示例#1
0
        //Creates a new character and gives them the default weapon (Six-Shooter)
        public Player NewCharacter()
        {
            string temp, temp2, temp3, temp4, temp5;

            Weapons.WeaponsOwned.Clear();
            foreach (Weapons w in Weapons.WeaponCheck)
            {
                if (w.ownedByPlayer == true)
                {
                    Weapons.WeaponsOwned.Add(w);
                }
            }
            sC.TB("\t Enter Your Character's Name");
            p.name = sC.RL("");
            temp   = sC.WRL("Press R to roll for Strength");
            if (temp == "r")
            {
                Console.Clear();
                Console.WriteLine("Rolling...");
                Console.WriteLine($"Strength: {p.Str = StatRoll(0)}");
            }
            temp2 = sC.WRL("Press R to roll for Dexterity");
            if (temp2 == "r")
            {
                Console.Clear();
                Console.WriteLine("Rolling...");
                Console.WriteLine($"Dexterity: {p.Dex = StatRoll(0)}");
            }
            temp3 = sC.WRL("Press R to roll for Intelligence");
            if (temp3 == "r")
            {
                Console.Clear();
                Console.WriteLine("Rolling...");
                Console.WriteLine($"Intelligence: {p.Int = StatRoll(0)}");
            }
            temp4 = sC.WRL("Press R to roll for Constitution");
            if (temp4 == "r")
            {
                Console.Clear();
                Console.WriteLine("Rolling...");
                Console.WriteLine($"Constitution: {p.Con = StatRoll(0)}");
            }
            temp5 = sC.WRL("Press R to roll for Perception");
            if (temp5 == "r")
            {
                Console.Clear();
                Console.WriteLine("Rolling...");
                Console.WriteLine($"Perception: {p.Per = StatRoll(0)}");
                p.Gold = 80;
                return(p);
            }
            else
            {
                Console.WriteLine("invalid command");
                return(null);
            }
        }
示例#2
0
        static void Main(string[] args)
        {
            int       Location = 0;
            bool      close    = false;
            bool      loadNew  = true;
            ShortCuts sC       = new ShortCuts();
            Helpers   h        = new Helpers();
            Locations l        = new Locations();
            Weapons   w        = new Weapons();

            //Loads the weapons from the .csv file.
            w.ArsenalInstantiation();

            //Checks to see if there is a previous save file, if there isn't it creates a blank one.
            try { w.PreviousSaveCheck(); }
            catch
            {
                StreamWriter sW = new StreamWriter("PlayerInv.csv");
                sW.Close();
            }
            //Loads the previous inventory(if it exists)
            w.InventoryInstantiation();

