private void HandleGatherInteraction(string[] commandWords, Person actor) { if (actor.Location is Forest && actor.ListInventory().Any(item => item is Weapon)) { this.AddToPerson(actor, new Wood(commandWords[2])); } else if (actor.Location is Mine && actor.ListInventory().Any(item => item is Armor)) { this.AddToPerson(actor, new Iron(commandWords[2])); } }
private void CraftWeapon(string newItemName, Person actor) { var ironItems = actor.ListInventory().Where(x => x.ItemType == ItemType.Iron); var woodItems = actor.ListInventory().Where(x => x.ItemType == ItemType.Wood); if (ironItems != null && woodItems != null && ironItems.Count() > 0 && woodItems.Count() > 0) { var item = new Weapon(newItemName, null); actor.AddToInventory(item); ownerByItem.Add(item, actor); item.UpdateWithInteraction("craft"); } }
private void HandleCraftInteraction(string itemNameString, string itemTypeString, Person actor) { if (itemTypeString == "weapon" && actor.ListInventory().Any(item => item is Iron) && (actor.ListInventory().Any(item => item is Wood))) { this.AddToPerson(actor, new Weapon(itemNameString)); } if (itemTypeString == "armor" && actor.ListInventory().Any(item => item is Iron)) { this.AddToPerson(actor, new Armor(itemNameString)); } }
private void HandleCraftInteraction(string[] commandWords, Person actor) { if (actor.ListInventory().Any(item => item is Iron)) { if (commandWords[2] == "weapon" && actor.ListInventory().Any(item => item is Wood)) { this.AddToPerson(actor, new Weapon(commandWords[3])); } else if (commandWords[2] == "armor") { this.AddToPerson(actor, new Armor(commandWords[3])); } } }
private void HandleCraftInteraction(string[] commandWords, Person actor) { var craftedItemType = commandWords[2]; string craftedItemName = commandWords[3]; Item theNewCraftedItem = null; var actorInventory = actor.ListInventory(); if (craftedItemType == "weapon") { bool hasWood = PossessTheRequiredItem(actorInventory, ItemType.Wood); bool hasIron = PossessTheRequiredItem(actorInventory, ItemType.Iron); if (hasWood && hasIron) { theNewCraftedItem = new Weapon(craftedItemName); this.AddToPerson(actor, theNewCraftedItem); theNewCraftedItem.UpdateWithInteraction("craft"); } } else if (craftedItemType == "armor") { bool hasIron = PossessTheRequiredItem(actorInventory, ItemType.Iron); if (hasIron) { theNewCraftedItem = new Armor(craftedItemName); this.AddToPerson(actor, theNewCraftedItem); theNewCraftedItem.UpdateWithInteraction("craft"); } } }
private void HandleCraftInteraction(Person actor, string[] commandWords) { var inventory = actor.ListInventory(); bool hasIron = false; bool hasWood = false; foreach (var item in inventory) { if (item is Iron) { hasIron = true; } else if (item is Wood) { hasWood = true; } } if (commandWords[2] == "armor" && hasIron) { this.AddToPerson(actor, new Armor(commandWords[3], actor.Location)); } else if (commandWords[2] == "weapon" && hasIron && hasWood) { this.AddToPerson(actor, new Weapon(commandWords[3], "weapon", actor.Location)); } }
private void HandleCraftInteraction(Person actor, string itemTypeAsString, string newItemName) { var actorInventory = actor.ListInventory(); Item itemToAdd = null; var listOfNeededItems = null; switch (itemTypeAsString) { case "weapon" : if (actorInventory.Any(x => x.ItemType == ItemType.Wood) && actorInventory.Any(x => x.ItemType == ItemType.Iron)) { itemToAdd = new Weapon(newItemName); } break; case "armor" : if (actorInventory.Any(x => x.ItemType == ItemType.Iron)) { itemToAdd = new Armor(newItemName); } break; default: break; } if (itemToAdd != null) { this.AddToPerson(actor, itemToAdd); } }
private void HandleGatherInteraction(string itemNameString, Person actor) { var gatherLoc = actor.Location as IGatheringLocation; if (gatherLoc != null && actor.ListInventory().Any(item => item.ItemType == gatherLoc.RequiredItem)) { this.AddToPerson(actor, gatherLoc.ProduceItem(itemNameString)); } }
