private DomainModel() { Characters = new CharacterCatalog(); CharacterConfigs = new CharacterConfigCatalog(); Jewels = new JewelCatalog(); JewelCutQualitys = new JewelCutQualityCatalog(); JewelModels = new JewelModelCatalog(); RarityTiers = new RarityTierCatalog(); Weapons = new WeaponCatalog(); WeaponJewelMatchs = new WeaponJewelMatchCatalog(); WeaponModels = new WeaponModelCatalog(); WeaponTypes = new WeaponTypeCatalog(); }
private void HeroWeaponSell() { var count = 1; ArmorCatalog.Clear(); Console.WriteLine("*** Hero Weapon List ***"); Console.WriteLine($"# Weapon Name S OV SV"); if (this.Hero.WeaponsBag.Count == 0) { Console.WriteLine($"You have no Weapons to sell at this time."); } else { foreach (var weapon in Hero.WeaponsBag.OrderBy(x => x.Name)) { Console.WriteLine($"w{count}. {weapon.Name,-20} {weapon.Strength,3} {weapon.OriginalValue,4:C0} {weapon.ResellValue,4:C0}"); WeaponCatalog.Add($"w{count}", weapon); } } }
private void ShowWeapons() { var count = 1; WeaponCatalog.Clear(); Console.WriteLine("*** Weapons List ***"); Console.WriteLine($"# Weapon Name S OV SV"); if (WeaponList.Count <= 0) { Console.WriteLine($"Shop is currently out of weapons please try again later."); } else { foreach (var weapon in WeaponList.OrderBy(x => x.Name)) { Console.WriteLine($"w{count}. {weapon.Name,-20} {weapon.Strength,3} {weapon.OriginalValue,4:C0} {weapon.ResellValue,4:C0}"); WeaponCatalog.Add($"w{count}", weapon); count++; } } }
private void ExecuteSell() { var pick = ""; if (this.Hero.WeaponsBag.Count == 0 && this.Hero.ArmorsBag.Count == 0 && this.Hero.PotionBag.Count == 0) { Console.WriteLine("\nThere are currently no items in your bags that you can sell at this time."); Console.WriteLine("\nPress any key to go back to the shop menu"); Console.ReadKey(); Console.Clear(); this.ShopMenu(); } do { Console.WriteLine($"\nWhich item would you like to sell?"); Console.WriteLine($"Type E if you do not wish to purch anything at this time."); pick = Console.ReadLine(); } while (pick.Length <= 0); var weapon = new Weapon(); var armor = new Armor(); var potion = new Potion(); switch (pick.Substring(0, 1).ToLower()) { case "w": if (WeaponCatalog.TryGetValue(pick.Substring(0, 2), out weapon)) { Hero.WeaponsBag.Remove(weapon); this.WeaponList.Add(weapon); Hero.Gold += weapon.ResellValue; Console.WriteLine($"Hero just sold {weapon.Name}, for {weapon.ResellValue}!"); Console.WriteLine($"Hero now has {Hero.Gold}! Time to go shopping!"); } else { Console.WriteLine($"Item {pick} does not exist..."); } break; case "a": if (ArmorCatalog.TryGetValue(pick.Substring(0, 2), out armor)) { Hero.ArmorsBag.Remove(armor); this.ArmorList.Add(armor); Hero.Gold += armor.ResellValue; Console.WriteLine($"Hero just sold {armor.Name}, for {armor.ResellValue}!"); Console.WriteLine($"Hero now has {Hero.Gold}! Time to go shopping!"); } else { Console.WriteLine($"Item {pick} does not exist..."); } break; case "p": if (PotionCatalog.TryGetValue(pick.Substring(0, 2), out potion)) { Hero.PotionBag.Remove(potion); this.PotionList.Add(potion); Hero.Gold += potion.ResellValue; Console.WriteLine($"Hero just sold {potion.Name}, for {potion.ResellValue}!"); Console.WriteLine($"Hero now has {Hero.Gold}! Time to go shopping!"); } else { Console.WriteLine($"Item {pick} does not exist..."); } break; case "e": Console.Clear(); this.ShopMenu(); break; default: Console.WriteLine($"Item {pick} does not exist..."); break; } }
private void ExecutePuchase() { var pick = ""; do { Console.WriteLine($"\nWhich item would you like to purchase?"); Console.WriteLine($"Type E if you do not wish to purch anything at this time."); pick = Console.ReadLine(); } while (pick.Length <= 0); var weapon = new Weapon(); var armor = new Armor(); var potion = new Potion(); switch (pick.Substring(0, 1).ToLower()) { case "w": if (WeaponCatalog.TryGetValue(pick.Substring(0, 2), out weapon)) { if (Hero.Gold >= weapon.OriginalValue) { Hero.Gold -= weapon.OriginalValue; Hero.WeaponsBag.Add(weapon); WeaponList.Remove(weapon); Console.WriteLine($"Hero just purchased {weapon.Name}!"); } else { Console.WriteLine($"You do not have enough Gold to purchase {weapon.Name}"); Console.WriteLine($"{weapon.Name} costs {weapon.OriginalValue}, you only have {Hero.Gold -4:C0}"); } } else { Console.WriteLine($"Item {pick} does not exist..."); } break; case "a": if (ArmorCatalog.TryGetValue(pick.Substring(0, 2), out armor)) { if (Hero.Gold >= armor.OriginalValue) { Hero.Gold -= armor.OriginalValue; Hero.ArmorsBag.Add(armor); ArmorList.Remove(armor); Console.WriteLine($"Hero just purchased {armor.Name}!"); } else { Console.WriteLine($"You do not have enough Gold to purchase {armor.Name}"); Console.WriteLine($"{armor.Name} costs {armor.OriginalValue}, you only have {Hero.Gold -4:C0}"); } } else { Console.WriteLine($"Item {pick} does not exist..."); } break; case "p": if (PotionCatalog.TryGetValue(pick.Substring(0, 2), out potion)) { if (Hero.Gold >= potion.OriginalValue) { Hero.Gold -= potion.OriginalValue; Hero.PotionBag.Add(potion); PotionList.Remove(potion); Console.WriteLine($"Hero just purchased {potion.Name}!"); } else { Console.WriteLine($"You do not have enough Gold to purchase {potion.Name}"); Console.WriteLine($"{potion.Name} costs {potion.OriginalValue}, you only have {Hero.Gold - 4:C0}"); } } else { Console.WriteLine($"Item {pick} does not exist..."); } break; case "e": Console.Clear(); this.ShopMenu(); break; default: Console.WriteLine($"Item {pick} does not exist..."); break; } }
public WeaponPageViewModel() { _catalog = new WeaponCatalog(); }