public void AddInitialInventory() { lemons = new Lemons(); sugar = new Sugar(); iceCubes = new IceCubes(); cups = new Cups(); }
public List <Cups> SellCups(int itemsBeingSold, Bank bank) { List <Cups> newCups = new List <Cups>(); Cups cups = new Cups(); if (itemsBeingSold != 50) { for (int i = 0; i < itemsBeingSold; i++) { if (bank.SubtractMoney(cups.GetCost())) { newCups.Add(new Cups()); } } } else if (bank.SubtractMoney(cups.GetBulkCost())) { for (int i = 0; i < itemsBeingSold; i++) { newCups.Add(new Cups()); } } return(newCups); }
public double amountOfCupsPurchased(int amountOfCupsNeeded) { Cups cups = new Cups(); getCups = cups.pullCost() * amountOfCupsNeeded; return(getCups); }
public void BuyCups() { Console.WriteLine("\nHow many cups would you like to buy?"); string cupsAmountInput = Console.ReadLine(); int.TryParse(cupsAmountInput, out buyCupsAmount); if (wallet.amountOfMoney - (costOfCups * buyCupsAmount) > costOfCups) { inventory.inventoryCupsCount += buyCupsAmount; //wallet.amountOfMoney = wallet.amountOfMoney - (costOfCups * buyCupsAmount); Console.WriteLine("You bought {0} cups.", buyCupsAmount); } else if (wallet.amountOfMoney < (costOfCups * buyCupsAmount)) { Console.WriteLine("Insufficient Funds"); Console.ReadLine(); BuyCups(); } for (int l = 0; l < buyCupsAmount; l++) { Cups cups = new Cups(); inventory.inventoryCups.Add(cups); } }
public Store(Player player) { this.player = player; lemons = new Lemons(); sugar = new Sugar(); ice = new IceCubes(); cups = new Cups(); }
//Constructor public Store(IceCubes iceCubes, Lemons lemons, Cups cups, Sugar sugar, Player playerOne) { this.iceCubes = iceCubes; this.cups = cups; this.sugar = sugar; this.lemons = lemons; this.playerOne = playerOne; }
// Constructors public Store() { cups = new Cups(); lemons = new Lemons(); sugar = new Sugar(); ice = new Ice(); Console.WriteLine("Initialized Store."); }
public void RemoveCups(double Number) { for (double i = 0; i < Number; i++) { Cups cups = new Cups(); CupsList.RemoveAt(0); } }
public void AddCups(double Number) { for (double i = 0; i < Number; i++) { Cups cups = new Cups(); CupsList.Add(cups); } }
public void AddingCups(Player player) { for (int i = 0; i < player.numberOfItemsBought; i++) { Cups Cups = new Cups(); storingCups.Add(1); } }
public void AddCupsToInventory(int amountOfCups) { for (int i = 0; i < amountOfCups; i++) { Cups cups = new Cups(); player.inventory.cups.Add(cups); } }
public void submitCups(int AmountOfCupsNeeded) { for (int i = 0; i < AmountOfCupsNeeded; i++) { Cups cups = new Cups(); this.cups.Add(cups); } }
public void BuyCupsMath(string amountToBuy) { for (int i = 0; i < int.Parse(amountToBuy); i++) { Cups cups = new Cups(); cupsInventory.Add(cups); } Console.WriteLine("You now have " + cupsInventory.Count + " cups"); }
public void PurchaseCups(Store store, Player player, Cups cups, string amountToPurchase, int amountToPurchaseInt) { amountToPurchase = userInterface.DisplayStoreItem(store.paperCups, store.paperCupsPrices, store.paperCupsAmount); if (amountToPurchase != "0") { amountToPurchaseInt = Int32.Parse(amountToPurchase); player.WithDrawMoney(store.paperCupsPrices[amountToPurchaseInt - 1]); AdjustCupsAmount(store, cups, amountToPurchaseInt, store.paperCupsAmount[amountToPurchaseInt - 1]); } }
