private void CrewStatus()// displayed on main screen { if (Health <= 0) { if (HaveTrait("Brave")) { for (int i = 0; i < CrewPeople.Count; i++) { if (CrewPeople[i].Trait == "Brave") { Console.WriteLine($"{CrewPeople[i].FirstName} sacrifices themselves to perform a last minute fix.\n\n" + $"The drill manages to not explode.\n\n" + $"Their bravery will hopefully live on through us."); DrillDamage(-30); Sounds.DeathScream(); CrewPeople[i].Death(); Thread.Sleep(5_000); Console.Clear(); } } } else { Texts.DrillHealthDepletedEnding(); Sounds.DeathScream(); } } else if (AreAllDeadValidation()) { Coloring.CrewAllDeadColor(); Texts.CrewAllDeadEnding(); } else if (Depth > 490) { Coloring.AtTheCenterColor(); Texts.AtTheCenterEnding(); } Console.Clear(); Console.WriteLine($"{Player.FirstName} \"The {Player.Trait}\" {Player.LastName}\n"); Texts.DrillApperanceText(this.Health); Texts.KitInventoryText(this.HealKits, this.RepairKits); for (int i = 0; i < CrewSize - 1; i++) { char healthSymbol = '*'; if (CrewPeople[i].Chances > 1) { healthSymbol = ')'; } else if (CrewPeople[i].Chances == 1) { healthSymbol = '('; } else if (CrewPeople[i].Chances < 1) { CrewPeople[i].Death(); healthSymbol = 'X'; } Console.WriteLine($"{i + 1}. :{healthSymbol} - {CrewPeople[i].FirstName} \"The {CrewPeople[i].Trait}\" {CrewPeople[i].LastName}\n"); } Console.WriteLine($"To drill down press the \"d\" key\n" + $"To heal push \"s\"\n" + $"To fix the drill push \"f\"\n"); }