private void InspectQuiver(Quiver quiver) { Console.WriteLine("Capacity: {0}", quiver.capacity); quiver.ArrowsInQuiver(); }
static void Main(string[] args) { Console.WriteLine(FIO.GetLocation("TextFile1.txt")); // Test create player with custom constructor values Player p1 = new Player("George", 10, 10); Console.WriteLine(p1.Name); // Test player "conversation" command p1.Emote("Hello"); // Test create generic non-combat character Character NPC1 = new Character(); if (NPC1.isAlive()) { Console.WriteLine(NPC1.Name + " is alive"); } // Test create generic player Player p2 = new Player(); if (p2.isAlive()) { Console.WriteLine("player 2 " + p2.Name + " is alive"); Console.WriteLine("player 2 {0} has {1} health", p2.Name, p2.TotalHP); Console.WriteLine("player 2 level is {0}", p2.Level); } // Test create Axe with placeholders for constructors Weapon Axe = new Weapon("axe of smashing", "two-handed axe", "this axe smashes things", 10, 0); Console.WriteLine(Axe.name); if (Axe.playerCanEquip) { Console.WriteLine("{0} can be equiped.", Axe.name); } // Test create inventory with placeholder items added Weapon magicbow = new Weapon("MagicBow", "Bow", "A magical bow", 5, 1); //string magicArrow = "magical arrows"; p1.AddToInventory(magicbow, 1); p1.DisplayInventoryContents(); // Test Remove items until no more of said item remain for (int i = 0; i < p1.inventory.contents.Count; i++) { p1.RemoveFromInventory(magicbow, 1); } //Test Remove item not in inventory Item MagicShield = new Item("MagicShield", "Shield", "A Magical Shield"); p1.RemoveFromInventory(MagicShield, 1); //p1.AddToInventory(magicArrow, 5); // Create new bag, add items to it, test that cannot add more items // Than capacity of bag Quiver testbag = new Quiver(); Weapon SteelArrow = new Weapon("Steel Arrow", "Arrow", "A Good Arrow", 5, 0); testbag.Add(SteelArrow, 7); testbag.ArrowsInQuiver(); testbag.Remove(SteelArrow, 12); testbag.ArrowsInQuiver(); // Test Equip and Unequip player functions p1.Equip(SteelArrow); Console.WriteLine("player one is wielding " + p1.EquippedWeapon.name); p1.UnEquip(); Console.WriteLine("player one is wielding " + p1.EquippedWeapon.name); // Test Inspect Functions p1.Inspect(Axe); p1.Inspect(p1.EquippedWeapon); //Test Health Potions! Console.WriteLine("{0}'s current health: {1}", p1.Name, p1.CurrentHP); p1.CurrentHP = p1.CurrentHP / 2; Console.WriteLine("{0}'s current health: {1}", p1.Name, p1.CurrentHP); // Create and Inspect Potion to display properties to player HealthPotion potion = new HealthPotion(); p1.Inspect(potion); // Add a basic health potion to player 1's inventory here // Stronger ones can be made by manually declaring one p1.AddToInventory(new HealthPotion(), 1); // Test use Healthpotion with 1 HealthPotion in Inventory p1.UseHealthPotion(); Console.WriteLine("{0}'s current health: {1}", p1.Name, p1.CurrentHP); // Test UseHealthPotion with NO potions in Inventory p1.UseHealthPotion(); //test Create enemy and engage in combat Enemy enemy = new Enemy(); p1.AddToInventory(Axe, 1); p1.Equip(Axe); Combat.StartCombat(p1, enemy); // So console doesn't auto close string abc = Console.ReadLine(); }