示例#1
0
        private void SetTheCurrentMonsterForTheCurrentLocation(Location location, TTS tts)
        {
            // Populate the current monster with this location's monster (or null, if there is no monster here)
            CurrentMonster = location.NewInstanceOfMonsterLivingHere();

            if (CurrentMonster != null)
            {
                RaiseMessage("Tu vês " + CheckMonsterGender(CurrentMonster.Name, 1) + " " + CurrentMonster.Name + ".");
                if (text != "")
                {
                    tts.Speak(text + " e vês " + CheckMonsterGender(CurrentMonster.Name, 1) + " " + CurrentMonster.Name + ".");
                    text = "";
                }
                else
                {
                    tts.Speak("Tu vês " + CheckMonsterGender(CurrentMonster.Name, 1) + " " + CurrentMonster.Name + ".");
                }
            }
            else
            {
                if (text != "")
                {
                    tts.Speak(text);
                    text = "";
                }
            }
        }
 //\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//
 private void SetTheCurrentMonsterForTheCurrentLocation(Location location)
 {
     CurrentMonster = location.NewInstanceOfMonsterLivingHere();
     if (CurrentMonster != null)
     {
         RaiseMessage("You see a " + CurrentMonster.Name);
     }
 }
示例#3
0
        private void SetTheCurrentMonsterForTheCurrentLocation(Location location)
        {
            // Populate the current monster with this location's monster (or null, if there is no monster here)
            CurrentMonster = location.NewInstanceOfMonsterLivingHere();

            if (CurrentMonster != null)
            {
                RaiseMessage("You see a " + location.MonsterLivingHere.Name);
            }
        }
示例#4
0
        public void MoveTo(Location newLocation)
        {
            if (!HasRequiredItemToEnterThisLocation(newLocation))
            {
                RaiseMessage("You must have a " + newLocation.ItemRequiredToEnter.Name +
                             " to enter this location.");
                return;  // return without moving to the new location
            }

            // We have any required item, or there wasn't an item required,
            CurrentLocation = newLocation;

            CompletelyHeal();

            #region QuestInNewLocation
            if (newLocation.HasAQuest)
            {
                if (PlayerDoesNotHaveThisQuest(newLocation.QuestAvailableHere))
                {
                    GiveQuestToPlayer(newLocation.QuestAvailableHere);
                }
                else // Player doesn't have the quest yet - so add it to his quest list
                {
                    if (PlayerHasNotCompleted(newLocation.QuestAvailableHere) &&
                        PlayerHasAllQuestCompletionItems(newLocation.QuestAvailableHere))
                    {
                        // Quest is completed!!
                        CompleteQuestAndGiveRewards(newLocation.QuestAvailableHere);
                    }
                } // end player has this quest / or not
            }     // end quest is available here
            #endregion

            #region MonsterLivingHere
            // Does the location have a monster?
            if (newLocation.HasAMonster)
            {
                // Create a new random monster from those available in this location
                _currentMonster = newLocation.NewInstanceOfMonsterLivingHere();

                RaiseMessage("You see a " + _currentMonster.Name);
            }
            else // There is not a MonsterLivingHere
            {
                _currentMonster = null;
            }
            #endregion
        }
示例#5
0
        private static void PopulateLocation()
        { //odds y<0 evens y>0
            Location Camp = new Location(Location_ID_Camp, "Camp", "The makeshift place you call home... cozy", false);
            //
            Location Forest = new Location(Location_ID_Forst, "Forest", "The entrance to the forest from the pasture of your camp.", false);

            Forest.NewInstanceOfMonsterLivingHere();
            Forest.AddMonster(Monster_ID_Bandit, 20);
            Forest.AddMonster(Monster_ID_Arcobot, 20);
            Forest.AddMonster(Monster_ID_Ent, 1);
            Forest.MonsterAppearanceChance = 50;
            Location f1 = new Location(Location_ID_Forst, "Forest", "The entrance to the forest from the pasture of your camp.", false);//0,1

            f1.NewInstanceOfMonsterLivingHere();
            f1.AddMonster(Monster_ID_Bandit, 20);
            f1.AddMonster(Monster_ID_Arcobot, 20);
            f1.AddMonster(Monster_ID_Ent, 1);
            f1.MonsterAppearanceChance = 50;
            Location f2 = new Location(Location_ID_Forst, "Forest", "The entrance to the forest from the pasture of your camp.", false);

