public Location LoadEntrance()
        {
            Location returnData;

            returnData             = new Location();
            returnData.Name        = "Beach Side Village";
            returnData.Description = "A small village located a few miles to the south of the Beach Tower. The village is overrun with bandits who have set several of the buildings ablaze. The smoke rises into the air and can be seen for miles off.";

            //Adjacent Locations
            Dictionary <string, LocationDefinition> adjacentLocationDefinitions = new Dictionary <string, LocationDefinition>();

            //Town Center
            LocationDefinition locationDefinition = BeachTower.GetTownInstance().GetTownCenterDefinition();

            adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition);

            locationDefinition = BeachTowerCapturedVillage.GetTownInstance().GetTownCenterDefinition();
            adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition);

            Accomplishment trackBandit = BeachTower.GetBeachTowerAccomplishments().Find(x => x.Name.Contains("Tracked Down Masked Bandit"));

            if (GameState.Hero.Accomplishments.Contains(trackBandit))
            {
                locationDefinition = BeachTowerCapturedVillage.GetTownInstance().GetEntranceDefinition();
                adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition);
            }

            returnData.AdjacentLocationDefinitions = adjacentLocationDefinitions;

            return(returnData);
        }
        public Location LoadHouseDistrict()
        {
            Location returnData;

            returnData      = new Location();
            returnData.Name = "House District";
            bool defeatedMobs   = Convert.ToBoolean(LocationHandler.GetLocationStateValue(BeachTower.LOCATION_STATE_KEY, BeachTowerCapturedVillage.HOUSE_DISTRICT_MOBS));
            bool freedVillagers = Convert.ToBoolean(LocationHandler.GetLocationStateValue(BeachTower.LOCATION_STATE_KEY, BeachTowerCapturedVillage.HOUSE_DISTRICT_VILLAGERS));

            if (!defeatedMobs)
            {
                returnData.Description = "The house district showcases the true nature of the locals. The houses are all large but simple, reflecting their life style philosophy. Bandits are rounding up some of the villagers and tying them to a wooden post to burn alive.";

                List <LocationAction> locationActions = new List <LocationAction>();
                List <Mob>            mobs            = new List <Mob>();
                mobs.Add(new Bandit());
                mobs.Add(new Bandit());
                mobs.Add(new Bandit());
                mobs.Add(new Bandit());
                mobs.Add(new Bandit());
                CombatAction combatAction = new CombatAction("Bandits", mobs);
                combatAction.PostCombat += HouseDistrictMobs;
                locationActions.Add(combatAction);
                returnData.Actions = locationActions;
            }
            else if (defeatedMobs && !freedVillagers)
            {
                returnData.Description = "The house district showcases the true nature of the locals. The houses are all large but simple, reflecting their life style philosophy. There are a lot of villagers tied up to a post.";
                List <LocationAction> locationActions = new List <LocationAction>();
                TakeItemAction        itemAction      = new TakeItemAction("Free", "Villagers", "You free the villagers, and inform them to head to the Beach Tower so they can seek medical attention. They thank you and run off in the distance.");
                itemAction.PostItem += HouseDistrictVillagers;
                locationActions.Add(itemAction);
                returnData.Actions = locationActions;
            }
            else
            {
                returnData.Description = "The house district showcases the true nature of the locals. The houses are all large but simple, reflecting their life style philosophy.";
            }

            //Adjacent Locations
            Dictionary <string, LocationDefinition> adjacentLocationDefinitions = new Dictionary <string, LocationDefinition>();

            //Town Center
            LocationDefinition locationDefinition = BeachTowerCapturedVillage.GetTownInstance().GetTownCenterDefinition();

            adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition);

            //Player must defeat bandits and free villagers to advance
            locationDefinition = BeachTowerCapturedVillage.GetTownInstance().GetMayorsHouseDefinition();
            adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition);

            returnData.AdjacentLocationDefinitions = adjacentLocationDefinitions;

            return(returnData);
        }
        public Location LoadPrison()
        {
            Location returnData;

            returnData      = new Location();
            returnData.Name = "Prison";
            bool defeatedMobs = Convert.ToBoolean(LocationHandler.GetLocationStateValue(BeachTower.LOCATION_STATE_KEY, BeachTowerCapturedVillage.PRISON_MOBS));
            bool freedGuards  = Convert.ToBoolean(LocationHandler.GetLocationStateValue(BeachTower.LOCATION_STATE_KEY, BeachTowerCapturedVillage.PRISON_GUARDS));

            if (!defeatedMobs)
            {
                returnData.Description = "A small prison with all of the jail cells broken open. A group of bandits are taunting the guards of the prison who are tied up in the corner and beaten severely.";

