Exemple #1
0
        private void MoveTo(Location newLocation)
        {
            if (newLocation.ItemRequiredToEnter != null) //if item is required
            {
                //Check if player has required item
                bool playerHasRequiredItem = false; //default false

                foreach (InventoryItem ii in _player.Inventory)
                {
                    if (ii.Details.ID == newLocation.ItemRequiredToEnter.ID)
                    {
                        //item is found in player's inventory
                        playerHasRequiredItem = true;
                        break; //leave for each now that item was found
                    }
                }

                if (!playerHasRequiredItem)
                {
                    //required item was not found
                    rtbMessages.Text += "You must have a " +
                                        newLocation.ItemRequiredToEnter.Name +
                                        " to enter this location." + Environment.NewLine;
                    return;
                }
            }
            //update player's location
            _player.CurrentLocation = newLocation;

            // Show / Hide available movement options
            btnNorth.Visible = (newLocation.LocToNorth != null);
            btnEast.Visible  = (newLocation.LocToEast != null);
            btnSouth.Visible = (newLocation.LocToSouth != null);
            btnWest.Visible  = (newLocation.LocToWest != null);

            //display current location name and description
            rtbLocation.Text  = newLocation.Name + Environment.NewLine;
            rtbLocation.Text += newLocation.Description + Environment.NewLine;

            //fully heal the player
            _player.CurHitPoints = _player.MaxHitPoints;

            //update hitpoints in UI
            lblHitPoints.Text = _player.CurHitPoints.ToString();

            //does loication have a quest?
            if (newLocation.QuestAvailableHere != null)
            {
                // See if player has the quest and if they completed it
                bool playerAlreadyHasQuest       = false;
                bool playerAlreadyCompletedQuest = false;

                foreach (PlayerQuest playerQuest in _player.Quests)
                {
                    if (playerQuest.Details.ID == newLocation.QuestAvailableHere.ID)
                    {
                        playerAlreadyHasQuest = true;

                        //check if player completed quest
                        if (playerQuest.IsCompleted)
                        {
                            playerAlreadyCompletedQuest = true;
                        }
                    }
                }

                //check if player has quest
                if (playerAlreadyHasQuest)
                {
                    //if player did not complete quest
                    if (!playerAlreadyCompletedQuest)
                    {
                        //check if player has required items
                        bool playerHasAllItemsToCompleteQuest = true;

                        foreach (QuestCompletionItem qci in
                                 newLocation.QuestAvailableHere.QuestCompletionItems)
                        {
                            bool foundItemInPlayersInventory = false;

                            foreach (InventoryItem ii in _player.Inventory)
                            {
                                if (ii.Details.ID == qci.Details.ID)
                                {
                                    foundItemInPlayersInventory = true;

                                    //check if player has enough of the item
                                    if (ii.Quantity < qci.Quantity)
                                    {
                                        //not enough
                                        playerHasAllItemsToCompleteQuest = false;

                                        //quest can't be complete, so no reason to continue
                                    }

                                    break;
                                }
                            }

                            //item not found
                            if (!foundItemInPlayersInventory)
                            {
                                playerHasAllItemsToCompleteQuest = false;

                                break;
                            }
                        }

                        if (playerHasAllItemsToCompleteQuest)
                        {
                            //display message
                            rtbMessages.Text  = Environment.NewLine;
                            rtbMessages.Text += "You complete the " +
                                                newLocation.QuestAvailableHere.Name +
                                                " quest." + Environment.NewLine;

                            //remove quest item from inventory
                            foreach (QuestCompletionItem qci in
                                     newLocation.QuestAvailableHere.QuestCompletionItems)
                            {
                                foreach (InventoryItem ii in _player.Inventory)
                                {
                                    if (ii.Details.ID == qci.Details.ID)
                                    {
                                        //subtract quantity used from player inventory
                                        ii.Quantity -= qci.Quantity;
                                        break;
                                    }
                                }
                            }

                            //give rewards to player
                            _player.ExperiencePoints += newLocation.QuestAvailableHere.RewardExp;
                            _player.Gold             += newLocation.QuestAvailableHere.RewardGold;

                            bool addedItemToPlayerInventory = false;
                            //must check if player has reward item already
                            foreach (InventoryItem ii in _player.Inventory)
                            {
                                if (ii.Details.ID == newLocation.QuestAvailableHere.RewardItem.ID)
                                {
                                    //found item, increasing quantity
                                    ii.Quantity++;

