static void Main(string[] args) { bool coffeeMachineIsRunning = false; bool pottedPlantIsRunning = false; bool engineIsRunning = false; bool isRunning = true; while (isRunning) { Console.WriteLine("To enter the coffee machine, type cm \n" + "To enter the potted plant, type pp \n" + "To enter the engine, type e \n" + "Or type exit to quit"); string input = Console.ReadLine(); switch (input.ToLower()) { case "cm": coffeeMachineIsRunning = true; break; case "pp": pottedPlantIsRunning = true; break; case "e": engineIsRunning = true; break; case "exit": isRunning = false; break; default: Console.WriteLine("I didn't understand, please try again."); break; } while (pottedPlantIsRunning) { PottedPlant pottedPlant = new PottedPlant(); pottedPlant.numberOfLeaves = 127; Console.Clear(); bool isPottedPlantRunning = true; while (isPottedPlantRunning) { Console.WriteLine("What do you want to do? \n" + "If you want to look at the plant, write look \n" + "If you want to count the number of leaves, type count \n" + "If you want to see if the plant is real, type check \n" + "If you want to see if the POTTED plant is in a pot, type pot\n" + "If you want to water the plant, type water"); input = Console.ReadLine(); switch (input.ToLower()) { case "look": pottedPlant.Lookatplant();; break; case "count": pottedPlant.CountNumberOfLeaves(); break; case "check": pottedPlant.IsReal(); break; case "pot": pottedPlant.IsInPot(); break; case "water": pottedPlant.IsPlantWatered(); break; default: Console.WriteLine("I'm sorry I don't understand"); break; } Console.Clear(); } } while (engineIsRunning) { Console.Clear(); Engine engine = new Engine(); engine.brand = "Volvo"; engine.cylinders = 6; engine.engineCapacity = 2.4; bool isEngineRunning = true; while (isEngineRunning) { Console.WriteLine("What do you want to do? \n" + "If you want to start the engine write start \n" + "If you want to move the engine write move \n" + "If you want to see if the engine needs cleaning write clean \n" + "If you want to fill the engine with fuel write fuel \n" + "If you want information about the engine write info"); input = Console.ReadLine(); switch (input.ToLower()) { case "start": engine.EngineStart(engine); break; case "move": engine.Movable(); break; case "clean": engine.NeedCleaning(); break; case "fuel": engine.FillWithFuel(engine); break; case "info": engine.InformationAboutEngine(); break; default: Console.WriteLine("I'm sorry I don't understand"); break; } Console.Clear(); } } while (coffeeMachineIsRunning) { Coffemachine coffemachine = new Coffemachine(); Console.WriteLine("Please set the cost of coffee"); input = Console.ReadLine(); coffemachine.PriceOfCoffee(input); bool isRunningCM = true; while (isRunningCM) { Console.Clear(); Console.WriteLine("Do you want a cup of coffee? Then write coffee \n" + "Do you want to know how much coffee is currently in the machine? Then write status \n" + "Do you want to fill up the machine? Then write fill \n" + ""); input = Console.ReadLine(); switch (input.ToLower()) { case "coffee": coffemachine = coffemachine.ButtonPress(coffemachine); break; case "status": coffemachine.CurrentAmountOfCoffee(coffemachine); break; case "fill": coffemachine = coffemachine.FillMachine(coffemachine); break; case "hit": coffemachine.Hit(); break; default: Console.WriteLine("I'm sorry I didn't understand that. Please try again."); break; } Console.Clear(); } } } }
private void GiveMagicItems() { ArrayList toGive = new ArrayList(); LogHelper Logger = new LogHelper("HarrowerLoot.log", false); ArrayList allNonExpiredPMDamageEntries = new ArrayList(); //New Looting method (Pix: 4/8/06) for (int i = 0; i < DamageEntries.Count; i++) { DamageEntry de = DamageEntries[i] as DamageEntry; if (de != null) { Logger.Log(LogType.Text, string.Format("DE[{0}]: {1} ({2})", i, de.Damager, de.Damager != null ? de.Damager.Name : "")); if (de.HasExpired) { Logger.Log(LogType.Text, string.Format("DE[{0}]: Expired", i)); } else { if (de.Damager != null && !de.Damager.Deleted) { if (de.Damager is BaseCreature) { Logger.Log(LogType.Text, string.Format("DE[{0}]: BaseCreature", i)); BaseCreature bc = (BaseCreature)de.Damager; if (bc.ControlMaster != null && !bc.ControlMaster.Deleted) { //de.Damager = bc.ControlMaster; DamageEntry cmde = new DamageEntry(bc.ControlMaster); cmde.DamageGiven = de.DamageGiven; de = cmde; Logger.Log(LogType.Text, string.Format("DE[{0}]: New Damager: {1}", i, de.Damager.Name)); } } if (de.Damager is PlayerMobile) { Logger.Log(LogType.Text, string.Format("DE[{0}]: PlayerMobile", i)); if (de.Damager.Alive) { Logger.Log(LogType.Text, string.Format("DE[{0}]: PM Alive", i)); bool bFound = false; for (int j = 0; j < allNonExpiredPMDamageEntries.Count; j++) { DamageEntry