                List <LocationAction> locationActions = new List <LocationAction>();
                List <Mob>            mobs            = new List <Mob>();
                mobs.Add(new Bandit());
                mobs.Add(new Bandit());
                mobs.Add(new Bandit());
                mobs.Add(new Bandit());
                mobs.Add(new Bandit());
                CombatAction combatAction = new CombatAction("Bandits", mobs);
                combatAction.PostCombat += PrisonMobs;
                locationActions.Add(combatAction);
                returnData.Actions = locationActions;
            }
            else if (defeatedMobs && !freedGuards)
            {
                returnData.Description = "A small prison with all of the jail cells broken open. A group of prison guards are tied up in the corner.";
                List <LocationAction> locationActions = new List <LocationAction>();
                TakeItemAction        itemAction      = new TakeItemAction("Free", "Guards", "You free the prison guards from their bounds. You tell them to head to the Beach Tower for medical treatment. They thank you and rush off.");
                itemAction.PostItem += PrisonGuards;
                locationActions.Add(itemAction);
                returnData.Actions = locationActions;
            }
            else
            {
                returnData.Description = "A small prison with all of the jail cells broken open.";
            }

            //Adjacent Locations
            Dictionary <string, LocationDefinition> adjacentLocationDefinitions = new Dictionary <string, LocationDefinition>();

            //Town Center
            LocationDefinition locationDefinition = BeachTowerCapturedVillage.GetTownInstance().GetTownCenterDefinition();

            adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition);


            returnData.AdjacentLocationDefinitions = adjacentLocationDefinitions;

            return(returnData);
        }
        public Location LoadTownHall()
        {
            Location returnData;

            returnData      = new Location();
            returnData.Name = "Town Hall";
            bool defeatedMobs = Convert.ToBoolean(LocationHandler.GetLocationStateValue(BeachTower.LOCATION_STATE_KEY, BeachTowerCapturedVillage.TOWN_HALL_MOBS));

            if (!defeatedMobs)
            {
                returnData.Description = "A collection of buildings that were the former government buildings of the village are set ablaze, no longer the pillars of society. A group of bandits are feeding the flames, laughing manically.";

                List <LocationAction> locationActions = new List <LocationAction>();
                List <Mob>            mobs            = new List <Mob>();
                mobs.Add(new Bandit());
                mobs.Add(new Bandit());
                mobs.Add(new Bandit());
                mobs.Add(new Bandit());
                mobs.Add(new Bandit());
                mobs.Add(new Bandit());
                mobs.Add(new Bandit());
                CombatAction combatAction = new CombatAction("Bandits", mobs);
                combatAction.PostCombat += TownHallMobs;
                locationActions.Add(combatAction);
                returnData.Actions = locationActions;
            }
            else
            {
                returnData.Description = "A collection of buildings that were the former government buildings of the village are set ablaze, no longer the pillars of society.";
            }

            //Adjacent Locations
            Dictionary <string, LocationDefinition> adjacentLocationDefinitions = new Dictionary <string, LocationDefinition>();

            //Town Center
            LocationDefinition locationDefinition = BeachTowerCapturedVillage.GetTownInstance().GetTownCenterDefinition();

            adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition);

            returnData.AdjacentLocationDefinitions = adjacentLocationDefinitions;

            return(returnData);
        }
        public Location LoadMarketStreet()
        {
            Location returnData;

            returnData      = new Location();
            returnData.Name = "Market Street";
            bool defeatedMobs = Convert.ToBoolean(LocationHandler.GetLocationStateValue(BeachTower.LOCATION_STATE_KEY, BeachTowerCapturedVillage.MARKET_STREET_MOBS));

            if (!defeatedMobs)
            {
                returnData.Description = "The market street is barely recognizable to those who would have frequented it before. Several of the carts lay broken on the ground and even more are just piles of ash. Several bandits are inspecting the goods that survived the flames.";

                List <LocationAction> locationActions = new List <LocationAction>();
                List <Mob>            mobs            = new List <Mob>();
                mobs.Add(new Bandit());
                mobs.Add(new Bandit());
                mobs.Add(new Bandit());
                mobs.Add(new Bandit());
                mobs.Add(new Bandit());
                CombatAction combatAction = new CombatAction("Bandits", mobs);
                combatAction.PostCombat += MarketStreetMobs;
                locationActions.Add(combatAction);
                returnData.Actions = locationActions;
            }
            else
            {
                returnData.Description = "The market street is barely recognizable to those who would have frequented it before. Several of the carts lay broken on the ground and even more are just piles of ash. The remaining goods have been saved from the bandits.";
            }