public void HandleGatherInteraction(Person person, string newItemName) { if (person.Location.LocationType == LocationType.Forest) { if (person.ListInventory().Exists(x => x.ItemType == ItemType.Weapon)) { this.AddToPerson(person, new Wood(newItemName, null)); } } else if (person.Location.LocationType == LocationType.Mine) { if (person.ListInventory().Exists(x => x.ItemType == ItemType.Armor)) { this.AddToPerson(person, new Iron(newItemName, null)); } } }
private void CraftArmor(Person actor, string craftedItemName) { var actorInventory = actor.ListInventory(); if (actorInventory.Any((item) => item.ItemType == ItemType.Iron)) { this.AddToPerson(actor, new Armor(craftedItemName)); } }
public void HandleCraftInteraction(Person person, string itemType, string newItemName) { if (itemType == "weapon") { if (person.ListInventory().Exists(x => x.ItemType == ItemType.Iron) && person.ListInventory().Exists(x => x.ItemType == ItemType.Wood)) { this.AddToPerson(person, new Weapon(newItemName, null)); } } else if (itemType == "armor") { if (person.ListInventory().Exists(x => x.ItemType == ItemType.Iron)) { this.AddToPerson(person, new Armor(newItemName, null)); } } }
private void HandleCraftInteraction(Person actor, string name) { if (actor.ListInventory().Exists(x => x is Iron)) { if (actor.ListInventory().Exists(x => x is Weapon)) { var item = new Weapon(name); actor.AddToInventory(item); this.AddToPerson(actor, item); return; } else { var item = new Armor(name); actor.AddToInventory(item); this.AddToPerson(actor, item); } } }
protected void HandleGatherInteraction(Person actor, string newName) { if (actor.Location is IGatheringLocation) { var gatheringLocation = actor.Location as IGatheringLocation; if (actor.ListInventory().Any(x => x.ItemType == gatheringLocation.RequiredItem)) { this.AddToPerson(actor, gatheringLocation.ProduceItem(newName)); } } }
private void HandleGatherInteraction(string name, Person actor) { if (actor.Location is IGatheringLocation) { var location = actor.Location as IGatheringLocation; if (actor.ListInventory().Any(i => i.ItemType == location.RequiredItem)) { AddToPerson(actor, location.ProduceItem(name)); } } }
private void HandleCraftInteraction(string[] commandWords, Person actor) { string craftItemType = commandWords[2]; string craftItemName = commandWords[3]; if (craftItemType == "armor") { bool hasIron = false; foreach (var item in actor.ListInventory()) { if (item.ItemType == ItemType.Iron) { hasIron = true; break; } } if (hasIron) { var addedItem = new Armor(craftItemName); this.AddToPerson(actor, addedItem); addedItem.UpdateWithInteraction("craft"); } } if (craftItemType == "weapon") { bool hasWood = false; bool hasIron = false; foreach (var item in actor.ListInventory()) { if (item.ItemType == ItemType.Wood) { hasWood = true; } else if (item.ItemType == ItemType.Iron) { hasIron = true; } } if (hasWood && hasIron) { var addedItem = new Weapon(craftItemName); this.AddToPerson(actor, addedItem); addedItem.UpdateWithInteraction("craft"); } } }
private void HandleTravelInteraction(string[] commandWords, Person actor) { var traveller = actor as ITraveller; if (traveller != null) { var targetLocation = this.locationByName[commandWords[2]]; peopleByLocation[traveller.Location].Remove(actor); traveller.TravelTo(targetLocation); peopleByLocation[traveller.Location].Add(actor); foreach (var item in actor.ListInventory()) { item.UpdateWithInteraction("travel"); } } }
private void HandleTravelInteraction(string[] commandWords, Person actor) { var traveller = actor as ITraveller; if (traveller != null) { var targetLocation = this.locationByName[commandWords[2]]; peopleByLocation[traveller.Location].Remove(actor); traveller.TravelTo(targetLocation); peopleByLocation[traveller.Location].Add(actor); foreach (var item in actor.ListInventory()) { item.UpdateWithInteraction("travel"); } } }
private void HandleListInventoryInteraction(Person actor) { var inventory = actor.ListInventory(); foreach (var item in inventory) { if (ownerByItem[item] == actor) { Console.WriteLine(item.Name); item.UpdateWithInteraction("inventory"); } } if (inventory.Count == 0) { Console.WriteLine("empty"); } }
