Exemple #1
0
 public bool HasItem(Item item)
 {
     if (item == null)
     {
         return(true);
     }
     return(Inventory.Exists(inventoryItem => inventoryItem.Details.ID == item.ID));
 }
Exemple #2
0
        // Check if there is a item required to enter and checks if the player has this item
        public bool HasRequiredItemToEnterLocation(ILocation location)
        {
            if (location.ItemRequiredToEnter == null)
            {
                return(true);
            }

            return(Inventory.Exists(inventoryItem => inventoryItem.Item.ID == location.ItemRequiredToEnter.ID));
        }
Exemple #3
0
        public bool HasRequiredItemToEnterThisLocation(Location location)
        {
            if (location.ItemRequiredToEnter == null)
            {
                return(true);
            }

            return(Inventory.Exists(ii => ii.Details.ID == location.ItemRequiredToEnter.ID));
        }
Exemple #4
0
        public bool HasRequiredItemToEnterThisLocation(Location location)
        {
            if (location.ItemRequiredToEnter == null)
            {
                return(true);
            }

            // See if the player has the required item in their inventory
            return(Inventory.Exists(ii => ii.Details.ID == location.ItemRequiredToEnter.ID));
        }
        /*Inventory & Inventory Information
         * ==================================*/
        public bool HasRequiredItemToEnterThisLocation(Location location)
        {
            if (location.ItemRequiredToEnter == null)
            {
                // There is no required item for this location, so return "true"
                return(true);
            }

            return(Inventory.Exists(inventoryItem => inventoryItem.Details.ID == location.ItemRequiredToEnter.ID));
        }
Exemple #6
0
 public bool HasRequiredItemToEnterThisLocation(Location location)
 {
     if (location.ItemRequiredToEnter == null)
     {
         //no required item for this location, return true
         return(true);
     }
     //see if the player has required item in inv
     return(Inventory.Exists(ii => ii.Details.ID == location.ItemRequiredToEnter.ID));
 }
Exemple #7
0
        public bool HasRequiredItemToEnterThisLocation(Location location)
        {
            if (location.ItemRequiredToEnter == null)
            {
                // There is no required item for this location, so return "true"
                return(true);
            }

            // We didn't find the required item in their inventory, so return "false"
            return(Inventory.Exists(ii => ii.Details.ID == location.ItemRequiredToEnter.ID));
        }
Exemple #8
0
 public bool HasAllQuestCompletionItems(Quest quest)
 {
     foreach (QuestCompletionItem qci in quest.QuestCompletionItems)
     {
         if (!Inventory.Exists(ii => ii.Details.ID == qci.Details.ID && ii.Quantity == qci.Quantity))
         {
             return(false);
         }
     }
     return(true);
 }
Exemple #9
0
        public bool HasRequiredItemToEnterThisLocation(Location location)
        {
            if (location.ItemRequiredToEnter == null)
            {
                // There is no required item for this location, so return "true"
                return(true);
            }

            // See if the player has the required item in their inventory
            return(Inventory.Exists(x => x.Item.ID == location.ItemRequiredToEnter.ID));
        }
        public bool HasRequiredItemToEnterThisLocation(Location location)
        {
            if (location.ItemRequiredToEnter == null)
            {
                // No hay requisitos para entrar en la ubicación, así que devolvemos true
                return(true);
            }

            // Comprueba si el jugador tiene el objeto que se requiere para entrar
            return(Inventory.Exists(ii => ii.Details.ID == location.ItemRequiredToEnter.ID));
        }
Exemple #11
0
        public bool HasRequiredItemToEnterThisLocation(Location location)
        {
            if (location.ItemRequiredToEnter == null)
            {
                // Для доступа к локации не нужно иметь какого-либо предмета
                return(true);
            }

            // Проверить, имеется ли у игрока необходимый предмет
            return(Inventory.Exists(ii => ii.Details.ID == location.ItemRequiredToEnter.ID));
        }
Exemple #12
0
 // See if the player has all the items needed to complete the quest here
 // Check each item in the player's inventory, to see if they have it, and enough of it
 // If we got there, then the player must have all the required items, and enough of them, to complete the quest.
 public bool HasAllQuestCompletionItems(IQuest quest)
 {
     foreach (IQuestCompletionItem questCompletionItem in quest.QuestCompletionItems)
     {
         if (!Inventory.Exists(inventoryItem => inventoryItem.Item.ID == questCompletionItem.Item.ID &&
                               inventoryItem.Quantity >= questCompletionItem.Quantity))
         {
             return(false);
         }
     }
     return(true);
 }
Exemple #13
0
 public bool HasAllQuestCompletionItems(Quest quest)
 {
     // See if the player has all the items needed to complete the quest here
     foreach (QuestCompletionItem qci in quest.QuestCompletionItems)
     {
         if (!Inventory.Exists(ii => ii.Details.ID == qci.Details.ID && ii.Quantity >= qci.Quantity))
         {
             return(false);
         }
     }
     // If we got here, then the player must have all the required items, and enough of them, to complete the quest.
     return(true);
 }
Exemple #14
0
        public bool HasAllQuestCompletionItems(Quest quest)
        {
            foreach (QuestCompletionItem qci in quest.QuestCompletionItems)
            {
                //Return false if the player doesn't have the item or if they have the item, but not enough
                if (!Inventory.Exists(ii => ii.Details.ID == qci.Details.ID && ii.Quantity > qci.Quantity))
                {
                    return(false);
                }
            }

