/// <summary> /// get a location object using an Id /// </summary> /// <param name="Id">location ID</param> /// <returns>requested location</returns> public SpaceTimeLocation GetSpaceTimeLocationById(int Id) { SpaceTimeLocation spaceTimeLocation = null; // // run through the location list and grab the correct one // foreach (SpaceTimeLocation location in _spaceTimeLocations) { if (location.SpaceTimeLocationID == Id) { spaceTimeLocation = location; } } // // the specified ID was not found in the universe // throw and exception // if (spaceTimeLocation == null) { string feedbackMessage = $"The Location ID {Id} does not exist in the current Universe."; } return(spaceTimeLocation); }
/// <summary> /// display current location information /// </summary> /// <param name="spaceTimeLocation"></param> /// <returns></returns> public static string CurrentLocationInfo(SpaceTimeLocation spaceTimeLocation) { string messageBoxText = $"Current Location: {spaceTimeLocation.CommonName}\n" + " \n" + spaceTimeLocation.Description; return(messageBoxText); }
///<summary> /// look around /// </summary> public static string LookAround(SpaceTimeLocation spaceTimeLocation) { string messageBoxText = $"Current Location: {spaceTimeLocation.CommonName}\n" + " \n" + spaceTimeLocation.GeneralContents; return(messageBoxText); }
/// <summary> /// determine if a location is accessible to the player /// </summary> /// <param name="spaceTimeLocationId"></param> /// <returns>accessible</returns> public bool IsAccessibleLocation(int spaceTimeLocationId) { SpaceTimeLocation spaceTimeLocation = GetSpaceTimeLocationById(spaceTimeLocationId); if (spaceTimeLocation.Accessible == true) { return(true); } else { return(false); } }
///<summary> /// display look around /// </summary> public void DisplayLookAround() { // // get current location // SpaceTimeLocation currentSpaceTimeLocation = _gameUniverse.GetSpaceTimeLocationById(_gamePlayer.SpaceTimeLocationID); // // get list of game objects in current location // List <GameObject> gameObjectsInCurrentSpaceTimeLocation = _gameUniverse.GetGameObjectByLocationId(_gamePlayer.SpaceTimeLocationID); // // get list of NPCs in current location // List <Npc> npcsInCurrentSpactTimeLocation = _gameUniverse.GetNpcsByLocationId(_gamePlayer.SpaceTimeLocationID); string messageBoxText = Text.LookAround(currentSpaceTimeLocation) + Environment.NewLine + Environment.NewLine; messageBoxText += Text.GameObjectsChooseList(gameObjectsInCurrentSpaceTimeLocation); messageBoxText += Text.NpcsChooseList(npcsInCurrentSpactTimeLocation); DisplayGamePlayScreen("Current Location", Text.LookAround(currentSpaceTimeLocation), ActionMenu.MainMenu, ""); }
/// <summary> /// method to manage the application setup and game loop /// </summary> private void ManageGameLoop() { PlayerAction playerActionChoice = PlayerAction.None; // // display splash screen // _playingGame = _gameConsoleView.DisplaySpashScreen(); // // player chooses to quit // if (!_playingGame) { Environment.Exit(1); } // // display introductory message // _gameConsoleView.DisplayGamePlayScreen("Mission Intro", Text.MissionIntro(), ActionMenu.MissionIntro, ""); _gameConsoleView.GetContinueKey(); // // initialize the mission player // InitializeMission(); // // prepare game play screen // _currentLocation = _gameUniverse.GetSpaceTimeLocationById(_gamePlayer.SpaceTimeLocationID); _gameConsoleView.DisplayGamePlayScreen("Current Location", Text.CurrrentLocationInfo(), ActionMenu.MainMenu, ""); // // game loop // while (_playingGame) { // // process all flags, events, and stats // UpdateGameStatus(); // // get next game action from player // playerActionChoice = GetNextPlayerAction(); // // choose an action based on the user's menu choice // switch (playerActionChoice) { case PlayerAction.None: break; case PlayerAction.PlayerInfo: _gameConsoleView.DisplayPlayerInfo(); break; case PlayerAction.ListLocations: _gameConsoleView.DisplayListOfLocations(); break; case PlayerAction.LookAround: _gameConsoleView.DisplayLookAround(); break; case PlayerAction.LookAt: LookAtAction(); break; case PlayerAction.Travel: // // get new location choice and update the current location property // _gamePlayer.SpaceTimeLocationID = _gameConsoleView.DisplayGetNextLocation(); _currentLocation = _gameUniverse.GetSpaceTimeLocationById(_gamePlayer.SpaceTimeLocationID); // // display the new space-time location info // _gameConsoleView.DisplayCurrentLocationInfo(); break; case PlayerAction.PickUp: PickUpAction(); break; case PlayerAction.Inventory: _gameConsoleView.DisplayInventory(); break; case PlayerAction.LocationsVisited: _gameConsoleView.DisplayLocationsVisited(); break; case PlayerAction.ListGameObjects: _gameConsoleView.DisplayListOfAllGameObjects(); break; case PlayerAction.PutDown: PutDownAction(); break; case PlayerAction.AdminMenu: ActionMenu.currentMenu = ActionMenu.CurrentMenu.AdminMenu; _gameConsoleView.DisplayGamePlayScreen("Admin Menu", "Select an operation from the menu.", ActionMenu.AdminMenu, ""); break; case PlayerAction.ReturnToMainMenu: ActionMenu.currentMenu = ActionMenu.CurrentMenu.MainMenu; _gameConsoleView.DisplayGamePlayScreen("Current Location", Text.CurrentLocationInfo(_currentLocation), ActionMenu.MainMenu, ""); break; case PlayerAction.ListNonplayerCharacters: _gameConsoleView.DisplayListOfAllNpcObjects(); break; case PlayerAction.PlayerMenu: ActionMenu.currentMenu = ActionMenu.CurrentMenu.PlayerMenu; _gameConsoleView.DisplayGamePlayScreen("Traveler Menu", "Select an operation from the menu.", ActionMenu.PlayerMenu, ""); break; case PlayerAction.ObjectMenu: ActionMenu.currentMenu = ActionMenu.CurrentMenu.ObjectMenu; _gameConsoleView.DisplayGamePlayScreen("Object Menu", "Select an operation from the menu", ActionMenu.ObjectMenu, ""); break; case PlayerAction.NonplayerCharacterMenu: ActionMenu.currentMenu = ActionMenu.CurrentMenu.NpcMenu; _gameConsoleView.DisplayGamePlayScreen("NPC Menu", "Select an operation from the menu.", ActionMenu.NpcMenu, ""); break; case PlayerAction.TalkTo: TalkToAction(); break; case PlayerAction.Exit: _playingGame = false; break; default: break; } } // // close the application // Environment.Exit(1); }
/// <summary> /// show the current location info /// </summary> public void DisplayCurrentLocationInfo() { SpaceTimeLocation currentSpaceTimeLocation = _gameUniverse.GetSpaceTimeLocationById(_gamePlayer.SpaceTimeLocationID); DisplayGamePlayScreen("Current Location", Text.CurrentLocationInfo(currentSpaceTimeLocation), ActionMenu.MainMenu, ""); }