Exemple #1
0
        //Creates a new character and gives them the default weapon (Six-Shooter)
        public Player NewCharacter()
        {
            string temp, temp2, temp3, temp4, temp5;

            Weapons.WeaponsOwned.Clear();
            foreach (Weapons w in Weapons.WeaponCheck)
            {
                if (w.ownedByPlayer == true)
                {
                    Weapons.WeaponsOwned.Add(w);
                }
            }
            sC.TB("\t Enter Your Character's Name");
            p.name = sC.RL("");
            temp   = sC.WRL("Press R to roll for Strength");
            if (temp == "r")
            {
                Console.Clear();
                Console.WriteLine("Rolling...");
                Console.WriteLine($"Strength: {p.Str = StatRoll(0)}");
            }
            temp2 = sC.WRL("Press R to roll for Dexterity");
            if (temp2 == "r")
            {
                Console.Clear();
                Console.WriteLine("Rolling...");
                Console.WriteLine($"Dexterity: {p.Dex = StatRoll(0)}");
            }
            temp3 = sC.WRL("Press R to roll for Intelligence");
            if (temp3 == "r")
            {
                Console.Clear();
                Console.WriteLine("Rolling...");
                Console.WriteLine($"Intelligence: {p.Int = StatRoll(0)}");
            }
            temp4 = sC.WRL("Press R to roll for Constitution");
            if (temp4 == "r")
            {
                Console.Clear();
                Console.WriteLine("Rolling...");
                Console.WriteLine($"Constitution: {p.Con = StatRoll(0)}");
            }
            temp5 = sC.WRL("Press R to roll for Perception");
            if (temp5 == "r")
            {
                Console.Clear();
                Console.WriteLine("Rolling...");
                Console.WriteLine($"Perception: {p.Per = StatRoll(0)}");
                p.Gold = 80;
                return(p);
            }
            else
            {
                Console.WriteLine("invalid command");
                return(null);
            }
        }
        //This allows the player to purchase the weapons listed in WeaponStats.csv.
        public void Shop()
        {
            sC.TB($"\"Welcome to Mom & Pop's Firearm Shoppe!\"\nSays the bespectacled man behind the counter.");
            Console.WriteLine("Press any key to continue...");
            Console.ReadKey();
            Console.Clear();
            int temp = 1;

            foreach (Weapons w in Weapons.WeaponCheck)
            {
                if (w.ownedByPlayer == false)
                {
                    Console.WriteLine($"[{temp}]: {w.name}\nDamage: {w.bDamage}\nRange: {w.maxRange}\nPrice: {w.price}\n");
                    temp++;
                }
            }
            string test = sC.WRL($"Your Gold: {Program.p.Gold}\nChoose a weapon to purchase.");

            if (test == "1")
            {
                //gives player rifle
                foreach (Weapons wep in Weapons.WeaponCheck)
                {
                    if (wep.name == "Repeater Rifle")
                    {
                        if (Program.p.Gold >= wep.price)
                        {
                            wep.ownedByPlayer = true;
                            Weapons.WeaponsOwned.Add(wep);
                            Program.p.Gold -= wep.price;
                            //wep.ownedByPlayer = true;
                        }
                        else
                        {
                            Console.WriteLine($"Sorry, but you don't have enough for this piece. \nYou need {wep.price - Program.p.Gold} more to walk off with this.");
                        }
                    }
                }
            }
            else if (test == "2")
            {
                //gives player shotgun
                foreach (Weapons wep in Weapons.WeaponCheck)
                {
                    if (wep.name == "Double-Barrel Shotgun")
                    {
                        if (Program.p.Gold >= wep.price)
                        {
                            wep.ownedByPlayer = true;
                            Weapons.WeaponsOwned.Add(wep);
                            Program.p.Gold -= wep.price;
                            //wep.ownedByPlayer = true;
                        }
                        else
                        {
                            Console.WriteLine($"Sorry, but you don't have enough for this piece. \nYou need {wep.price - Program.p.Gold} more to walk off with this.");
                        }
                    }
                }
            }
            else if (test == "3")
            {
                //gives player PKD
                foreach (Weapons wep in Weapons.WeaponCheck)
                {
                    if (wep.name == "PKD .223")
                    {
                        if (Program.p.Gold >= wep.price)
                        {
                            wep.ownedByPlayer = true;
                            Weapons.WeaponsOwned.Add(wep);
                            Program.p.Gold -= wep.price;
                            //wep.ownedByPlayer = true;
                        }
                        else
                        {
                            Console.WriteLine($"Sorry, but you don't have enough for this piece. \nYou need {wep.price - Program.p.Gold} more to walk off with this.");
                        }
                    }
                }
            }
            else
            {
            }
        }