            sC.TB("Sunset Showdown");
            Console.WriteLine("Press Enter to begin...");
            sC.RL("");
            while (loadNew)
            {
                Console.WriteLine("Would You Like to [L]oad a Save or Start a [N]ew Adventure?");
                char LN = sC.RK(' ');
                if (LN == 'n')
                {
                    p        = h.NewCharacter();
                    Location = 0;
                    loadNew  = false;
                }
                else if (LN == 'l')
                {
                    try
                    {
                        p.LoadSave();
                        Location = p.Location;
                        loadNew  = false;
                    }
                    catch
                    {
                        Console.WriteLine("Invalid data! please create a new character.");
                    }
                }
                else
                {
                    Console.WriteLine("Invalid Command.");
                }
            }
            while (!close)//The real main game loop.
            {
                //The player is able to move around and access other locations while
                //they are alive.
                while (!p.isDead)
                {
                    if (Location == 0)
                    {
                        l.TownEntrance();
                        Location = 1;
                    }
                    if (Location == 1)
                    {
                        l.TownSquare();
                        char temp = sC.RK(' ');
                        if (temp == 'l')
                        {
                            Console.Clear();
                            p.Location = Location = 2;
                        }
                        else if (temp == 'r')
                        {
                            Console.Clear();
                            p.Location = Location = 3;
                        }
                        else if (temp == 'f')
                        {
                            Console.Clear();
                            p.Location = Location = 4;
                        }
                        else
                        {
                            p.Location = 1;
                        }
                    }
                    if (Location == 2)
                    {
                        l.Saloon();
                        p.Location = Location = 1;
                    }
                    if (Location == 3)
                    {
                        l.Shop();
                        p.Location = Location = 1;
                    }
                    if (Location == 4)
                    {
                        l.Hideout();
                        p.Location = Location = 1;
                    }
                    //This may seem redundant since this is in a while(!p.isDead) loop, but otherwise this will run anyways
                    //since it is between where the player can die and where where it actually checks to see if they're dead.
                    if (!p.isDead)
                    {
                        Console.WriteLine("Type [C] to check your stats, or [V] to view your last save");
                        char tempchar = sC.RK(' ');
                        Console.Clear();
                        if (tempchar == 'v')
                        {
                            bool savestate = true;
                            Console.WriteLine($"Current Stats:");
                            p.CheckStats();
                            Console.WriteLine("\nPrevious Save:");
                            try { p.CheckSave(); }
                            catch { Console.WriteLine("No Existing Previous Save."); }
                            Console.WriteLine("\nPress [L] to load your pervious save, or [S] to overwrite it.\n\nPress [E] to Exit\n");
                            while (savestate)
                            {
                                tempchar = sC.RK(' ');
                                if (tempchar == 's')
                                {
                                    p.SaveStats();
                                    savestate = false;
                                }
                                else if (tempchar == 'l')
                                {
                                    try
                                    {
                                        p.LoadSave();
                                        Location = p.Location;
                                        loadNew  = false;
                                    }
                                    catch
                                    {
                                        Console.WriteLine("Save data is invalid or corrupt. Please make a new save file.");
                                    }
                                }
                                else if (tempchar == 'e')
                                {
                                    Console.Clear();
                                    savestate = false;
                                }
                                else
                                {
                                    Console.WriteLine("Invalid command");
                                }
                            }
                        }
                        else if (tempchar == 'c')
                        {
                            p.CheckStats();
                        }
                        else if (tempchar == 'q')
                        {
                            close = true;
                        }

                        else
                        {
                            Console.WriteLine("Invalid Command");
                        }
                    }
                }
                //If the player were to die, they would be forced to either load their previous save or quit.
                while (p.isDead)
                {
                    Console.WriteLine("");
                    char tempchar = sC.RK(' ');
                    if (tempchar == 'l')
                    {
                        bool savestate = true;
                        Console.WriteLine($"Current Stats: [DEAD]");
                        p.CheckStats();
                        Console.WriteLine("\nPrevious Save:");
                        try { p.CheckSave(); }
                        catch { Console.WriteLine("No Existing Previous Save."); }
                        Console.WriteLine("\nPress [L] to Load your pervious save.\n\nPress [Q] to Quit\n");
                        while (savestate)
                        {
                            tempchar = sC.RK(' ');
                            if (tempchar == 'l')
                            {
                                try
                                {
                                    p.LoadSave();
                                    Location = p.Location;
                                    p.isDead = false;
                                    loadNew  = false;
                                    break;
                                }
                                catch
                                {
                                    Console.WriteLine("Save data is Non-existant or invalid.");
                                }
                            }
                            else if (tempchar == 'e')
                            {
                                Console.Clear();
                                savestate = false;
                                break;
                            }
                            else
                            {
                                Console.WriteLine("Invalid command");
                            }
                        }
                    }
                }
            }
        }
示例#3
0
        //This is where the actual *Game* takes place, after killing each set of bandits, the player is given gold
        //equal to their combined bounties.
        public void Hideout()
        {
            Program.p.HP = Program.p.Con * 4;
            int  phase         = 0;
            int  eIDint        = 0;
            int  rep           = 1;
            int  wepInt        = 0;
            bool inCombat      = false;
            bool playerDeath   = false;
            bool playerRetreat = false;

            foreach (Weapons wep in Weapons.WeaponsOwned)
            {
                wep.cRam = rep;
                rep++;
            }
            if (!playerDeath && !playerRetreat)
            {
                if (phase == 0)
                {
                    sC.TB("You walk up to the hideout, three gang members are lingering outside and notice you. ");
                    sC.RK(' ');
                    Console.Clear();
                    eIDint = 0;

