// Add item public override void AddItems() { // Items in this area are always the same RedGem redGem = new RedGem(); Items.Add(redGem); }
// Persuade // Pick pocket // Decorate weapon public bool DecorateWeapon(WeaponDecorator wpnDecorator, AbstractWeapon weapon) { AbstractWeapon newWeapon; if (weapon is WeaponDecorator) { //cant decorate return(false); } else if (wpnDecorator is RedGem) { //// Decorate fire weapon //newWeapon = new RedGem(weapon); //Inventory.Push(newWeapon); //Render.UpdateItemFeed(this); Inventory = new Stack <IItem>(); // Decorate fire weapon newWeapon = new RedGem(weapon); Inventory.Push(newWeapon); Render.UpdateItemFeed(this); return(true); // Add other items to inventory } else if (wpnDecorator is BlueGem) { Inventory = new Stack <IItem>(); newWeapon = new BlueGem(weapon); Inventory.Push(newWeapon); Render.UpdateItemFeed(this); return(true); // Add other items to inventory } else if (wpnDecorator is GreenGem) { Inventory = new Stack <IItem>(); newWeapon = new GreenGem(weapon); Inventory.Push(newWeapon); Render.UpdateItemFeed(this); return(true); // Add the deleted items } // Other decorations return(false); }