private static void UnlockDoor(User.User player, Door door) { if (!player.Player.InCombat) { List<string> message = new List<string>(); Room room = Room.GetRoom(player.Player.Location); bool hasKey = false; if (!room.IsDark) { if (door.Lockable) { if (door.RequiresKey) { //let's see if the player has the key in his inventory or a skeleton key (opens any door) List<Items.Iitem> inventory = player.Player.Inventory.GetInventoryAsItemList(); List<Items.Iitem> keyList = inventory.Where(i => i.ItemType.ContainsKey(Items.ItemsType.KEY)).ToList(); Items.Ikey key = null; foreach (Items.Iitem keys in keyList) { key = keys as Items.Ikey; if (key.DoorID == door.Id || key.SkeletonKey) { hasKey = true; break; } } } if (!door.Open && !door.Destroyed && ((door.RequiresKey && hasKey) || !door.RequiresKey)) { door.Locked = false; door.UpdateDoorStatus(); //I may end up putting these strings in the general collection and then each method just supplies the verb message.Add(String.Format("You unlock {0} {1}.", GetArticle(door.Description[0]), door.Description)); message.Add(String.Format("{0} unlocks {1} {2}.", player.Player.FirstName, GetArticle(door.Description[0]), door.Description)); } else if (door.Destroyed) { message.Add("Why would you want to unlock something that is in pieces?"); } else if (!hasKey) { message.Add("You don't have the key to unlock this door."); } else { message.Add("It can't be unlocked, the door is open."); } } else { message.Add("It can't be unlocked."); } } else { message.Add("You can't see anything! Let alone what you are trying to unlock."); } player.MessageHandler(message[0]); if (message.Count > 1) { room.InformPlayersInRoom(message[1], new List<string>(new string[] { player.UserID })); } } else { player.MessageHandler("You are in the middle of combat there are more pressing matters at hand than unlocking something."); } }
private static void OpenDoor(User.User player, Door door) { if (!player.Player.InCombat) { List<string> message = new List<string>(); Room room = Room.GetRoom(player.Player.Location); if (!room.IsDark) { if (door.Openable) { if (!door.Open && !door.Locked && !door.Destroyed) { door.Open = true; door.UpdateDoorStatus(); message.Add(String.Format("You open {0} {1}.", GetArticle(door.Description[0]), door.Description)); message.Add(String.Format("{0} opens {1} {2}.", player.Player.FirstName, GetArticle(door.Description[0]), door.Description)); } else if (door.Open && !door.Destroyed) { message.Add("It's already open."); } else if (door.Locked && !door.Destroyed) { message.Add("You can't open it because it is locked."); } else if (door.Destroyed) { message.Add("It's more than open it's in pieces!"); } } else { message.Add("It can't be opened."); } } else { message.Add("You can't see anything! Let alone what you are trying to open."); } player.MessageHandler(message[0]); if (message.Count > 1) { room.InformPlayersInRoom(message[1], new List<string>(new string[] { player.UserID })); } } else { player.MessageHandler("You are in the middle of combat, there are more pressing matters at hand than opening something."); } }
private static void OpenADoor(Door door) { door.Open = true; door.UpdateDoorStatus(); }
private static void CloseDoor(User.User player, Door door) { if (!player.Player.InCombat) { Room room = Room.GetRoom(player.Player.Location); List<string> message = new List<string>(); if (!room.IsDark) { if (door.Openable) { if (door.Open && !door.Destroyed) { door.Open = false; door.UpdateDoorStatus(); //I may end up putting these strings in the general collection and then each method just supplies the verb message.Add(String.Format("You close {0} {1}.", GetArticle(door.Description[0]), door.Description)); message.Add(String.Format("{0} closes {1} {2}.", player.Player.FirstName, GetArticle(door.Description[0]), door.Description)); } else if (door.Destroyed) { message.Add("You can't close it because it is in pieces!"); } else { message.Add("It's already closed."); } } else { message.Add("It can't be closed."); } } else { message.Add("You can't see anything! Let alone what you are trying to close."); } player.MessageHandler(message[0]); if (message.Count > 1) { room.InformPlayersInRoom(message[1], new List<string>(new string[] { player.UserID })); } } else { player.MessageHandler("You are in the middle of combat, there are more pressing matters at hand than closing something."); } }
private static void CloseADoor(Door door) { door.Open = false; door.UpdateDoorStatus(); }
private static double CalculateDefense(Door door) { //TODO:some doors may have some resistance to damage add that here double result = 0.0; return result; }