
                // cast selected game item
                //

                GameItemQuantity selectedGameItem = _currentGameItem as GameItemQuantity;

                _currentLocation.RemoveGameItemQuantityFromLocation(selectedGameItem);
                _player.AddGameItemQuantityToInventory(selectedGameItem);
                OnPlayerPickUp(selectedGameItem);
            }
        }
Example #13
0
        public void RemoveItemFromInventory()
        {
            // confirm a game item selected and is in inventory
            // subtract from inventory and add to location
            if (_currentGameItem != null)
            {
                // cast selected game item
                GameItemQuantity selectedGameItemQuantity = _currentGameItem as GameItemQuantity;

                _currentLocation.AddGameItemQuantityToLocation(selectedGameItemQuantity);
                _player.RemoveGameItemQuantityFromInventory(selectedGameItemQuantity);

                OnPlayerPutDown(selectedGameItemQuantity);
            }
        }
        public void AddItemToInventory()
        {
            if (_currentGameItem != null && _currentLocation.GameItems.Contains(_currentGameItem) && (_currentLocation.Id != 2 || _currentLocation.Id != 5))
            {
                //
                // cast selected game item
                //

                GameItemQuantity selectedGameItem = _currentGameItem as GameItemQuantity;
                if (selectedGameItem.GameItem is Currency)
                {
                    OnPlayerPickUp(selectedGameItem);
                    _currentLocation.RemoveGameItemQuantityFromLocation(selectedGameItem);
                }
                else
                {
                    if (selectedGameItem.GameItem.ItemID == 307)
                    {
                    }
                    _currentLocation.RemoveGameItemQuantityFromLocation(selectedGameItem);
                    _player.AddGameItemQuantityToInventory(selectedGameItem);
                    OnPlayerPickUp(selectedGameItem);
                }
            }

            else if (_currentGameItem != null && CharacterInventory.Contains(_currentGameItem))
            {
                GameItemQuantity selectedGameItem = _currentGameItem as GameItemQuantity;
                if (selectedGameItem.GameItem.ItemCost == 0)
                {
                    _player.AddGameItemQuantityToInventory(selectedGameItem);
                    CharacterInventory.Remove(selectedGameItem);
                }
                else if (_player.BootyValue >= selectedGameItem.GameItem.ItemCost)
                {
                    int newBoooty = _player.BootyValue;

                    _player.AddGameItemQuantityToInventory(selectedGameItem);
                    _player.BootyValue = newBoooty - selectedGameItem.GameItem.ItemCost;
                    CharacterInventory.Remove(selectedGameItem);
                }
                else
                {
                    _currentLocation.Message = "Please comeback with proper funds";
                }
            }
        }
Example #15
0
        public void RemoveGameItemQuantityFromLocation(GameItemQuantity selectedGameItemQuantity)
        {
            GameItemQuantity gameItemQuantity = _gameItems.FirstOrDefault(i => i.GameItem.Id == selectedGameItemQuantity.GameItem.Id);

            if (gameItemQuantity != null)
            {
                if (selectedGameItemQuantity.Quantity == 1)
                {
                    _gameItems.Remove(gameItemQuantity);
                }
                else
                {
                    gameItemQuantity.Quantity--;
                }
            }

            UpdateLocationGameItems();
        }
Example #16
0
        public void AddGameItemToLocation(GameItemQuantity selectedGameItemQuantity)
        {
            GameItemQuantity gameItemQuantity = _gameItems.FirstOrDefault(i => i.GameItem.Id == selectedGameItemQuantity.GameItem.Id);

            if (gameItemQuantity == null)
            {
                GameItemQuantity newGameItemQuantity = new GameItemQuantity();
                newGameItemQuantity.GameItem = selectedGameItemQuantity.GameItem;
                newGameItemQuantity.Quantity = 1;

                _gameItems.Add(newGameItemQuantity);
            }
            else
            {
                gameItemQuantity.Quantity++;
            }

            UpdateLocationGameItems();
        }
Example #17
0
        /// <param name="selectedGameItemQuantity">selected item</param>
        public void RemoveGameItemQuantityFromInventory(GameItemQuantity selectedGameItemQuantity)
        {
            //
            // locate selected item in inventory
            //
            GameItemQuantity gameItemQuantity = _inventory.FirstOrDefault(i => i.GameItem.Id == selectedGameItemQuantity.GameItem.Id);

            if (gameItemQuantity != null)
            {
                if (selectedGameItemQuantity.Quantity == 1)
                {
                    _inventory.Remove(gameItemQuantity);
                }
                else
                {
                    gameItemQuantity.Quantity--;
                }
            }

