public string Use(IItem item) { if (LockedExits.ContainsKey(item)) { Exits.Add(LockedExits[item].Key, LockedExits[item].Value); LockedExits.Remove(item); if (item.Name.ToLower() == "machete") { return("You use the machete and slash anything in your way! You can now see the path to the east."); } if (item.Name.ToLower() == "torch and matches") { return("You can now see around the cave! There's a wooden paddle over there in the corner! You also see an exit to the north."); } if (item.Name.ToLower() == "row boat") { return("You are now in the row boat. This rowboat is pretty worn...Will it make it to the ship?"); } if (item.Name.ToLower() == "wooden paddle") { return("You are now able to row south towards the ship!"); } } return("No use for that here"); }
public string Use(IItem item) { if (LockedExits.ContainsKey(item)) { Exits.Add(LockedExits[item].Key, LockedExits[item].Value); LockedExits.Remove(item); return("You have unlocked a room"); } return("No use for that here"); }
public string Use(IItem item) { if (LockedExits.ContainsKey(item)) { Exits.Add(LockedExits[item].Key, LockedExits[item].Value); LockedExits.Remove(item); return(item.UsedString); } else if (Actions.ContainsKey(item)) { IEvent e = Actions[item]; e.Active = true; e.Rooms.ForEach(r => r.Exits.Add(r.Events[e].Key, r.Events[e].Value)); return(item.UsedString); } return("No use for that here"); }
public void AddLockedRoom(IItem key, string direction, IRoom room) { var lockedRoom = new KeyValuePair <string, IRoom>(direction, room); LockedExits.Add(key, lockedRoom); }