public void Sellitem(int itemid) { PlayerRepo repo = new PlayerRepo(new PlayerQuery()); GameRepo g_repo = new GameRepo(new GameQuery()); if (repo.PlayerEquipment(CurrentPlayer.Id).Contains(itemid)) { if (g_repo.ItemAmount(CurrentPlayer.Id, itemid) > 1) { g_repo.Sellitem(1, CurrentPlayer.Id, itemid); SetPlayer(CurrentPlayer.Id); Gold = true; Isequiped = false; } else { Isequiped = true; } } else { g_repo.Sellitem(1, CurrentPlayer.Id, itemid); SetPlayer(CurrentPlayer.Id); Gold = true; Isequiped = false; } }
public void Endturn() { if (CurrentPlayer.Health <= 0) { GameText.AddText("You Died"); Dead = true; } else { PlayerRepo repo = new PlayerRepo(new PlayerQuery()); GameRepo g_repo = new GameRepo(new GameQuery()); CurrentPlayer.Mana += CurrentPlayer.ManaRegen; CurrentPlayer.Health += CurrentPlayer.HealthRegen; repo.UpdatePlayer(CurrentPlayer); CurrentPlayer = repo.GetPlayer(CurrentPlayer.Id); CurrentPlayer.UsedMagic = repo.EquipedMagic(CurrentPlayer.Id); CurrentPlayer.CurrentMagic = repo.PlayerMagic(CurrentPlayer.Id); if (CurrentEnemy != null) { if (CurrentEnemy.Health <= 0) { GameText.AddText(CurrentPlayer.Name + " Defeated " + CurrentEnemy.Name + " And gained " + CurrentEnemy.ExperienceDrop + " experience"); List <int> items = new List <int>(); Item item = g_repo.GetItem(CurrentPlayer.Level); GameText.AddText(CurrentEnemy.Name + " Dropped a " + item.Name); items.Add(item.Id); items.Add(200); g_repo.SetItem(items, CurrentPlayer.Id); int enemyspawn = g_repo.EnemyDefeated(CurrentEnemy.Id, CurrentPlayer.Id); if (enemyspawn != 0 && new Random().Next(1, 100) > 80) { CurrentEnemy = g_repo.EnemybyId(enemyspawn); GameText.AddText("A " + CurrentEnemy.Name + "Jumps at you!"); } else { CurrentEnemy = null; } } } } }
public void Nextroom() { Trader = false; GameRepo repo = new GameRepo(new GameQuery()); if (CurrentEnemy == null) { CurrentRoom = null; int roomlevel = new Random().Next(1, CurrentPlayer.Level); CurrentRoom = repo.Nextroom(roomlevel); if (CurrentRoom.Id == 0) { while (CurrentRoom.Id == 0) { roomlevel--; CurrentRoom = repo.Nextroom(roomlevel); } } GameText.AddText(CurrentPlayer.Name + " entered a " + CurrentRoom.Name); if (CurrentRoom.Random <= CurrentRoom.EnemyChance && CurrentRoom.Random >= CurrentRoom.TraderChance && CurrentRoom.Random >= CurrentRoom.EventChance) { CurrentEnemy = repo.Enemy(roomlevel); GameText.AddText("a " + CurrentEnemy.Name + " appeared in the " + CurrentRoom.Name); } if (CurrentRoom.Random >= CurrentRoom.EnemyChance && CurrentRoom.Random <= CurrentRoom.TraderChance && CurrentRoom.Random >= CurrentRoom.EventChance) { GameText.AddText("You meet a trader while traveling"); Trader = true; } } else { GameText.AddText("You cannot leave while a enemy is still alive"); } }