private void ArmorsAvaliableForSell(Player customer) { var listOfArmorNames = armorsToSell.Keys.ToList(); var listOfArmorPrices = armorsToSell.Values.ToList(); int choice; bool parseSuccessfull; do { ; PrintDesign.WriteLineInGreen($"\nGold in wallet: {customer.Gold}"); PrintDesign.PrintShop(armorsToSell); Console.Write("Number: "); parseSuccessfull = int.TryParse(Console.ReadLine(), out choice); if (choice <= 0) { Console.Clear(); PrintDesign.WriteLineInRed("Chosen number to small!"); } else if (parseSuccessfull == false) { Console.Clear(); PrintDesign.WriteLineInRed("Something went wrong!"); } else if (choice >= 4) { Console.Clear(); PrintDesign.WriteLineInRed("Chosen number to high!"); } } while (choice >= 4 || choice <= 0 || parseSuccessfull == false); if (listOfArmorPrices[choice - 1] > customer.Gold) { Console.Clear(); PrintDesign.WriteLineInRed($"You dont have enough money to buy {listOfArmorNames[choice - 1]}!"); } else if (customer.Armor.Contains(listOfArmorNames[choice - 1])) { Console.Clear(); PrintDesign.WriteLineInRed($"You already {listOfArmorNames[choice - 1]}!"); } else { PrintDesign.WriteLineInGreen($"\n{listOfArmorNames[choice - 1]} bought and equipped!"); customer.Armor = listOfArmorNames[choice - 1]; customer.Gold -= listOfArmorPrices[choice - 1]; if (choice == 1) { customer.MaxBlock -= ExtraDefenceFromArmor; // tar bort nuvarande bonusen från armor ExtraDefenceFromArmor = 3; customer.MaxBlock += ExtraDefenceFromArmor; // addrar bonusen från den nyköpta armor } if (choice == 2) { customer.MaxBlock -= ExtraDefenceFromArmor; ExtraDefenceFromArmor = 5; customer.MaxBlock += ExtraDefenceFromArmor; } if (choice == 3) { customer.MaxBlock -= ExtraDefenceFromArmor; ExtraDefenceFromArmor = 7; customer.MaxBlock += ExtraDefenceFromArmor; } } }
private void SpecialItemsAvaliableForSell(Player customer) { var listOfItemNames = specialItemsToSell.Keys.ToList(); // hämmtar namnet på special item till salu var listOfItemPrices = specialItemsToSell.Values.ToList(); // hämtar värdet på special item till salu. int choice; bool parseSuccessfull; do { PrintDesign.WriteLineInGreen($"\nGold in wallet: {customer.Gold}"); PrintDesign.PrintShop(specialItemsToSell); Console.Write("Number: "); parseSuccessfull = int.TryParse(Console.ReadLine(), out choice); if (choice < 0) { PrintDesign.WriteLineInRed("Chosen number to small!"); } else if (parseSuccessfull == false) { PrintDesign.WriteLineInRed("Something went wrong!"); } else if (choice > 4) { PrintDesign.WriteLineInRed("Chosen number to high!"); } } while (choice >= 4 || choice <= 0 || parseSuccessfull == false); if (listOfItemPrices[choice - 1] > customer.Gold) { Console.Clear(); PrintDesign.WriteLineInRed($"You dont have enough money to buy {listOfItemNames[choice - 1]}!"); } else if (customer.SpecialItem == listOfItemNames[choice - 1]) { Console.Clear(); PrintDesign.WriteLineInRed($"You already own {listOfItemNames[choice - 1]}!"); } else { Console.Clear(); PrintDesign.WriteLineInGreen($"\n{listOfItemNames[choice - 1]} bought and equipped!"); customer.SpecialItem = listOfItemNames[choice - 1]; // adderar special item till spelaren customer.Gold -= listOfItemPrices[choice - 1]; // tar bort det antal guld från spelaren som den köpta varan kostar. if (choice == 1) { customer.Health -= ExtraHealthFromItems; ExtraHealthFromItems = 1; customer.Health += ExtraHealthFromItems; } if (choice == 2) { customer.Health -= ExtraHealthFromItems; ExtraHealthFromItems = 2; customer.Health += ExtraHealthFromItems; } if (choice == 3) { customer.Health -= ExtraHealthFromItems; ExtraHealthFromItems = 3; customer.Health += ExtraHealthFromItems; } } }
private void WeaponAvailableForSell(Player customer) { var listOfWeaponNames = weaponsToSell.Keys.ToList(); var listOfWeaponPrices = weaponsToSell.Values.ToList(); int choice; bool parseSuccessfull; Console.Clear(); Console.WriteLine($"Weapons avaliable for the {customer.FightClass}:"); do { PrintDesign.WriteLineInGreen($"\nGold in wallet: {customer.Gold}"); PrintDesign.PrintShop(weaponsToSell); Console.Write("Number: "); parseSuccessfull = int.TryParse(Console.ReadLine(), out choice); if (choice <= 0) { Console.Clear(); PrintDesign.WriteLineInRed("Chosen number to small!"); } else if (parseSuccessfull == false) { Console.Clear(); PrintDesign.WriteLineInRed("Something went wrong!"); } else if (choice >= 4) { Console.Clear(); PrintDesign.WriteLineInRed("Chosen number to high!"); } } while (choice >= 4 || choice <= 0 || parseSuccessfull == false); if (listOfWeaponPrices[choice - 1] > customer.Gold) { Console.Clear(); PrintDesign.WriteLineInRed($"You dont have enough money to buy {listOfWeaponNames[choice - 1]}!"); } else if (customer.Weapon == listOfWeaponNames[choice - 1]) { Console.Clear(); PrintDesign.WriteLineInRed($"You already own {listOfWeaponNames[choice - 1]}!"); } else { Console.Clear(); PrintDesign.WriteLineInGreen($"\n{listOfWeaponNames[choice - 1]} bought and equipped!"); customer.Weapon = listOfWeaponNames[choice - 1]; customer.Gold -= listOfWeaponPrices[choice - 1]; if (choice == 1) { customer.MaxDmg -= ExtraDamageFromWeapons; ExtraDamageFromWeapons = 3; customer.MaxDmg += ExtraDamageFromWeapons; } if (choice == 2) { customer.MaxDmg -= ExtraDamageFromWeapons; ExtraDamageFromWeapons = 5; customer.MaxDmg += ExtraDamageFromWeapons; } if (choice == 3) { customer.MaxDmg -= ExtraDamageFromWeapons; ExtraDamageFromWeapons = 7; customer.MaxDmg += ExtraDamageFromWeapons; } } }