            UpdateInventoryCategories();
        }
Example #18
0
        public void UseGameItem()
        {
            GameItemQuantity selectedgameitem = _currentGameItem as GameItemQuantity;

            if (_player.ItemCarried != null)
            {
                selectedgameitem = _player.ItemCarried;

                if (selectedgameitem.GameItem.ItemID < 400 && selectedgameitem.GameItem.ItemID > 300)
                {
                    if (selectedgameitem.GameItem.ItemID == 301)
                    {
                        _gameMap.UpdateLocationAccesible(_player);
                        UpdateAvailableTravelPoints();
                    }
                    _player.HitPoints += selectedgameitem.GameItem.HealthChange;
                    if (_player.HitPoints >= 100)
                    {
                        _player.Lives++;
                        _player.HitPoints -= 100;
                    }

                    _player.CurrentItem = _player.UpdateItem();
                }
            }
            else if (_currentGameItem != null)
            {
                if (selectedgameitem.GameItem.ItemID < 400 && selectedgameitem.GameItem.ItemID > 300)
                {
                    _player.HitPoints += selectedgameitem.GameItem.HealthChange;
                    if (_player.HitPoints >= 100)
                    {
                        _player.Lives++;
                        _player.HitPoints -= 100;
                    }
                    _player.RemoveGameItemQuantityFromInventory(_currentGameItem);
                    _player.CurrentWeapon = _player.ReturnItemCarried();
                }
            }
        }
Example #19
0
        /// <summary>
        /// add selected item to inventory or update quantity if already in inventory
        /// </summary>
        /// <param name="selectedGameItemQuantity">selected item</param>
        public void AddGameItemQuantityToInventory(GameItemQuantity selectedGameItemQuantity)
        {
            //
            // locate selected item in inventory
            //
            GameItemQuantity gameItemQuantity = _inventory.FirstOrDefault(i => i.GameItem.Id == selectedGameItemQuantity.GameItem.Id);

            if (gameItemQuantity == null)
            {
                GameItemQuantity newGameItemQuantity = new GameItemQuantity();
                newGameItemQuantity.GameItem = selectedGameItemQuantity.GameItem;
                newGameItemQuantity.Quantity = 1;

                _inventory.Add(newGameItemQuantity);
            }
            else
            {
                gameItemQuantity.Quantity++;
            }

            UpdateInventoryCategories();
        }
        /// <summary>
        /// generate the text for an gather mission detail
        /// </summary>
        /// <param name="mission">the mission</param>
        /// <returns>mission detail text</returns>
        private string GenerateMissionGatherDetail(MissionGather mission)
        {
            StringBuilder sb = new StringBuilder();

            sb.Clear();

            sb.AppendLine("All Required Game Items (Quantity)");
            foreach (var gameItemQuantity in mission.RequiredGameItemQuantities)
            {
                sb.Append(TAB + gameItemQuantity.GameItem.Name);
                sb.AppendLine($"  ( {gameItemQuantity.Quantity} )");
            }

            if (mission.Status == Mission.MissionStatus.Incomplete)
            {
                sb.AppendLine("Game Items Yet to Gather (Quantity)");
                foreach (var gameItemQuantity in mission.GameItemQuantitiesNotCompleted(_player.Inventory.ToList()))
                {
                    //
                    // get the current quantity of game item in inventory
                    //
                    int quantityInInventory = 0;
                    GameItemQuantity gameItemQuantityGatherered = _player.Inventory.FirstOrDefault(gi => gi.GameItem.Id == gameItemQuantity.GameItem.Id);
                    if (gameItemQuantityGatherered != null)
                    {
                        quantityInInventory = gameItemQuantityGatherered.Quantity;
                    }

                    sb.Append(TAB + gameItemQuantity.GameItem.Name);
                    sb.AppendLine($"  ( {gameItemQuantity.Quantity - quantityInInventory} )");
                }
            }

            sb.Remove(sb.Length - 2, 2); // remove the last two characters that generate a blank line