private void HandleCraftInteraction(Person actor, string itemType, string itemName) { if (actor.ListInventory().Count > 0) { if (itemType == "weapon" && actor.ListInventory().Any(x => x.ItemType == ItemType.Iron) && actor.ListInventory().Any(x => x.ItemType == ItemType.Wood)) { var weapon = new Weapon(itemName); AddToPerson(actor, weapon); } else if (itemType == "armor" && actor.ListInventory().Any(x => x.ItemType == ItemType.Iron)) { var armor = new Armor(itemName); AddToPerson(actor, armor); } } }
private void GetItemFromMine(Person actor, string itemName) { bool hasArmor = false; foreach (var item in actor.ListInventory()) { if (item.ItemType == ItemType.Armor) { hasArmor = true; } } if (hasArmor) { Iron iron = new Iron(itemName); this.AddToPerson(actor, iron); } }
private void GetItemFromForest(Person actor, string itemName) { bool hasWeapon = false; foreach (var item in actor.ListInventory()) { if (item.ItemType == ItemType.Weapon) { hasWeapon = true; } } if (hasWeapon) { Wood wood = new Wood(itemName); this.AddToPerson(actor, wood); } }
private void CraftArmor(Person actor, string itemName) { bool hasIron = false; foreach (var item in actor.ListInventory()) { if (item.ItemType == ItemType.Iron) { hasIron = true; } } if (hasIron) { Armor armor = new Armor(itemName); this.AddToPerson(actor, armor); } }
private void HadleGatherInteraction(Person actor, string ItemName) { var actorInventory = actor.ListInventory(); var IsGatherType = actor.Location as IGatheringLocation; if (IsGatherType != null) { foreach (var actorInv in actorInventory) { if (actorInv.ItemType == IsGatherType.RequiredItem) { var createItem = IsGatherType.ProduceItem(ItemName); this.AddToPerson(actor, createItem); break; } } } }
private void HandleArmorCrafting(string armorName, Person actor) { bool actorHasIron = false; foreach (Item inventoryItem in actor.ListInventory()) { if (inventoryItem.ItemType == ItemType.Iron) { actorHasIron = true; break; } } if (actorHasIron) { base.AddToPerson(actor, new Armor(armorName, null)); } }
private void HandleGatherInteraction(Person actor, string gatheredItemName) { var gatheringLocation = actor.Location as IGatheringLocation; if (gatheringLocation != null) { var actorInventory = actor.ListInventory(); bool hasRequiredItem = actorInventory.Any(it => it .ItemType == gatheringLocation.RequiredItem ); if (hasRequiredItem) { var producedItem = gatheringLocation.ProduceItem(gatheredItemName); this.AddToPerson(actor, producedItem); } } }
private void HandleListInventoryInteraction(Person actor) { var inventory = actor.ListInventory(); foreach (var item in inventory) { if (this.ownerByItem[item] == actor) { Console.WriteLine(item.Name); item.UpdateWithInteraction("inventory"); } } if (inventory.Count == 0) { Console.WriteLine("empty"); } }
private void HandleGatherInteraction(string[] commandWords, Person actor) { List <Item> actorsItems = actor.ListInventory(); foreach (var item in actorsItems) { if (item.ItemType == ItemType.Weapon && actor.Location.LocationType == LocationType.Forest) { this.AddToPerson(actor, new Wood(commandWords[2])); //actor.AddToInventory(new Wood(commandWords[2])); } else if (item.ItemType == ItemType.Armor && actor.Location.LocationType == LocationType.Mine) { this.AddToPerson(actor, new Iron(commandWords[2])); //actor.AddToInventory(new Iron(commandWords[2])); } } }
private void HandleGatherInteraction(string[] commandWords, Person actor) { string itemName = commandWords[2]; var gatheringLocation = actor.Location as IGatheringLocation; if (gatheringLocation != null) { var requiredItemType = gatheringLocation.RequiredItem; var actorInventory = actor.ListInventory(); bool hasItem = InventoryHasItemType(requiredItemType, actorInventory); if (hasItem) { this.AddToPerson(actor, gatheringLocation.ProduceItem(itemName)); } } }
private void HandleGatherInteraction(Person actor, string newItemName) { var currentLocation = actor.Location as IGatheringLocation; if (currentLocation != null) { var inventory = actor.ListInventory(); foreach (var item in inventory) { if (item.ItemType == currentLocation.RequiredItem) { var producedItem = currentLocation.ProduceItem(newItemName); this.AddToPerson(actor, producedItem); break; } } } }
