private void NeutralEvent() { GameService.NewPage("\nYou found nothing and decided to head back.", "filler"); Console.ReadKey(); }
private void NeutralCommute() { GameService.NewPage("\nYour commute went entirely uninterrupted.", "filler"); Console.ReadKey(); }
public bool RunMenu() { bool leaveCity = false; while (!leaveCity) { PrintMenuOptions(); _saveServices.SaveGame(_characterSuperModel); var input = GameService.ParseIntput(); switch (input) { case 1: GuildMenu(); break; case 2: EnterArena(); if (_characterSuperModel.IsDead) { GameService.NewPage("You slowly open your eyes. \"Wha.. what happened?\"\n" + "Near your bed you find a note a note. It reads:\n\n" + "\"You got smashed bud. Maybe you should train a bit more before you enter the arena again.\""); _characterSuperModel.CharacterHealth = _characterSuperModel.CharacterMaxHealth; Console.ReadKey(); } break; case 3: if ((_characterSuperModel.CharacterBaseHealth += healthFromInnBed) > _characterSuperModel.CharacterMaxHealth) { _characterSuperModel.CharacterHealth = _characterSuperModel.CharacterMaxHealth; } else { _characterSuperModel.CharacterHealth += healthFromInnBed; } GameService.NewPage($"You sleep in a comfy bed at the inn and recover {healthFromInnBed} HP." + $"\nYou now have {_characterSuperModel.CharacterHealth}/{_characterSuperModel.CharacterMaxHealth} HP."); Console.ReadKey(); break; case 4: bool leaveFromInv = _inventoryServices.OpenInventory(); if (leaveFromInv) { return(false); } break; case 5: leaveCity = Leave(); break; default: Console.WriteLine("Invalid input."); Console.ReadKey(); break; } } return(leaveCity); }