            f2.NewInstanceOfMonsterLivingHere();
            f2.AddMonster(Monster_ID_Bandit, 20);
            f2.AddMonster(Monster_ID_Arcobot, 20);
            f2.AddMonster(Monster_ID_Ent, 1);
            f2.MonsterAppearanceChance = 50;
            Location f3 = new Location(Location_ID_Forst, "Forest", "You notice a clearing of the trees, and see a cave; also seeing something enter the cave.", false);

            f3.NewInstanceOfMonsterLivingHere();
            f3.AddMonster(Monster_ID_Bandit, 20);
            f3.AddMonster(Monster_ID_Arcobot, 20);
            f3.AddMonster(Monster_ID_Ent, 5);
            f3.MonsterAppearanceChance = 50;
            Location f4 = new Location(Location_ID_Forst, "Forest", "seems like some of the trees, are gone.", false);

            f4.NewInstanceOfMonsterLivingHere();
            f4.AddMonster(Monster_ID_Bandit, 20);
            f4.AddMonster(Monster_ID_Arcobot, 20);
            f4.AddMonster(Monster_ID_Ent, 5);
            f4.MonsterAppearanceChance = 50;
            Location f5 = new Location(Location_ID_Forst, "Forest", "The plant life is more alive than usual.", false);

            f5.NewInstanceOfMonsterLivingHere();
            f5.AddMonster(Monster_ID_Bandit, 20);
            f5.AddMonster(Monster_ID_Arcobot, 20);
            f5.AddMonster(Monster_ID_Ent, 5);
            f5.MonsterAppearanceChance = 50;
            Location f6 = new Location(Location_ID_Forst, "Forest", "Tall trees stand in your way, These trees are so big a weagon can fit though one.", false);

            f6.NewInstanceOfMonsterLivingHere();
            f6.AddMonster(Monster_ID_Bandit, 20);
            f6.AddMonster(Monster_ID_Arcobot, 20);
            f6.MonsterAppearanceChance = 50;
            Location f7 = new Location(Location_ID_Forst, "Forest", "Tall trees stand in your way, These trees are so big a weagon can fit though one.", false);

            f7.NewInstanceOfMonsterLivingHere();
            f7.AddMonster(Monster_ID_Bandit, 20);
            f7.AddMonster(Monster_ID_Arcobot, 20);
            f7.AddMonster(Monster_ID_Ent, 10);
            f7.MonsterAppearanceChance = 50;
            Location f8 = new Location(Location_ID_Forst, "Forest", "There are hunting traps around the area, noting humans are around this area; hopfully friendly.", false);

            f8.NewInstanceOfMonsterLivingHere();
            f8.AddMonster(Monster_ID_Bandit, 20);
            f8.AddMonster(Monster_ID_Arcobot, 20);
            f8.MonsterAppearanceChance = 50;
            Location f10 = new Location(Location_ID_Forst, "Forest", "There are hunting traps around the area, noting humans are around this area; hopfully friendly.", false);

            f10.NewInstanceOfMonsterLivingHere();
            f10.AddMonster(Monster_ID_Bandit, 20);
            f10.AddMonster(Monster_ID_Arcobot, 20);
            f10.MonsterAppearanceChance = 50;
            Location f10a = new Location(Location_ID_Forst, "Forest", "Tall trees stand in your way, These trees are so big a weagon can fit though one.", false);

            f10a.NewInstanceOfMonsterLivingHere();
            f10a.AddMonster(Monster_ID_Bandit, 20);
            f10a.AddMonster(Monster_ID_Arcobot, 20);
            f10a.MonsterAppearanceChance = 50;
            Location f6a = new Location(Location_ID_Forst, "Forest", "There are hunting traps around the area, noting humans are around this area; hopfully friendly.", false);

            f6a.NewInstanceOfMonsterLivingHere();
            f6a.AddMonster(Monster_ID_Bandit, 20);
            f6a.AddMonster(Monster_ID_Arcobot, 20);
            f6a.MonsterAppearanceChance = 50;
            Location f01 = new Location(Location_ID_Forst, "Forest", "Tall trees stand in your way, These trees are so big a weagon can fit though one.", false);

            f01.NewInstanceOfMonsterLivingHere();
            f01.AddMonster(Monster_ID_Bandit, 20);
            f01.AddMonster(Monster_ID_Arcobot, 20);
            f01.MonsterAppearanceChance = 50;
            Location f02 = new Location(Location_ID_Forst, "Forest", "Tall trees stand in your way, These trees are so big a weagon can fit though one.", false);

