public WorldBuilder() { // Create Rooms var room1 = new StartRoom( "The Room", "I'm inside a small room with bad lighting, I can see a door, maybe I can open it?", "There's a key and a note on the ground!"); var room2 = new Hallway( "Hallway", "A small hallway with cement covered walls, the air is damp. I think I'm in a cellar?\n" + "There is a path leading to the left, it looks dark. There's also a path leading to the right.", ""); var room3Right = new JanitorsRoom( "Janitor's Room", "It's a small room, quite messy, it smells like gasoline. I see a painting of an old man with a handle bar mustasch.\n" + "I can't see any exits here besides the way I came from.", ""); var room4Left = new FinalRoom( "Final Room", "It's a small room with walls covered in moist, I can see a door with a codelock next to it.", "There's nothing here except the door..."); // Create Items var roomKey = new Item( "Room Key", "It looks like it could fit to this door.", 1, "The key is old and rusty, it looks fragile."); var note = new Note( "Note", "A piece of paper with something written on it.", 0, "A piece of paper with something written on it."); var bottle = new Bottle( "Bottle of Kerosene", "It's commonly used to power jet engines.", 2, "A bottle of kerosene, it's very flammable."); var rags = new Rags( "Rags", "Some old clothes ripped apart.", 2, "I think this used to be a shirt..."); var broom = new Broom( "Broom", "A regular broom used to cleaning.", 5, "It's a broom, what more do you need to know?"); var painting = new Item( "Painting", "A painting of Mr.X?", 0, "The painting is signed by Mr X." + " There seems to be missing a piece of the painting.", false); var rocks = new Rock( "Pile of Rocks", "It's a pile of rocks.", 7, "A large pile of small rocks, almost as someone placed them there? Maybe I can move them.", false); // Create Exit Points var roomExit = new Door( room2, 1, true, false, "Rooms Door", "You hear a crack... the door is unlocked! Oh... the key broke in half.", "The door is locked, maybe there's a key somewhere?", "A brown wooden door with a sturdy lock."); var room2RightExit = new RightOfHallway( room3Right, 2, false, false, "Right", "", "", "" ); var room2LeftExit = new LeftOfHallway( room4Left, 10, true, false, "Left", "Finally some light! I can now see where I'm going.", "I can't go that way, it's too dark. I need some light...", "It's just a dark passage..." ); var finalRoomExit = new FinalDoor( 11, true, false, "Codelock Door", "Success! The door is unlocked, let's get out of here!", "The door is locked. There's a codelock to it. I need to find that code!", "A big iron door with a codelock next to it." ); // Add exits to room sists room1.Exit.Add(roomExit); room2.Exit.Add(new Door( room1, 1, false, false, "Rooms Door", "", "", "That's the door I came from. The key is still stuck inside the lock, whoops!")); room2.Exit.Add(room2RightExit); room2.Exit.Add(room2LeftExit); room3Right.Exit.Add(new Exit( room2, 2, false, false, "Left", "", "", "")); room4Left.Exit.Add(new Exit (room2, 2, false, false, "Right", "", "", "")); room4Left.Exit.Add(finalRoomExit); // Add items to room inventory room1.RoomInventory.Add(roomKey); room1.RoomInventory.Add(note); room2.RoomInventory.Add(rocks); room3Right.RoomInventory.Add(bottle); room3Right.RoomInventory.Add(rags); room3Right.RoomInventory.Add(broom); room3Right.RoomInventory.Add(painting); // Add all instances of rooms to property Rooms Rooms.Add(room1); Rooms.Add(room2); Rooms.Add(room3Right); }
public static void Armor() { int _slot = random.Next(0, 8); string[] gearSlot = new string[8]; gearSlot[0] = "Head"; //helmet gearSlot[1] = "Shoulders"; gearSlot[2] = "Chest"; gearSlot[3] = "Waist"; // belt gearSlot[4] = "Arms"; // bracer gearSlot[5] = "Hands"; // gloves gearSlot[6] = "Legs"; // pants gearSlot[7] = "Feet"; // boots string prefixName; int prefixValue; string prefixStat; (prefixName, prefixStat, prefixValue) = Prefix.Generate("Armor"); string suffixName; string suffixStat; int suffixValue; (suffixName, suffixStat, suffixValue) = Suffix.Generate("Armor"); int _armorType = random.Next(1, 11); switch (_armorType) { case 1: Rags rags = new Rags(gearSlot[_slot], prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); rags.ArmorAddToInventory(); break; case 2: Quilted cloak = new Quilted(gearSlot[_slot], prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); cloak.ArmorAddToInventory(); break; case 3: Leather leather = new Leather(gearSlot[_slot], prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); leather.ArmorAddToInventory(); break; case 4: HardLeather hardLeather = new HardLeather(gearSlot[_slot], prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); hardLeather.ArmorAddToInventory(); break; case 5: StuddedLeather studdedLeather = new StuddedLeather(gearSlot[_slot], prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); studdedLeather.ArmorAddToInventory(); break; case 6: RingMail ringMail = new RingMail(gearSlot[_slot], prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); ringMail.ArmorAddToInventory(); break; case 7: ChainMail chainMail = new ChainMail(gearSlot[_slot], prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); chainMail.ArmorAddToInventory(); break; case 8: ScaleMail scaleMail = new ScaleMail(gearSlot[_slot], prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); scaleMail.ArmorAddToInventory(); break; case 9: FieldPlate fieldPlate = new FieldPlate(gearSlot[_slot], prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); fieldPlate.ArmorAddToInventory(); break; case 10: GothicPlate gothicPlate = new GothicPlate(gearSlot[_slot], prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); gothicPlate.ArmorAddToInventory(); break; } }