public Location LoadEntrance() { Location returnData; returnData = new Location(); returnData.Name = "Underground Hideout"; returnData.Description = "A small trap door opens to an underground hideout. The entrance to the hideout feels like an underground cave, with everything dirt. There are torches lining the walls to give light to the entrance."; //Actions // Adjacent Locations Dictionary <string, LocationDefinition> adjacentLocationDefinitions = new Dictionary <string, LocationDefinition>(); // Town Center LocationDefinition locationDefinition = AnkouBanditShack.GetTownInstance().GetBufferRoomDefinition(); adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition); locationDefinition = AnkouUndergroundHideOut.GetTownInstance().GetSmallPassageWayDefinition(); adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition); returnData.AdjacentLocationDefinitions = adjacentLocationDefinitions; return(returnData); }
public Location LoadStraightFour() { Location returnData; returnData = new Location(); returnData.Name = "Ankou Forest Straight Path Four"; returnData.Description = "The long path of the forest continues. Light does not penetrate the trees here, the darkness is all encompassing, and the air is crushing."; //Actions // Adjacent Locations Dictionary <string, LocationDefinition> adjacentLocationDefinitions = new Dictionary <string, LocationDefinition>(); LocationDefinition locationDefinition = AnkouForest.GetTownInstance().GetStraightThreeDefinition(); adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition); Accomplishment rescuePeasants = Ankou.GetAnkouAccomplishments().Find(x => x.Name.Contains("Rescue Peasants")); if (GameState.Hero.Accomplishments.Contains(rescuePeasants)) { locationDefinition = AnkouBanditShack.GetTownInstance().GetEntranceDefinition(); adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition); } locationDefinition = AnkouForest.GetTownInstance().GetStraightFiveDefinition(); adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition); returnData.AdjacentLocationDefinitions = adjacentLocationDefinitions; return(returnData); }
public Location LoadSmallHallway() { Location returnData; returnData = new Location(); returnData.Name = "Small Hallway"; returnData.Description = "A small hallway connecting the living room and kitchen together."; //Actions // Adjacent Locations Dictionary <string, LocationDefinition> adjacentLocationDefinitions = new Dictionary <string, LocationDefinition>(); // Town Center LocationDefinition locationDefinition = AnkouBanditShack.GetTownInstance().GetLivingRoomDefinition(); adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition); locationDefinition = AnkouBanditShack.GetTownInstance().GetKitchenDefinition(); adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition); returnData.AdjacentLocationDefinitions = adjacentLocationDefinitions; return(returnData); }
public Location LoadBufferRoom() { Location returnData; returnData = new Location(); returnData.Name = "Buffer Room"; bool defeatedBandits = Convert.ToBoolean(LocationHandler.GetLocationStateValue(Ankou.LOCATION_STATE_KEY, AnkouBanditShack.DEFEATED_BUFFER_ROOM_BANDITS)); //Actions if (!defeatedBandits) { returnData.Description = "A small room that separates the kitchen from the holding room. Three bandits are guarding the holding room."; List <LocationAction> locationActions = new List <LocationAction>(); List <Mob> bandit = new List <Mob>(); bandit.Add(new Bandit()); bandit.Add(new Bandit()); bandit.Add(new Bandit()); CombatAction combatAction = new CombatAction("Bandits", bandit); combatAction.PostCombat += BufferRoomBandits; locationActions.Add(combatAction); returnData.Actions = locationActions; } else { returnData.Description = "A small room that separates the kitchen from the holding room. Three bandits lay vanquished before the door."; } // Adjacent Locations Dictionary <string, LocationDefinition> adjacentLocationDefinitions = new Dictionary <string, LocationDefinition>(); // Town Center LocationDefinition locationDefinition = AnkouBanditShack.GetTownInstance().GetKitchenDefinition(); adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition); if (defeatedBandits) { locationDefinition = AnkouBanditShack.GetTownInstance().GetHoldingRoomDefinition(); adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition); } Accomplishment scoutUndergroundHideout = Ankou.GetAnkouAccomplishments().Find(x => x.Name.Contains("Scouted Underground Hideout")); if (GameState.Hero.Accomplishments.Contains(scoutUndergroundHideout)) { locationDefinition = AnkouUndergroundHideOut.GetTownInstance().GetEntranceDefinition(); adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition); } returnData.AdjacentLocationDefinitions = adjacentLocationDefinitions; return(returnData); }
public static AnkouBanditShack GetTownInstance() { if (_AnkouBanditShack == null) { _AnkouBanditShack = new AnkouBanditShack(); } return(_AnkouBanditShack); }
