public static bool SearchForTowns(bool enter = true)
        {
            if (TileManager.FindTileWithID(CInfo.CurrentTile).TownList.Count == 0)
            {
                return(false);
            }

            foreach (string town_id in TileManager.FindTileWithID(CInfo.CurrentTile).TownList)
            {
                Town town = FindTownWithID(town_id);
                CMethods.PrintDivider();

                while (true)
                {
                    string yes_no = CMethods.SingleCharInput($"The town of {town.TownName} is nearby. Enter? [Y]es or [N]o: ");

                    if (CMethods.IsYesString(yes_no))
                    {
                        CInfo.RespawnTile = CInfo.CurrentTile;
                        town.EnterTown();
                        return(true);
                    }

                    else if (CMethods.IsNoString(yes_no))
                    {
                        CMethods.PrintDivider();
                        break;
                    }
                }
            }

            return(true);
        }
Example #2
0
        public static void WouldYouLikeToSave()
        {
            while (true)
            {
                string yes_no = CMethods.SingleCharInput("Do you wish to save your progress? | [Y]es or [N]o: ").ToLower();

                if (CMethods.IsYesString(yes_no))
                {
                    Console.WriteLine("Saving...");
                    CMethods.SmartSleep(100);
                    SaveTheGame();
                    Console.WriteLine("Game has been saved!");
                    CMethods.PressAnyKeyToContinue();

                    return;
                }

                else if (CMethods.IsNoString(yes_no))
                {
                    return;
                }
            }
        }
        public static void AfterBattle(List <PlayableCharacter> active_pcus, List <Monster> monster_list, bool is_bossfight)
        {
            CMethods.PrintDivider();

            foreach (PlayableCharacter pcu in active_pcus)
            {
                pcu.FixAllStats();
            }

            foreach (Monster monster in monster_list)
            {
                monster.FixAllStats();
            }

            if (active_pcus.Any(x => x.IsAlive()))
            {
                SoundManager.victory_music.PlayLooping();
                if (is_bossfight)
                {
                    Console.WriteLine($"The mighty {monster_list[0].Name} has been slain!");
                    CInfo.DefeatedBosses.Add(monster_list[0].UnitID);
                    monster_list[0].UponDefeating();
                }

                else
                {
                    Console.WriteLine($"The {monster_list[0].Name} falls to the ground dead as a stone.");
                }

                int gold_drops = 0;
                foreach (Monster monster in monster_list)
                {
                    gold_drops += Math.Max(Math.Max(1, monster.DroppedGold), (int)(2 * monster.Level));
                }

                int expr_drops = 0;
                foreach (Monster monster in monster_list)
                {
                    expr_drops += Math.Max(Math.Max(1, monster.DroppedXP), (int)Math.Pow(1.5, monster.Level));
                }

                Dictionary <string, string> item_drops = new Dictionary <string, string>();
                foreach (Monster monster in monster_list)
                {
                    if (monster.DroppedItem != null || monster.SetDroppedItem())
                    {
                        item_drops.Add(monster.Name, monster.DroppedItem);
                    }
                }

                CInfo.GP += gold_drops;
                CMethods.PressAnyKeyToContinue(prompt: $"Your party got {gold_drops} GP");

                foreach (PlayableCharacter pcu in active_pcus)
                {
                    pcu.CurrentXP += expr_drops;
                    CMethods.PressAnyKeyToContinue(prompt: $"{pcu.Name} gained {expr_drops} XP");
                }

                foreach (KeyValuePair <string, string> drop in item_drops)
                {
                    CMethods.PressAnyKeyToContinue(prompt: $"The {drop.Key} dropped a {ItemManager.FindItemWithID(drop.Value).ItemName}");
                    InventoryManager.AddItemToInventory(drop.Value);
                }

                foreach (PlayableCharacter pcu in active_pcus)
                {
                    pcu.PlayerLevelUp();
                }

                SoundManager.PlayCellMusic();
            }

            else
            {
                SoundManager.gameover_music.PlayLooping();
                Console.WriteLine($"Despite your best efforts, the {monster_list[0].Name} has killed your party.");
                CMethods.PrintDivider();

                bool auto_yes = false;
                while (true)
                {
                    string y_n;

                    if (auto_yes)
                    {
                        y_n = "y";
                    }

                    else
                    {
                        y_n = CMethods.SingleCharInput("Do you wish to continue playing? | [Y]es or [N]o: ");
                    }

                    if (CMethods.IsYesString(y_n))
                    {
                        CInfo.CurrentTile = CInfo.RespawnTile;
                        UnitManager.HealAllPCUs(true, true, true);
                        SoundManager.PlayCellMusic();

                        return;
                    }

                    else if (CMethods.IsNoString(y_n))
                    {
                        while (true)
                        {
                            string y_n2 = CMethods.SingleCharInput("Are you sure you want to quit? | [Y]es or [N]o: ");

