private static void ReceiptMath(Buyer buyer, bool didTip)
        {
            decimal receiptTotal = GetMoneyAmountInputs("Enter total for this receipt: $", true);
            decimal tipAmount    = 0;

            if (didTip)
            {
                tipAmount = GetMoneyAmountInputs("Please enter tip amount: $", true);
            }
            buyer.HoldReceipt(new Receipt(receiptTotal, tipAmount));

            TextMenu <Buyer> menu            = new TextMenu <Buyer>();
            Roommate         roomieSelection = buyer.Name;
            bool             done            = false;

            foreach (Roommate r in Enum.GetValues(typeof(Roommate)))
            {
                menu.AddItem(new TextMenuItem <Buyer>($"{r} bought stuff", (p) => { roomieSelection = r; }));
            }
            menu.AddItem(new TextMenuItem <Buyer>($"Receipt complete: Add to {buyer.Name} total", (p) => { done = true; }));
            while (!done)
            {
                int i = menu.GetMenuChoiceFromUser() - 1;
                menu.Run(i, buyer);
                if (done)
                {
                    break;
                }
                GetIndividualPurchases(buyer, roomieSelection);
            }

            buyer.AddReceiptToTotals();
        }
Exemplo n.º 2
0
        static void Main(string[] args)
        {
            WriteLine("R E C E I P T");
            WriteLine("================================================");

            foreach (Roommate name in Enum.GetValues(typeof(Roommate)))
            {
                household.Add(new Buyer(name));
            }

            bool             done        = false;
            TextMenu <Buyer> mainMenu    = new TextMenu <Buyer>();
            Buyer            buyerSelect = null;

            foreach (Buyer b in household)
            {
                mainMenu.AddItem(new TextMenuItem <Buyer>($"Do {b.Name} receipts", (p) => { buyerSelect = b; }));
            }
            mainMenu.AddItem(new TextMenuItem <Buyer>("Show Totals", (p) => { ShowTotals(); }));
            mainMenu.AddItem(new TextMenuItem <Buyer>("Quit", (p) => { done = true; }));

            while (!done)
            {
                int i = mainMenu.GetMenuChoiceFromUser() - 1;
                mainMenu.Run(i, buyerSelect);
                if (i >= household.Count)
                {
                    continue;
                }
                else
                {
                    Buyer.BuyerMenu(buyerSelect);
                }
            }
        }
Exemplo n.º 3
0
        public static void Main(string[] args)
        {
            var program = new ProgramState()
            {
                ExecutionStack = GetExampleProgram2()
            };
            IRepository repository = new Repository.Repository(
                "/home/bogdanboboc97/RiderProjects/ToyLanguage/ToyLanguage/logFile.txt",
                new List <ProgramState>(new[] { program }));
            var controller = new ToyLanguageController(repository);

            var menu = new TextMenu();

            menu.AddCommand(new ExitCommand(controller));
            menu.AddCommand(new RunProgramCommand(controller));

            menu.Run();
        }
Exemplo n.º 4
0
        public static void BuyerMenu(Buyer buyer)
        {
            if (buyer == null)
            {
                throw new ArgumentNullException("Buyer can not be null");
            }

            bool             done = false;
            TextMenu <Buyer> menu = new TextMenu <Buyer>();

            menu.AddItem(new TextMenuItem <Buyer>($"{buyer.Name}: Normal receipt", ReceiptActions.BasicReceipt));
            menu.AddItem(new TextMenuItem <Buyer>($"{buyer.Name}: Receipt with tip", ReceiptActions.ReceiptWithTip));
            //DELETE ME: potential add - receipt with only one other person?
            // also receipt with alcohol tax ?? or with alcohol taxed purchases
            menu.AddItem(new TextMenuItem <Buyer>("Back to main menu", (p) => { done = true; }));

            while (!done)
            {
                int i = menu.GetMenuChoiceFromUser() - 1;
                menu.Run(i, buyer);
            }
        }
Exemplo n.º 5
0
        static void Main(string[] args)
        {
            WriteLine("Simple Adventure - \n=======================================================\n");

            Location townGates = new Location(Locale.TownGates, "You are at the gates of a town.");

            townGates.AddPathway(Direction.North, Locale.Crossroads);
            Actor townGuard = new Actor("Town Guard", 1000, Locale.TownGates, false);

            townGuard.Equip(GameItems.GuardsArmor);
            townGuard.Equip(GameItems.GuardsPike);
            townGates.AddResident(townGuard);
            townGates.AddMenuItem(new TextMenuItem <Player>("Talk to the guard", GameActions.TalkToGuard));
            theWorld.Add(Locale.TownGates, townGates);

