void peepDialogue() { Log.AddLine("Peep in which direction?"); ConsoleKeyInfo keyPressed = Console.ReadKey(true); KeyToVector.ProcessInput(keyPressed); int peepX = CoordX + KeyToVector.x, peepY = CoordY + KeyToVector.y; if (peepX == CoordX && peepY == CoordY) { int randomMessageNumber = MyRandom.getRandomInt(3); switch (randomMessageNumber) { case 0: Log.AddLine("You feel SO introversive for a moment"); break; case 1: Log.AddLine("You peep yourself. So interesting"); break; case 2: Log.AddLine("If you wanna, hm, look at yourself, get a room, please."); break; } return; } //don't peep through walls anymore! :D if (World.IsPassable(peepX, peepY) || World.IsDoorPresent(peepX, peepY)) { isPeeping = true; lastPeepX = peepX; lastPeepY = peepY; WorldRendering.drawInCircleFOV(peepX, peepY, visibilityRadius); WorldRendering.drawUnitsInCircle(peepX, peepY, visibilityRadius); this.Draw(); Console.ForegroundColor = ConsoleColor.Gray; Timing.AddActionTime(TimeCost.CloseDoorCost(this)); Log.ReplaceLastLine("You carefully peep in that direction... Press space or esc to stop"); keyPressed = Console.ReadKey(true); if (keyPressed.Key == ConsoleKey.Spacebar || keyPressed.Key == ConsoleKey.Escape) { isPeeping = false; Log.ReplaceLastLine("You carefully peep in that direction..."); } } else { Log.ReplaceLastLine("You try to peep through this, but in vain."); } }
public void MoveOrOpenOrAttack(int x, int y) //-1 or 0 or 1 for x and y { if (World.IsDoorPresent(CoordX + x, CoordY + y)) { if (World.TryUnlockDoor(CoordX + x, CoordY + y, Inv.GetAllKeys)) { Timing.AddActionTime(TimeCost.OpenDoorCost(this)); Log.AddLine("You have unlocked the door with your key."); return; } if (World.TryOpenDoor(CoordX + x, CoordY + y)) { Timing.AddActionTime(TimeCost.OpenDoorCost(this)); Log.AddLine("You opened the door."); return; } } if (World.IsPassable(CoordX + x, CoordY + y)) { CoordX += x; CoordY += y; Timing.AddActionTime(TimeCost.MoveCost(this)); if (World.isItemPresent(CoordX, CoordY)) { List <Item> list = World.getItemListAt(CoordX, CoordY); int numberOfItemsOnFloor = list.Count(); if (numberOfItemsOnFloor > 1) { Log.AddLine("You see here: " + list[0].DisplayName + " and " + (numberOfItemsOnFloor - 1).ToString() + " more items"); } else { Log.AddLine("You see here: " + list[0].DisplayName); } } return; } if (World.isActorPresent(CoordX + x, CoordY + y)) { Actor attacked = World.getActorAt(CoordX + x, CoordY + y); Attack.MeleeAttack(this, attacked); } else if (!World.IsPassable(CoordX + x, CoordY + y)) { Log.AddLine("Locked! You need a key."); } //World.Redraw(CoordX-x, CoordY-y); }
void turnToRandomPassableDirection() //turn to random direction which is passable { int newLookX, newLookY; int tries = 0; do { newLookX = MyRandom.getRandomInt(-1, 2); newLookY = MyRandom.getRandomInt(-1, 2); if (tries > 50) { break; //this is } tries++; //a quite dirty workaround } while ((newLookX == 0 && newLookY == 0) || !World.IsPassable(CoordX + newLookX, CoordY + newLookY)); turnToDirection(newLookX, newLookY); Timing.AddActionTime(TimeCost.GuardWait(this)); }
void closeDoorDialogue() { Log.AddLine("Close door in which direction?"); ConsoleKeyInfo keyPressed = Console.ReadKey(true); KeyToVector.ProcessInput(keyPressed); int doorX = CoordX + KeyToVector.x, doorY = CoordY + KeyToVector.y; if (doorX == CoordX && doorY == CoordY) { int randomMessageNumber = MyRandom.getRandomInt(3); switch (randomMessageNumber) { case 0: Log.AddLine("Wow. You costumed like a door this Halloween?"); break; case 1: Log.AddLine("You have almost closed yourself, but suddenly remembered that you're not a door."); break; case 2: Log.AddLine("Okay... Try another time"); break; } return; } if (World.TryCloseDoor(doorX, doorY)) { Timing.AddActionTime(TimeCost.PeepCost(this)); Log.ReplaceLastLine("You carefully closed the door."); } else { Log.ReplaceLastLine("You tried to close this, but something went wrong..."); } }
void strangleDialogue() { Log.AddLine("Grab in which direction?"); ConsoleKeyInfo keyPressed = Console.ReadKey(true); KeyToVector.ProcessInput(keyPressed); int strangleX = CoordX + KeyToVector.x, strangleY = CoordY + KeyToVector.y; if (strangleX == CoordX && strangleY == CoordY) { int randomMessageNumber = MyRandom.getRandomInt(3); switch (randomMessageNumber) { case 0: Log.AddLine("Wanna strangle yourself huh?"); break; case 1: Log.AddLine("Suicide will not help with your mission."); break; case 2: Log.AddLine("If you wanna touch yourself, get a room, please."); break; } return; } if (World.isActorPresent(strangleX, strangleY)) { Attack.Strangle(this, World.getActorAt(strangleX, strangleY)); Timing.AddActionTime(TimeCost.StrangleCost(this)); } else { Log.AddLine("There's nobody here!"); } }
public void handleKeys(ConsoleKeyInfo keyPressed) { if (isPeeping) { Timing.AddActionTime(TimeCost.ContinuePeepCost(this)); ContinuePeep(keyPressed); return; } //MOVING/WAITING if (keyPressed.Key == ConsoleKey.NumPad5) //skip turn { Timing.AddActionTime(TimeCost.SkipTurnCost(this)); return; } KeyToVector.ProcessInput(keyPressed); if (KeyToVector.ProperButtonPressed) { MoveOrOpenOrAttack(KeyToVector.x, KeyToVector.y); } //ACTIONS if (keyPressed.Key == ConsoleKey.D1) { seeTheStats(); } if (keyPressed.Key == ConsoleKey.C) //close door { closeDoorDialogue(); } if (keyPressed.Key == ConsoleKey.D) //drop an item { Inv.DropDialogue(); } if (keyPressed.Key == ConsoleKey.F) //fire current weapon { shootDialogue(); } if (keyPressed.Key == ConsoleKey.G) //grab (pick up) an item { Inv.PickupDialogue(); } if (keyPressed.Key == ConsoleKey.I) //show inventory { Inv.ShowInventory(); } if (keyPressed.Key == ConsoleKey.P) //peep { peepDialogue(); } if (keyPressed.Key == ConsoleKey.S) //strangle { strangleDialogue(); } if (keyPressed.Key == ConsoleKey.W) //wield a weapon { Inv.WieldDialogue(); } if (keyPressed.Key == ConsoleKey.Q) //ready the ammo { Inv.ReadyAmmoDialogue(); } if (keyPressed.Key == ConsoleKey.R) //reload a gun { Inv.ReloadDialogue(); } //TODO! }