public static void Weapon() { string prefixName; int prefixValue; string prefixStat; (prefixName, prefixStat, prefixValue) = Prefix.Generate("Weapon"); string suffixName; string suffixStat; int suffixValue; (suffixName, suffixStat, suffixValue) = Suffix.Generate("Weapon"); int _weaponType = random.Next(1, 27); //26 weapons switch (_weaponType) { case 1: Axe axe = new Axe(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); // Console.WriteLine("prefixName: " + prefixName + ", prefixStat: " + prefixStat + ", prefixValue: " + prefixValue + ", suffixName: " + suffixName + ", suffixStat: " + suffixStat + ", suffixVallue: " + suffixValue); axe.WeaponAddToInventory(); break; case 2: BastardSword bastardSword = new BastardSword(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); bastardSword.WeaponAddToInventory(); break; case 3: BattleAxe battleAxe = new BattleAxe(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); battleAxe.WeaponAddToInventory(); break; case 4: Blade blade = new Blade(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); blade.WeaponAddToInventory(); break; case 5: BroadAxe broadAxe = new BroadAxe(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); broadAxe.WeaponAddToInventory(); break; case 6: BroadSword broadSword = new BroadSword(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); broadSword.WeaponAddToInventory(); break; case 7: Claymore claymore = new Claymore(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); claymore.WeaponAddToInventory(); break; case 8: Club club = new Club(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); club.WeaponAddToInventory(); break; case 9: Dagger dagger = new Dagger(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); dagger.WeaponAddToInventory(); break; case 10: Falchion falchion = new Falchion(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); falchion.WeaponAddToInventory(); break; case 11: Flail flail = new Flail(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); flail.WeaponAddToInventory(); break; case 12: GreatAxe greatAxe = new GreatAxe(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); greatAxe.WeaponAddToInventory(); break; case 13: GreatSword greatSword = new GreatSword(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); greatSword.WeaponAddToInventory(); break; case 14: LargeAxe largeAxe = new LargeAxe(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); largeAxe.WeaponAddToInventory(); break; case 15: LongSword longSword = new LongSword(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); longSword.WeaponAddToInventory(); break; case 16: Mace mace = new Mace(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); mace.WeaponAddToInventory(); break; case 17: Maul maul = new Maul(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); maul.WeaponAddToInventory(); break; case 19: MorningStar morningStar = new MorningStar(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); morningStar.WeaponAddToInventory(); break; case 20: Sabre sabre = new Sabre(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); sabre.WeaponAddToInventory(); break; case 21: Scimitar scimitar = new Scimitar(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); scimitar.WeaponAddToInventory(); break; case 22: ShortSword shortSword = new ShortSword(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); shortSword.WeaponAddToInventory(); break; case 23: SmallAxe smallAxe = new SmallAxe(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); smallAxe.WeaponAddToInventory(); break; case 24: SpikedClub spikedClub = new SpikedClub(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); spikedClub.WeaponAddToInventory(); break; case 25: TwoHandedSword twoHandedSword = new TwoHandedSword(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); twoHandedSword.WeaponAddToInventory(); break; case 26: WarHammer warHammer = new WarHammer(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); warHammer.WeaponAddToInventory(); break; } }
private static void Main(string[] args) { Player player = new Player { HealthMax = 100, Health = 100, ACbase = 10, AC = 10 }; Monster monster = new Monster(); Inventory InventoryList = new Inventory(); InventoryList.Initialize(); Prefix.Initialize(); Suffix.Initialize(); //todo get starter weapon Generate.Weapon(); Inventory.EquipStarterWeapon(player); Disclaimer(); Console.WriteLine("Welcome to the Trial By Combat! How long will you survive?"); Console.WriteLine(); Console.WriteLine("What is your name?"); player.Name = Console.ReadLine(); Console.Clear(); //maybe lower item count and use as random inventory to choose weapon and gear when game starts //move to StarterGear() ?? // testing int f = 0; do { Generate.Weapon(); Generate.Armor(); f++; } while (f < 10); StartGame(player, monster); bool keepPlaying = true; do { Console.WriteLine(); Console.WriteLine("do you want to play again? (press the 'y' for yes)"); ConsoleKey bInput = Console.ReadKey().Key; if (bInput == ConsoleKey.Y) { Console.Clear(); //may need moved StartGame(player, monster); } else { keepPlaying = false; } } while (keepPlaying); // = true //to keep console alive Console.WriteLine("\npress any key to exit."); Console.ReadKey(); }
public static void Armor() { int _slot = random.Next(0, 8); string[] gearSlot = new string[8]; gearSlot[0] = "Head"; //helmet gearSlot[1] = "Shoulders"; gearSlot[2] = "Chest"; gearSlot[3] = "Waist"; // belt gearSlot[4] = "Arms"; // bracer gearSlot[5] = "Hands"; // gloves gearSlot[6] = "Legs"; // pants gearSlot[7] = "Feet"; // boots string prefixName; int prefixValue; string prefixStat; (prefixName, prefixStat, prefixValue) = Prefix.Generate("Armor"); string suffixName; string suffixStat; int suffixValue; (suffixName, suffixStat, suffixValue) = Suffix.Generate("Armor"); int _armorType = random.Next(1, 11); switch (_armorType) { case 1: Rags rags = new Rags(gearSlot[_slot], prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); rags.ArmorAddToInventory(); break; case 2: Quilted cloak = new Quilted(gearSlot[_slot], prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); cloak.ArmorAddToInventory(); break; case 3: Leather leather = new Leather(gearSlot[_slot], prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); leather.ArmorAddToInventory(); break; case 4: HardLeather hardLeather = new HardLeather(gearSlot[_slot], prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); hardLeather.ArmorAddToInventory(); break; case 5: StuddedLeather studdedLeather = new StuddedLeather(gearSlot[_slot], prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); studdedLeather.ArmorAddToInventory(); break; case 6: RingMail ringMail = new RingMail(gearSlot[_slot], prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); ringMail.ArmorAddToInventory(); break; case 7: ChainMail chainMail = new ChainMail(gearSlot[_slot], prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); chainMail.ArmorAddToInventory(); break; case 8: ScaleMail scaleMail = new ScaleMail(gearSlot[_slot], prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); scaleMail.ArmorAddToInventory(); break; case 9: FieldPlate fieldPlate = new FieldPlate(gearSlot[_slot], prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); fieldPlate.ArmorAddToInventory(); break; case 10: GothicPlate gothicPlate = new GothicPlate(gearSlot[_slot], prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); gothicPlate.ArmorAddToInventory(); break; } }