//Constructor public Game() { iceCubes = new IceCubes(); lemons = new Lemons(); sugar = new Sugar(); cups = new Cups(); weather = new Weather(); playerOne = new Player(); itemStore = new Store(iceCubes, lemons, cups, sugar, playerOne); userInterface = new UserInterface(playerOne, weather); day = new Day(playerOne, weather, customer); }
public Inventory() { totalInventory = new int[4]; MyBananas = new Bananas(5); MyBugs = new Bugs(3); MyIce = new Ice(3); MyCups = new Cups(35); totalInventory[0] = MyBananas.quantity; totalInventory[1] = MyBugs.quantity; totalInventory[2] = MyIce.quantity; totalInventory[3] = MyCups.quantity; }
//constructor public Game() { store = new Store(); userInterface = new UserInterface(); // weather = new Weather(); player = new Player(); amountOfDaysInGame = 0; dayNumber = 1; lemons = new Lemons(); sugar = new Sugar(); iceCubes = new IceCubes(); cups = new Cups(); }
public void SellCups() { Console.WriteLine("How many cups would you like to buy?"); int boughtCups = int.Parse(Console.ReadLine()); for (i = 0; i < boughtCups; i++) { Cups cups = new Cups(); } Player.inventory.ice.Add(ice); Player.wallet.cash -= (boughtCups * Player.inventory.cups[1].price); }
public void BuyCups(Store store) { Console.WriteLine("How many cups do you want: "); int cupsAmount = Convert.ToInt32(Console.ReadLine()); capital = capital - (cupsAmount * store.cupsPrice); Console.WriteLine("You have " + capital); for (int i = 0; i < cupsAmount; i++) { Cups cups = new Cups(); inventory.cupsList.Add(cups); } Console.WriteLine("Your inventory now has " + inventory.cupsList.Count + "cups"); }
public void Item() {//subtract amount from wallet Lemons lemons = new Lemons("10- $1, 20- $2, 50- $5"); Sugar sugar = new Sugar("4c- $1, 12c-$3, 20c- $5"); Cups cups = new Cups("50- $1, 150- $3, 250- $5"); Ice ice = new Ice("90- $.90, 210- $2.10, 390- $3.90"); List <Item> items = new List <Item>(); items.Add(Lemons); items.Add(Sugar); items.Add(Ice); items.Add(Cups); foreach (Item item in items) { Console.WriteLine("Cost: " + item.cost);; } }
//public double GetLemonPurchasePrice() //{ // Lemon lemon = new Lemon(); // ItemCost = lemon.GetLemonCost() * UserLemonQuantity; // //Display cost // return ItemCost; //} //public double PayForLemons(Player player, Wallet wallet) //{ // //Wallet PlayerWallet = player.GetPlayerWallet(); // wallet.CheckWallet(ItemCost); // wallet.Money = wallet.Money - ItemCost; // //PlayerWallet.BuyItem(); // return wallet.Money; //} public double GetCupQuantity(Player player) { Cups cups = new Cups(); Console.WriteLine("How many cups would you like to buy? 1-100"); string UserInput = Console.ReadLine(); int UserCupQuantity = Int32.Parse(UserInput); ItemCost = cups.GetCupCost() * UserCupQuantity; if (ItemCost > player.CurrentMoney.Money) { Console.WriteLine("You do not have enough money"); return(player.CurrentMoney.Money); } else { player.CurrentMoney.Money = player.CurrentMoney.Money - ItemCost; Console.WriteLine("You bought " + UserCupQuantity + " cups and now have $" + Math.Round(player.CurrentMoney.Money, 2)); player.CurrentInventory.InventoryCups = UserCupQuantity + player.CurrentInventory.InventoryCups; Console.WriteLine("You now have " + player.CurrentInventory.InventoryCups + " in your inventory"); return(player.CurrentMoney.Money); } }