            Location crossroads = new Location(Locale.Crossroads, "You are at a lonely 4-way crossroads. You cannot see what lies in each direction.");

            crossroads.AddPathway(Direction.North, Locale.River);
            crossroads.AddPathway(Direction.South, Locale.TownGates);
            crossroads.AddPathway(Direction.West, Locale.Woods);
            crossroads.AddPathway(Direction.East, Locale.Bridge);
            theWorld.Add(Locale.Crossroads, crossroads);

            Location bridge = new Location(Locale.Bridge, "You come up to a bridge that appears to have been barricaded.");

            bridge.AddPathway(Direction.West, Locale.Crossroads);
            Monster goblin = new Monster("Goblin", 20, Locale.Bridge);

            goblin.Equip(GameItems.LeatherArmor);
            goblin.Equip(GameItems.RustyAxe);
            goblin.AddItem(GameItems.SilverRing);
            bridge.AddResident(goblin);
            bridge.AddPreAction(GameActions.MonsterAttacks);
            bridge.AddMenuItemPostBattle(new TextMenuItem <Player>($"Break down the barricade", GameActions.DestroyBarricade));
            theWorld.Add(Locale.Bridge, bridge);

            Location field = new Location(Locale.Field, "Once across the bridge you end up in fields that appear to be farmland.");

            field.AddPathway(Direction.West, Locale.Bridge);
            Actor crier = new Actor("Town Crier", location: Locale.Field);

            crier.Equip(GameItems.ClothArmor);
            field.AddResident(crier);
            field.AddMenuItem(new TextMenuItem <Player>("Talk to the town crier", GameActions.TalkToCrier));
            theWorld.Add(Locale.Field, field);

            Location river = new Location(Locale.River, "You are at a swift-flowing, broad river that cannot be crossed.");

            river.AddPathway(Direction.South, Locale.Crossroads);
            river.AddMenuItem(new TextMenuItem <Player>("Drink some water", GameActions.DrinkRiverWater));
            theWorld.Add(Locale.River, river);

            Location woods = new Location(Locale.Woods, "You are in a dark forboding forest. Fallen trees block your way.");

            woods.AddPathway(Direction.East, Locale.Crossroads);
            woods.AddMenuItem(new TextMenuItem <Player>("Search the woods nearby", GameActions.FindForrestItems));
            woods.AddMenuItem(new TextMenuItem <Player>("Climb over the fallen trees and head deeper into the woods", GameActions.IntoTheWoods));
            theWorld.Add(Locale.Woods, woods);

            Location deepwoods = new Location(Locale.DeepWoods,
                                              "You are deep inside the forest, surrounded by forboding trees that cast long shadows and tall ferns that making walking difficult.");

            deepwoods.AddMenuItem(new TextMenuItem <Player>("Go back the way you came", GameActions.ReturnFromTheWoods));
            deepwoods.AddMenuItem(new TextMenuItem <Player>("Continue into the woods...", GameActions.IntoTheWoods));
            theWorld.Add(Locale.DeepWoods, deepwoods);

            Location clearing = new Location(Locale.Clearing, "You find yourself in a bright, sunny clearing. There are a few stumps and an abandoned firepit near the center.");

            clearing.AddMenuItem(new TextMenuItem <Player>("Examine the firepit", GameActions.FindAxe));
            clearing.AddMenuItem(new TextMenuItem <Player>("Return to the forest entrance", GameActions.ReturnFromTheWoods));
            clearing.AddMenuItem(new TextMenuItem <Player>("Keep searching the woods", GameActions.IntoTheWoods));
            theWorld.Add(Locale.Clearing, clearing);

            Location outsidehaghhut = new Location(Locale.HagHut, "You come across a tiny hut covered in moss, it looks ancient and rotted");

            outsidehaghhut.AddMenuItem(new TextMenuItem <Player>("Knock on the door", GameActions.EnterHut));
            outsidehaghhut.AddMenuItem(new TextMenuItem <Player>("Keep searching the woods", GameActions.IntoTheWoods));
            theWorld.Add(Locale.HagHut, outsidehaghhut);

            Location haghut = new Location(Locale.PocketDimension, "The inside of the hut is larger than the outside and full of clutter and plants." +
                                           "\nThere is a lit fireplace with a cauldron on it");
            Actor hag = new Actor("Old Woman", 1000, Locale.PocketDimension, false);

            hag.Equip(GameItems.SkinDress);
            hag.Equip(GameItems.BoneStaff);
            haghut.AddResident(hag);
            haghut.AddMenuItem(new TextMenuItem <Player>("Talk to the old woman", GameActions.TalkToWitch));
            haghut.AddMenuItem(new TextMenuItem <Player>("Exit the hut", GameActions.LeaveWitchHut));
            theWorld.Add(Locale.PocketDimension, haghut);

            string playerName    = "";
            bool   validResponse = false;

            while (!validResponse)
            {
                Write("Please enter a name for your hero: ");
                playerName = ReadLine();
                if (playerName != "")
                {
                    validResponse = true;
                }
                else
                {
                    WriteLine("Player name cannot be blank.");
                }
            }

