Example #1
0
        /// <summary>
        /// Add 'quantity' of 'itemToAdd' to inventory, or increase existing quantity
        /// </summary>
        /// <param name="itemToAdd">Item to be added to inventory (can already be in inventory)</param>
        /// <param name="quantity">Amount of item to be added (Default = 1)</param>
        public void AddItemToInventory(Item itemToAdd, int quantity = 1)
        {
            InventoryItem item = Inventory.SingleOrDefault(
                ii => ii.Details.ID == itemToAdd.ID);

            if (item == null)
            {
                // They didn't have the item, so add it to their inventory

                // If there are none of this type of item, and it has a "CurrentItem"
                // property, then set this to it, so indexing will work right
                // NOTE: The UI code will follow-thru with the updates, based on
                // RaiseInventoryChangedEvent and Player.PropertyChanged event
                if (itemToAdd is Weapon && !Weapons.Any())
                {
                    CurrentWeapon = (Weapon)itemToAdd;
                }

                if (itemToAdd is HealingPotion && !Potions.Any())
                {
                    CurrentPotion = (HealingPotion)itemToAdd;
                }

                Inventory.Add(new InventoryItem(itemToAdd, quantity));
            }
            else
            {
                // They already have the item in inventory, so just increase quantity
                item.Quantity += quantity;
            }

            // An inventory quantity was changed, raise an event
            RaiseInventoryChangedEvent(itemToAdd);
        }
Example #2
0
 public bool HasPotions()
 {
     return(Potions.Any());
 }