public void UsedTotalAfterOneDay(Player player, Inventory inventory, Day_Weather day_Weather) { if (player.recipe.cupsToUse > day_Weather.thirstyCustomers.Count) { for (int i = 0; i < day_Weather.totalBought; i++) { inventory.cupsInventory.RemoveAt(0); } } else if (cupsToUse < day_Weather.thirstyCustomers.Count) { for (int i = 0; i < player.recipe.cupsToUse; i++) { inventory.cupsInventory.RemoveAt(0); } } //for Lemons if (player.recipe.cupsToUse > day_Weather.thirstyCustomers.Count) { for (int i = 0; i < player.recipe.lemonsToUse; i++) { inventory.lemonsInventory.RemoveAt(0); } } else if (player.recipe.cupsToUse < day_Weather.thirstyCustomers.Count) { for (int i = 0; i < player.recipe.lemonsToUse; i++) { inventory.lemonsInventory.RemoveAt(0); } } //for Sugar if (player.recipe.cupsToUse > day_Weather.thirstyCustomers.Count) { for (int i = 0; i < player.recipe.sugarToUse; i++) { inventory.sugarInventory.RemoveAt(0); } } else if (player.recipe.cupsToUse < day_Weather.thirstyCustomers.Count) { for (int i = 0; i < player.recipe.sugarToUse; i++) { inventory.sugarInventory.RemoveAt(0); } } //for Ice inventory.iceInventory.Clear(); Console.WriteLine("All your ice melted"); }
public void GameLoopSevenDays(UserInterface userInterface, Store store, Inventory inventory, Recipe recipe) { do { Day_Weather day_Weather = new Day_Weather(); player.SetLemonadePrice(); day_Weather.DailyCustomerResults(player, inventory, recipe, day_Weather); userInterface.DisplayInventory(inventory); userInterface.CheckBalanceCheckInventoryGoToStore(player, inventory, store); currentDay += 1; Console.WriteLine("It's Day " + currentDay); }while (currentDay < 8); if (player.wallet.PlayerMoney < 0) { Console.WriteLine("Ouch! Looks like you didn't make any money."); } else { Console.WriteLine("After 7 Days You Made $" + (player.wallet.PlayerMoney - Convert.ToDecimal(20))); } PlayAgain(); }
public void DailyCustomerResults(Player player, Inventory inventory, Recipe recipe, Day_Weather day_Weather) { customer = new Customer(); thirstyCustomers = new List <Customer>(); GenerateCustomerConditions(); // creates number of customers Console.WriteLine("You have " + thirstyCustomers.Count + " potential customers today!"); ChanceBasedOnWeather(); // creates weather condition chances ChanceBasedOnPrice(player); // creates price chances ChanceBasedOnTemperature(); // creates temperature chances CustomersWillBuy(player); CupsSold(player); DailyTotalResults(player); player.recipe.UsedTotalAfterOneDay(player, inventory, day_Weather); ResetCustomers(); //resets customer count }