private void HandleCraftInteraction(string[] commandWords, Person actor) { string itemTypeToCraft = commandWords[2]; string chosenItemName = commandWords[3]; var actorInventory = actor.ListInventory(); if (itemTypeToCraft == "armor") { if (actorInventory.Any(i => i.ItemType == ItemType.Iron)) { AddToPerson(actor, new Armor(chosenItemName)); } } else if (itemTypeToCraft == "weapon") { if (actorInventory.Any(i => i.ItemType == ItemType.Iron) && actorInventory.Any(i => i.ItemType == ItemType.Wood)) { AddToPerson(actor, new Weapon(chosenItemName)); } } }
private void HandleGatherInteraction(string itemName, Person actor) { if (actor.Location is IGatheringLocation) { bool hasRequiredItem = false; foreach (Item inventoryItem in actor.ListInventory()) { if (inventoryItem.ItemType == (actor.Location as IGatheringLocation).RequiredItem) { hasRequiredItem = true; break; } } if (hasRequiredItem) { base.AddToPerson(actor, (actor.Location as IGatheringLocation).ProduceItem(itemName)); } } }
private void HandleGatherInteraction(Person actor, string itemName) { if (actor.Location.LocationType == LocationType.Mine || actor.Location.LocationType == LocationType.Forest) { var gatheringLocation = actor.Location as IGatheringLocation; if (actor.ListInventory().Any(i => i.ItemType == gatheringLocation.RequiredItem)) { this.AddToPerson(actor, gatheringLocation.ProduceItem(itemName)); } } //if (actor.Location.LocationType == LocationType.Forest && actor.ListInventory().Any(i => i.ItemType == ItemType.Weapon)) //{ // this.AddToPerson(actor, new Wood(itemName)); //} //if (actor.Location.LocationType == LocationType.Mine && actor.ListInventory().Any(i => i.ItemType == ItemType.Armor)) //{ // this.AddToPerson(actor, new Iron(itemName)); //} }
private void HandleGatherInteraction(Person actor, string itemName) { var actorItems = actor.ListInventory(); for (int i = 0; i < actorItems.Count; i++) { if (actorItems[i] is Weapon && actor.Location is Forest) { var item = new Wood(itemName); actor.AddToInventory(item); this.ownerByItem.Add(item, actor); return; } else if (actorItems[i] is Armor && actor.Location is Mine) { var item = new Iron(itemName); actor.AddToInventory(item); this.ownerByItem.Add(item, actor); return; } } }
private void HandleCraftInteraction(string[] commandWords, Person actor) { string itemTypeToCraft = commandWords[2]; string chosenItemName = commandWords[3]; var actorInventory = actor.ListInventory(); if (itemTypeToCraft == "armor") { if (actorInventory.Any(i => i.ItemType == ItemType.Iron)) { AddToPerson(actor, new Armor(chosenItemName)); } } else if (itemTypeToCraft == "weapon") { if (actorInventory.Any(i => i.ItemType == ItemType.Iron) && actorInventory.Any(i => i.ItemType == ItemType.Wood)) { AddToPerson(actor, new Weapon(chosenItemName)); } } }
private void HandleCraftInteraction(string[] commandWords, Person actor) { string itemTypeToCraft = commandWords[2]; string itemName = commandWords[3]; var inventory = actor.ListInventory(); if (itemTypeToCraft == ArmorItemToCraft) { if (InventoryHasItemType(ItemType.Iron, inventory)) { this.AddToPerson(actor, new Armor(itemName)); } } if (itemTypeToCraft == WeaponItemToCraft) { if (InventoryHasItemType(ItemType.Iron, inventory) && InventoryHasItemType(ItemType.Wood, inventory)) { this.AddToPerson(actor, new Weapon(itemName)); } } }
private void HandeCraftWeaponInteraction(string newItemName, Person actor) { var inventory = actor.ListInventory(); if (inventory.Any(item => item.GetType() == typeof(Iron)) && inventory.Any(item => item.GetType() == typeof(Wood))) { // TODO: Remove iron ? //var itemToRemove = inventory // .Where(item => item.GetType() == typeof(Iron)) // .First(); //base.RemoveFromPerson(actor, itemToRemove); //itemToRemove = inventory // .Where(item => item.GetType() == typeof(Wood)) // .First(); //base.RemoveFromPerson(actor, itemToRemove); base.AddToPerson(actor, new Weapon(newItemName)); } }