                    //ph0 = Phase 0, spawns 3 of the weakest for the player to fight.
                    var ph0 = new List <Enemies>
                    {
                        new Thug(1),
                        new Thug(2),
                        new Thug(3)
                    };
                    inCombat = true;
                    while (inCombat)
                    {
                        Console.WriteLine("");
                        Console.Write("Name: ");
                        foreach (Enemies e in ph0)
                        {
                            Console.Write($"\t[{e.EID}] {e.Name}");
                        }
                        Console.Write("\nHealth: ");
                        foreach (Enemies e in ph0)
                        {
                            if (e.EHP > 0)
                            {
                                Console.Write($"{e.EHP}\t\t");
                            }
                            else
                            {
                                Console.Write("Dead\t\t");
                            }
                        }


                        Console.WriteLine();
                        Console.WriteLine($"Choose an enemy to attack\nCurrent Health: {Program.p.HP}");
                        sC.ITP(Console.ReadKey(true).KeyChar.ToString(), ref eIDint);
                        foreach (Enemies e in ph0)
                        {
                            if (eIDint == e.EID)
                            {
                                Console.WriteLine($"Choose a weapons to use");
                                foreach (Weapons wep in Weapons.WeaponsOwned)
                                {
                                    Console.Write($"[{wep.cRam}] {wep.name}\t");
                                }
                                Console.WriteLine("");
                                foreach (Weapons wep in Weapons.WeaponsOwned)
                                {
                                    Console.Write($"Damage: {wep.truDamage = wep.bDamage + (Program.p.Dex * wep.DexMod) + (Program.p.Str * wep.StrMod)}\t\t");
                                }
                                sC.ITP(Console.ReadKey(true).KeyChar.ToString(), ref wepInt);
                                foreach (Weapons wep in Weapons.WeaponsOwned)
                                {
                                    if (wepInt == wep.cRam)
                                    {
                                        e.EHP -= wep.truDamage;
                                    }
                                }
                            }
                        }
                        Console.WriteLine();
                        int deadT = 0;
                        foreach (Enemies eCheck in ph0)
                        {
                            if (eCheck.EHP <= 0)
                            {
                                eCheck.IsAlive = false;
                            }

                            if (eCheck.IsAlive)
                            {
                                int tInt = h.R2H(0) + 7;
                                if (tInt >= Program.p.Per + Program.p.Dex)
                                {
                                    Console.WriteLine($"{eCheck.DPT} Damage Taken from thug [{eCheck.EID}]");
                                    Program.p.HP -= eCheck.DPT;
                                }
                                else
                                {
                                    Console.WriteLine($"Thug [{eCheck.EID}] missed!");
                                }
                            }
                            else
                            {
                                Console.WriteLine($"Thug [{eCheck.EID}] is dead.");
                                deadT++;
                            }
                            if (deadT >= 3)
                            {
                                sC.TB($"You collected {eCheck.Bounty * 3} Gold from their bounties");
                                Program.p.Gold += eCheck.Bounty * 3;
                                inCombat        = false;
                                phase           = 1;
                            }
                        }
                        if (Program.p.HP <= 0)
                        {
                            playerDeath = true;
                            inCombat    = false;
                        }
                    }
                }
            }
            if (!playerDeath && !playerRetreat)
            {
                //The player is given the opportunity to retreat here, if they
                //press R they get sent back to town and their health gets reset to full.
                sC.TB("As you push in through the entrance, you run into a captain and his guards investigating the commotion.\nPress [R] to retreat or [Enter] continue");
                char tempchar = sC.RK(' ');
                if (tempchar == 'r')
                {
                    phase = 3;
                    Program.p.Location = 1;
                    playerRetreat      = true;
                    inCombat           = false;
                }
                if (phase == 1)
                {
                    //Phase 1 spawns another set of enemies, this time with a captain among them.
                    var ph1 = new List <Enemies>
                    {
                        new Thug(1),
                        new Thug(2),
                        new Captain(3)
                    };
                    Console.Clear();
                    eIDint   = 0;
                    inCombat = true;
                    while (inCombat)
                    {
                        if (Program.p.HP <= 0)
                        {
                            playerDeath = true;
                            inCombat    = false;
                        }
                        Console.WriteLine("");
                        Console.Write("Name: ");
                        foreach (Enemies e in ph1)
                        {
                            Console.Write($"\t[{e.EID}] {e.Name}");
                        }
                        Console.Write("\nHealth: ");
                        foreach (Enemies e in ph1)
                        {
                            if (e.EHP > 0)
                            {
                                Console.Write($"{e.EHP}\t\t");
                            }
                            else
                            {
                                Console.Write("Dead\t\t");
                            }
                        }

