/** * Given a command, process (that is: execute) the command. * If this command ends the game, true is returned, otherwise false is * returned. */ private bool processCommand(Command command) { bool wantToQuit = false; if (command.isUnknown()) { Console.WriteLine("I don't know what you mean..."); return(false); } string commandWord = command.getCommandWord(); switch (commandWord) { case "help": printHelp(); break; case "go": player.goRoom(command); break; case "quit": wantToQuit = true; break; case "look": Console.WriteLine(player.CurrentRoom.getLongDescription()); break; } return(wantToQuit); }
/** * Given a command, process (that is: execute) the command. * If this command ends the game, true is returned, otherwise false is * returned. */ private bool processCommand(Command command) { bool wantToQuit = false; if (command.isUnknown()) { Console.WriteLine("I don't know what you mean..."); return(false); } string commandWord = command.getCommandWord(); switch (commandWord) { case "help": line(); printHelp(); line(); break; case "go": line(); player.goRoom(command); line(); break; case "quit": wantToQuit = true; break; case "look": line(); Console.WriteLine(player.currentRoom.getLongDescription()); inRoomInv(); line(); break; case "inv": case "inventory": line(); inInv(); line(); break; case "take": line(); takeItem(command); line(); break; //temp case "health": line(); Console.WriteLine(player.Health); line(); break; } return(wantToQuit); }
/** * Given a command, process (that is: execute) the command. * If this command ends the game, true is returned, otherwise false is * returned. */ private bool processCommand(Command command) { bool wantToQuit = false; if (command.isUnknown()) { Console.WriteLine("I don't know what you mean..."); return(false); } string commandWord = command.getCommandWord(); switch (commandWord) { case "help": printHelp(); break; case "go": goRoom(command); if (player.Health <= 0) { wantToQuit = true; } break; case "ragequit": wantToQuit = true; break; case "look": Console.WriteLine(player.Currentroom.getLongDescription()); player.Currentroom.Inventory.GetItemsRoom(); break; case "take": player.Currentroom.Inventory.Take(player.Inventory, command.getSecondWord()); break; case "drop": player.Inventory.Drop(player.Currentroom.Inventory, command.getSecondWord()); break; case "use": use(command); if (player.Health <= 0) { wantToQuit = true; } break; case "inventory": player.Inventory.GetItemsPlayer(); break; } return(wantToQuit); }
/** * Given a command, process (that is: execute) the command. * If this command ends the game, true is returned, otherwise false is * returned. */ private bool processCommand(Command command) { bool wantToQuit = false; if (command.isUnknown()) { Console.WriteLine("Try something else, " + "type 'help' for help"); Console.WriteLine("----------------------------------------------------"); return(false); } string commandWord = command.getCommandWord(); switch (commandWord) { case "help": printHelp(); break; case "go": goRoom(command); break; case "quit": wantToQuit = true; break; case "look": looked(); break; case "inventory": CheckInventory(); break; case "health": CheckHealth(); break; case "grab": break; case "use": UseItem(); break; case "exit": ExitGame(); break; } return(wantToQuit); }
/** * Given a command, process (that is: execute) the command. * If this command ends the game, true is returned, otherwise false is * returned. */ private bool processCommand(Command command) { bool wantToQuit = false; if (command.isUnknown()) { Console.WriteLine("I don't know what you mean..."); return(false); } string commandWord = command.getCommandWord(); switch (commandWord) { case "help": printHelp(); break; case "go": player.goRoom(command); break; case "quit": wantToQuit = true; break; case "look": Console.WriteLine(player.CurrentRoom.getLongDescription()); ReturnInv(); break; case "health": Console.WriteLine("Your health: " + player.getPlayerHealth()); break; case "inventory": RetPlayerInv(); break; case "take": TakeItems(); break; case "drop": DropItems(); break; case "use": UseItem(); break; } return(wantToQuit); }
/** * Given a command, process (that is: execute) the command. * If this command ends the game, true is returned, otherwise false is * returned. */ private bool processCommand(Command command) { bool wantToQuit = false; if (command.isUnknown()) { Console.WriteLine("I don't know what you mean..."); return(false); } string commandWord = command.getCommandWord(); switch (commandWord) { case "help": printHelp(); break; case "go": goRoom(command); break; case "look": Console.WriteLine(player.currentRoom.getLongDescription()); break; case "quit": wantToQuit = true; break; case "health": player.isAlive(); break; case "take": takeItem(command); break; case "drop": dropItem(command); break; case "inventory": Console.WriteLine(player.getInventory().printContents()); break; case "use": useItem(command); break; } return(wantToQuit); }
/** * Given a command, process (that is: execute) the command. * If this command ends the game, true is returned, otherwise false is * returned. */ private bool processCommand(Command command) { bool wantToQuit = false; if (player.isAlive() == false) { Console.ReadLine(); return(true); } if (command.isUnknown()) { Console.WriteLine("I don't know what you mean..."); return(false); } string commandWord = command.getCommandWord(); switch (commandWord) { case "help": printHelp(); break; case "look": Console.WriteLine(player.getCurrentRoom().getLongDescription()); break; case "go": player.goRoom(command); break; //case "heal" && command.hasSecondWord: // player.heal(command.getSecondWord()); //b break; case "quit": wantToQuit = true; break; case "take": takeItem(command); break; } return(wantToQuit); }