                            if (CMethods.IsYesString(y_n2))
                            {
                                auto_yes = true;
                                break;
                            }

                            else if (CMethods.IsNoString(y_n2))
                            {
                                Environment.Exit(0);
                            }
                        }
                    }
                }
            }
        }
Example #4
0
        public static void SetAdventureName()
        {
            // This function asks the player for an "adventure name". This is the
            // name of the directory in which his/her save files will be stored.

            while (true)
            {
                // Certain OSes don't allow certain characters, so this removes those characters
                // and replaces them with whitespace. The player is then asked if this is okay.
                string adventure = CMethods.MultiCharInput("Finally, what do you want to name this adventure? ");

                // This line removes all characters that are not alphanumeric, spaces, dashes, or underscores
                // We also remove repeated spaces like "Hello    world" => "Hello world"
                // Finally we .Trim() to remove leading or ending whitespace like "    Hello world    " => "Hello world"
                adventure = Regex.Replace(Regex.Replace(adventure, @"[^\w\s\-]*", ""), @"\s+", " ").Trim();

                // Make sure the adventure name isn't blank
                if (string.IsNullOrEmpty(adventure))
                {
                    continue;
                }

                // You also can't use "temp", because this is reserved for other features
                else if (adventure == "temp")
                {
                    Console.WriteLine("Please choose a different name, that one definitely won't do!");
                    CMethods.PressAnyKeyToContinue();
                    continue;
                }

                // Make sure that the folder doesn't already exist
                else if (Directory.Exists(adventure))
                {
                    Console.WriteLine("I've already read about adventures with that name; be original!");
                    CMethods.PressAnyKeyToContinue();
                    continue;
                }

                // Max adventure name length is 35
                else if (adventure.Length > 35)
                {
                    Console.WriteLine("That adventure name is far too long, it would never catch on!");
                    CMethods.PressAnyKeyToContinue();
                    continue;
                }

                while (true)
                {
                    string yes_no = CMethods.SingleCharInput($"You want your adventure to be remembered as '{adventure}'? | [Y]es or [N]o: ").ToLower();

                    if (CMethods.IsYesString(yes_no))
                    {
                        adventure_name = adventure;
                        return;
                    }

                    else if (CMethods.IsNoString(yes_no))
                    {
                        CMethods.PrintDivider();
                        break;
                    }
                }
            }
        }
        public static bool PickSpellCategory(PlayableCharacter user, List <Monster> monster_list, bool is_battle)
        {
            while (true)
            {
                Console.WriteLine($"{user.Name}'s Spellbook:");
                Console.WriteLine("      [1] Attack Spells");
                Console.WriteLine("      [2] Healing Spells");
                Console.WriteLine("      [3] Buff Spells");

                if (user.CurrentSpell != null)
                {
                    Console.WriteLine($"      [4] Re-cast {user.CurrentSpell.SpellName}");
                }

                while (true)
                {
                    string category = CMethods.SingleCharInput("Input [#] (or type 'exit'): ");
                    CEnums.SpellCategory true_category;

                    if (CMethods.IsExitString(category))
                    {
                        CMethods.PrintDivider();
                        return(false);
                    }

                    else if (category == "1")
                    {
                        true_category = CEnums.SpellCategory.attack;
                    }

                    else if (category == "2")
                    {
                        true_category = CEnums.SpellCategory.healing;
                    }

                    else if (category == "3")
                    {
                        true_category = CEnums.SpellCategory.buff;
                    }

                    else if (category == "4" && user.CurrentSpell != null)
                    {
                        if (user.CurrentSpell is HealingSpell || user.CurrentSpell is BuffSpell)
                        {
                            user.PlayerGetTarget(monster_list, $"Who should {user.Name} cast {user.CurrentSpell.SpellName} on?", true, false, false, false);
                        }

                        else
                        {
                            user.PlayerGetTarget(monster_list, $"Who should {user.Name} cast {user.CurrentSpell.SpellName} on?", false, true, false, false);
                        }

                        return(true);
                    }

                    else
                    {
                        continue;
                    }

                    if (PickSpell(true_category, user, monster_list, is_battle))
                    {
                        return(true);
                    }

                    break;
                }
            }
        }
        public static void PickInventoryAction(string item_id)
        {
            Item this_item = ItemManager.FindItemWithID(item_id);

            CMethods.PrintDivider();

            // Loop while the item is in the inventory
            while (true)
            {
                string action;
                if (this_item is Equipment)
                {
                    // You equip weapons/armor/accessories
                    action = "Equip";
                }

                else
                {
                    // You use other items
                    action = "Use";
                }