                        Console.WriteLine("\n\n");
                        Console.WriteLine($"Choose an enemy to attack\nCurrent Health: {Program.p.HP}");
                        sC.ITP(Console.ReadKey(true).KeyChar.ToString(), ref eIDint);
                        foreach (Enemies e in ph1)
                        {
                            if (eIDint == e.EID)
                            {
                                Console.WriteLine($"Choose a weapons to use");
                                foreach (Weapons wep in Weapons.WeaponsOwned)
                                {
                                    Console.Write($"[{wep.cRam}] {wep.name}\t");
                                }
                                Console.WriteLine("");
                                foreach (Weapons wep in Weapons.WeaponsOwned)
                                {
                                    Console.Write($"{wep.truDamage = wep.bDamage + (Program.p.Dex * wep.DexMod) + (Program.p.Str * wep.StrMod)}\t\t");
                                }
                                sC.ITP(Console.ReadKey(true).KeyChar.ToString(), ref wepInt);
                                foreach (Weapons wep in Weapons.WeaponsOwned)
                                {
                                    if (wepInt == wep.cRam)
                                    {
                                        e.EHP -= wep.truDamage;
                                    }
                                }
                            }
                        }
                        Console.WriteLine();
                        int deadT = 0;
                        foreach (Enemies eCheck in ph1)
                        {
                            if (eCheck.EHP <= 0)
                            {
                                eCheck.IsAlive = false;
                            }

                            if (eCheck.IsAlive)
                            {
                                int tInt = h.R2H(0) + 7;
                                if (tInt >= Program.p.Per + Program.p.Dex)
                                {
                                    Console.WriteLine($"{eCheck.DPT} Damage Taken from {eCheck.Name} [{eCheck.EID}]");
                                    Program.p.HP -= eCheck.DPT;
                                }
                                else
                                {
                                    Console.WriteLine($"{eCheck.Name} [{eCheck.EID}] missed!");
                                }
                            }
                            else
                            {
                                Console.WriteLine($"{eCheck.Name} [{eCheck.EID}] is dead.");
                                deadT++;
                            }
                            if (deadT >= 3)
                            {
                                int tInt = 0;
                                foreach (Enemies eDeath in ph1)
                                {
                                    tInt += eDeath.Bounty;
                                }
                                sC.TB($"You collected {tInt} Gold from their bounties");
                                Program.p.Gold += tInt;
                                inCombat        = false;
                                phase           = 2;
                            }
                        }
                    }
                }
            }
            if (!playerDeath && !playerRetreat)
            {
                sC.TB("As you move up the stairs, a honcho and his goons ambush you.\nPress [R] to retreat or [Enter] continue");
                char tempchar = sC.RK(' ');
                if (tempchar == 'r')
                {
                    phase = 3;
                    Program.p.Location = 1;
                    playerRetreat      = true;
                    inCombat           = false;
                }
                if (phase == 2)
                {
                    var ph2 = new List <Enemies>
                    {
                        new Thug(1),
                        new Honcho(2),
                        new Thug(3)
                    };
                    Console.Clear();
                    eIDint   = 0;
                    inCombat = true;
                    while (inCombat)
                    {
                        Console.WriteLine("");
                        Console.Write("Name: ");
                        foreach (Enemies e in ph2)
                        {
                            Console.Write($"\t[{e.EID}] {e.Name}");
                        }
                        Console.Write("\nHealth: ");
                        foreach (Enemies e in ph2)
                        {
                            if (e.EHP > 0)
                            {
                                Console.Write($"{e.EHP}\t\t");
                            }
                            else
                            {
                                Console.Write("Dead\t\t");
                            }
                        }

