Exemple #1
0
        internal override Option <ICommand> ResolveInput(Item item)
        {
            if (!(item is IUsable usableItem))
            {
                Game.MessageHandler.AddMessage($"Cannot apply {item}.");
                return(Option.None <ICommand>());
            }

            IAction         action = usableItem.ApplySkill;
            TargettingState state  = new TargettingState(Game.Player, action.Area, returnTarget =>
            {
                Item split = Game.Player.Inventory.Split(item, 1);
                Game.StateHandler.PopState(); // exit targetting state
                return(new ApplyCommand(Game.Player, split as IUsable, returnTarget));
            });

            Game.StateHandler.PushState(state);
            return(Option.None <ICommand>());
        }
Exemple #2
0
        public override Option <ICommand> HandleKeyInput(int key)
        {
            switch (key)
            {
            case Terminal.TK_A:
                if (!_usable)
                {
                    Game.MessageHandler.AddMessage($"Cannot apply {_item}.");
                    return(Option.None <ICommand>());
                }

                IAction         action = ((IUsable)_item).ApplySkill;
                TargettingState state  = new TargettingState(Game.Player, action.Area, returnTarget =>
                {
                    Item usable = Game.Player.Inventory.Split(_item, 1);
                    Game.StateHandler.PopState();
                    return(new ApplyCommand(Game.Player, usable as IUsable, returnTarget));
                });
                Game.StateHandler.PushState(state);
                return(Option.None <ICommand>());

            case Terminal.TK_C:
            case Terminal.TK_T:
                return(Option.None <ICommand>());

            case Terminal.TK_W:
                if (!_equippable)
                {
                    Game.MessageHandler.AddMessage($"Cannot equip {_item}.");
                    return(Option.None <ICommand>());
                }

                Item        split     = Game.Player.Inventory.Split(_item, 1);
                IEquippable equipable = split as IEquippable;
                return(Option.Some <ICommand>(new EquipCommand(Game.Player, equipable)));

            default:
                return(Option.None <ICommand>());
            }
        }