            return(sb.ToString());;
        }
Example #21
0
 private void ProcessBuffUse(Buff buff)
 {
     if (buff.Id == "INS")
     {
         Player.Defense = Player.Defense + 100;
     }
     if (buff.Id == "BOL")
     {
         GameItemQuantity gameItemQuantity = _player.Inventory.FirstOrDefault(i => i.GameItem.Id == "LEG");
         if (gameItemQuantity != null)
         {
             gameItemQuantity.Quantity += 25;
             Player.LegionnaireNumbers += 25;
         }
     }
     if (buff.Id == "TRI")
     {
         GameItemQuantity gameItemQuantity = _player.Inventory.FirstOrDefault(i => i.GameItem.Id == "GLD");
         if (gameItemQuantity != null)
         {
             gameItemQuantity.Quantity += 1000;
         }
     }
 }
Example #22
0
 /// <summary>
 /// process events when a player puts down a new game item
 /// </summary>
 /// <param name="gameItemQuantity">new game item</param>
 private void OnPlayerPutDown(GameItemQuantity gameItemQuantity)
 {
     _player.Wealth -= gameItemQuantity.GameItem.Value;
 }
Example #23
0
 /// <summary>
 /// process events when a player picks up a new game item
 /// </summary>
 /// <param name="gameItemQuantity">new game item</param>
 private void OnPlayerPickUp(GameItemQuantity gameItemQuantity)
 {
     _player.Experience += gameItemQuantity.GameItem.Experience;
     _player.Wealth     += gameItemQuantity.GameItem.Value;
 }
Example #24
0
 private void OnPlayerPutDown(GameItemQuantity gameItemQuantity)
 {
     _player.Wealth -= gameItemQuantity.GameItem.Value;
     _player.UpdateMissionStatus();
 }
Example #25
0
 private void OnPlayerPickUp(GameItemQuantity gameItemQuantity)
 {
     _player.ExperiencePoints += gameItemQuantity.GameItem.ExperiencePoints;
     _player.Wealth           += gameItemQuantity.GameItem.Value;
     _player.UpdateMissionStatus();
 }
Example #26
0
 /// <summary>
 /// Small helper method that adjusts player stats when inventory is gained.
 /// </summary>
 /// <param name="gameItem"></param>
 private void OnPlayerPickup(GameItemQuantity gameItemQuantity)
 {
     _player.Wealth += gameItemQuantity.GameItem.ItemValue;
 }
 private void OnPlayerPickUp(GameItemQuantity gameItemQuantity)
 {
     _player.ExperiencePoints += gameItemQuantity.GameItem.ExperiencePoints;
     _player.Currency         += gameItemQuantity.GameItem.Value;
 }
Example #28
0
        /// <summary>
        /// processes event for purchase button
        /// </summary>
        private void Purchase_Button_Click(object sender, RoutedEventArgs e)
        {
            string itemSelection = itemsBox.SelectionBoxItem as string;

            //legionnaire
            if (itemSelection == "50 Legionnaire -- 50 gold")
            {
                GameItemQuantity gameItemQuantity = _player.Inventory.FirstOrDefault(i => i.GameItem.Id == "GLD");
                if (gameItemQuantity != null && gameItemQuantity.Quantity >= 50)
                {
                    gameItemQuantity.Quantity -= 50;
                    _player.Treasures.Clear();
                    _player.Treasures.Add(gameItemQuantity);
                    _player.LegionnaireNumbers += 50;
                    _player.Power += 50;

                    descriptionBox.Text = "50 Legionnaire shall be trained at once Imperator.";
                }
                else
                {
                    descriptionBox.Text = "My apologies Imperator, but it seems you lack the funds for that.";
                }
            }
            //archer
            if (itemSelection == "50 Archers -- 100 gold")
            {
                GameItemQuantity gameItemQuantity = _player.Inventory.FirstOrDefault(i => i.GameItem.Id == "GLD");
                if (gameItemQuantity != null && gameItemQuantity.Quantity >= 100)
                {
                    gameItemQuantity.Quantity -= 100;
                    _player.Treasures.Clear();
                    _player.Treasures.Add(gameItemQuantity);
                    _player.ArcherNumbers += 50;
                    _player.Power         += 25;
                    if (_player.TacticalAdvantage < 5)
                    {
                        _player.TacticalAdvantage += 1;
                    }

                    descriptionBox.Text = "50 Archers shall be trained at once Imperator.";
                }
                else
                {
                    descriptionBox.Text = "My apologies Imperator, but it seems you lack the funds for that.";
                }
            }
            //cavalry
            if (itemSelection == "20 Cavalrymen -- 300 gold")
            {
                GameItemQuantity gameItemQuantity = _player.Inventory.FirstOrDefault(i => i.GameItem.Id == "GLD");
                if (gameItemQuantity != null && gameItemQuantity.Quantity >= 300)
                {
                    gameItemQuantity.Quantity -= 300;
                    _player.Treasures.Clear();
                    _player.Treasures.Add(gameItemQuantity);
                    _player.CavalryNumbers += 20;
                    _player.Power          += 100;

