Esempio n. 1
0
 public Potion(int IDno, int goldVal, string myName, Potion p)
     : base(IDno, goldVal, myName)
 {
     my_type  = p.get_type();
     is_empty = p.is_potion_empty();
     quantity = p.get_my_quantity();
     potency  = p.potion_potency();
 }
Esempio n. 2
0
        public void draw_my_zone_backgrounds(ref SpriteBatch sBatch)
        {
            sBatch.Draw(my_blank_texture, cancel_zone, my_d_grey_color);
            sBatch.Draw(my_blank_texture, ingest_zone, my_d_grey_color);

            if (p.get_type() == Potion.Potion_Type.Repair)
            {
                Color OA_tab_color = my_d_grey_color;
                if (repair_over_armor)
                {
                    OA_tab_color = my_grey_color;
                }

                Color UA_tab_color = my_d_grey_color;
                if (!repair_over_armor)
                {
                    UA_tab_color = my_grey_color;
                }

                sBatch.Draw(my_blank_texture, over_armor_tab, OA_tab_color);
                sBatch.Draw(my_blank_texture, under_armor_tab, UA_tab_color);
            }
        }
Esempio n. 3
0
        public List <Item> retrieve_random_consumables(Player pl, int number)
        {
            PotionDC[]      raw_potion_data      = cManager.Load <PotionDC[]>("XmlData/Items/potions");
            List <PotionDC> selected_potion_data = new List <PotionDC>();

            List <Item> fetched_list = new List <Item>();

            int tiers_available = 0;
            int playerGold      = pl.get_my_gold();

            if (playerGold < 1500)
            {
                tiers_available = 1;
            }
            else
            {
                tiers_available = 2;
            }

            string pl_chclass = pl.my_class_as_string();

            for (int i = 0; i < raw_potion_data.Count(); i++)
            {
                string[] available_for = raw_potion_data[i].ValidClasses.Split(' ');
                bool     valid_class   = false;
                for (int cl = 0; cl < available_for.Count(); cl++)
                {
                    if (String.Compare(pl_chclass, available_for[cl]) == 0)
                    {
                        valid_class = true;
                    }
                }

                if (valid_class && (raw_potion_data[i].ItemTier == tiers_available ||
                                    raw_potion_data[i].ItemTier == tiers_available - 1) &&
                    (raw_potion_data[i].Cost <= playerGold ||
                     raw_potion_data[i].Cost == 500))
                {
                    selected_potion_data.Add(raw_potion_data[i]);
                }
            }

            while ((fetched_list.Count) < number && selected_potion_data.Count > 0)
            {
                int  selected_p_index = rGen.Next(selected_potion_data.Count);
                bool duplicate_type   = false;
                //Check to see if it's a duplicate type first.
                for (int j = 0; j < fetched_list.Count; j++)
                {
                    if (fetched_list[j] is Potion)
                    {
                        Potion p       = (Potion)fetched_list[j];
                        string rpdType = selected_potion_data[selected_p_index].PotionType;
                        switch (p.get_type())
                        {
                        case Potion.Potion_Type.Health:
                            duplicate_type = String.Compare(rpdType, "Health") == 0;
                            break;

                        case Potion.Potion_Type.Repair:
                            duplicate_type = String.Compare(rpdType, "Repair") == 0;
                            break;
                        }
                    }
                }
                //If it is not a duplicate type, add the potion intialized from the data
                //to fectched item list.
                //regardless, the potion is removed from selected raw data.
                if (!duplicate_type)
                {
                    fetched_list.Add(process_pDC(selected_potion_data[selected_p_index]));
                }

                selected_potion_data.RemoveAt(selected_p_index);
            }

            //Raw potion data 0 should be minor Health Potion. it's the first one
            //in the list. This guarantees that if no other health potion is present you
            //At least get a minor one. Toss the player a bone.
            bool health_potion_present = false;

            for (int i = 0; i < fetched_list.Count; i++)
            {
                if (fetched_list[i] is Potion)
                {
                    Potion p = (Potion)fetched_list[i];
                    if (p.get_type() == Potion.Potion_Type.Health)
                    {
                        health_potion_present = true;
                    }
                }
            }

            if (!health_potion_present)
            {
                int    MPID = raw_potion_data[0].IDNumber;
                int    MPC  = raw_potion_data[0].Cost;
                string MPN  = raw_potion_data[0].Name;
                int    MPP  = raw_potion_data[0].PotionPotency;
                fetched_list.Add(new Potion(MPID, MPC, MPN, Potion.Potion_Type.Health, MPP));
            }

            bool bonus_quan = false;

            while (!bonus_quan)
            {
                int item_index = rGen.Next(fetched_list.Count);
                if (fetched_list[item_index] is Potion)
                {
                    Potion p = (Potion)fetched_list[item_index];
                    p.adjust_quantity(1);
                    bonus_quan = true;
                }
            }

            return(fetched_list);
        }