public Inventory() { _Consumable = new Consumable[20]; _Equipment = new Equipment[20]; _ConsumableNextFreeIndex = 0; _EquipmentNextFreeIndex = 0; _ItemFactory = new ItemFactory(); for (int x = 0; x < 20; x++) { _Consumable[x] = new NullItemConsumable(); _Equipment[x] = new NullItemEquipment(); } initialInventoryPopulate(); }
public Item removeFromEquipment(int indexOfItem) { if (_EquipmentNextFreeIndex == 0) { return(new NullItemConsumable()); } else { Item item = findEquipmentByIndex(indexOfItem); _Equipment[indexOfItem] = new NullItemEquipment(); _EquipmentNextFreeIndex--; return(item); } }
public Equipment createEquipment(int tierLevel) { Equipment newItem = new NullItemEquipment(); if (tierLevel == 1) { int choice = _randomNumber.Next(16) + 1; if (choice == 1) { return(new BronzeSword()); } else if (choice == 2) { return(new BronzeAxe()); } else if (choice == 3) { return(new BronzeDagger()); } else if (choice == 4) { return(new BronzeStaff()); } else if (choice == 5) { return(new ClothGloves()); } else if (choice == 6) { return(new ClothHood()); } else if (choice == 7) { return(new ClothRobes()); } else if (choice == 8) { return(new ClothBoots()); } else if (choice == 9) { return(new BronzeGloves()); } else if (choice == 10) { return(new BronzeHelmet()); } else if (choice == 11) { return(new BronzeBoots()); } else if (choice == 12) { return(new BronzeChestPlate()); } else if (choice == 13) { return(new LeatherBoots()); } else if (choice == 14) { return(new LeatherGloves()); } else if (choice == 15) { return(new LeatherHelmet()); } else if (choice == 16) { return(new LeatherVest()); } //if (choice == 1) //{ // return new SimpleSword(); //} //else if (choice == 2) //{ // return new SimpleAxe(); //} //else if (choice == 3) //{ // return new SimpleDagger(); //} //else if (choice == 4) //{ // return new SimpleStaff(); //} } else if (tierLevel == 2) { int choice = _randomNumber.Next(16) + 1; if (choice == 1) { return(new SteelSword()); } else if (choice == 2) { return(new SteelAxe()); } else if (choice == 3) { return(new SteelDagger()); } else if (choice == 4) { return(new SteelStaff()); } else if (choice == 5) { return(new SteelBoots()); } else if (choice == 6) { return(new SteelChestPlate()); } else if (choice == 7) { return(new SteelGloves()); } else if (choice == 8) { return(new SteelHelmet()); } else if (choice == 9) { return(new ChainMailBoots()); } else if (choice == 10) { return(new ChainMailGloves()); } else if (choice == 11) { return(new ChainMailHelm()); } else if (choice == 12) { return(new ChainMailVest()); } else if (choice == 13) { return(new EnchantedBoots()); } else if (choice == 14) { return(new EnchantedGloves()); } else if (choice == 15) { return(new EnchantedHood()); } else if (choice == 16) { return(new EnchantedRobes()); } } else if (tierLevel == 3) { int choice = _randomNumber.Next(20) + 1; if (choice == 1) { return(new MythrilBoots()); } else if (choice == 2) { return(new MythrilGloves()); } else if (choice == 3) { return(new MythrilHelmet()); } else if (choice == 4) { return(new MythrilChestPlate()); } else if (choice == 5) { return(new AssassinBoots()); } else if (choice == 6) { return(new AssassinGloves()); } else if (choice == 7) { return(new AssassinHood()); } else if (choice == 8) { return(new AssassinCloak()); } else if (choice == 9) { return(new PlateMailBoots()); } else if (choice == 10) { return(new PlateMailGloves()); } else if (choice == 11) { return(new PlateMailHelmet()); } else if (choice == 12) { return(new PlateMailVest()); } else if (choice == 13) { return(new MysticBoots()); } else if (choice == 14) { return(new MysticGloves()); } else if (choice == 15) { return(new MysticHelmet()); } else if (choice == 16) { return(new MysticRobes()); } else if (choice == 17) { return(new MythrilAxe()); } else if (choice == 18) { return(new MythrilSword()); } else if (choice == 19) { return(new MythrilDagger()); } else if (choice == 20) { return(new MythrilStaff()); } } else if (tierLevel == 4) { int choice = _randomNumber.Next(1) + 1; if (choice == 1) { return(new Ultima()); } } return(newItem); }