                                    addedItemToPlayerInventory = true;

                                    break;
                                }
                            }
                            //Item not found in inventory
                            if (!addedItemToPlayerInventory)
                            {
                                _player.Inventory.Add(new InventoryItem(newLocation.QuestAvailableHere.RewardItem, 1));

                                addedItemToPlayerInventory = true;
                            }

                            //display rewards test
                            rtbMessages.Text += "You receive: " + Environment.NewLine;
                            rtbMessages.Text += newLocation.QuestAvailableHere.RewardExp.ToString() +
                                                " experience" + Environment.NewLine;
                            rtbMessages.Text += newLocation.QuestAvailableHere.RewardGold.ToString() +
                                                " gold" + Environment.NewLine;
                            rtbMessages.Text += newLocation.QuestAvailableHere.RewardItem.Name + Environment.NewLine;
                            rtbMessages.Text += Environment.NewLine;

                            //mark quest completed in quest log
                            foreach (PlayerQuest pq in _player.Quests)
                            {
                                if (pq.Details.ID == newLocation.QuestAvailableHere.ID)
                                {
                                    pq.IsCompleted = true;

                                    break;
                                }
                            }
                        }
                    }
                }
                else //player does NOT have quest
                {
                    //add quest
                    _player.Quests.Add(new PlayerQuest(newLocation.QuestAvailableHere));

                    rtbMessages.Text += "You have received the " +
                                        newLocation.QuestAvailableHere.Name +
                                        " quest." + Environment.NewLine;
                    rtbMessages.Text += newLocation.QuestAvailableHere.Description +
                                        Environment.NewLine;
                    rtbMessages.Text += "To finish the quest, return with: " +
                                        Environment.NewLine;
                    //loop through each completion item
                    foreach (QuestCompletionItem qci in newLocation.QuestAvailableHere.QuestCompletionItems)
                    {
                        if (qci.Quantity == 1)
                        {
                            rtbMessages.Text += qci.Quantity.ToString() + " " +
                                                qci.Details.Name + Environment.NewLine;
                        }
                        else
                        {
                            rtbMessages.Text += qci.Quantity.ToString() + " " +
                                                qci.Details.NamePlural + Environment.NewLine;
                        }
                    }
                    rtbMessages.Text += Environment.NewLine;

                    //Adds quest to player's quest list
                    _player.Quests.Add(new PlayerQuest(newLocation.QuestAvailableHere));
                }
            }

            //Does new location have monster?
            if (newLocation.MonsterHere != null)
            {
                rtbMessages.Text += "You see a " + newLocation.MonsterHere.Name + Environment.NewLine;

                //create the monster using default values
                Monster standardMonster = World.MonsterByID(newLocation.MonsterHere.ID);

                _currentMonster = new Monster(standardMonster.ID, standardMonster.Name, standardMonster.MaximumDamage, standardMonster.RewardExp, standardMonster.RewardGold,
                                              standardMonster.CurHitPoints, standardMonster.MaxHitPoints);
                //populate monster's loot table
                foreach (LootItem lootItem in standardMonster.LootTable)
                {
                    _currentMonster.LootTable.Add(lootItem);
                }

                //monster present, display combat controls
                cboPotions.Visible   = true;
                cboWeapons.Visible   = true;
                btnUsePotion.Visible = true;
                btnUseWeapon.Visible = true;
            }
            else //no monster
            {
                _currentMonster      = null;
                cboPotions.Visible   = false;
                cboWeapons.Visible   = false;
                btnUsePotion.Visible = false;
                btnUseWeapon.Visible = false;
            }

            //Refresh player's inventory
            refreshInventory();
            //refresh quests
            refreshQuests();

            //refresh player's weapons combobox
            refreshWeaponCboBox();

            //refresh potion's combobox
            refreshPotionsCboBox();
        }
Exemple #2
0
        private void MoveTo(Location newLocation)
        {
            if (!_player.HasRequiredItemToEnterThisLocation(newLocation))
            {
                rtbMessages.Text += "You must have a " + newLocation.ItemRequiredtoEnter.Name +
                                    " to enter this location." + Environment.NewLine;
                return;
            }