            return(true);
        }
        public bool HasAllQuestCompletionItems(Quest quest)
        {
            // Check each item in the player's inventory, to see if they have it, and enough of it
            foreach (QuestCompletionItem completionItem in quest.QuestCompletionItems)
            {
                if (!Inventory.Exists(inventoryItem => inventoryItem.Details.ID == completionItem.Details.ID && inventoryItem.Quantity >= completionItem.Quantity))
                {
                    return(false);
                }
            }

            // If we got here, then the player must have all the required items, and enough of them, to complete the quest.
            return(true);
        }
Exemple #16
0
        public bool IsQuestFulfilled(Quest quest)
        {
            List <QuestItem> requiredItems = quest.RequiredItems;

            foreach (QuestItem requiredItem in requiredItems)
            {
                bool hasRequiredItem = Inventory.Exists(inventoryItem => inventoryItem.Details.ID == requiredItem.Details.ID && inventoryItem.Quantity >= requiredItem.Quantity);
                if (!hasRequiredItem)
                {
                    return(false);
                }
            }
            return(true);
        }
Exemple #17
0
        public bool HasAllQuestCompletionItems(Quest quest)
        {
            // Проверить, имеются ли необходимые для выполнения квеста предметы
            foreach (QuestCompletionItem qci in quest.QuestCompletionItems)
            {
                if (!Inventory.Exists(ii => ii.Details.ID == qci.Details.ID &&
                                      ii.Quantity >= qci.Quantity))
                {
                    return(false);
                }
            }

            // Необходимые предметы и необходимое их количество имеется для выполнения квеста
            return(true);
        }
Exemple #18
0
 public bool HasAllQuestCompletionItems(Quest quest)
 {
     //see if player has all items needed to complete quest here
     foreach (QuestCompletionItem qci in quest.QuestCompletionItems)
     {
         //check each item in inventory if they have it and enough of it
         if (!Inventory.Exists(ii => ii.Details.ID ==
                               qci.Details.ID && ii.Quantity >= qci.Quantity))
         {
             return(false);
         }
     }
     //if here, player had all required items and enough of them to complete quest.
     return(true);
 }
Exemple #19
0
        public bool HasAllQuestCompletionItems(Quest quest)
        {
            //Query list of QuestCompletionItems and compare items to condition below
            foreach (QuestCompletionItem qci in quest.QuestCompletionItems)
            {
                //Cheack that the quest completion item currently looping is in the Player Inventory and whether they have enough of it
                if (!Inventory.Exists(ii => ii.Details.ID == qci.Details.ID && ii.Quantity >= qci.Quantity))
                {
                    return(false);
                }
            }

            //If we got here, then the player must have all the required items, and enough of them, to complete the quest
            return(true);
        }
Exemple #20
0
        public bool HasAllQuestCompletionItems(Quest quest)
        {
            // See if the player has all the items needed to complete the quest here
            foreach (QuestCompletionItem qci in quest.QuestCompletionItems)
            {
                // Check each item in the player's inventory, to see if they have it, and enough of it
                if (!Inventory.Exists(ii => ii.Details.ID == qci.Details.ID && ii.Quantity >= qci.Quantity))
                {
                    return(false);
                }
            }

            // if we are here, the player must have all the items needed
            return(true);
        }
Exemple #21
0
        public bool HasAllQuestCompletionItems(Quest quest)
        {
            // See if the player has all the items needed to complete the quest here
            foreach (FinishedQuest finishedQuest in quest.FinishedQuests)
            {
                // Check each item in the player's inventory, to see if they have it, and enough of it
                if (!Inventory.Exists(i => i.Item.ID == finishedQuest.Item.ID && i.Quantity >= finishedQuest.Quantity))
                {
                    return(false);
                }
            }

            // If we got here, then the player must have all the required items, and enough of them, to complete the quest.
            return(true);
        }
        public bool HasAllQuestCompletionItems(Quest quest)
        {
            // Comprueba si el jugador tiene todos los objetos para completar la misión
            foreach (QuestCompletionItem qci in quest.QuestCompletionItems)
            {
                // LINQ comprobando el inventario y luego la cantidad de objetos de quests
                // Si no tiene el objeto o no en el número necesario, devuelve false.
                if (!Inventory.Exists(ii => ii.Details.ID == qci.Details.ID && ii.Quantity >= qci.Quantity))
                {
                    return(false);
                }
            }

            // Si el jugador tiene el item y además en la cantidad correcta para completar la misión
            return(true);
        }