            f02.NewInstanceOfMonsterLivingHere();
            f02.AddMonster(Monster_ID_Bandit, 20);
            f02.AddMonster(Monster_ID_Arcobot, 20);
            f02.MonsterAppearanceChance = 50;
            Location f03 = new Location(Location_ID_Forst, "Forest", "Tall trees stand, but also large plants; noticing more bones around the forest", false);

            f03.NewInstanceOfMonsterLivingHere();
            f03.AddMonster(Monster_ID_Bandit, 20);
            f03.AddMonster(Monster_ID_Arcobot, 20);
            f03.AddMonster(Monster_ID_Ent, 10);
            f03.AddMonster(Monster_ID_Man_Eater, 5);
            f03.MonsterAppearanceChance = 50;
            //
            Location Jungle = new Location(Location_ID_Jungle, "Jungle", "Vines hang from the tree tops, barely little light come from the canopy; don't travel at night here.", false);
            //
            Location Mountain = new Location(Location_ID_Mountain, "Mountain", "Far pass the town and jungle is mountains it going to take a while to get their; and it looks cold bring a coat.", false);
            //

            Location Town = new Location(Location_ID_Town, "Lost Town", "Before the Jungle stand a small hut town, peaceful and calm without bandits atleast.", false);

            Location t8a = new Location(Location_ID_Town, "Lost Town", "The Town seems pleasant, with its stalls for its little shops", false);

            Location t8b = new Location(Location_ID_Town, "Lost Town", "More people are going around the place, going from to where.", false);

            Location t8c = new Location(Location_ID_Town, "Lost Town", "Before you stands a large building, probally a court house.", false);

            Location Jail = new Location(Location_ID_Town, "Jail", "No one seems to be locked up yet.", false);

            Jail.MonsterAppearanceChance = 1;
            Jail.AddMonster(Monster_ID_BORIS, 1);
            Location GuildHall = new Location(Location_ID_Town, "Guild Hall", "Looks like some random jobs can be found here, look like you'll need more gold.", false);

            GuildHall.QuestAvailableHere = QuestByID(Quest_ID_Clear_retreive_5_Chucks_of_lether);

            Location Med = new Location(Location_ID_Town, "Clinic", "Rest here, if you feeling a bit down", false);

            Med.QuestAvailableHere = QuestByID(Quest_ID_Clear_Kill_5_arcobot);
            Location       Shop  = new Location(Location_ID_LostsSHOP, "Shop", "Welecome to the Shop", false); // Change later
            Vendortron9000 Vendy = new Vendortron9000("Vendy");

            Vendy.Additemtoinventory(ItemByID(Item_ID_Chunks_of_leather), 999);
            Vendy.Additemtoinventory(ItemByID(Item_ID_hedgeapple), 999);
            Vendy.Additemtoinventory(ItemByID(Item_ID_Sword), 99);
            Vendy.Additemtoinventory(ItemByID(Item_ID_Staff), 99);
            Vendy.Additemtoinventory(ItemByID(Item_ID_arcobot_Fang), 99);
            Vendy.Additemtoinventory(ItemByID(Item_ID_Bow), 99);

            Shop.Vending = Vendy;

            Location Bar = new Location(Location_ID_LostsBar, "Bar", "You Enter the Bar, a few people are sitting down drink their booze.", false);
            //
            Location BanditEncampment = new Location(Location_ID_Bandit_Encampment, "Bandit Encampment", "Bandits stand gaurd, The wall that surrounds them makes it only one way in one way out.", false);
            //
            Location Pasture = new Location(Location_ID_Pasture, "Pasture", "You stand in the pasture, where your camps lays.", false);
            Location p1      = new Location(Location_ID_Pasture, "Pasture", "The open green field stands before you.", false);
            Location p2      = new Location(Location_ID_Pasture, "Pasture", "The open green field stands before you.", false);
            //
            Location Cave = new Location(Location_ID_Cave, "Cave Entrance", "There seems to be a cave wonders of what could be in the bellows of it.", false);