private void HandleGatherInteraction(string[] commandWords, Person actor) { var itemsInInventory = actor.ListInventory(); bool[] hasItemTypes = this.CheckActorInventoryForItem(itemsInInventory); if (actor.Location is Forest) { if (hasItemTypes[2]) { var gatheredWood = new Wood(commandWords[2], actor.Location); this.AddToPerson(actor, gatheredWood); } } else if (actor.Location is Mine) { if (hasItemTypes[3]) { var gatheredIron = new Iron(commandWords[2], actor.Location); this.AddToPerson(actor, gatheredIron); } } }
private void HandleCraftInteraction(string[] commandWords, Person actor) { switch (commandWords[2]) { case "armor": if (actor.ListInventory().Exists(x => x.ItemType == ItemType.Iron)) { this.AddToPerson(actor, new Armor(commandWords[3])); } break; case "weapon": if (actor.ListInventory().Exists(x => x.ItemType == ItemType.Iron)) { if (actor.ListInventory().Exists(x => x.ItemType == ItemType.Wood)) { this.AddToPerson(actor, new Weapon(commandWords[3])); } } break; default: break; } }
private void CraftWeapon(Person actor, string itemName) { bool hasIron = false; bool hasWood = false; foreach (var item in actor.ListInventory()) { if (item.ItemType == ItemType.Iron) { hasIron = true; } if (item.ItemType == ItemType.Wood) { hasWood = true; } } if (hasIron && hasWood) { Weapon weapon = new Weapon(itemName); this.AddToPerson(actor, weapon); } }
private void HandleGatherInteraction(Person actor, string itemName) { if (actor.Location.LocationType == LocationType.Forest && actor.ListInventory().Any(x => x.ItemType == ItemType.Weapon)) { var wood = new Wood(itemName); AddToPerson(actor, wood); } else if (actor.Location.LocationType == LocationType.Mine && actor.ListInventory().Any(x => x.ItemType == ItemType.Armor)) { var iron = new Iron(itemName); AddToPerson(actor, iron); } }
private void HandleGatherInteraction(Person actor, string gatheredItemName) { var gatheringLocation = actor.Location as IGatheringLocation; if (gatheringLocation != null) { var actorInventory = actor.ListInventory(); bool hasRequiredItem = actorInventory.Any( (item) => item.ItemType == gatheringLocation.RequiredItem ); if (hasRequiredItem) { var producedItem = gatheringLocation.ProduceItem(gatheredItemName); this.AddToPerson(actor, producedItem); } //same as above: //foreach (var item in actorInventory) //{ // if (item.ItemType == gatheringLocation.RequiredItem) // { // var producedItem = gatheringLocation.ProduceItem(gatheredItemName); // this.AddToPerson(actor, producedItem); // break; // } //} } }
private void HandleCraftInteraction(string[] commandWords, Person actor) { Item craftedItem = null; string itemType = commandWords[2]; string itemName = commandWords[3]; switch (itemType) { case "armor" : foreach (var item in actor.ListInventory()) { if (item.ItemType == ItemType.Iron) { craftedItem = new Armor(itemName); this.AddToPerson(actor, craftedItem); return; } } break; case "weapon" : bool hasIron = new bool(); bool hasWood = new bool(); foreach (var item in actor.ListInventory()) { if (item.ItemType == ItemType.Iron) { hasIron = true; } else if (item.ItemType == ItemType.Wood) { hasWood = true; } if (hasIron && hasWood) { craftedItem = new Weapon(itemName); this.AddToPerson(actor, craftedItem); return; } } break; default: break; } }
private void HandleGatherInteraction(string[] commandWords, Person actor) { Item gatherItem = null; string itemName = commandWords[2]; switch (actor.Location.LocationType) { case LocationType.Mine: foreach (var item in actor.ListInventory()) { if (item.ItemType == ItemType.Armor) { gatherItem = new Iron(itemName); this.AddToPerson(actor, gatherItem); return; } } break; case LocationType.Forest: foreach (var item in actor.ListInventory()) { if (item.ItemType == ItemType.Weapon) { gatherItem = new Wood(itemName); this.AddToPerson(actor, gatherItem); return; } } break; default: break; } }
public static bool HasItemInInventory(this Person actor, ItemType itemType) { return(actor.ListInventory().Any(i => i.ItemType == itemType)); }
