private void HandleGaterInteraction(string[] commandWords, Person actor) { var inventory = actor.ListInventory(); if (actor.Location.LocationType == LocationType.Forest) { foreach (var item in inventory) { if (ownerByItem[item] == actor && item.ItemType == ItemType.Weapon) { var woodenItem = new Wood(commandWords[2]); this.AddToPerson(actor, woodenItem); woodenItem.UpdateWithInteraction("gather"); } } } if (actor.Location.LocationType == LocationType.Mine) { foreach (var item in inventory) { if (ownerByItem[item] == actor && item.ItemType == ItemType.Armor) { var ironItem = new Iron(commandWords[2]); this.AddToPerson(actor, ironItem); ironItem.UpdateWithInteraction("gather"); } } } }
private void HandleGatherInteraction(string[] commandWords, Person actor) { string gatherItemName = commandWords[2]; Item newItem = null; if (actor.Location.LocationType == LocationType.Forest) { bool hasWeapon = false; foreach (var item in actor.ListInventory()) { if (item.ItemType == ItemType.Weapon) { hasWeapon = true; break; } } if (hasWeapon) { newItem = new Wood(gatherItemName); this.AddToPerson(actor, newItem); newItem.UpdateWithInteraction("gather"); } } else if (actor.Location.LocationType == LocationType.Mine) { bool hasArmor = false; foreach (var item in actor.ListInventory()) { if (item.ItemType == ItemType.Armor) { hasArmor = true; break; } } if (hasArmor) { newItem = new Iron(gatherItemName); this.AddToPerson(actor, newItem); newItem.UpdateWithInteraction("gather"); } } }
private void HandleGatherInteraction(string[] commandWords, Person actor) { string newItemName = commandWords[2]; var actorInventory = actor.ListInventory(); Item newItem = null; if (actor.Location.LocationType == LocationType.Forest) { bool hasWeapon = PossessTheRequiredItem(actorInventory, ItemType.Weapon); if (hasWeapon) { newItem = new Wood(newItemName); this.AddToPerson(actor, newItem); newItem.UpdateWithInteraction("gather"); } } else if (actor.Location.LocationType == LocationType.Mine) { bool hasArmor = PossessTheRequiredItem(actorInventory, ItemType.Armor); if (hasArmor) { newItem = new Iron(newItemName); this.AddToPerson(actor, newItem); newItem.UpdateWithInteraction("gather"); } } }
private void HandleGatherInteraction(string[] commandWords, Person actor) { string gatherItemName = commandWords[2]; if (actor.Location.LocationType == LocationType.Forest) { bool hasWeapon = false; foreach (var item in actor.ListInventory()) { if (item.ItemType == ItemType.Weapon) { hasWeapon = true; break; } } if (hasWeapon) { var addedItem = new Wood(gatherItemName); this.AddToPerson(actor, addedItem); addedItem.UpdateWithInteraction("gather"); } } else if (actor.Location.LocationType == LocationType.Mine) { bool hasArmor = false; foreach (var item in actor.ListInventory()) { if (item.ItemType == ItemType.Armor) { hasArmor = true; break; } } if (hasArmor) { var addedItem = new Iron(gatherItemName); this.AddToPerson(actor, addedItem); addedItem.UpdateWithInteraction("gather"); } } }