            //
            Cave.NewInstanceOfMonsterLivingHere();
            Cave.AddMonster(Monster_ID_2BearsHighFiving, 20);
            Cave.MonsterAppearanceChance = 80;
            Location DeepCave = new Location(Location_ID_DeepCave, "Deep Cave", "The further you go the darker it gets.", false);
            //
            Location Beach = new Location(Location_ID_Beach, "Beach", "Pearly white sand on a sunny day, to bad theres creatures here.", false);
            //
            Location Water = new Location(Location_ID_Water, "Water", "The water is cool and deep, if you enter it might just rip you ashreds.", false);

            //

            Camp.LocationToNorth = Pasture;

            Pasture.LocationToEast  = p1;
            Pasture.LocationToWest  = p2; //OG LINE
            Pasture.LocationToNorth = Forest;
            Pasture.LocationToSouth = Camp;

            p2.LocationToEast  = Pasture; //0,1 TOP ROW
            p2.LocationToNorth = f2;

            p1.LocationToWest  = Pasture;
            p1.LocationToNorth = f1;      //0,-1 BOTTOM ROW
            //FOREST AREA
            Forest.LocationToNorth = f01; //1,0 OG LINE
            Forest.LocationToEast  = f1;
            Forest.LocationToWest  = f2;
            Forest.LocationToSouth = Pasture;

            f2.LocationToEast  = Forest;//1,1 // top
            f2.LocationToNorth = f4;
            f2.LocationToSouth = p2;

            f1.LocationToNorth = f3;//1,-1
            f1.LocationToSouth = p1;
            f1.LocationToWest  = Forest;

            f01.LocationToNorth = f02;//2,0 OG LINE
            f01.LocationToEast  = f3;
            f01.LocationToSouth = Forest;
            f01.LocationToWest  = f4;

            f4.LocationToNorth = f6;//2,1
            f4.LocationToEast  = f01;
            f4.LocationToSouth = f2;

            f3.LocationToNorth = f5;//2.-1
            f3.LocationToWest  = f01;
            f3.LocationToSouth = f1;
            f3.LocationToEast  = Cave;

            f02.LocationToNorth = f03; //3,0
            f02.LocationToEast  = f5;
            f02.LocationToWest  = f6;
            f02.LocationToSouth = f01;

            f6.LocationToNorth = f8; //3,1
            f6.LocationToWest  = f6a;
            f6.LocationToSouth = f4;
            f6.LocationToEast  = f02;

            f5.LocationToNorth = f7; //3,-1
            f5.LocationToSouth = f3;
            f5.LocationToWest  = f02;

            f6a.LocationToNorth = Town;//3,2
            f6a.LocationToEast  = f6;

            f03.LocationToEast  = f7; //4,0
            f03.LocationToSouth = f02;
            f03.LocationToWest  = f8;

            f7.LocationToWest  = f03; //4,-1
            f7.LocationToSouth = f5;

            f8.LocationToWest  = Town; //4,1
            f8.LocationToEast  = f03;
            f8.LocationToNorth = f10;
            f8.LocationToSouth = f6;

            f10.LocationToSouth = f8;//5,1
            f10.LocationToWest  = f10a;

            f10a.LocationToEast  = f10;//5,2
            f10a.LocationToSouth = Town;
            //Town
            Town.LocationToSouth = f6a; //4,2 OR ENTRANCE OF TOWN
            Town.LocationToNorth = f10a;
            Town.LocationToEast  = f8;
            Town.LocationToWest  = t8a;

            t8a.LocationToWest  = t8b;       //4,3
            t8a.LocationToEast  = Town;
            t8a.LocationToSouth = Jail;      // Jailhouse at 3,3

            t8b.LocationToEast  = t8a;       // 4,4
            t8b.LocationToNorth = Bar;       //Bar
            t8b.LocationToSouth = GuildHall; //Guild Hall
            t8b.LocationToWest  = t8c;

            t8c.LocationToEast  = t8b;       //4,5
            t8c.LocationToSouth = Med;       //Med
            t8c.LocationToNorth = Shop;      //Shop

            Med.LocationToNorth = t8c;       //Med 3,5

            Shop.LocationToSouth = t8c;      //Shop 5,5

            GuildHall.LocationToNorth = t8b; //Guild Hall 3,4

            Bar.LocationToSouth = t8b;       //Bar 5,4

            Jail.LocationToNorth = t8a;      //Jail 3,3

            //Cave
            Cave.LocationToWest = f3;
            //BREAKER
            _locations.Add(Camp);
            _locations.Add(Town);
            _locations.Add(Forest);
            _locations.Add(Cave);
            _locations.Add(Pasture);
            _locations.Add(Shop);
        }