            _player.CurrentLocation = newLocation;

            btnNorth.Visible = (newLocation.LocationToNorth != null);
            btnEast.Visible  = (newLocation.LocationToEast != null);
            btnSouth.Visible = (newLocation.LocationToSouth != null);
            btnWest.Visible  = (newLocation.LocationToWest != null);

            rtbLocation.Text  = newLocation.Name + Environment.NewLine;
            rtbLocation.Text += newLocation.Description + Environment.NewLine;

            _player.CurrHitPoints = _player.MaxHitPoints;

            lblHitPoints.Text = _player.CurrHitPoints.ToString();

            if (newLocation.QuestAvailableHere != null)
            {
                bool playerAlreadyHasQuest          = _player.HasThisQuest(newLocation.QuestAvailableHere);
                bool playerAlreadyHasCompletedQuest = _player.CompletedThisQuest(newLocation.QuestAvailableHere);

                if (playerAlreadyHasQuest)
                {
                    if (!playerAlreadyHasCompletedQuest)
                    {
                        bool playerHasAllItemsToCompleteQuest =
                            _player.HasAllQuestCompletionItems(newLocation.QuestAvailableHere);

                        if (playerHasAllItemsToCompleteQuest)
                        {
                            rtbMessages.Text += Environment.NewLine;
                            rtbMessages.Text += "You complete the " + newLocation.QuestAvailableHere.Name +
                                                " quest." + Environment.NewLine;

                            _player.RemoveQuestCompletionItems(newLocation.QuestAvailableHere);

                            rtbMessages.Text += "You receive: " + Environment.NewLine;
                            rtbMessages.Text += newLocation.QuestAvailableHere.RewardXp.ToString() +
                                                " experience points" + Environment.NewLine;
                            rtbMessages.Text += newLocation.QuestAvailableHere.RewardGold.ToString() + " gold" +
                                                Environment.NewLine;
                            rtbMessages.Text +=
                                newLocation.QuestAvailableHere.RewardItem.Name + Environment.NewLine;
                            rtbMessages.Text += Environment.NewLine;

                            _player.XpPoints += newLocation.QuestAvailableHere.RewardXp;
                            _player.Gold     += newLocation.QuestAvailableHere.RewardGold;

                            _player.AddItemToInventory(newLocation.QuestAvailableHere.RewardItem);

                            _player.MarkQuestCompleted(newLocation.QuestAvailableHere);
                        }
                    }
                }
                else
                {
                    rtbMessages.Text += "You receive the " + newLocation.QuestAvailableHere.Name + " quest." +
                                        Environment.NewLine;
                    rtbMessages.Text += newLocation.QuestAvailableHere.Description + Environment.NewLine;
                    rtbMessages.Text += "To complete it, return with: " + Environment.NewLine;
                    foreach (QuestCompletionItem questCompletionItem in newLocation.QuestAvailableHere
                             .QuestCompletionItems)
                    {
                        if (questCompletionItem.Amount == 1)
                        {
                            rtbMessages.Text += questCompletionItem.Amount.ToString() + " " +
                                                questCompletionItem.Details.Name + Environment.NewLine;
                        }
                        else
                        {
                            rtbMessages.Text += questCompletionItem.Amount.ToString() + " " +
                                                questCompletionItem.Details.NamePlural + Environment.NewLine;
                        }
                    }

                    rtbMessages.Text += Environment.NewLine;

                    _player.Quests.Add(new PlayerQuest(newLocation.QuestAvailableHere));
                }
            }

            if (newLocation.MonsterLivingHere != null)
            {
                rtbMessages.Text += "You see a " + newLocation.MonsterLivingHere.Name + Environment.NewLine;

                Monster monster = World.MonsterByID(newLocation.MonsterLivingHere.ID);
                _currentMonster = new Monster(monster.MaxDamage, monster.RewardXp, monster.ID, monster.Name,
                                              monster.RewardGold, monster.CurrHitPoints, monster.MaxHitPoints);

                foreach (LootItem lootItem in monster.LootTable)
                {
                    _currentMonster.LootTable.Add(lootItem);
                }

                cbWeapons.Visible    = true;
                cbPotions.Visible    = true;
                btnUseWeapon.Visible = true;
                btnUsePotion.Visible = true;
            }
            else
            {
                _currentMonster = null;

                cbWeapons.Visible    = false;
                cbPotions.Visible    = false;
                btnUseWeapon.Visible = false;
                btnUsePotion.Visible = false;
            }

            UpdateInventoryListInUI();

            UpdateQuestListInUI();

            UpdateWeaponListInUI();

            UpdatePotionListInUI();
        }