                    descriptionBox.Text = "20 Cavalry shall be trained at once Imperator.";
                }
                else
                {
                    descriptionBox.Text = "My apologies Imperator, but it seems you lack the funds for that.";
                }
            }
            //Centurion
            if (itemSelection == "5 Centurion -- 350 gold")
            {
                GameItemQuantity gameItemQuantity = _player.Inventory.FirstOrDefault(i => i.GameItem.Id == "GLD");
                if (gameItemQuantity != null && gameItemQuantity.Quantity >= 350)
                {
                    gameItemQuantity.Quantity -= 350;
                    _player.Treasures.Clear();
                    _player.Treasures.Add(gameItemQuantity);
                    _player.CenturionNumbers += 5;
                    _player.Power            += 50;
                    if (_player.TacticalAdvantage < 5)
                    {
                        _player.TacticalAdvantage += 2;
                    }

                    descriptionBox.Text = "5 Centurion shall be trained at once Imperator.";
                }
                else
                {
                    descriptionBox.Text = "My apologies Imperator, but it seems you lack the funds for that.";
                }
            }
            //Praetor
            if (itemSelection == "1 Praetor -- 400 gold")
            {
                GameItemQuantity gameItemQuantity = _player.Inventory.FirstOrDefault(i => i.GameItem.Id == "GLD");
                if (gameItemQuantity != null && gameItemQuantity.Quantity >= 400)
                {
                    gameItemQuantity.Quantity -= 400;
                    _player.Treasures.Clear();
                    _player.Treasures.Add(gameItemQuantity);
                    _player.PraetorNumbers   += 1;
                    _player.TacticalAdvantage = 5;

                    descriptionBox.Text = "1 Praetor shall be trained at once Imperator.";
                }
                else
                {
                    descriptionBox.Text = "My apologies Imperator, but it seems you lack the funds for that.";
                }
            }
            //Ballistae
            if (itemSelection == "2 Ballistae -- 300 gold")
            {
                GameItemQuantity gameItemQuantity = _player.Inventory.FirstOrDefault(i => i.GameItem.Id == "GLD");
                if (gameItemQuantity != null && gameItemQuantity.Quantity >= 300)
                {
                    gameItemQuantity.Quantity -= 300;
                    _player.Treasures.Clear();
                    _player.Treasures.Add(gameItemQuantity);
                    _player.NumOfSeigeWeapons += 2;
                    _player.Power             += 250;

                    descriptionBox.Text = "2 Ballistae shall be built at once Imperator.";
                }
                else
                {
                    descriptionBox.Text = "My apologies Imperator, but it seems you lack the funds for that.";
                }
            }
            //Catapult
            if (itemSelection == "1 Catapult -- 700 gold")
            {
                GameItemQuantity gameItemQuantity = _player.Inventory.FirstOrDefault(i => i.GameItem.Id == "GLD");
                if (gameItemQuantity != null && gameItemQuantity.Quantity >= 700)
                {
                    gameItemQuantity.Quantity -= 700;
                    _player.Treasures.Clear();
                    _player.Treasures.Add(gameItemQuantity);
                    _player.NumOfSeigeWeapons += 1;
                    _player.Power             += 500;

                    descriptionBox.Text = "1 Catapult shall be built at once Imperator.";
                }
                else
                {
                    descriptionBox.Text = "My apologies Imperator, but it seems you lack the funds for that.";
                }
            }
            //Small naval fleet
            if (itemSelection == "Small Naval Fleet -- 1000 gold")
            {
                GameItemQuantity gameItemQuantity = _player.Inventory.FirstOrDefault(i => i.GameItem.Id == "GLD");
                if (gameItemQuantity != null && gameItemQuantity.Quantity >= 1000)
                {
                    gameItemQuantity.Quantity -= 1000;
                    _player.Treasures.Clear();
                    _player.Treasures.Add(gameItemQuantity);
                    _player.PlayerHasShips = true;

                    descriptionBox.Text = "Very good Imperator, We shall build you the finest fleet in the empire.";
                }
                else
                {
                    descriptionBox.Text = "My apologies Imperator, but it seems you lack the funds for that.";
                }
            }
        }
 private void OnPlayerPutDown(GameItemQuantity gameItemQuantity)
 {
     _player.Currency += gameItemQuantity.GameItem.Value;
 }
Example #30
0
 private void OnPlayerPickUp(GameItemQuantity gameItemQuantity)
 {
     _player.BootyValue += gameItemQuantity.GameItem.CurrencyValue;
 }