//Gives consequences of the fight ending, however that may be public void CombatEndFight() { if (PlayerClass.PlayerHitPoints <= 0) { Console.WriteLine(); Console.WriteLine(" You got knocked out! Hey, at least they didn't kill you.\n"); Console.WriteLine($" You've lost {(PlayerClass.PlayerMoney / 10).ToString("C")}\n"); Thread.Sleep(3000); Console.Clear(); PlayerClass.EndFight(false, PlayerClass.PlayerMoney / 10); CriminalClass.CriminalMaxHitPoints(); stillFighting = false; } else if (CriminalClass.CriminalHitPoints <= 0) { Console.WriteLine(); Console.WriteLine(" You've won. Justice.\n"); Console.WriteLine($" You've gained {(CriminalClass.CriminalMoney).ToString("C")}\n"); Console.WriteLine($" You've gained {CriminalClass.CriminalExperience} XP.\n"); Thread.Sleep(3000); Console.Clear(); PlayerClass.EndFight(true, CriminalClass.CriminalMoney); CriminalClass.CriminalMaxHitPoints(); stillFighting = false; } }
//Go to fight a criminal public void GoToFight() { Console.Clear(); CriminalClass.CreateCriminal(); Console.WriteLine($"\n You decide to stroll the neighborhoods where you know criminals hide.\n\n You find {CriminalClass.CriminalName}\n"); Console.WriteLine($" Name: {CriminalClass.CriminalName} Level: {CriminalClass.CriminalLevel} Crime Commited: {CriminalClass.CrimeCommited} \n"); Console.WriteLine(" 1. Go fight \n\n 2. Run away\n\n \"B\" to run home."); Console.Write(" "); string doFight = Console.ReadLine().ToLower(); Console.WriteLine(); //Goes to fight criminal if (doFight == "1") { Console.Clear(); CombatClass newCombat = new CombatClass(); newCombat.FightOrder(); } //Run away, lose money and face else if (doFight == "2") { Console.WriteLine(); CombatClass newCombat = new CombatClass(); newCombat.Run("yes"); Thread.Sleep(2000); } //Go back home else if (doFight == "b") { Console.Clear(); Console.WriteLine("\n You wimp out and head home\n\n"); Thread.Sleep(1000); Console.Clear(); atHome = true; } //Mock fail else { Console.Clear(); Console.WriteLine("\n I hope you lose the next fight..."); Thread.Sleep(3000); Console.Clear(); } }
//Ends fight based on criterion from Combat Class public static void EndFight(bool winFight, int money) { if (winFight) { CriminalClass.CriminalMaxHitPoints(); AddExp(CriminalClass.CriminalExperience); NextLevelExperience(); LevelUp(); AddPlayerMoney(money); GameMenus thisMenu = new GameMenus(); thisMenu.GoHome(); } else { CriminalClass.CriminalMaxHitPoints(); SpendPlayerMoney(money); GameMenus thisMenu = new GameMenus(); thisMenu.GoHome(); } }