            //Adjacent Locations
            Dictionary <string, LocationDefinition> adjacentLocationDefinitions = new Dictionary <string, LocationDefinition>();

            //Town Center
            LocationDefinition locationDefinition = BeachTowerCapturedVillage.GetTownInstance().GetTownCenterDefinition();

            adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition);

            returnData.AdjacentLocationDefinitions = adjacentLocationDefinitions;

            return(returnData);
        }
        public Location LoadEntrance()
        {
            Location returnData;

            returnData             = new Location();
            returnData.Name        = "Cemetery";
            returnData.Description = "A small cemetery within walking distance of the village. There is a foul stench in the air. You can feel that an evil presence is nearby but you cannot see anything suspicious.";

            //Adjacent Locations
            Dictionary <string, LocationDefinition> adjacentLocationDefintions = new Dictionary <string, LocationDefinition>();

            //Town Center
            LocationDefinition locationDefinition = BeachTowerCapturedVillage.GetTownInstance().GetEntranceDefinition();

            adjacentLocationDefintions.Add(locationDefinition.LocationKey, locationDefinition);

            locationDefinition = BeachTowerCemetery.GetTownInstance().GetOldGravesDefinition();
            adjacentLocationDefintions.Add(locationDefinition.LocationKey, locationDefinition);


            returnData.AdjacentLocationDefinitions = adjacentLocationDefintions;

            return(returnData);
        }
Example #7
0
        public Location LoadEntrance()
        {
            Location returnData;

            returnData             = new Location();
            returnData.Name        = "Mayor's House";
            returnData.Description = "An large house that shows off the wealth of the small town in a humble and simplistic way.";

            //Adjacent Locations
            Dictionary <string, LocationDefinition> adjacentLocationDefintions = new Dictionary <string, LocationDefinition>();

            //Town Center
            LocationDefinition locationDefinition = BeachTowerCapturedVillage.GetTownInstance().GetMayorsHouseDefinition();

            adjacentLocationDefintions.Add(locationDefinition.LocationKey, locationDefinition);

            locationDefinition = BeachTowerMayorHouse.GetTownInstance().GetLivingRoomDefinition();
            adjacentLocationDefintions.Add(locationDefinition.LocationKey, locationDefinition);


            returnData.AdjacentLocationDefinitions = adjacentLocationDefintions;

            return(returnData);
        }
        public Location LoadMayorsHouse()
        {
            Location returnData;

            returnData      = new Location();
            returnData.Name = "Outside the Mayor's House";
            //Add a confront masked bandit action
            //There will be a conversation with the bandit, followed by a brief fight
            //After the fight the bandit will throw out an insult and flee
            //The player will then have to try to get into the house but realize its impossible.
            //There is some type of spell on the house preventing access.
            //The player will have to chase down the masked bandit to figure out how to get in.
            bool defeatedMobs = Convert.ToBoolean(LocationHandler.GetLocationStateValue(BeachTower.LOCATION_STATE_KEY, BeachTowerCapturedVillage.HOUSE_DISTRICT_MOBS));
            bool openDoor     = Convert.ToBoolean(LocationHandler.GetLocationStateValue(BeachTower.LOCATION_STATE_KEY, BeachTowerCapturedVillage.HOUSE_DISTRICT_VILLAGERS));
            bool openedChest  = Convert.ToBoolean(LocationHandler.GetLocationStateValue(BeachTower.LOCATION_STATE_KEY, BeachTowerCapturedVillage.MASKED_BANDIT_TREASURE));

            if (!defeatedMobs)
            {
                returnData.Description = "At the center of the House District is the Mayor's House. A large house, at least twice as large as the houses that surround it. It looks to be untouched by the bandits, but you can hear screaming from within - as if people are being tortured inside. There is a masked bandit standing calmly at the front of the house preventing access inside.";

