public static BankenAshenForestRangerPaths GetTownInstance() { if (_BankenAshenForestRangerPaths == null) { _BankenAshenForestRangerPaths = new BankenAshenForestRangerPaths(); } return(_BankenAshenForestRangerPaths); }
public Location LoadTinyIsland() { Location returnData; returnData = new Location(); returnData.Name = "Narrow Creek"; bool defeatedMobs = Convert.ToBoolean(LocationHandler.GetLocationStateValue(Banken.LOCATION_STATE_KEY, BankenAshenForestRangerPaths.GIANT_SHADOW_DEMON)); bool tookTreasure = Convert.ToBoolean(LocationHandler.GetLocationStateValue(Banken.LOCATION_STATE_KEY, BankenAshenForestRangerPaths.TREASURE_CHEST)); string before = "You walk onto the island and the Giant Shadow Demon fixes its gaze upon you. Dread seeps into your body as you clench you weapon tighter, ready for whatever horror you're about to face."; string after = "The shadows seep quickly away from the demon. You walk up to it and ask, 'Where are the rangers? What did you do with them?' \nThe Giant Shadow Demon fixes you with a cold and hateful stare and growls, 'Puppets for my master.' You raise your weapon to strike in anger but the demon slips into the void before you can land a strike."; if (!defeatedMobs) { returnData.Description = "A tiny island resides in the forest. The trees have lost all leaves and the bark is blackened as if burnt. The ground is void of grass and is instead blackened as if scorched. Hovering in the middle of the island is a giant shadow demon. He must be behind the corruption of this part of the forest."; List <LocationAction> locationActions = new List <LocationAction>(); List <Mob> mobs = new List <Mob>(); mobs.Add(new GiantShadowDemon()); CombatAction combatAction = new CombatAction("Giant Shadow Demon", mobs, before, after); combatAction.PostCombat += TinyIslandGiantShadowDemon; locationActions.Add(combatAction); returnData.Actions = locationActions; } else if (!tookTreasure) { returnData.Description = "There is a narrow creek separating the forest paths from a tiny island. The Water Spirits have been laid to rest and the creek is once again peaceful. There is a treasure chest in the middle of the island"; List <LocationAction> locationActions = new List <LocationAction>(); TreasureChestAction itemAction = new TreasureChestAction(5); locationActions.Add(itemAction); itemAction.PostItem += TreasureChest; returnData.Actions = locationActions; } else { returnData.Description = "There is a narrow creek separating the forest paths from a tiny island. The Water Spirits have been laid to rest and the creek is once again peaceful."; } //Adjacent Locations Dictionary <string, LocationDefinition> adjacentLocationDefintions = new Dictionary <string, LocationDefinition>(); //Town Center LocationDefinition locationDefinition = BankenAshenForestRangerPaths.GetTownInstance().GetNarrowCreekDefinition(); adjacentLocationDefintions.Add(locationDefinition.LocationKey, locationDefinition); if (defeatedMobs && tookTreasure) { locationDefinition = Banken.GetTownInstance().GetTownCenterDefinition(); adjacentLocationDefintions.Add(locationDefinition.LocationKey, locationDefinition); } returnData.AdjacentLocationDefinitions = adjacentLocationDefintions; return(returnData); }
public Location LoadForestPathStart() { Location returnData; returnData = new Location(); returnData.Name = "Ashen Forest Path Beginning"; returnData.Description = "The beginning of the Path in the Ashen Forest stems from one of the makeshift roads through Banken. It goes deep within the forest for miles, forking and turning unexpectedly. It is easy to get lost on."; //Adjacent Locations Dictionary <string, LocationDefinition> adjacentLocationDefinitions = new Dictionary <string, LocationDefinition>(); //Town Center LocationDefinition locationDefinition = BankenAshenForest.GetTownInstance().GetEntranceDefinition(); adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition); locationDefinition = BankenAshenForest.GetTownInstance().GetForestWildernessDefinition(); adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition); locationDefinition = BankenAshenForestWorshipRegion.GetTownInstance().GetEntranceDefinition(); adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition); Accomplishment rescueRangers = Banken.GetBankenAccomplishments().Find(x => x.Name.Contains("Rescue Rangers")); if (GameState.Hero.Accomplishments.Contains(rescueRangers)) { locationDefinition = BankenAshenForestRangerPaths.GetTownInstance().GetEntranceDefinition(); adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition); } Accomplishment burialGrounds = Banken.GetBankenAccomplishments().Find(x => x.Name.Contains("Ancient Burial Grounds")); if (GameState.Hero.Accomplishments.Contains(burialGrounds)) { locationDefinition = BankenAshenForest.GetTownInstance().GetNorthernPathOneDefinition(); adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition); } Accomplishment banditCamp = Banken.GetBankenAccomplishments().Find(x => x.Name.Contains("Bandit Camp")); if (GameState.Hero.Accomplishments.Contains(banditCamp)) { locationDefinition = BankenAshenForest.GetTownInstance().GetEasternForestPathOneDefinition(); adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition); } returnData.AdjacentLocationDefinitions = adjacentLocationDefinitions; return(returnData); }
public Location LoadRangerCamp() { Location returnData; returnData = new Location(); returnData.Name = "Ranger Camp"; bool defeatedMobs = Convert.ToBoolean(LocationHandler.GetLocationStateValue(Banken.LOCATION_STATE_KEY, BankenAshenForestRangerPaths.RANGER_CAMP_SPIRITS)); if (!defeatedMobs) { returnData.Description = "A small camp with a couple of sleeping bags surrounding a dimly lit fire. The camp seems to have been abandoned not that long ago. There are evil spirits lurking nearby in the shadows cast by the dim flame."; List <LocationAction> locationActions = new List <LocationAction>(); List <Mob> mobs = new List <Mob>(); mobs.Add(new EvilSpirit()); mobs.Add(new EvilSpirit()); mobs.Add(new EvilSpirit()); mobs.Add(new EvilSpirit()); mobs.Add(new EvilSpirit()); CombatAction combatAction = new CombatAction("Spirits", mobs); combatAction.PostCombat += RangerCampSpirits; locationActions.Add(combatAction); returnData.Actions = locationActions; } else { returnData.Description = "A small camp with a couple of sleeping bags surrounding a dimly lit fire. The camp seems to have been abandoned not that long ago. The cries of the spirits remains echoing faintly in the air."; } //Adjacent Locations Dictionary <string, LocationDefinition> adjacentLocationDefintions = new Dictionary <string, LocationDefinition>(); //Town Center LocationDefinition locationDefinition = BankenAshenForestRangerPaths.GetTownInstance().GetSmallPathDefinition(); adjacentLocationDefintions.Add(locationDefinition.LocationKey, locationDefinition); if (defeatedMobs) { locationDefinition = BankenAshenForestRangerPaths.GetTownInstance().GetBurntOpeningDefinition(); adjacentLocationDefintions.Add(locationDefinition.LocationKey, locationDefinition); } returnData.AdjacentLocationDefinitions = adjacentLocationDefintions; return(returnData); }
public Location LoadSmallPath() { Location returnData; returnData = new Location(); returnData.Name = "Small Path"; bool defeatedMobs = Convert.ToBoolean(LocationHandler.GetLocationStateValue(Banken.LOCATION_STATE_KEY, BankenAshenForestRangerPaths.SMALL_PATH_SPIDERS)); if (!defeatedMobs) { returnData.Description = "A small path branches off from the main patrol road leading to the Ranger's camping grounds. The area is littered with giant spiders."; List <LocationAction> locationActions = new List <LocationAction>(); List <Mob> mobs = new List <Mob>(); mobs.Add(new GiantSpider()); mobs.Add(new GiantSpider()); mobs.Add(new GiantSpider()); mobs.Add(new GiantSpider()); CombatAction combatAction = new CombatAction("Giant Spiders", mobs); combatAction.PostCombat += SmallPathSpiders; locationActions.Add(combatAction); returnData.Actions = locationActions; } else { returnData.Description = "A small path branches off from the main patrol road