de2 = (DamageEntry)allNonExpiredPMDamageEntries[j]; if (de2.Damager == de.Damager) { Logger.Log(LogType.Text, string.Format("DE[{0}]: PM Found, adding damage", i)); de2.DamageGiven += de.DamageGiven; bFound = true; break; } } if (!bFound) { Logger.Log(LogType.Text, string.Format("DE[{0}]: PM not found, adding", i)); allNonExpiredPMDamageEntries.Add(de); } } } } } } } //Remove any PMs that are over 100 tiles away ArrayList toRemove = new ArrayList(); for (int i = 0; i < allNonExpiredPMDamageEntries.Count; i++) { DamageEntry de = (DamageEntry)allNonExpiredPMDamageEntries[i]; if (de.Damager.GetDistanceToSqrt(this.Location) > 100) { Logger.Log(LogType.Text, string.Format("Removing {0} for being too far away at death", de.Damager.Name)); toRemove.Add(allNonExpiredPMDamageEntries[i]); } } for (int i = 0; i < toRemove.Count; i++) { allNonExpiredPMDamageEntries.Remove(toRemove[i]); } int topDamage = 0; int minDamage = 0; for (int i = 0; i < allNonExpiredPMDamageEntries.Count; i++) { DamageEntry de = (DamageEntry)allNonExpiredPMDamageEntries[i]; if (de.DamageGiven > topDamage) { topDamage = de.DamageGiven; } Logger.Log(LogType.Text, string.Format("Non-Expired[{0}]: {1} (damage: {2})", i, de.Damager.Name, de.DamageGiven)); } //Now filter on 'enough' damage if (HitsMax >= 3000) { minDamage = topDamage / 16; } else if (HitsMax >= 1000) { minDamage = topDamage / 8; } else if (HitsMax >= 200) { minDamage = topDamage / 4; } else { minDamage = topDamage / 2; } Logger.Log(LogType.Text, string.Format("HitsMax: {0}, TopDamage: {1}, MinDamage: {2}", HitsMax, topDamage, minDamage)); for (int i = 0; i < allNonExpiredPMDamageEntries.Count; i++) { DamageEntry de = (DamageEntry)allNonExpiredPMDamageEntries[i]; if (de.DamageGiven >= minDamage) { toGive.Add(de.Damager); } } if (toGive.Count == 0) { return; } // Randomize for (int i = 0; i < toGive.Count; ++i) { int rand = Utility.Random(toGive.Count); object hold = toGive[i]; toGive[i] = toGive[rand]; toGive[rand] = hold; } Logger.Log(LogType.Text, ""); // new line Logger.Log(LogType.Text, "Randomized list of players:"); for (int i = 0; i < toGive.Count; ++i) { Mobile mob = toGive[i] as Mobile; Logger.Log(LogType.Mobile, mob, "alive:" + mob.Alive.ToString()); } Logger.Log(LogType.Text, ""); // new line Logger.Log(LogType.Text, "Begin loot distribution: Who/What:"); // Loop goes until we've generated MaxGifts items. for (int i = 0; i < MaxGifts; ++i) { Item reward = null; Mobile m = (Mobile)toGive[i % toGive.Count]; switch (Utility.Random(10)) { case 0: // Power/Vanq Weapon case 1: case 2: // 3 in 10 chance { // 33% chance at best reward = CreateWeapon((0.32 >= Utility.RandomDouble()) ? 5 : 4); break; } case 3: // Fort/Invul Armor case 4: case 5: // 3 in 10 chance { // 33% chance at best reward = CreateArmor((0.32 >= Utility.RandomDouble()) ? 5 : 4); break; } case 6: // hair/beard dye { // 1 in 10 chance if (Utility.RandomBool()) { reward = new SpecialHairDye(); } else { reward = new SpecialBeardDye(); } break; } case 7: // special cloth { // 1 in 10 chance reward = new UncutCloth(50); if (Utility.RandomBool()) { // best ore hues (vet rewards) + really dark 'evil cloth' reward.Hue = Utility.RandomList(2213, 2219, 2207, 2425, 1109); } else { reward.Hue = 0x01; // black cloth } break; } case 8: // potted plant { // 1 in 10 chance switch (Utility.Random(11)) { default: // should never happen case 0: reward = new PottedCactus(); break; case 1: reward = new PottedCactus1(); break; case 2: reward = new PottedCactus2(); break; case 3: reward = new PottedCactus3(); break; case 4: reward = new PottedCactus4(); break; case 5: reward = new PottedCactus5(); break; case 6: reward = new PottedPlant(); break; case 7: reward = new PottedPlant1(); break; case 8: reward = new PottedPlant2(); break; case 9: reward = new PottedTree(); break; case 10: reward = new PottedTree1(); break; } break; } default: // Should never happen /* fall through*/ case 9: // Magic Item Drop { // 1 in 10 chance reward = Loot.RandomClothingOrJewelry(); if (reward != null) { int minLevel = 3; int maxLevel = 3; if (reward is BaseClothing) { ((BaseClothing)reward).SetRandomMagicEffect(minLevel, maxLevel); } else if (reward is BaseJewel) { ((BaseJewel)reward).SetRandomMagicEffect(minLevel, maxLevel); } } break; } } if (reward != null) { // Drop the new weapon into their backpack and send them a message. m.SendMessage("You have received a special item!"); m.AddToBackpack(reward); Logger.Log(LogType.Mobile, m, "alive:" + m.Alive.ToString()); Logger.Log(LogType.Item, reward, string.Format("Hue:{0}:Rare:{1}", reward.Hue, (reward is BaseWeapon || reward is BaseArmor || reward is BaseClothing || reward is BaseJewel) ? "False" : "True")); } } // done logging Logger.Finish(); }