public void PurchaseFromStore(Store store, Player player, Lemons lemons, IceCubes iceCubes, Sugar sugar, Cups cups) { string input = ""; string amountToPurchase = ""; int amountToPurchaseInt = 0; while (input.ToLower() != "exit") { input = userInterface.GetStringInput("Type 'lemons' to buy lemons, 'ice' to buy ice cubes, 'sugar' to purchase cups of sugar, or 'cups' to purchase cups. Type 'exit' to finish purchasing"); switch (input.ToLower()) { case "lemons": PurchaseLemons(store, player, lemons, amountToPurchase, amountToPurchaseInt); break; case "ice": PurchaseIce(store, player, iceCubes, amountToPurchase, amountToPurchaseInt); break; case "sugar": PurchaseSugar(store, player, sugar, amountToPurchase, amountToPurchaseInt); break; case "cups": PurchaseCups(store, player, cups, amountToPurchase, amountToPurchaseInt); break; default: break; } } }
// // UPDATE METHODS - UPDATE PURCHASES, PRICES, SPOILAGE // public void update() { // Update Spoilage of inventory this.lemonInventory.update(); this.sugarInventory.update(); // this.iceInventory.update(); // Ice has a variable spoilage that is not programmed in yet // this.cupInventory.update(); // Cups do not spoil // // Purchase new inventory based off the day's sales // int inventoryBumpForSales = 2; // For each lemon sold, but two more // Lemons for (int i = 0; i < lemonsSoldToday; i++) { for (int j = 0; j < inventoryBumpForSales; j++) { Ingredient lemon = new Lemon(); lemonInventory.add(lemon); cashOnHand -= lemonSalePrice / 2; } } // Sugar for (int i = 0; i < sugarSoldToday; i++) { for (int j = 0; j < inventoryBumpForSales; j++) { Ingredient sugar = new Sugar(); sugarInventory.add(sugar); cashOnHand -= sugarSalePrice / 2; } } // Ice for (int i = 0; i < iceSoldToday; i++) { for (int j = 0; j < inventoryBumpForSales; j++) { Ingredient ice = new Ice(); iceInventory.add(ice); cashOnHand -= iceSalePrice / 2; } } // Cup for (int i = 0; i < cupSoldToday; i++) { for (int j = 0; j < inventoryBumpForSales; j++) { Ingredient cup = new Cups(); cupInventory.add(cup); cashOnHand -= cupSalePrice / 2; } } // // Update Prices based off the day's sales. // // Lemons if (this.lemonsSoldToday == 0) { this.lemonSalePrice -= .01f; } else { this.lemonSalePrice += .01f * this.lemonsSoldToday; } // Sugar if (this.sugarSoldToday == 0) { this.sugarSalePrice -= .01f; } else { this.sugarSalePrice += .01f * this.sugarSoldToday; } // Ice if (this.iceSoldToday == 0) { this.iceSalePrice -= .01f; } else { this.iceSalePrice += .01f * this.iceSoldToday; } // Cups if (this.cupSoldToday == 0) { this.cupSalePrice -= .01f; } else { this.cupSalePrice += .01f * this.cupSoldToday; } // // Calculate Todays Fixed Operating Cost // float dailyHardCost = 50f; this.cashOnHand -= dailyHardCost; // // Reset Daily Sales Count // this.lemonsSoldToday = 0; this.sugarSoldToday = 0; this.iceSoldToday = 0; this.cupSoldToday = 0; }