leading to the Ranger's camping grounds."; } //Adjacent Locations Dictionary <string, LocationDefinition> adjacentLocationDefintions = new Dictionary <string, LocationDefinition>(); //Town Center LocationDefinition locationDefinition = BankenAshenForestRangerPaths.GetTownInstance().GetEntranceDefinition(); adjacentLocationDefintions.Add(locationDefinition.LocationKey, locationDefinition); if (defeatedMobs) { locationDefinition = BankenAshenForestRangerPaths.GetTownInstance().GetRangerCampDefinition(); adjacentLocationDefintions.Add(locationDefinition.LocationKey, locationDefinition); } returnData.AdjacentLocationDefinitions = adjacentLocationDefintions; return(returnData); }
public Location LoadNarrowCreek() { Location returnData; returnData = new Location(); returnData.Name = "Narrow Creek"; bool defeatedMobs = Convert.ToBoolean(LocationHandler.GetLocationStateValue(Banken.LOCATION_STATE_KEY, BankenAshenForestRangerPaths.NARROW_CREEK_WATER_SPIRITS)); if (!defeatedMobs) { returnData.Description = "There is a narrow creek separating the forest paths from a tiny island. The water gushes along the creek with violent force preventing anyone from crossing it. Water Spirits roam freely along the creek."; List <LocationAction> locationActions = new List <LocationAction>(); List <Mob> mobs = new List <Mob>(); mobs.Add(new WaterSpirit()); mobs.Add(new WaterSpirit()); mobs.Add(new WaterSpirit()); mobs.Add(new WaterSpirit()); CombatAction combatAction = new CombatAction("Water Spirits", mobs); combatAction.PostCombat += NarrowCreekSpirits; locationActions.Add(combatAction); returnData.Actions = locationActions; } else { returnData.Description = "There is a narrow creek separating the forest paths from a tiny island. The Water Spirits have been laid to rest and the creek is once again peaceful."; } //Adjacent Locations Dictionary <string, LocationDefinition> adjacentLocationDefintions = new Dictionary <string, LocationDefinition>(); //Town Center LocationDefinition locationDefinition = BankenAshenForestRangerPaths.GetTownInstance().GetTwistingPathDefinition(); adjacentLocationDefintions.Add(locationDefinition.LocationKey, locationDefinition); if (defeatedMobs) { locationDefinition = BankenAshenForestRangerPaths.GetTownInstance().GetTinyIslandDefinition(); adjacentLocationDefintions.Add(locationDefinition.LocationKey, locationDefinition); } returnData.AdjacentLocationDefinitions = adjacentLocationDefintions; return(returnData); }
public Location LoadTwistingPath() { Location returnData; returnData = new Location(); returnData.Name = "Twisting Path"; bool defeatedMobs = Convert.ToBoolean(LocationHandler.GetLocationStateValue(Banken.LOCATION_STATE_KEY, BankenAshenForestRangerPaths.RANGER_CAMP_SPIRITS)); if (!defeatedMobs) { returnData.Description = "A long twisting path leading into the dark depths of the forest. There are skeletons blocking the way forward."; List <LocationAction> locationActions = new List <LocationAction>(); List <Mob> mobs = new List <Mob>(); mobs.Add(new Skeleton()); mobs.Add(new Skeleton()); mobs.Add(new Skeleton()); CombatAction combatAction = new CombatAction("Skeletons", mobs); combatAction.PostCombat += TwistingPathSkeletons; locationActions.Add(combatAction); returnData.Actions = locationActions; } else { returnData.Description = "A long twisting path leading into the dark depths of the forest. Bones lay scattered across the ground."; } //Adjacent Locations Dictionary <string, LocationDefinition> adjacentLocationDefintions = new Dictionary <string, LocationDefinition>(); //Town Center LocationDefinition locationDefinition = BankenAshenForestRangerPaths.GetTownInstance().GetBurntOpeningDefinition(); adjacentLocationDefintions.Add(locationDefinition.LocationKey, locationDefinition); if (defeatedMobs) { locationDefinition = BankenAshenForestRangerPaths.GetTownInstance().GetNarrowCreekDefinition(); adjacentLocationDefintions.Add(locationDefinition.LocationKey, locationDefinition); } returnData.AdjacentLocationDefinitions = adjacentLocationDefintions; return(returnData); }