                Console.WriteLine($"What should your party do with the {this_item.ItemName}? ");
                Console.WriteLine($"      [1] {action}");
                Console.WriteLine("      [2] Read Description");
                Console.WriteLine("      [3] Drop");

                while (true)
                {
                    string chosen = CMethods.SingleCharInput("Input [#] (or type 'exit'): ").ToLower();


                    if (CMethods.IsExitString(chosen))
                    {
                        return;
                    }

                    else if (chosen == "1")
                    {
                        // Items of these classes require a target to be used, so we have to acquire a target first
                        if (this_item is Equipment || this_item is HealthManaPotion || this_item is StatusPotion)
                        {
                            if (UnitManager.player.PlayerGetTarget(new List <Monster>(), $"Who should {action} the {this_item.ItemName}?", true, false, true, false))
                            {
                                CMethods.PrintDivider();
                                this_item.UseItem(UnitManager.player.CurrentTarget as PlayableCharacter);
                                return;
                            }

                            break;
                        }

                        // Other items can just be used normally
                        else
                        {
                            CMethods.PrintDivider();
                            this_item.UseItem(UnitManager.player);
                        }

                        return;
                    }

                    else if (chosen == "2")
                    {
                        // Display the item description
                        CMethods.PrintDivider();
                        Console.WriteLine($"Description for '{this_item.ItemName}': \n");
                        Console.WriteLine(this_item.Description);
                        CMethods.PressAnyKeyToContinue();
                        CMethods.PrintDivider();

                        break;
                    }

                    else if (chosen == "3")
                    {
                        CMethods.PrintDivider();

                        // You can't throw away important/essential items, such as tools and quest items.
                        // This is to prevent the game from becoming unwinnable.
                        if (this_item.IsImportant)
                        {
                            Console.WriteLine("Essential Items cannot be thrown away.");
                            CMethods.PressAnyKeyToContinue();
                        }

                        else
                        {
                            while (true)
                            {
                                string yes_or_no = CMethods.SingleCharInput($"Throw away the {this_item.ItemName}? | [Y]es or [N]o: ").ToLower();

                                if (CMethods.IsYesString(yes_or_no))
                                {
                                    RemoveItemFromInventory(this_item.ItemID);
                                    Console.WriteLine($"You toss the {this_item.ItemName} aside and continue on your journey.");
                                    CMethods.PressAnyKeyToContinue();

                                    return;
                                }

                                else if (CMethods.IsNoString(yes_or_no))
                                {
                                    Console.WriteLine($"You decide to keep the {this_item.ItemName}.");
                                    CMethods.PressAnyKeyToContinue();

                                    return;
                                }
                            }
                        }
                    }
                }
            }
        }
        public static void PickInventoryCategory()
        {
            while (true)
            {
                Console.WriteLine("Your Inventory: ");
                Console.WriteLine("      [1] Armor");
                Console.WriteLine("      [2] Weapons");
                Console.WriteLine("      [3] Accessories");
                Console.WriteLine("      [4] Consumables");
                Console.WriteLine("      [5] Tools");
                Console.WriteLine("      [6] Quest Items");
                Console.WriteLine("      [7] Miscellaneous");
                Console.WriteLine("      [8] View Equipment");
                Console.WriteLine("      [9] View Quests");

                while (true)
                {
                    string             chosen = CMethods.SingleCharInput("Input [#] (or type 'exit'): ").ToLower();
                    CEnums.InvCategory category;

                    if (CMethods.IsExitString(chosen))
                    {
                        return;
                    }

                    else if (chosen == "1")
                    {
                        category = CEnums.InvCategory.armor;
                    }

                    else if (chosen == "2")
                    {
                        category = CEnums.InvCategory.weapons;
                    }

                    else if (chosen == "3")
                    {
                        category = CEnums.InvCategory.accessories;
                    }

                    else if (chosen == "4")
                    {
                        category = CEnums.InvCategory.consumables;
                    }

                    else if (chosen == "5")
                    {
                        category = CEnums.InvCategory.tools;
                    }

                    else if (chosen == "6")
                    {
                        category = CEnums.InvCategory.quest;
                    }

                    else if (chosen == "7")
                    {
                        category = CEnums.InvCategory.misc;
                    }

                    else if (chosen == "8")
                    {
                        // Equipped items aren't actually stored in the inventory, so they need their own function to handle them
                        PickEquipmentItem();
                        break;
                    }

                    else if (chosen == "9")
                    {
                        // Quests have their own function, because they aren't actually instances of the Item class
                        ViewQuests();
                        break;
                    }

                    else
                    {
                        continue;
                    }

                    if (GetInventory()[category].Count > 0)
                    {
                        PickInventoryItem(category, false);
                        break;
                    }

                    else
                    {
                        CMethods.PrintDivider();
                        Console.WriteLine($"Your part has no {category.EnumToString()}.");
                        CMethods.PressAnyKeyToContinue();
                        CMethods.PrintDivider();
                        break;
                    }
                }
            }
        }