public Supplier() { // Generate Random Name NameGenerator nameGenerator = new NameGenerator(); this.name = nameGenerator.GenRandomLastName(); // // Generate Random Starting Inventory // int minStartingQuantity = 5; int maxStartingQuantity = 15; System.Threading.Thread.Sleep(100); Random random = new Random(); // Lemons int generateQuantity = random.Next(minStartingQuantity, maxStartingQuantity); for (int i = 0; i < generateQuantity; i++) { lemonInventory.add(new Lemon()); } // Sugar generateQuantity = random.Next(minStartingQuantity, maxStartingQuantity); for (int i = 0; i < generateQuantity; i++) { Ingredient lemon = new Lemon(); this.lemonInventory.add(lemon); } // Sugar generateQuantity = random.Next(1, 15); for (int i = 0; i < generateQuantity; i++) { Ingredient sugar = new Sugar(); sugarInventory.add(sugar); } // Ice generateQuantity = random.Next(minStartingQuantity, maxStartingQuantity); for (int i = 0; i < generateQuantity; i++) { Ingredient ice = new Ice(); iceInventory.add(ice); } // Cups generateQuantity = random.Next(minStartingQuantity, maxStartingQuantity); for (int i = 0; i < generateQuantity; i++) { Ingredient cups = new Cups(); cupInventory.add(cups); } // Generate Random Price List ?? // STUB Hard Code STUB int basePrice = 1; int minVariance = 10; int maxVariance = 100; this.lemonSalePrice = basePrice + (random.Next(minVariance, maxVariance) / 100f); this.sugarSalePrice = basePrice + (random.Next(minVariance, maxVariance) / 100f); this.iceSalePrice = basePrice + (random.Next(minVariance, maxVariance) / 100f); this.cupSalePrice = basePrice + (random.Next(minVariance, maxVariance) / 100f); // Generate Random Cash on Hand int minStartingCash = 600; int maxStartingCash = 1400; this.cashOnHand = random.Next(minStartingCash, maxStartingCash); }
public Supplier() { // Generate Random Name NameGenerator nameGenerator = new NameGenerator(); this.name = nameGenerator.GenRandomLastName(); // // Generate Random Starting Inventory // int minStartingQuantity = 5; int maxStartingQuantity = 15; System.Threading.Thread.Sleep(100); Random random = new Random(); // Lemons int generateQuantity = random.Next(minStartingQuantity, maxStartingQuantity); for (int i = 0; i < generateQuantity; i++) { lemonInventory.add(new Lemon()); } // Sugar generateQuantity = random.Next(minStartingQuantity, maxStartingQuantity); for (int i = 0; i < generateQuantity; i++) { Ingredient lemon = new Lemon(); this.lemonInventory.add(lemon); } // Sugar generateQuantity = random.Next(1,15); for (int i = 0; i < generateQuantity; i++) { Ingredient sugar = new Sugar(); sugarInventory.add(sugar); } // Ice generateQuantity = random.Next(minStartingQuantity, maxStartingQuantity); for (int i = 0; i < generateQuantity; i++) { Ingredient ice = new Ice(); iceInventory.add(ice); } // Cups generateQuantity = random.Next(minStartingQuantity, maxStartingQuantity); for (int i = 0; i < generateQuantity; i++) { Ingredient cups = new Cups(); cupInventory.add(cups); } // Generate Random Price List ?? // STUB Hard Code STUB int basePrice = 1; int minVariance = 10; int maxVariance = 100; this.lemonSalePrice = basePrice + (random.Next(minVariance, maxVariance)/100f); this.sugarSalePrice = basePrice + (random.Next(minVariance, maxVariance)/100f); this.iceSalePrice = basePrice + (random.Next(minVariance, maxVariance)/100f); this.cupSalePrice = basePrice + (random.Next(minVariance, maxVariance)/100f); // Generate Random Cash on Hand int minStartingCash = 600; int maxStartingCash = 1400; this.cashOnHand = random.Next(minStartingCash, maxStartingCash); }