public Location LoadEntrance() { Location returnData; returnData = new Location(); returnData.Name = "Ashen Forest - Ranger Paths"; returnData.Description = "The path splits off into a more natural trail. This path is well traveled by the Banken Rangers as they patrol the forest to keep evil at bay."; //Adjacent Locations Dictionary <string, LocationDefinition> adjacentLocationDefintions = new Dictionary <string, LocationDefinition>(); //Town Center LocationDefinition locationDefinition = BankenAshenForest.GetTownInstance().GetForestPathStartDefinition(); adjacentLocationDefintions.Add(locationDefinition.LocationKey, locationDefinition); locationDefinition = BankenAshenForestRangerPaths.GetTownInstance().GetSmallPathDefinition(); adjacentLocationDefintions.Add(locationDefinition.LocationKey, locationDefinition); returnData.AdjacentLocationDefinitions = adjacentLocationDefintions; return(returnData); }
public Location LoadBurntOpening() { Location returnData; returnData = new Location(); returnData.Name = "Burnt Opening"; bool hiddenRanger = Convert.ToBoolean(LocationHandler.GetLocationStateValue(Banken.LOCATION_STATE_KEY, BankenAshenForestRangerPaths.HIDING_RANGER)); bool lookForPath = Convert.ToBoolean(LocationHandler.GetLocationStateValue(Banken.LOCATION_STATE_KEY, BankenAshenForestRangerPaths.LOOK_FOR_PATH)); bool defeatedMobs = Convert.ToBoolean(LocationHandler.GetLocationStateValue(Banken.LOCATION_STATE_KEY, BankenAshenForestRangerPaths.BURNT_OPENING_SHADOW_DEMONS)); returnData.Description = "There is a burnt opening in a thick cluster of trees. Within the opening there is a secret ranger path that leads deeper within the forest. Hidden amongst the trees is one of Banken's rangers."; List <LocationAction> locationActions = new List <LocationAction>(); TakeItemAction itemAction = new TakeItemAction("Talk to", "the hidden ranger", "You walk up to the ranger and signal that you're a friend and ask, 'What's going on here? Where's the rest of your company, ranger?' The ranger speaks from his hidden position, 'I don't know where everyone else went. Those spirits came with the darkness. I was knocked out. Next thing I knew everyone was gone and the spirits were still here. I need to stay and see if anyone returns. There is a path nearby. Find it and you should find the answers we both seek.'"); locationActions.Add(itemAction); itemAction.PostItem += HiddenRanger; returnData.Actions = locationActions; if (hiddenRanger && !lookForPath) { locationActions = new List <LocationAction>(); TakeItemAction lookActiopn = new TakeItemAction("Look for ", "the path", "You search around the burnt opening for the path that the ranger spoke of. You find it and make to walk toward it but instead you're assaulted by shadow demons from all sides."); locationActions.Add(lookActiopn); lookActiopn.PostItem += LookForPath; returnData.Actions = locationActions; } else if (lookForPath && !defeatedMobs) { locationActions = new List <LocationAction>(); List <Mob> mobs = new List <Mob>(); mobs.Add(new ShadowDemon()); mobs.Add(new ShadowDemon()); mobs.Add(new ShadowDemon()); mobs.Add(new ShadowDemon()); mobs.Add(new ShadowDemon()); CombatAction combatAction = new CombatAction("Shadow Demons", mobs); combatAction.PostCombat += BurntOpeningShadowDemons; locationActions.Add(combatAction); returnData.Actions = locationActions; } //Adjacent Locations Dictionary <string, LocationDefinition> adjacentLocationDefintions = new Dictionary <string, LocationDefinition>(); //Town Center LocationDefinition locationDefinition = BankenAshenForestRangerPaths.GetTownInstance().GetRangerCampDefinition(); adjacentLocationDefintions.Add(locationDefinition.LocationKey, locationDefinition); if (hiddenRanger && lookForPath && defeatedMobs) { locationDefinition = BankenAshenForestRangerPaths.GetTownInstance().GetTwistingPathDefinition(); adjacentLocationDefintions.Add(locationDefinition.LocationKey, locationDefinition); } returnData.AdjacentLocationDefinitions = adjacentLocationDefintions; return(returnData); }