                List <LocationAction> locationActions = new List <LocationAction>();
                List <Mob>            mobs            = new List <Mob>();
                mobs.Add(new MaskedBandit());
                CombatAction combatAction = new CombatAction("Masked Bandit", mobs);
                combatAction.PostCombat += MaskedBandit;
                locationActions.Add(combatAction);
                returnData.Actions = locationActions;
            }
            else if (defeatedMobs && !openDoor)
            {
                returnData.Description = "At the center of the House District is the Mayor's House. A large house, at least twice as large as the houses that surround it. It looks to be untouched by the bandits, but you can hear screaming from within - as if people are being tortured inside.";
                List <LocationAction> locationActions = new List <LocationAction>();
                TakeItemAction        itemAction      = new TakeItemAction("Open", "Door", "You try to open the door but are repelled by a magical force. You realize you cannot break into the house. You have to somehow track down the Masked Bandit and force him to reveal how to get into the house and save the people trapped inside.");
                itemAction.PostItem += OpenMayorHouseDoor;
                locationActions.Add(itemAction);
                returnData.Actions = locationActions;
            }
            if (openDoor && !openedChest)
            {
                returnData.Description = "At the center of the House District is the Mayor's House. A large house, at least twice as large as the houses that surround it. It looks to be untouched by the bandits, but you can hear screaming from within - as if people are being tortured inside.";
                List <LocationAction> locationActions = new List <LocationAction>();
                TreasureChestAction   itemAction      = new TreasureChestAction(5);
                locationActions.Add(itemAction);
                itemAction.PostItem += MaskedBanditChest;
                returnData.Actions   = locationActions;
            }
            else
            {
                returnData.Description = "At the center of the House District is the Mayor's House. A large house, at least twice as large as the houses that surround it. It looks to be untouched by the bandits, but you can hear screaming from within - as if people are being tortured inside.";
            }

            //Adjacent Locations
            Dictionary <string, LocationDefinition> adjacentLocationDefinitions = new Dictionary <string, LocationDefinition>();

            //Town Center
            LocationDefinition locationDefinition = BeachTowerCapturedVillage.GetTownInstance().GetHouseDistrictDefinition();

            adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition);

            //This is just a temporary port back to Beach Tower TownHall for in development testing (since next quest isn't in yet)
            if (openedChest)
            {
                locationDefinition = BeachTower.GetTownInstance().GetTownCenterDefinition();
                adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition);
            }

            Accomplishment freeMayor = BeachTower.GetBeachTowerAccomplishments().Find(x => x.Name.Contains("Free Mayor"));

            if (GameState.Hero.Accomplishments.Contains(freeMayor))
            {
                locationDefinition = BeachTowerMayorHouse.GetTownInstance().GetEntranceDefinition();
                adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition);
            }

            returnData.AdjacentLocationDefinitions = adjacentLocationDefinitions;

            return(returnData);
        }
        public Location LoadTownCenter()
        {
            Location returnData;

            returnData      = new Location();
            returnData.Name = "Town Center";
            bool defeatedMobs = Convert.ToBoolean(LocationHandler.GetLocationStateValue(BeachTower.LOCATION_STATE_KEY, BeachTowerCapturedVillage.TOWN_CENTER_MOBS));

            if (!defeatedMobs)
            {
                returnData.Description = "The center of the small village. What used to be a tall monument that represented the pride of the locals now lays shattered on the ground, stained with the blood of unknown victims. Bandits are scattered about.";

                List <LocationAction> locationActions = new List <LocationAction>();
                List <Mob>            mobs            = new List <Mob>();
                mobs.Add(new Bandit());
                mobs.Add(new Bandit());
                mobs.Add(new Bandit());
                mobs.Add(new Bandit());
                mobs.Add(new Bandit());
                mobs.Add(new Bandit());
                mobs.Add(new Bandit());
                mobs.Add(new Bandit());
                mobs.Add(new Bandit());
                mobs.Add(new Bandit());
                CombatAction combatAction = new CombatAction("Bandits", mobs);
                combatAction.PostCombat += TownCenterMobs;
                locationActions.Add(combatAction);
                returnData.Actions = locationActions;
            }
            else
            {
                returnData.Description = "The center of the small village. What used to be a tall monument that represented the pride of the locals now lays shattered on the ground, stained with the blood of unknown victims.";
            }

            //Adjacent Locations
            Dictionary <string, LocationDefinition> adjacentLocationDefinitions = new Dictionary <string, LocationDefinition>();

