public static Player CreatePlayer() { Console.WriteLine("---Create your character---"); Console.Write("Name: "); string plrName = Console.ReadLine(); Console.Write("Race(Dwarf, Human, Giant, etc...): "); string plrRace = Console.ReadLine(); Player player = new Player() { Level = 1, FullHealth = 100, Health = 100, Damage = 5, Defense = 5, XP = 0, GP = 50, Race = plrRace, Name = plrName }; Item stick = ItemFabric.CreateItem(1, ItemType.Weapon); stick.ItemName = "Stick"; player.Inventory.Add(stick); player.PrimaryWeapon = stick; return(player); }
public static Enemy CreateEnemy(Person plr) { Random rnd = new Random(); int randomRace = rnd.Next(0, enemyRace.Length); int health = plr.FullHealth + (plr.FullHealth * rnd.Next(-5, 6) / 100); Enemy enemy = new Enemy() { Race = enemyRace[randomRace], Damage = plr.Damage + rnd.Next(-5, 6), Defense = plr.Defense + rnd.Next(-5, 6), Level = Math.Max(1, plr.Level + rnd.Next(-2, 1)), FullHealth = health, Health = health, }; enemy.PrimaryWeapon = ItemFabric.CreateItem(enemy.Level, ItemType.Weapon); enemy.Inventory.Add(enemy.PrimaryWeapon); enemy.Inventory.Add(ItemFabric.CreateItem(enemy.Level, ItemType.Food)); return(enemy); }
public static void Main(string[] args) { string[] Places = { "Griglagg", "Ravenwood", "Dunwich", "Greenwood" }; Console.WriteLine("Welcome to Dragon Eye, a terminal RPG!"); System.Threading.Thread.Sleep(2000); Console.WriteLine("This game was created for the AI competition on repl.it"); System.Threading.Thread.Sleep(2000); Player MainPlayer = PersonFabric.CreatePlayer(); RenderStats(MainPlayer); RenderInventory(MainPlayer); Random rnd = new Random(); Console.WriteLine("Your adventure begins.."); while (true) { System.Threading.Thread.Sleep(1000); int travel = rnd.Next(0, 5); if (travel == 1) { string place = Places[rnd.Next(0, Places.Length)]; Console.WriteLine("You travel to {0}.", place); } else { int action = rnd.Next(0, 4); // 0 combat, 1 quest, 2 someone asks for gold, 3 find something switch (action) { case 0: Combat(MainPlayer); break; case 1: Console.WriteLine("A fellow {0} asks {1} for 10 Gold Pieces, do you accept?", MainPlayer.Race, MainPlayer.Name); Console.WriteLine("1. Yes\n2. No"); string Answer = Console.ReadLine(); switch (Answer) { case "1": if (MainPlayer.GP < 10) { Console.WriteLine("You have only {0} Gold Pieces", MainPlayer.GP); } else { MainPlayer.GP -= 10; Console.WriteLine("You gave the {0} 10 Gold Pieces.", MainPlayer.Race); int giftSomething = rnd.Next(0, 2); if (giftSomething == 1) { Item giftItem = ItemFabric.CreateItem(MainPlayer.Level); MainPlayer.Inventory.Add(giftItem); Console.WriteLine("{0} gifts you a new {1}!", MainPlayer.Race, giftItem.ItemName); } } break; case "2": Console.WriteLine("You refused to give the {0} Gold Pieces.", MainPlayer.Race); break; default: Console.WriteLine("You refused to give the {0} Gold Pieces.", MainPlayer.Race); break; } break; case 2: Console.WriteLine("Someone walks up to {0}, and asks him/her to slay a monster.", MainPlayer.Name); System.Threading.Thread.Sleep(500); if (rnd.Next(0, 2) == 1) { Console.WriteLine("{0} accepted the offer.", MainPlayer.Name); Combat(MainPlayer); } else { Console.WriteLine("{0} declined the offer.", MainPlayer.Name); } break; case 3: Item newItem = ItemFabric.CreateItem(MainPlayer.Level); MainPlayer.Inventory.Add(newItem); Console.WriteLine("You found a {0}.", newItem.ItemName); break; } } } }