Esempio n. 1
0
        public static void GetArmor(player newPlayer)
        {
            Random rand = new Random();
            //initialize armor to be returned

            armor Armor = new armor();

            int rng = rand.Next(1, 100);

            if (rng >= 96)
            {
                Armor = LegendaryDrops.PullLegendaryArmor(newPlayer);
            }
            else
            {
                Armor = ArmorStats.GetEffects(newPlayer, Armor);
                while (true)
                {
                    Console.WriteLine("Would you like to equip this armor?");
                    Console.WriteLine("Current set: ");
                    ArmorStats.ShowArmorStats(newPlayer.armorEquipped);
                    Console.WriteLine("\nNew set: ");
                    ArmorStats.ShowArmorStats(Armor);
                    Console.WriteLine("Would you like to equip the new armor?");
                    string armorChoice = Console.ReadLine();
                    if (armorChoice.ToLower() == "yes")
                    {
                        newPlayer.armorEquipped = Armor;
                        break;
                    }
                    else if (armorChoice.ToLower() == "no")
                    {
                        Console.WriteLine("You toss the armor to the side.");
                        break;
                    }
                    Console.Clear();
                }
            }
        }
Esempio n. 2
0
        public static void GetWeapon(player newPlayer)
        {
            Random rand = new Random();
            //initializes the struct to be returned, Gun
            GunPulled Gun = new GunPulled();
            int       rng = rand.Next(100);

            if (rng > 93)
            {
                Gun = LegendaryDrops.PullLegendaryGuns(newPlayer);
                Console.Write("LEGENDARY " + Gun.weaponName + " ");
            }
            else
            {
                //Calls each method to get all the factors of the gun struct
                Gun.weaponType           = TypeMethod.PullType();
                Gun.weaponBrand          = BrandMethod.PullBrand();
                Gun.weaponDam            = DamCalc.PullDam(Gun.weaponType, Gun.weaponBrand, newPlayer.level);
                Gun.weaponAcc            = AccCalc.PullAcc(Gun.weaponType, Gun.weaponBrand);
                Gun.weaponFR             = FireRateCalc.PullFR(Gun.weaponType, Gun.weaponBrand);
                Gun.weaponName           = "";
                Gun.weaponCritPercent    = 5;
                Gun.weaponCritMultiplier = 2;
            }
            Console.WriteLine("Damage: " + Gun.weaponDam + " Acc: " + Gun.weaponAcc + " FR: " + Gun.weaponFR + " " + Gun.weaponBrand + " " + Gun.weaponType);

            bool choicePicked = false;

            while (!choicePicked)
            {
                Console.WriteLine("Would you like to equip this to (p)rimary, (s)econdary, or (t)rash it?");
                string gunChoice = Console.ReadLine();
                string clarificationVariable;
                if (gunChoice.ToLower() == "p")
                {
                    GetWeaponStats.ShowWeaponStats(newPlayer.gunPrimary);


                    Console.WriteLine("Are you sure about this?");
                    clarificationVariable = Console.ReadLine();
                    if (clarificationVariable.ToLower() == "yes")
                    {
                        newPlayer.gunPrimary = Gun;
                        newPlayer.gunEquip   = Gun;
                        Console.WriteLine("The " + Gun.weaponName + " " + Gun.weaponType + " was equipped in your primary holster.");
                        choicePicked = true;
                    }
                }
                else if (gunChoice.ToLower() == "s")
                {
                    GetWeaponStats.ShowWeaponStats(newPlayer.gunSecondary);
                    Console.WriteLine("Are you sure about this?");

                    clarificationVariable = Console.ReadLine();
                    if (clarificationVariable.ToLower() == "yes")
                    {
                        newPlayer.gunSecondary = Gun;
                        newPlayer.gunEquip     = Gun;
                        Console.WriteLine("The " + Gun.weaponName + " " + Gun.weaponType + " was equipped in your secondary holster.");
                        choicePicked = true;
                    }
                }
                else if (gunChoice.ToLower() == "t")
                {
                    Console.WriteLine("You threw away the weapon.");
                    choicePicked = true;
                }
            }
            Console.ReadLine();
            Console.Clear();
        }