public Location LoadLivingRoom() { Location returnData; returnData = new Location(); returnData.Name = "Living Room"; bool defeatedBandits = Convert.ToBoolean(LocationHandler.GetLocationStateValue(Ankou.LOCATION_STATE_KEY, AnkouBanditShack.DEFEATED_LIVING_ROOM_BANDITS)); //Actions if (!defeatedBandits) { returnData.Description = "A shabby living room with beat up chairs. There are six bandits mingling about, eating and talking about nothing in particular."; List <LocationAction> locationActions = new List <LocationAction>(); List <Mob> bandit = new List <Mob>(); bandit.Add(new Bandit()); bandit.Add(new Bandit()); bandit.Add(new Bandit()); bandit.Add(new Bandit()); bandit.Add(new Bandit()); bandit.Add(new Bandit()); CombatAction combatAction = new CombatAction("Bandits", bandit); combatAction.PostCombat += LivingRoomBandits; locationActions.Add(combatAction); returnData.Actions = locationActions; } else { returnData.Description = "A shabby living room with beat up chairs. There are six dead bandits scattered about the room."; } // Adjacent Locations Dictionary <string, LocationDefinition> adjacentLocationDefinitions = new Dictionary <string, LocationDefinition>(); // Town Center LocationDefinition locationDefinition = AnkouBanditShack.GetTownInstance().GetEntranceDefinition(); adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition); if (defeatedBandits) { locationDefinition = AnkouBanditShack.GetTownInstance().GetSmallHallwayDefinition(); adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition); } returnData.AdjacentLocationDefinitions = adjacentLocationDefinitions; return(returnData); }
public Location LoadEntrance() { Location returnData; returnData = new Location(); returnData.Name = "Bandit Shack"; bool defeatedBandits = Convert.ToBoolean(LocationHandler.GetLocationStateValue(Ankou.LOCATION_STATE_KEY, AnkouBanditShack.DEFEATED_ENTRANCE_BANDITS)); //Actions if (!defeatedBandits) { returnData.Description = "A run down shack that the bandits are using as both a hide out and prisoner storage. The entrance is guarded by four bandits."; List <LocationAction> locationActions = new List <LocationAction>(); List <Mob> bandit = new List <Mob>(); bandit.Add(new Bandit()); bandit.Add(new Bandit()); bandit.Add(new Bandit()); bandit.Add(new Bandit()); CombatAction combatAction = new CombatAction("Bandits", bandit); combatAction.PostCombat += EntranceBandits; locationActions.Add(combatAction); returnData.Actions = locationActions; } else { returnData.Description = "A run down shack that the bandits are using as both a hide out and prisoner storage. There are four dead bandits on the ground."; } // Adjacent Locations Dictionary <string, LocationDefinition> adjacentLocationDefinitions = new Dictionary <string, LocationDefinition>(); // Town Center LocationDefinition locationDefinition = AnkouForest.GetTownInstance().GetStraightFourDefinition(); adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition); if (defeatedBandits) { locationDefinition = AnkouBanditShack.GetTownInstance().GetLivingRoomDefinition(); adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition); } returnData.AdjacentLocationDefinitions = adjacentLocationDefinitions; return(returnData); }
public Location LoadKitchen() { Location returnData; returnData = new Location(); returnData.Name = "Kitchen"; bool defeatedBandits = Convert.ToBoolean(LocationHandler.GetLocationStateValue(Ankou.LOCATION_STATE_KEY, AnkouBanditShack.DEFEATED_KITCHEN_BANDITS)); //Actions if (!defeatedBandits) { returnData.Description = "A small kitchen. Most of the appliances don't work but never-the-less there are bandits working on the next meal for everyone."; List <LocationAction> locationActions = new List <LocationAction>(); List <Mob> bandit = new List <Mob>(); bandit.Add(new Bandit()); bandit.Add(new Bandit()); CombatAction combatAction = new CombatAction("Bandits", bandit); combatAction.PostCombat += KitchenBandits; locationActions.Add(combatAction); returnData.Actions = locationActions; } else { returnData.Description = "A small kitchen. Most of the appliances don't work. There are several severed bandit heads laying in the soup they were making."; } // Adjacent Locations Dictionary <string, LocationDefinition> adjacentLocationDefinitions = new Dictionary <string, LocationDefinition>(); // Town Center LocationDefinition locationDefinition = AnkouBanditShack.GetTownInstance().GetSmallHallwayDefinition(); adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition); if (defeatedBandits) { locationDefinition = AnkouBanditShack.GetTownInstance().GetBufferRoomDefinition(); adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition); } returnData.AdjacentLocationDefinitions = adjacentLocationDefinitions; return(returnData); }
