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shipyardForm.cs
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/
shipyardForm.cs
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using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Text;
using System.Windows.Forms;
namespace commercial_angler
{
public partial class shipyardForm : Form
{
public List<Ship> ShipList;
public List<Weapon> WeaponList;
public Character Player;
public float shipTradeIn;
public float weaponTradeIn;
public shipyardForm(List<Ship> inShipList, List<Weapon> inWeaponList, Character inPlayer)
{
ShipList = inShipList;
WeaponList = inWeaponList;
Player = inPlayer;
InitializeComponent();
// disable maximize button
this.MaximizeBox = false;
// Fill ship combobox
foreach (Ship s in ShipList)
{
shipComboBox.Items.Add(s.Name);
}
shipComboBox.SelectedIndex = 0;
// Fill weapon combobox
foreach (Weapon s in WeaponList)
{
weaponComboBox.Items.Add(s.Name);
}
weaponComboBox.SelectedIndex = 0;
}
private void upgradeShipButton_Click(object sender, EventArgs e)
{
if (shipComboBox.SelectedIndex >= 0)
{
float cost = ShipList.ToArray()[shipComboBox.SelectedIndex].Cost - (Player.CurrentShip.Cost / 2);
if (cost > Player.Money)
{
MessageBox.Show("You do not have enough money.");
}
else
{
Player.Money = Player.Money - cost;
Player.CurrentShip = ShipList.ToArray()[shipComboBox.SelectedIndex].Copy();
}
UpdateLabels();
}
}
private void upgradeWeaponButton_Click(object sender, EventArgs e)
{
if (shipComboBox.SelectedIndex >= 0)
{
float cost = (WeaponList.ToArray()[weaponComboBox.SelectedIndex].Price - (Player.CurrentWeapon.Price / 2));
if (cost > Player.Money)
{
MessageBox.Show("You do not have enough money.");
}
else
{
Player.Money = Player.Money - cost;
Player.CurrentWeapon = WeaponList.ToArray()[weaponComboBox.SelectedIndex];
}
UpdateLabels();
}
}
public DialogResult Display()
{
shipTradeInLabel.Text = (Player.CurrentShip.Cost / 2).ToString("C");
weaponTradeInLabel.Text = (Player.CurrentWeapon.Price / 2).ToString("C");
return base.ShowDialog();
}
private void exitButton_Click(object sender, EventArgs e)
{
this.Close();
}
private void shipComboBox_SelectedIndexChanged(object sender, EventArgs e)
{
UpdateLabels();
}
private void weaponComboBox_SelectedIndexChanged(object sender, EventArgs e)
{
UpdateLabels();
}
private void UpdateLabels()
{
if (shipComboBox.Items.Count > 0)
{
// ship labels
float cost1 = ShipList.ToArray()[shipComboBox.SelectedIndex].Cost - (Player.CurrentShip.Cost / 2);
upgradeShipButton.Enabled = (cost1 > Player.Money) ? false : true;
shipHoldCapLabel.Text = ShipList.ToArray()[shipComboBox.SelectedIndex].HoldCap.ToString(); ;
shipHPLabel.Text = ShipList.ToArray()[shipComboBox.SelectedIndex].HP.ToString();
shipPriceLabel.Text = ShipList.ToArray()[shipComboBox.SelectedIndex].Cost.ToString("C");
shipTotalLabel.Text = cost1.ToString("C");
if (cost1 > Player.Money)
{
shipTotalLabel.ForeColor = Color.Red;
}
else
{
shipTotalLabel.ForeColor = Color.Black;
}
//dont allow purchase of already owned ships
if (shipComboBox.SelectedIndex == (Player.CurrentShip.ID - 1))
{
upgradeShipButton.Enabled = false;
}
if (shipComboBox.SelectedIndex < (Player.CurrentShip.ID - 1))
{
upgradeShipButton.Text = "Downgrade Ship";
}
else if (shipComboBox.SelectedIndex > (Player.CurrentShip.ID - 1))
{
upgradeShipButton.Text = "Upgrade Ship";
}
else
{
upgradeShipButton.Text = "Ship Owned";
}
}
if (weaponComboBox.Items.Count > 0)
{
// weapon labels
float cost2 = (WeaponList.ToArray()[weaponComboBox.SelectedIndex].Price - (Player.CurrentWeapon.Price / 2));
upgradeWeaponButton.Enabled = (cost2 > Player.Money) ? false : true;
weaponMaxDmgLabel.Text = WeaponList.ToArray()[weaponComboBox.SelectedIndex].MaxDmg.ToString();
weaponMinDmgLabel.Text = WeaponList.ToArray()[weaponComboBox.SelectedIndex].MinDmg.ToString();
weaponPriceLabel.Text = WeaponList.ToArray()[weaponComboBox.SelectedIndex].Price.ToString("C");
weaponTotalLabel.Text = cost2.ToString("C");
if (cost2 > Player.Money)
{
weaponTotalLabel.ForeColor = Color.Red;
}
else
{
weaponTotalLabel.ForeColor = Color.Black;
}
//dont allow purchase of already owned weapons
if (weaponComboBox.SelectedIndex == (Player.CurrentWeapon.ID - 1))
{
upgradeWeaponButton.Enabled = false;
}
if (weaponComboBox.SelectedIndex < (Player.CurrentWeapon.ID - 1))
{
upgradeWeaponButton.Text = "Downgrade Weapon";
}
else if (weaponComboBox.SelectedIndex > (Player.CurrentWeapon.ID - 1))
{
upgradeWeaponButton.Text = "Upgrade Weapon";
}
else
{
upgradeWeaponButton.Text = "Weapon Owned";
}
}
}
}
}