private void TalkToAction() { int npcToTalkToId = _gameConsoleView.DisplayGetNpcToTalkTo(); if (npcToTalkToId != 0) { Npc npc = _gameUniverse.GetNpcById(npcToTalkToId); Civilian civ = npc as Civilian; if (civ.healing > 0) { Random rnd = new Random(); int random = rnd.Next(1, (100 - _gamePlayer.ProspectorHealth + 1)); civ.healing = random; } if (_gamePlayer.ProspectorHealth + civ.healing <= 100) { _gamePlayer.ProspectorHealth += civ.healing; } else { civ.healing = 0; } Random r = new Random(); int randExp = r.Next(1, 50); civ.expPoints = randExp; _gamePlayer.ExpPoints += civ.expPoints; _gameConsoleView.DisplayTalkTo(civ); } }
/// <summary> /// process the talk to action /// </summary> private void TalkToAction() { // // display a list of NPCs in location and get a player choice // int npcToTalkToId = _gameConsoleView.DisplayGetNpcToTalkTo(); // // display NPC's message // if (npcToTalkToId != 0) { // // get the NPC from the universe // Npc npc = _gameUniverse.GetNpcById(npcToTalkToId); // // display information for the object chosen // _gameConsoleView.DisplayTalkTo(npc); // // update experience points for adding objects // Civilian civilian = npc as Civilian; _gamePlayer.ExperiencePoints += civilian.ExperiencePoints; // // remove life // if (civilian.IsDeadly) { _gamePlayer.Lives -= 1; } } }