public Location LoadHoldingRoom() { Location returnData; returnData = new Location(); returnData.Name = "Holding Room"; bool defeatedBanditWarden = Convert.ToBoolean(LocationHandler.GetLocationStateValue(Ankou.LOCATION_STATE_KEY, AnkouBanditShack.KILLED_BANDIT_WARDEN)); bool openedChest = Convert.ToBoolean(LocationHandler.GetLocationStateValue(Ankou.LOCATION_STATE_KEY, AnkouBanditShack.TOOK_TREASURE)); bool freePrisoners = Convert.ToBoolean(LocationHandler.GetLocationStateValue(Ankou.LOCATION_STATE_KEY, AnkouBanditShack.RESCUED_PEASANTS)); string banditSpeechBefore = "So you did come after all, " + GameState.Hero.Identifier + ". I guess I was wrong about you. I thought you weren't this stupid. No matter, this is better for us after all. You see, what's going to happen is I'm going to kill you. Slowly, and painfully. But before you take your last breath, you'll have to watch all of these people die a horrific death. Kind of a sad story. A 'hero' such as to come so far only to falter when it really matters. Die now, " + GameState.Hero.Identifier + "."; string banditSpeechAfter = "''How... How could you have bested me?'' Gasp out the Bandit Warden. He is hunched over, his sword laying next to him. You walk over to him and kick him down on the floor and pick up his sword. You stare at his eyes and watch as they widden in horror as he realizes the end is here. You swiftly behead and turn your attention to the suffering prisoners. Despite what they've been through, there is a visible look of relief on their faces as they realize that their captor has been slain and they are safe now."; //Actions if (!defeatedBanditWarden) { returnData.Description = "The largest room in the shack is dedicated to holding prisoners. There are ten peasants chained to the wall. All of them are nude, including the women and childern. All of them have whip lashes covering their bodies. A young teenaged woman on the right hand corner has fresh blood running down her chest from an cut between her breast."; List <LocationAction> locationActions = new List <LocationAction>(); List <Mob> wardnen = new List <Mob>(); wardnen.Add(new BanditWarden()); CombatAction combatAction = new CombatAction("Bandit Warden", wardnen, banditSpeechBefore, banditSpeechAfter); combatAction.PostCombat += DefeatedBanditWarden; locationActions.Add(combatAction); returnData.Actions = locationActions; } else if (defeatedBanditWarden) { if (!openedChest) { if (!freePrisoners) { returnData.Description = "The largest room in the shack is dedicated to holding prisoners. There are ten peasants chained to the wall. All of them are nude, including the women and childern. All of them have whip lashes covering their bodies. A young teenaged woman on the right hand corner has fresh blood running down her chest from an cut between her breast. There is an unopened chest where the warden used to stand."; } else { returnData.Description = "The largest room in the shack is dedicated to holding prisoners. The chains that used to hold the prisoners are missing but the bodily imprints of the prisoners remains on the wall, and their blood remains behind standing as testimony to the horrors experienced here. There is an unopened chest where the warden use to stand."; } List <LocationAction> locationActions = new List <LocationAction>(); TreasureChestAction itemAction = new TreasureChestAction(5); locationActions.Add(itemAction); itemAction.PostItem += WardenChest; returnData.Actions = locationActions; } if (openedChest && freePrisoners) { returnData.Description = "The largest room in the shack is dedicated to holding prisoners. The chains that used to hold the prisoners are missing but the bodily imprints of the prisoners remains on the wall, and their blood remains behind standing as testimony to the horrors experienced here. There is an opened chest where the warden use to stand."; } if (!freePrisoners && openedChest) { returnData.Description = "The largest room in the shack is dedicated to holding prisoners. There are ten peasants chained to the wall. All of them are nude, including the women and childern. All of them have whip lashes covering their bodies. A young teenaged woman on the right hand corner has fresh blood running down her chest from an cut between her breast. There is an unopened chest where the warden used to stand."; List <LocationAction> locationActions = new List <LocationAction>(); TakeItemAction freePrisonerAction = new TakeItemAction("Free", "Prisoners", "You hastily cut down the chains holding the prisoners. You make sure all of them are able to walk and you usher them out of the house and to safety. You urge the more injured ones to seek medical help and promise them that that the town constable office will pay for all expenses."); freePrisonerAction.PostItem += FreePrisoners; locationActions.Add(freePrisonerAction); returnData.Actions = locationActions; } } //Actions // Adjacent Locations Dictionary <string, LocationDefinition> adjacentLocationDefinitions = new Dictionary <string, LocationDefinition>(); // Town Center LocationDefinition locationDefinition = AnkouBanditShack.GetTownInstance().GetBufferRoomDefinition(); adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition); if (defeatedBanditWarden && freePrisoners) { locationDefinition = Ankou.GetTownInstance().GetTownCenterDefinition(); adjacentLocationDefinitions.Add(locationDefinition.LocationKey, locationDefinition); } returnData.AdjacentLocationDefinitions = adjacentLocationDefinitions; return(returnData); }