Exemple #1
0
        static void Main(string[] args)
        {
            Console.WriteLine(FIO.GetLocation("TextFile1.txt"));
            // Test create player with custom constructor values
            Player p1 = new Player("George", 10, 10);

            Console.WriteLine(p1.Name);

            // Test player "conversation" command
            p1.Emote("Hello");

            // Test create generic non-combat character
            Character NPC1 = new Character();

            if (NPC1.isAlive())
            {
                Console.WriteLine(NPC1.Name + " is alive");
            }

            // Test create generic player
            Player p2 = new Player();

            if (p2.isAlive())
            {
                Console.WriteLine("player 2 " + p2.Name + " is alive");
                Console.WriteLine("player 2 {0} has {1} health", p2.Name, p2.TotalHP);
                Console.WriteLine("player 2 level is {0}", p2.Level);
            }

            // Test create Axe with placeholders for constructors
            Weapon Axe = new Weapon("axe of smashing", "two-handed axe", "this axe smashes things", 10, 0);

            Console.WriteLine(Axe.name);
            if (Axe.playerCanEquip)
            {
                Console.WriteLine("{0} can be equiped.", Axe.name);
            }
            // Test create inventory with placeholder items added
            Weapon magicbow = new Weapon("MagicBow", "Bow", "A magical bow", 5, 1);

            //string magicArrow = "magical arrows";
            p1.AddToInventory(magicbow, 1);
            p1.DisplayInventoryContents();

            // Test Remove items until no more of said item remain
            for (int i = 0; i < p1.inventory.contents.Count; i++)
            {
                p1.RemoveFromInventory(magicbow, 1);
            }

            //Test Remove item not in inventory
            Item MagicShield = new Item("MagicShield", "Shield", "A Magical Shield");

            p1.RemoveFromInventory(MagicShield, 1);

            //p1.AddToInventory(magicArrow, 5);

            // Create new bag, add items to it, test that cannot add more items
            // Than capacity of bag
            Quiver testbag    = new Quiver();
            Weapon SteelArrow = new Weapon("Steel Arrow", "Arrow", "A Good Arrow", 5, 0);

            testbag.Add(SteelArrow, 7);
            testbag.ArrowsInQuiver();
            testbag.Remove(SteelArrow, 12);
            testbag.ArrowsInQuiver();

            // Test Equip and Unequip player functions
            p1.Equip(SteelArrow);
            Console.WriteLine("player one is wielding " + p1.EquippedWeapon.name);
            p1.UnEquip();
            Console.WriteLine("player one is wielding " + p1.EquippedWeapon.name);

            // Test Inspect Functions
            p1.Inspect(Axe);
            p1.Inspect(p1.EquippedWeapon);

            //Test Health Potions!
            Console.WriteLine("{0}'s current health: {1}", p1.Name, p1.CurrentHP);
            p1.CurrentHP = p1.CurrentHP / 2;
            Console.WriteLine("{0}'s current health: {1}", p1.Name, p1.CurrentHP);
            // Create and Inspect Potion to display properties to player
            HealthPotion potion = new HealthPotion();

            p1.Inspect(potion);
            // Add a basic health potion to player 1's inventory here
            // Stronger ones can be made by manually declaring one
            p1.AddToInventory(new HealthPotion(), 1);
            // Test use Healthpotion with 1 HealthPotion in Inventory
            p1.UseHealthPotion();
            Console.WriteLine("{0}'s current health: {1}", p1.Name, p1.CurrentHP);
            // Test UseHealthPotion with NO potions in Inventory
            p1.UseHealthPotion();

            //test Create enemy and engage in combat
            Enemy enemy = new Enemy();

            p1.AddToInventory(Axe, 1);
            p1.Equip(Axe);
            Combat.StartCombat(p1, enemy);

            // So console doesn't auto close
            string abc = Console.ReadLine();
        }