            //Town Center
            LocationDefinition locationDefinition = BeachTowerCapturedVillage.GetTownInstance().GetEntranceDefinition();

            adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition);

            if (defeatedMobs)
            {
                locationDefinition = BeachTowerCapturedVillage.GetTownInstance().GetMarketStreetDefinition();
                adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition);

                locationDefinition = BeachTowerCapturedVillage.GetTownInstance().GetPrisonDefinition();
                adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition);

                locationDefinition = BeachTowerCapturedVillage.GetTownInstance().GetTownHallDefinition();
                adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition);

                locationDefinition = BeachTowerCapturedVillage.GetTownInstance().GetHouseDistrictDefinition();
                adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition);
            }

            returnData.AdjacentLocationDefinitions = adjacentLocationDefinitions;

            return(returnData);
        }
Example #10
0
        public Location LoadTownCenter()
        {
            Location       returnData;
            LocationAction locationAction;


            returnData             = new Location();
            returnData.Name        = "Beach Tower Main Floor";
            returnData.Description = "Welcome to the main floor of the Beach Tower.";

            // Location Actions
            List <LocationAction> locationActions = new List <LocationAction>();

            locationAction = new DisplayStatsAction();
            locationActions.Add(locationAction);

            locationAction = new DisplayInventoryAction();
            locationActions.Add(locationAction);

            locationAction = new DisplayPotionBagAction();
            locationActions.Add(locationAction);

            locationAction = new DisplayEquippedAction();
            locationActions.Add(locationAction);

            locationAction = new AffixSwapperAction();
            locationActions.Add(locationAction);

            locationAction = new StoreAction();
            locationActions.Add(locationAction);

            locationAction = new MainMenuAction();
            locationActions.Add(locationAction);

            locationAction = new ExitGame();
            locationActions.Add(locationAction);

            returnData.Actions = locationActions;



            // Adjacent Locations
            Dictionary <string, LocationDefinition> adjacentLocationDefinitions = new Dictionary <string, LocationDefinition>();

            LocationDefinition locationDefinition = GetArenaDefinition();

            adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition);

            locationDefinition = GetInnDefinition();
            adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition);

            locationDefinition = GetCaptainOfficeDefinition();
            adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition);

            Accomplishment beachHeadPirates = BeachTower.GetBeachTowerAccomplishments().Find(x => x.Name.Contains("Beach Head Pirates"));

            if (GameState.Hero.Accomplishments.Contains(beachHeadPirates))
            {
                locationDefinition = BeachTowerBeachHead.GetTownInstance().GetEntranceDefinition();
                adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition);
            }

            Accomplishment mysteriousHouse = BeachTower.GetBeachTowerAccomplishments().Find(x => x.Name.Contains("Mysterious House"));

            if (GameState.Hero.Accomplishments.Contains(mysteriousHouse))
            {
                locationDefinition = BeachTowerMysteriousHouse.GetTownInstance().GetEntranceDefinition();
                adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition);
            }

            Accomplishment huntSpies = BeachTower.GetBeachTowerAccomplishments().Find(x => x.Name.Contains("Hunt Spies"));

            if (GameState.Hero.Accomplishments.Contains(huntSpies))
            {
                locationDefinition = BeachTowerSpies.GetTownInstance().GetEntranceDefinition();
                adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition);
            }

            Accomplishment freeVillage = BeachTower.GetBeachTowerAccomplishments().Find(x => x.Name.Contains("Recaptured Village"));

            if (GameState.Hero.Accomplishments.Contains(freeVillage))
            {
                locationDefinition = BeachTowerCapturedVillage.GetTownInstance().GetEntranceDefinition();
                adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition);
            }

            Accomplishment battleForTheSeas = BeachTower.GetBeachTowerAccomplishments().Find(x => x.Name.Contains("Battle for the Seas"));

            if (GameState.Hero.Accomplishments.Contains(battleForTheSeas))
            {
                locationDefinition = BeachTowerBattleForTheSeas.GetTownInstance().GetEntranceDefinition();
                adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition);
            }

            //Travel to Banken
            Accomplishment travelToBanken = BeachTower.GetBeachTowerAccomplishments().Find(x => x.Name.Contains("Travel to Banken"));

            if (GameState.Hero.Accomplishments.Contains(battleForTheSeas))
            {
                locationDefinition = Banken.GetTownInstance().GetStartingLocationDefinition();
                adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition);
            }

            locationDefinition = Ankou.GetTownInstance().GetTownCenterDefinition();
            adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition);

            returnData.AdjacentLocationDefinitions = adjacentLocationDefinitions;

            return(returnData);
        }
Example #11
0
        public Location LoadSecretTomb()
        {
            Location returnData;