private void HandleSellInteraction(string[] commandWords, Person actor) { Item saleItem = null; string saleItemName = commandWords[2]; foreach (var item in actor.ListInventory()) { if (ownerByItem[item] == actor && saleItemName == item.Name) { saleItem = item; } } var buyer = personByName[commandWords[3]] as Shopkeeper; if (buyer != null && peopleByLocation[actor.Location].Contains(buyer)) { var price = buyer.CalculateBuyingPrice(saleItem); moneyByPerson[buyer] -= price; moneyByPerson[actor] += price; this.RemoveFromPerson(actor, saleItem); this.AddToPerson(buyer, saleItem); saleItem.UpdateWithInteraction("sell"); } }
private void HandleDropInteraction(Person actor) { foreach (var item in actor.ListInventory()) { if (ownerByItem[item] == actor) { strayItemsByLocation[actor.Location].Add(item); this.RemoveFromPerson(actor, item); item.UpdateWithInteraction("drop"); } } }
private void HandleCraftItem(string[] commandWords, Person actor) { // Syntax: kiro craft weapon craftedWeapon // // A Person should be able to craft Weapons and Armor // // Crafting an Armor requires that the Person has Iron in his inventory // Results in adding an Armor item in the Person’s inventory // // Crafting a Weapon requires that the Person has Iron and Wood in his inventory bool hasIron = false; bool hasWood = false; var inventory = actor.ListInventory(); foreach (var item in inventory) { if (item is Iron) { hasIron = true; } else if (item is Wood) { hasWood = true; } } if (commandWords[2] == "weapon") { if (hasIron && hasWood) { this.AddToPerson(actor, new Weapon(commandWords[3])); return; } } if (commandWords[2] == "armor") { if (hasIron) { this.AddToPerson(actor, new Armor(commandWords[3])); return; } } }
private void HandleGatherInteraction(string[] commandWords, Person actor) { var location = actor.Location as IGatheringLocation; if (location != null) { if (actor.ListInventory().Exists(x => x.ItemType == location.RequiredItem)) { this.AddToPerson(actor, location.ProduceItem(commandWords[2])); } } }
private void HandleGatherInteraction(Person actor, string itemName) { //Gathering means a Person takes an item from a special location //A Person should be able to gather from mines and from forests //A Person can gather from a forest only if he has a Weapon in his inventory //Gathering from a forests results in adding a Wood item in the Person’s inventory //A Person can gather from a mine only if he has an Armor in his inventory //Gathering from a mine results in adding an Iron item in the Person’s inventory //Syntax: Joro gather newItemName – gathers an item, naming it newItemName if the Person Joro is at a mine or forest, and respectively has an Armor or Weapon if (actor.Location.LocationType == LocationType.Forest && actor.ListInventory().Any(a => a.GetType() == typeof(Weapon))) { Wood a = new Wood(itemName); base.AddToPerson(actor, a); actor.AddToInventory(new Wood(itemName)); } if (actor.Location.LocationType == LocationType.Mine && actor.ListInventory().Any(a => a.GetType() == typeof(Armor))) { Iron a = new Iron(itemName); base.AddToPerson(actor, a); actor.AddToInventory(new Iron(itemName)); } }
private void HandleCraftInteraction(Person actor, string itemToCraft, string itemName) { //A Person can craft items, provided he has some items in his inventory //A Person should be able to craft Weapons and Armor //Crafting an Armor requires that the Person has Iron in his inventory //Results in adding an Armor item in the Person’s inventory //Crafting a Weapon requires that the Person has Iron and Wood in his inventory //Syntax: Joro craft weapon/armor newItemName - gathers an item, naming it newItemName if the Person Joro has the necessary switch (itemToCraft) { case "armor": if (actor.ListInventory().Any(a => a.GetType() == typeof(Iron))) { Armor armor = new Armor(itemName); base.AddToPerson(actor, armor); actor.AddToInventory(new Armor(itemName)); } break; case "weapon": if (actor.ListInventory().Any(a => a.GetType() == typeof(Iron)) && actor.ListInventory().Any(a => a.GetType() == typeof(Wood))) { Weapon weapon = new Weapon(itemName); base.AddToPerson(actor, weapon); actor.AddToInventory(new Weapon(itemName)); } break; default: break; } }