} //main public static void ParseInput(string input) { if (input.Contains("help")) { Console.WriteLine("Help is coming later... stay tuned."); } else if (input.Contains("look")) { DisplayCurrentLocation(); } else if (input.Contains("north") || input == "n") { _player.MoveNorth(); } else if (input.Contains("south") || input == "s") { _player.MoveSouth(); } else if (input.Contains("east") || input == "e") { _player.MoveEast(); } else if (input.Contains("west") || input == "w") { _player.MoveWest(); } else if (input.Contains("debug")) { GameEngine.DebugInfo(); } else if (input == "inventory" || input == "i") { Console.WriteLine("\n Current Inventory:"); foreach (InventoryItem invItem in _player.Inventory) { Console.WriteLine("\t{0} : {1}", invItem.Details.Name, invItem.Quantity); } } else if (input == "stats") { Console.WriteLine("\nStats for {0}", _player.Name); Console.WriteLine("\tCurrent HP: \t{0}", _player.CurrentHitPoints); Console.WriteLine("\tMaximum HP: \t{0}", _player.MaximumHitPoints); Console.WriteLine("\tXP: \t\t{0}", _player.ExperiencePoints); Console.WriteLine("\tLevel: \t\t{0}", _player.Level); Console.WriteLine("\tGold: \t\t{0}", _player.Gold); } else if (input == "quests" || input == "q") { if (_player.Quests.Count == 0) { Console.WriteLine("You do not have any quests."); } else { foreach (PlayerQuest playerQuest in _player.Quests) { Console.WriteLine("{0}: {1}", playerQuest.Details.Name, playerQuest.IsCompleted ? "Completed" : "Incomplete"); } } } else if (input.Contains("attack") || input == "a") { if (_player.CurrentLocation.MonsterLivingHere == null) { Console.WriteLine("There is nothing here to attack"); } else { if (_player.CurrentWeapon == null) { Console.WriteLine("You are not equipped with a weapon"); } else { _player.UseWeapon(_player.CurrentWeapon); } } } else if (input.StartsWith("equip ")) { _player.UpdateWeapons(); string inputWeaponName = input.Substring(6).Trim(); if (string.IsNullOrEmpty(inputWeaponName)) { Console.WriteLine("You must enter the name of the weapon to equip."); } else { Weapon weaponToEquip = _player.Weapons.SingleOrDefault(x => x.Name.ToLower() == inputWeaponName || x.NamePlural.ToLower() == inputWeaponName); if (weaponToEquip == null) { Console.WriteLine("You do not have the weapon {0}", inputWeaponName); } else { _player.CurrentWeapon = weaponToEquip; Console.WriteLine("You equip your {0}", _player.CurrentWeapon.Name); } } } else if (input == "weapons") { _player.UpdateWeapons(); Console.WriteLine("list of Weapons:"); foreach (Weapon w in _player.Weapons) { Console.WriteLine("\t{0}", w.Name); } } else { Console.WriteLine("I don't understand, Sorry!"); } }//par