// // UPDATE METHODS - UPDATE PURCHASES, PRICES, SPOILAGE // public void update() { // Update Spoilage of inventory this.lemonInventory.update(); this.sugarInventory.update(); // this.iceInventory.update(); // Ice has a variable spoilage that is not programmed in yet // this.cupInventory.update(); // Cups do not spoil // // Purchase new inventory based off the day's sales // int inventoryBumpForSales = 2; // For each lemon sold, but two more // Lemons for (int i = 0; i < lemonsSoldToday; i++) { for (int j = 0; j < inventoryBumpForSales; j++) { Ingredient lemon = new Lemon(); lemonInventory.add(lemon); cashOnHand -= lemonSalePrice/2; } } // Sugar for (int i = 0; i < sugarSoldToday; i++) { for (int j = 0; j < inventoryBumpForSales; j++) { Ingredient sugar = new Sugar(); sugarInventory.add(sugar); cashOnHand -= sugarSalePrice / 2; } } // Ice for (int i = 0; i < iceSoldToday; i++) { for (int j = 0; j < inventoryBumpForSales; j++) { Ingredient ice = new Ice(); iceInventory.add(ice); cashOnHand -= iceSalePrice / 2; } } // Cup for (int i = 0; i < cupSoldToday; i++) { for (int j = 0; j < inventoryBumpForSales; j++) { Ingredient cup = new Cups(); cupInventory.add(cup); cashOnHand -= cupSalePrice / 2; } } // // Update Prices based off the day's sales. // // Lemons if (this.lemonsSoldToday == 0) { this.lemonSalePrice -= .01f; } else { this.lemonSalePrice += .01f * this.lemonsSoldToday; } // Sugar if (this.sugarSoldToday == 0) { this.sugarSalePrice -= .01f; } else { this.sugarSalePrice += .01f * this.sugarSoldToday; } // Ice if (this.iceSoldToday == 0) { this.iceSalePrice -= .01f; } else { this.iceSalePrice += .01f * this.iceSoldToday; } // Cups if (this.cupSoldToday == 0) { this.cupSalePrice -= .01f; } else { this.cupSalePrice += .01f * this.cupSoldToday; } // // Calculate Todays Fixed Operating Cost // float dailyHardCost = 50f; this.cashOnHand -= dailyHardCost; // // Reset Daily Sales Count // this.lemonsSoldToday = 0; this.sugarSoldToday = 0; this.iceSoldToday = 0; this.cupSoldToday = 0; }
public int AdjustCupsAmount(Store store, Cups cups, int amountToPurchaseInt, int itemsToAdd) { cups.currentStock += itemsToAdd; return(cups.currentStock); }
public void RunDay(Store store, Player player, int dayNumber, Lemons lemons, IceCubes iceCubes, Sugar sugar, Cups cups) { moneyInWalletAtStart = player.Money; weather.DetermineForecast(); userInterface.DisplayBeginningOfDayInfo(weather.forecast, weather.highTemperatureForecast, dayNumber, player.Money); userInterface.ShowRecipe(lemonsPerPitcher, cupsSugarPerPitcher, iceCubesPerGlass, pricePerCup); ChangeRecipe(); userInterface.ShowRecipe(lemonsPerPitcher, cupsSugarPerPitcher, iceCubesPerGlass, pricePerCup); PurchaseFromStore(store, player, lemons, iceCubes, sugar, cups); userInterface.DisplayInventory(cups.currentStock, lemons.currentStock, sugar.currentStock, iceCubes.currentStock); DetermineGlassesPerPitcher(); DeterminePotentialCustomers(); DetermineCupsSold(); AddProfit(player); player.FindProfit(moneyInWalletAtStart); lemons.DecreaseInventory(cupsSold, pitcherLooper, lemonsPerPitcher); sugar.DecreaseInventory(cupsSold, pitcherLooper, cupsSugarPerPitcher); cups.DecreaseInventory(cupsSold); iceCubes.DecreaseInventory(cupsSold, iceCubesPerGlass); GetPopularity(); userInterface.DisplayEndOfDayInfo(CheckForSoldOut(iceCubes.currentStock, lemons.currentStock, sugar.currentStock, cups.currentStock), weather.forecast, weather.highTemperatureForecast, dayNumber, player.Money, player.Profit, cupsSold, popularity); }