            returnData      = new Location();
            returnData.Name = "Secret Tomb";
            bool defeatedMobs   = Convert.ToBoolean(LocationHandler.GetLocationStateValue(BeachTower.LOCATION_STATE_KEY, BeachTowerCatacomb.DEFEAT_NECROMANCER));
            bool confrontBandit = Convert.ToBoolean(LocationHandler.GetLocationStateValue(BeachTower.LOCATION_STATE_KEY, BeachTowerCatacomb.CONFRONT_MASKED_BANDIT));
            bool openChest      = Convert.ToBoolean(LocationHandler.GetLocationStateValue(BeachTower.LOCATION_STATE_KEY, BeachTowerCatacomb.TREASURE_CHEST));

            string before = "Welcome, " + GameState.Hero.Identifier + ". What a welcome surprise to see you here. I assume you've tracked this fool before me. He obviously failed at his job. No matter, I'll finish you myself.";
            string after  = "The Necromancer gasp for air as you kneel over him, a dagger you found on the floor lodged in his chest. You can see into his hood and red eyes are staring back at you. As he takes his last breath a major burst of energy releases from his body, knocking you back onto the ground. You slowly stand up, hoping that broke the barrier to the Mayor's House. Either way, you need to report to the Captain of the Guard.";

            //Add action to confront masked bandit
            //After confronting the masked bandit a necromancer steps out from the shadows and kills the masked bandit
            //Fight the necromancer
            //Killing the necromancer releases the shield on the mayor's house stopping you from getting back.
            if (!confrontBandit)
            {
                returnData.Description = "A large room with a tomb against the back wall. There is a large mural painting behind the tomb depicting what appears to be a person of royalty. This tomb must belong to a very important person. The masked bandit is kneeling before the tomb, his back turned to you";
                List <LocationAction> locationActions = new List <LocationAction>();
                TakeItemAction        itemAction      = new TakeItemAction("Confront", "Masked Bandit", "You walk up behind the Masked Bandit. He stands upm turning around to face you. Just as he's about to say something his body is crushed by an invisible force and crumples to the ground, dead. Out from a darkened corner steps a necromancer, a dark hood covering his face. You feel trepidation as evil pours off his body like a waterfall.");
                itemAction.PostItem += ConfrontMaskedBandit;
                locationActions.Add(itemAction);
                returnData.Actions = locationActions;
            }

            else if (!defeatedMobs)
            {
                returnData.Description = "A large room with a tomb against the back wall. There is a large mural painting behind the tomb depicting what appears to be a person of royalty. This tomb must belong to a very important person. The masked bandit's body lays crumpled on the floor as the necromancer stands over it, glaring menacingly at you.";

                List <LocationAction> locationActions = new List <LocationAction>();
                List <Mob>            mobs            = new List <Mob>();
                mobs.Add(new CatacombsNecromancer());
                CombatAction combatAction = new CombatAction("Catacombs Necromancer", mobs, before, after);
                combatAction.PostCombat += LeftTombMobs;
                locationActions.Add(combatAction);
                returnData.Actions = locationActions;
            }

            else if (defeatedMobs && !openChest)
            {
                returnData.Description = "A large room with a tomb against the back wall. There is a large mural painting behind the tomb depicting what appears to be a person of royalty. This tomb must belong to a very important person. There is a treasure chest behind the tomb.";
                List <LocationAction> locationActions = new List <LocationAction>();
                TreasureChestAction   itemAction      = new TreasureChestAction(5);
                locationActions.Add(itemAction);
                itemAction.PostItem += TreasureChest;
                returnData.Actions   = locationActions;
            }
            else
            {
                returnData.Description = "A large room with a tomb against the back wall. There is a large mural painting behind the tomb depicting what appears to be a person of royalty. This tomb must belong to a very important person.";
            }


            //Adjacent Locations
            Dictionary <string, LocationDefinition> adjacentLocationDefintions = new Dictionary <string, LocationDefinition>();

            //Town Center
            LocationDefinition locationDefinition = BeachTowerCatacomb.GetTownInstance().GetSecretPassageWayDefinition();

            adjacentLocationDefintions.Add(locationDefinition.LocationKey, locationDefinition);


            //Figure out where you want the player to go after this
            //Maybe both
            if (openChest)
            {
                locationDefinition = BeachTowerCapturedVillage.GetTownInstance().GetEntranceDefinition();
                adjacentLocationDefintions.Add(locationDefinition.LocationKey, locationDefinition);

                locationDefinition = BeachTower.GetTownInstance().GetTownCenterDefinition();
                adjacentLocationDefintions.Add(locationDefinition.LocationKey, locationDefinition);
            }


            returnData.AdjacentLocationDefinitions = adjacentLocationDefintions;

            return(returnData);
        }