static void Main(string[] args) { Random Game_God = new Random(); Mob_Program mob_data = new Mob_Program(); Weapon_Program weapon_data = new Weapon_Program(); Armor_Program armor_data = new Armor_Program(); Potion new_potion = new Potion("Зiлля здоров'я", 5); karta mappa = new karta(); mappa.map_generate(); mappa.map_load(); mappa.map_show(); mappa.map_save(); Player player = new Player("Геральт"); player.load_player(); Console.WriteLine(); Console.WriteLine($"{player.Name}"); Console.WriteLine($"{player.HP}"); Console.WriteLine($"{player.current_weapon.name}"); Console.WriteLine($"{player.current_armor.name}"); Console.WriteLine(); Weapon weapon1 = weapon_data.weapon_creation()[Game_God.Next(0, 5)]; Armor armor1 = armor_data.armor_creation()[Game_God.Next(0, 5)]; player.use(weapon1); player.use(armor1); Console.WriteLine($"{player.Name}"); Console.WriteLine($"{player.current_weapon.name}"); Console.WriteLine($"{player.current_armor.name}"); Console.WriteLine(); Mob mob1 = mob_data.mob_creation()[Game_God.Next(0, 5)]; Console.WriteLine($"{player.Name} атакує {mob1.Name}\n"); List <string> history1 = FightEngine.InitializeFight(player, mob1); foreach (var line in history1) { Console.WriteLine(line); } Console.WriteLine(); Console.WriteLine($"У {player.Name} залишилося {player.HP} здоров'я"); Console.WriteLine(new_potion.Description()); player.use(new_potion); Console.WriteLine($"У {player.Name} залишилося {player.HP} здоров'я\n"); player.save_player(); }
static void Main(string[] args) { Random Game_God = new Random(); Mob_Program mob_data = new Mob_Program(); Weapon_Program weapon_data = new Weapon_Program(); Armor_Program armor_data = new Armor_Program(); Potion new_potion = new Potion("Зiлля здоров'я", 5); karta mappa = new karta(); Player player = new Player(""); //player.load_player(); Console.WriteLine("Завантажити гру(1) чи почати нову(2)?"); int mode = Int16.Parse(Console.ReadLine()); if (mode == 1) { mappa.map_load(); player.load_player(); } if (mode == 2) { player.Name = "Геральт"; mappa.map_generate(); for (int i = 0; i < 25; i++) { for (int j = 0; j < 25; j++) { if (mappa.kart[i, j].terra == ".") { player.x = i; player.y = j; mappa.kart[i, j].monster = new Mob("empty", 0, 0, 0); break; } } } } while (true) { int moved = 0; mappa.map_show(player); string move = Console.ReadLine(); if (move == "w" && player.x > 0 && mappa.kart[player.x - 1, player.y].terra != "~") { player.x -= 1; if (mappa.kart[player.x, player.y].monster.Name != "empty") { moved = 1; List <string> history1 = FightEngine.InitializeFight(player, mappa.kart[player.x, player.y].monster); foreach (var line in history1) { Console.WriteLine(line); } Console.WriteLine(); } } if (move == "a" && player.y > 0 && mappa.kart[player.x, player.y - 1].terra != "~") { player.y -= 1; if (mappa.kart[player.x, player.y].monster.Name != "empty") { moved = 1; List <string> history1 = FightEngine.InitializeFight(player, mappa.kart[player.x, player.y].monster); foreach (var line in history1) { Console.WriteLine(line); } Console.WriteLine(); } } if (move == "d" && player.y < 24 && mappa.kart[player.x, player.y + 1].terra != "~") { player.y += 1; if (mappa.kart[player.x, player.y].monster.Name != "empty") { moved = 1; List <string> history1 = FightEngine.InitializeFight(player, mappa.kart[player.x, player.y].monster); foreach (var line in history1) { Console.WriteLine(line); } Console.WriteLine(); } } if (move == "s" && player.x < 24 && mappa.kart[player.x + 1, player.y].terra != "~") { player.x += 1; if (mappa.kart[player.x, player.y].monster.Name != "empty") { moved = 1; List <string> history1 = FightEngine.InitializeFight(player, mappa.kart[player.x, player.y].monster); foreach (var line in history1) { Console.WriteLine(line); } Console.WriteLine(); } } if (player.IsAlive == true && moved == 1) { mappa.kart[player.x, player.y].monster = new Mob("empty", 0, 0, 0); int loot_type = Game_God.Next(0, 3); if (loot_type == 0) { Weapon new_weapon = weapon_data.weapon_creation()[Game_God.Next(0, 5)]; Console.WriteLine("Знайдена зброя " + new_weapon.name + ", що завдає до " + new_weapon.damage + " очок шкоди за удар. Спорядити?"); string equip_or_not = Console.ReadLine(); if (equip_or_not == "yes") { player.use(new_weapon); } } if (loot_type == 1) { Armor new_armor = armor_data.armor_creation()[Game_God.Next(0, 5)]; Console.WriteLine("Знайдено броню " + new_armor.name + ", що поглинає " + new_armor.defence + " очок шкоди за удар. Спорядити?"); string equip_or_not = Console.ReadLine(); if (equip_or_not == "yes") { player.use(new_armor); } } if (loot_type == 2) { Console.WriteLine("Знайдено зiлля здоров'я."); player.heal_potions += 1; } } if (move == "heal") { if (player.heal_potions > 0) { player.use(new Potion("Зiлля здоров'я", 5)); player.heal_potions -= 1; Console.WriteLine("Ви вiдчуваєте, як вашi рани загоюються."); } } if (player.IsAlive == false) { Console.WriteLine("Ваш герой загинув..."); break; } if (move == "exit") { break; } } /*//mappa.map_load(); * mappa.map_show(player); * //mappa.map_save(); * * Console.WriteLine(); * Console.WriteLine($"{player.Name}"); * Console.WriteLine($"{player.HP}"); * Console.WriteLine($"{player.current_weapon.name}"); * Console.WriteLine($"{player.current_armor.name}"); * Console.WriteLine(); * * Weapon weapon1 = weapon_data.weapon_creation()[Game_God.Next(0, 5)]; * Armor armor1 = armor_data.armor_creation()[Game_God.Next(0, 5)]; * player.use(weapon1); * player.use(armor1); * * Console.WriteLine($"{player.Name}"); * Console.WriteLine($"{player.current_weapon.name}"); * Console.WriteLine($"{player.current_armor.name}"); * Console.WriteLine(); * *//*Mob mob1 = mob_data.mob_creation()[Game_God.Next(0,5)]; * * Console.WriteLine($"{player.Name} атакує {mob1.Name}\n"); * List<string> history1 = FightEngine.InitializeFight(player, mob1); * foreach (var line in history1) * { * Console.WriteLine(line); * } * Console.WriteLine();*//* * * Console.WriteLine($"У {player.Name} залишилося {player.HP} здоров'я"); * Console.WriteLine(new_potion.Description()); * player.use(new_potion); * Console.WriteLine($"У {player.Name} залишилося {player.HP} здоров'я\n"); * player.save_player(); * * while(true) * { * * }*/ }