/** * Given a command, process (that is: execute) the command. * If this command ends the game, true is returned, otherwise false is * returned. */ private bool processCommand(Command command) { bool wantToQuit = false; if (command.isUnknown()) { Console.WriteLine(""); Console.WriteLine("11010010 11000011 11101010 00101101 10010001 10101000"); Console.WriteLine(""); Console.WriteLine(" # I don't know what you mean..."); Console.WriteLine(""); Console.WriteLine("00100111 00100011 11111101 01011011 10011011 11111000 "); Console.WriteLine(""); return(false); } string commandWord = command.getCommandWord(); switch (commandWord) { case "help": printHelp(); break; case "look": printLongDiscription(); break; case "go": goRoom(command); break; case "quit": wantToQuit = true; break; case "pickup": //Player.setItem(); break; } return(wantToQuit); }
/** * Given a command, process (that is: execute) the command. * If this command ends the game, true is returned, otherwise false is * returned. */ private bool processCommand(Command command) { bool wantToQuit = false; if (command.isUnknown()) { Console.WriteLine("I don't know what you mean..."); return(false); } string commandWord = command.getCommandWord(); switch (commandWord) { case "help": printHelp(); break; case "go": player.IsAlive(); goRoom(command); break; case "look": Console.WriteLine(player.GetCurrentRoom().getLongDescription()); //Console.WriteLine(player.GetCurrentRoom().GetResourceNode()); not correctly implemented yet W.I.P Console.WriteLine(player.GetCurrentRoom().GetInventory().GetItems()); break; case "status": Console.WriteLine(player.Status()); Console.WriteLine(player.GetInventory().GetItems()); break; case "take": if (player.GetInventory().GetWeight() <= player.GetInventory().GetCarryLimit()) { Take(command); } break; case "drop": Drop(command); break; case "use": Use(command); break; case "mine": Console.WriteLine("W.I.P"); break; case "map": ShowMap(); break; case "unlock": Unlock(command); break; case "quit": wantToQuit = true; break; } return(wantToQuit); }
/* public InventoryItem usable(string name) * { * foreach(InventoryItem item in player.PlayerItems) * { * if(item.name == name && item.healing == true) * { * return item; * } * } * return null; * }*/ /** * Given a command, process (that is: execute) the command. * If this command ends the game, true is returned, otherwise false is * returned. */ private bool processCommand(Command command) { bool wantToQuit = false; if (command.isUnknown()) { Console.WriteLine("I don't know what you mean..."); return(false); } if (player.isAlive() == true) { //inv.lookAtItmes(); string commandWord = command.getCommandWord(); switch (commandWord) { case "help": printHelp(); break; case "go": goRoom(command); break; case "quit": wantToQuit = true; break; case "look": Console.WriteLine(player.CurrentRoom.getLongDescription()); player.CurrentRoom.RoomInventory.GetItemsRoom(); break; case "take": player.CurrentRoom.RoomInventory.Take(player.PlayerInventory, command.getSecondWord()); break; case "drop": player.PlayerInventory.Drop(player.CurrentRoom.RoomInventory, command.getSecondWord()); break; case "inventory": foreach (Item item in player.PlayerInventory.Items) { Console.WriteLine(item.name); } break; case "use": useItem(command); //Item itemToUse = player.PlayerInventory.GetFirstPlayerItem(command.getSecondWord()); //itemToUse.use(player); // Item keyToUse = player.PlayerInventory.GetKey(command.getThirdWord()); // keyToUse.use(player); // player.PlayerInventory.Drop(itemToUse); break; } } else { Console.WriteLine("you are dead"); wantToQuit = true; } return(wantToQuit); }
/** * Given a command, process (that is: execute) the command. * If this command ends the game, true is returned, otherwise false is * returned. */ private bool processCommand(Command command) { bool wantToQuit = false; if (command.isUnknown()) { Console.WriteLine(GeneralDataLibrary.I() + "I don't know what you mean..."); Console.WriteLine(GeneralDataLibrary.I() + "Type: 'help' if you need help."); return(false); } string commandWord = command.getCommandWord(); GeneralDataLibrary.Break(); switch (commandWord) { case "help": printHelp(command); break; case "go": triggerCharacterAI(); GeneralDataLibrary.Break(); GeneralDataLibrary.LongLine(); GeneralDataLibrary.Break(); goRoom(command); break; case "quit": wantToQuit = true; break; case "look": lookAround(command); break; case "clear": ClearConsole(command); break; case "take": triggerCharacterAI(); GeneralDataLibrary.Break(); GeneralDataLibrary.LongLine(); GeneralDataLibrary.Break(); takeItem(command); break; case "drop": triggerCharacterAI(); GeneralDataLibrary.Break(); GeneralDataLibrary.LongLine(); GeneralDataLibrary.Break(); dropItem(command); break; case "bag": displayBag(); break; case "use": triggerCharacterAI(); GeneralDataLibrary.Break(); GeneralDataLibrary.LongLine(); GeneralDataLibrary.Break(); useItem(command); break; case "equip": triggerCharacterAI(); GeneralDataLibrary.Break(); GeneralDataLibrary.LongLine(); GeneralDataLibrary.Break(); equipItem(command); break; case "unequip": triggerCharacterAI(); GeneralDataLibrary.Break(); GeneralDataLibrary.LongLine(); GeneralDataLibrary.Break(); unequipItem(command); break; case "attack": triggerCharacterAI(); GeneralDataLibrary.Break(); GeneralDataLibrary.LongLine(); GeneralDataLibrary.Break(); attackEnemy(command); break; } GeneralDataLibrary.Break(); GeneralDataLibrary.LongLine(); GeneralDataLibrary.Break(); return(wantToQuit); }