            Player ourHero = new Player(playerName, 20);

            ourHero.Equip(GameItems.LeatherArmor);
            ourHero.Equip(GameItems.Dagger);
            ourHero.AddItem(GameItems.RabbitsFoot);
            ourHero.MoveTo(Locale.TownGates);

            WriteLine($"\nWelcome to Simple AdventureLand, {ourHero.Name}!\n");

            bool done = false;

            while (ourHero.Health > 0 && ourHero.Locale != Locale.Town && !done)
            {
                Location location = theWorld[ourHero.Locale];
                WriteLine(ourHero);

                location.RunPreAction(ourHero);
                location.AddPreAction(null);
                location.CreatePostBattleOption();

                if (ourHero.Health == 0)
                {
                    break;
                }

                WriteLine(location);
                WriteLine();
                TextMenu <Player> menu = location.GetMenu();
                //menu.AddItem(new TextMenuItem<Player>("Quit", (p)=>{ done = true; }));

                WriteLine("What would you like to do?");
                int i = menu.GetMenuChoiceFromUser() - 1;
                menu.Run(i, ourHero);
            }

            WriteLine("THE END.");
        }
Exemplo n.º 6
0
        static void Main(string[] args)
        {
            string name = "";

            Console.WriteLine("Please enter the name?");
            name  = Console.ReadLine();
            name += " the Malodorous";
            Console.WriteLine($"Welcome to Simple AdventureLand, {name}!");
            Location location = new Location(Locale.TownGates, "You are at the gates of a town. A guard is standing in front of you.");

            location.AddPathway(Direction.North, Locale.Crossroads);
            Actor townGuard = new Actor("TownGuard", Locale.TownGates, 1000);

            location.AddMenuItems(new TextMenuItem <Player>("Talk to the guard", GameAction.TalkTOGuard));
            townGuard.Equip(GameItems.GuardsArmor);
            townGuard.Equip(GameItems.GuardsPike);
            location.AddResident(townGuard);
            theWorld.Add(Locale.TownGates, location);

            location = new Location(Locale.Crossroads, "You are at a lonely 4-way crossroads. You cannot see what lies in each direction.");
            location.AddPathway(Direction.North, Locale.River);
            location.AddPathway(Direction.West, Locale.Woods);
            location.AddPathway(Direction.South, Locale.TownGates);
            location.AddPathway(Direction.East, Locale.Bridge);
            theWorld.Add(Locale.Crossroads, location);

            location = new Location(Locale.Woods, "You are in a dark forboding forest. Fallen trees block your way.");
            location.AddPathway(Direction.East, Locale.Crossroads);
            location.AddMenuItems(new TextMenuItem <Player>("Search the wood nearby", GameAction.FindForestItem));
            theWorld.Add(Locale.Woods, location);

            location = new Location(Locale.River, "You are at a swift-flowing, broad river that cannot be crossed.");
            location.AddPathway(Direction.South, Locale.Crossroads);
            location.AddMenuItems(new TextMenuItem <Player>("Drink some water", GameAction.DrinkWater));
            theWorld.Add(Locale.River, location);

            location = new Location(Locale.Bridge, "You come up to a bridge that appears to have been barricaded.");
            location.AddPathway(Direction.West, Locale.Crossroads);
            Monster goblin = new Monster("Gobline", Locale.Bridge, health: 20);

            location.AddPreAction(GameAction.MonsterAttacks);
            goblin.Equip(GameItems.LeatherArmor);
            goblin.Equip(GameItems.RustyAxe);
            goblin.AddLoot(GameItems.SilverRing);
            location.AddResident(goblin);
            theWorld.Add(Locale.Bridge, location);

            Player ourHero = new Player(name, health: 20);

            ourHero.Equip(GameItems.LeatherArmor);
            ourHero.Equip(GameItems.Dagger);
            ourHero.AddItemToBag(new Item("Rabbit's Foot"));
            ourHero.MoveTo(Locale.TownGates);

            while (ourHero.Health > 0 && ourHero.Locale != Locale.Town)
            {
                location = theWorld[ourHero.Locale];
                location.RunPreAction(ourHero);
                if (ourHero.Health <= 0)
                {
                    break;
                }
                TextMenu <Player> menu = location.GetMenu();

                // Display the Player's current stats and location
                WriteLine("\n-----------------------------------------------------");
                WriteLine(ourHero);
                WriteLine("-----------------------------------------------------");
                WriteLine(location);

                int i = menu.GetMenuChoiceFromUser() - 1;
                menu.Run(i, ourHero);
            }
            string name1 = ourHero.Health > 0  ? "amaging" : "sad";

            Console.WriteLine($"\n Thus ends the {name1} tale of {ourHero.Name}.");
            Console.WriteLine("\nTHE END...?\n");
        }