Esempio n. 1
0
        // Persuade

        // Pick pocket

        // Decorate weapon
        public bool DecorateWeapon(WeaponDecorator wpnDecorator,
                                   AbstractWeapon weapon)
        {
            AbstractWeapon newWeapon;

            if (weapon is WeaponDecorator)
            {
                //cant decorate
                return(false);
            }
            else if (wpnDecorator is RedGem)
            {
                //// Decorate fire weapon
                //newWeapon = new RedGem(weapon);
                //Inventory.Push(newWeapon);
                //Render.UpdateItemFeed(this);

                Inventory = new Stack <IItem>();
                // Decorate fire weapon
                newWeapon = new RedGem(weapon);
                Inventory.Push(newWeapon);
                Render.UpdateItemFeed(this);

                return(true);

                // Add other items to inventory
            }
            else if (wpnDecorator is BlueGem)
            {
                Inventory = new Stack <IItem>();

                newWeapon = new BlueGem(weapon);
                Inventory.Push(newWeapon);
                Render.UpdateItemFeed(this);

                return(true);

                // Add other items to inventory
            }
            else if (wpnDecorator is GreenGem)
            {
                Inventory = new Stack <IItem>();

                newWeapon = new GreenGem(weapon);
                Inventory.Push(newWeapon);
                Render.UpdateItemFeed(this);

                return(true);

                // Add the deleted items
            }
            // Other decorations

            return(false);
        }
Esempio n. 2
0
        // Print Inventory -- returns true if are decoratables
        public void InventoryInteractions(Player p)
        {
            string choice;
            string invAction;
            string action;
            string itemName;

            string[] split;
            string[] split2;

            // Display inventory items
            ShowInventoryItems(p);
            invAction = Console.ReadLine().ToLower();

            // Close inventory
            if (invAction == "close")
            {
                Console.WriteLine("You closed the inventory");
            }
            else
            {
                try
                {
                    split = invAction.Split(' ');

                    // Assign action in inventory and item name
                    action   = split[0];
                    itemName = split[1];
                    for (int i = 2; i < split.Length; i++)
                    {
                        itemName += split[i];
                    }
                    if (action == "merge")
                    {
                        foreach (IItem i in p.Inventory)
                        {
                            if (itemName == i.inEngineName &&
                                i is WeaponDecorator)
                            {
                                WeaponDecorator wd = i as WeaponDecorator;

                                // Select the weapon decorator
                                Console.WriteLine("Whats the weapon you" +
                                                  " want to enpower?");
                                Console.Write("-> ");
                                choice = Console.ReadLine();

                                split2 = choice.Split(' ');
                                choice = split2[0];

                                // Append code
                                for (int k = 1; k < split2.Length; k++)
                                {
                                    choice += split2[k];
                                }

                                // Decorate if valid
                                foreach (IItem j in p.Inventory)
                                {
                                    if (choice == j.inEngineName &&
                                        j is AbstractWeapon)
                                    {
                                        AbstractWeapon w = j as AbstractWeapon;

                                        // Call decoration method
                                        if (p.DecorateWeapon(wd, w))
                                        {
                                            return;
                                        }
                                    }
                                }
                            }
                            else
                            {
                                Console.WriteLine($"That's not something" +
                                                  $" you can merge!");
                            }
                        }
                    }
                    else if (action == "stats")
                    {
                        foreach (IItem i in p.Inventory)
                        {
                            if (itemName == i.inEngineName)
                            {
                                ShowItemStats(i);
                            }
                        }
                    }
                    else
                    {
                        Console.WriteLine("That is not a valid option");
                    }
                }
                catch (Exception e)
                {
                    Console.WriteLine("The Inventory does not " +
                                      "recognize those words\n");
                    Console.WriteLine(e);
                }
            }
        }