                        Console.WriteLine();
                        Console.WriteLine($"Choose an enemy to attack\nCurrent Health: {Program.p.HP}");
                        sC.ITP(Console.ReadKey(true).KeyChar.ToString(), ref eIDint);
                        foreach (Enemies e in ph2)
                        {
                            if (eIDint == e.EID)
                            {
                                Console.WriteLine($"Choose a weapons to use");
                                foreach (Weapons wep in Weapons.WeaponsOwned)
                                {
                                    Console.Write($"[{wep.cRam}] {wep.name}\t");
                                }
                                Console.WriteLine("");
                                foreach (Weapons wep in Weapons.WeaponsOwned)
                                {
                                    Console.Write($"{wep.truDamage = wep.bDamage + (Program.p.Dex * wep.DexMod) + (Program.p.Str * wep.StrMod)}\t\t");
                                }
                                sC.ITP(Console.ReadKey(true).KeyChar.ToString(), ref wepInt);
                                foreach (Weapons wep in Weapons.WeaponsOwned)
                                {
                                    if (wepInt == wep.cRam)
                                    {
                                        e.EHP -= wep.truDamage;
                                    }
                                }
                            }
                        }
                        Console.WriteLine();
                        int deadT = 0;
                        foreach (Enemies eCheck in ph2)
                        {
                            if (eCheck.EHP <= 0)
                            {
                                eCheck.IsAlive = false;
                            }

                            if (eCheck.IsAlive)
                            {
                                int tInt = h.R2H(0) + 7;
                                if (tInt >= Program.p.Per + Program.p.Dex)
                                {
                                    Console.WriteLine($"{eCheck.DPT} Damage Taken from {eCheck.Name} [{eCheck.EID}]");
                                    Program.p.HP -= eCheck.DPT;
                                }
                                else
                                {
                                    Console.WriteLine($"{eCheck.Name} [{eCheck.EID}] missed!");
                                }
                            }
                            else
                            {
                                Console.WriteLine($"{eCheck.Name} [{eCheck.EID}] is dead.");
                                deadT++;
                            }
                            if (deadT >= 3)
                            {
                                int tInt = 0;
                                foreach (Enemies eDeath in ph2)
                                {
                                    tInt += eDeath.Bounty;
                                }
                                sC.TB($"You collected {tInt} Gold from their bounties");
                                Program.p.Gold += tInt;
                                inCombat        = false;
                            }
                        }
                        if (Program.p.HP <= 0)
                        {
                            playerDeath = true;
                            inCombat    = false;
                        }
                    }
                }
            }
            if (phase == 3)
            {
            }

            //if the player were to die, then they would be sent here.
            if (playerDeath)
            {
                sC.TB("You have died. \n[L]oad a previous save or [Q]uit;");
                Program.p.isDead = true;
            }
            else if (!playerDeath && !playerRetreat)
            {
                sC.RL("Although you cleared out the bandits' hideout this time, \nyou know more will take their place soon.");
                Console.WriteLine("Press Any Key to Continue...");
                sC.RK(' ');
            }
        }