private void equipItem(Equipment item) { Console.WriteLine(); Equipment oldItem = eb.GetEquipedByIdAndType(Id, item.Type); if (oldItem != null) { oldItem.Is_equiped = false; eb.Update(oldItem); } item.Is_equiped = true; eb.Update(item); if (item.Type == "Weapon") { this.Weapon = item.Id; } else if (item.Type == "Armor") { this.Armor = item.Id; } hb.Update(this); }
public Hero payingForUpgrade(int weaponNumber, Hero hero, List <Equipment> weaponsInInventory) { Console.WriteLine("Do you wish to upgrade this weapon for " + weaponsInInventory[weaponNumber].Price + " gold?"); Console.WriteLine("(Y)es or (N)o"); Console.WriteLine("(Q)uit to show"); string command = Console.ReadLine().ToLower(); if (command == "n") { Console.Clear(); hero = showForgeOptions(hero); } else if (command == "y" && (int)hero.Money >= (int)weaponsInInventory[weaponNumber].Price / 2) { Console.Clear(); hero.Money -= (int)weaponsInInventory[weaponNumber].Price / 2; weaponsInInventory[weaponNumber].Points += 1 + (int)Math.Ceiling((double)weaponsInInventory[weaponNumber].Points / 3); weaponsInInventory[weaponNumber].Name = weaponsInInventory[weaponNumber].Name.Trim() + "*"; weaponsInInventory[weaponNumber].Price *= 2; Console.WriteLine("You upgraded your weapon!"); Console.WriteLine("Current money balance: " + hero.Money); Console.WriteLine(); eb.Update(weaponsInInventory[weaponNumber]); hb.Update(hero); hero = showForgeOptions(hero); } else if (command == "y" && hero.Money < weaponsInInventory[weaponNumber].Price / 2) { Console.Clear(); Console.WriteLine("You don't have enough money for this action!"); Console.WriteLine(); hero = showForgeOptions(hero); } else if (command == "q") { return(hero); } return(hero); }