Esempio n. 1
0
        static void Update_Creature(Creature c)
        {
            c.message.Clear(); //Monsters shouldn't need to keep messages
            string action = c.mind.DecideAction(currentLevel, c); //Decide action

            #region Perform Action

            #region Move Actions
            List<String> actionList = new List<String>();
            actionList.Add("Move 1");
            actionList.Add("Move 2");
            actionList.Add("Move 3");
            actionList.Add("Move 4");
            actionList.Add("Move 5");
            actionList.Add("Move 6");
            actionList.Add("Move 7");
            actionList.Add("Move 8");
            actionList.Add("Move 9");

            for (int k = 0; k <= 8; k++)
            {
                if (action == actionList[k])
                {
                    c.Move(currentLevel, k + 1);
                }
            }

            actionList.Clear();
            #endregion

            #region Item Management Actions
            if (action == "Pick Up")
            {
                currentLevel = c.PickUp(currentLevel);
            }

            if (action == "Unwield")
                c.Unwield();

            if (action.StartsWith("Wield"))
            {
                while (action.StartsWith("Wield"))
                    action = action.Remove(0, 6); //Clip everything but the index

                Weapon targetItem = (Weapon)c.inventory[int.Parse(action)];
                c.Wield(targetItem);
            }

            if (action == "Remove")
                c.RemoveAll();

            if (action.StartsWith("Wear"))
            {
                while (action.StartsWith("Wear"))
                    action = action.Remove(0, 5); //Clip everything but the index

                Armor targetItem = (Armor)c.inventory[int.Parse(action)];
                c.Wear(targetItem);
            }

            if (action.StartsWith("Eat")) //If it starts with "Eat"
            {
                action = action.Remove(0, 4); //Clip everything but the index
                Item targetItem = c.inventory[int.Parse(action)];
                c.Eat(currentLevel, targetItem); //Eat the given item
            }
            #endregion

            #region Melee Attack
            if (action.StartsWith("Attack"))
            {
                action = action.Remove(0, 7);
                currentLevel = c.MeleeAttack(currentLevel, Direction.Parse(action));
            }
            #endregion
            #endregion
        }
Esempio n. 2
0
        static bool Update_Move(Creature c, Directions dir)
        {
            bool peacefulAdjacent = false; //Whether the adjacent creature, if any, is peaceful

            foreach (Creature d in currentLevel.creatures)
            {
                if (d is QuestGiver && d.pos == c.pos.AdjacentVector(dir))
                {
                    QuestGiver qG = (QuestGiver)d;
                    bool haveItem = false;
                    peacefulAdjacent = true;
                    c.message.Add("You chat with the " + d.name + ".");

                    int inventoryCount = c.inventory.Count; //Bluh foreach
                    for (int itemIndex = 0; itemIndex < inventoryCount; itemIndex++)
                    {
                        Item item = c.inventory[itemIndex]; //There, foreach simulated
                        if (item.name == qG.wantObject)
                        {
                            haveItem = true;
                            c.message.Add(CapitalizeFirst(d.name) + ": I see you have a " + qG.wantObject + ". Trade for a " + qG.giveObject + "? (y/n)");
                            Draw(); //Draw this to the screen
                            if (Update_GetKey() == "y")
                            {
                                d.inventory.Add(item); //Give away the wanted item
                                c.inventory.Remove(item);

                                int cInventoryCount = c.inventory.Count; //Bluh foreach
                                for (itemIndex = 0; itemIndex < cInventoryCount; itemIndex++)
                                {
                                    Item cItem = d.inventory[itemIndex];
                                    c.inventory.Add(cItem); //Recieve giveObject
                                    d.inventory.Remove(cItem);
                                }
                                foreach (Item cItem in d.inventory)
                                {
                                    if (cItem.name == qG.giveObject)
                                    {
                                        c.inventory.Add(cItem);
                                    }
                                }

                                qG.CycleWantGiveItem(content.items); //Cycle what s/he wants and what he will give

                                c.message.Add(CapitalizeFirst(d.name) + ": You trade your items.");
                            }
                            else
                            {
                                c.message.Add(CapitalizeFirst(d.name) + ": Too bad. Come back if you change your mind.");
                            }
                            break;
                        }
                    }

                    if (!haveItem) //If we don't have the item
                    {
                        c.message.Add(CapitalizeFirst(d.name) + ": Hello adventurer. If you bring me a " + qG.wantObject + ", I'll give you a " + qG.giveObject + ".");
                    }

                    return true; //Talking is not a free action
                }
            }

            if (!peacefulAdjacent)
            {
                if (c.CanAttackMelee(currentLevel, dir) && !peacefulAdjacent)
                {
                    currentLevel = c.MeleeAttack(currentLevel, dir);
                    return true;
                }
                else if (!currentLevel.MoveWillBeBlocked(0, dir))
                {
                    bool moved = c.Move(currentLevel, (int)dir);
                    Update_MapEdge(c); //Check for hitting map edge
                    return moved;
                }
            }

            return false;
        }