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@ScottLilly /Player.cs Secret
Last active Mar 15, 2017

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Lesson 16.1 - Writing the function to move the player
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Engine
{
public class Player : LivingCreature
{
public int Gold { get; set; }
public int ExperiencePoints { get; set; }
public int Level { get; set; }
public Location CurrentLocation { get; set; }
public List<InventoryItem> Inventory { get; set; }
public List<PlayerQuest> Quests { get; set; }
public Player(int currentHitPoints, int maximumHitPoints, int gold, int experiencePoints, int level) : base(currentHitPoints, maximumHitPoints)
{
Gold = gold;
ExperiencePoints = experiencePoints;
Level = level;
Inventory = new List<InventoryItem>();
Quests = new List<PlayerQuest>();
}
}
}
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
using Engine;
namespace SuperAdventure
{
public partial class SuperAdventure : Form
{
private Player _player;
private Monster _currentMonster;
public SuperAdventure()
{
InitializeComponent();
_player = new Player(10, 10, 20, 0, 1);
MoveTo(World.LocationByID(World.LOCATION_ID_HOME));
_player.Inventory.Add(new InventoryItem(World.ItemByID(World.ITEM_ID_RUSTY_SWORD), 1));
lblHitPoints.Text = _player.CurrentHitPoints.ToString();
lblGold.Text = _player.Gold.ToString();
lblExperience.Text = _player.ExperiencePoints.ToString();
lblLevel.Text = _player.Level.ToString();
}
private void btnNorth_Click(object sender, EventArgs e)
{
MoveTo(_player.CurrentLocation.LocationToNorth);
}
private void btnEast_Click(object sender, EventArgs e)
{
MoveTo(_player.CurrentLocation.LocationToEast);
}
private void btnSouth_Click(object sender, EventArgs e)
{
MoveTo(_player.CurrentLocation.LocationToSouth);
}
private void btnWest_Click(object sender, EventArgs e)
{
MoveTo(_player.CurrentLocation.LocationToWest);
}
private void MoveTo(Location newLocation)
{
//Does the location have any required items
if(newLocation.ItemRequiredToEnter != null)
{
// See if the player has the required item in their inventory
bool playerHasRequiredItem = false;
foreach(InventoryItem ii in _player.Inventory)
{
if(ii.Details.ID == newLocation.ItemRequiredToEnter.ID)
{
// We found the required item
playerHasRequiredItem = true;
break; // Exit out of the foreach loop
}
}
if(!playerHasRequiredItem)
{
// We didn't find the required item in their inventory, so display a message and stop trying to move
rtbMessages.Text += "You must have a " + newLocation.ItemRequiredToEnter.Name + " to enter this location." + Environment.NewLine;
return;
}
}
// Update the player's current location
_player.CurrentLocation = newLocation;
// Show/hide available movement buttons
btnNorth.Visible = (newLocation.LocationToNorth != null);
btnEast.Visible = (newLocation.LocationToEast != null);
btnSouth.Visible = (newLocation.LocationToSouth != null);
btnWest.Visible = (newLocation.LocationToWest != null);
// Display current location name and description
rtbLocation.Text = newLocation.Name + Environment.NewLine;
rtbLocation.Text += newLocation.Description + Environment.NewLine;
// Completely heal the player
_player.CurrentHitPoints = _player.MaximumHitPoints;
// Update Hit Points in UI
lblHitPoints.Text = _player.CurrentHitPoints.ToString();
// Does the location have a quest?
if(newLocation.QuestAvailableHere != null)
{
// See if the player already has the quest, and if they've completed it
bool playerAlreadyHasQuest = false;
bool playerAlreadyCompletedQuest = false;
foreach(PlayerQuest playerQuest in _player.Quests)
{
if(playerQuest.Details.ID == newLocation.QuestAvailableHere.ID)
{
playerAlreadyHasQuest = true;
if(playerQuest.IsCompleted)
{
playerAlreadyCompletedQuest = true;
}
}
}
// See if the player already has the quest
if(playerAlreadyHasQuest)
{
// If the player has not completed the quest yet
if(!playerAlreadyCompletedQuest)
{
// See if the player has all the items needed to complete the quest
bool playerHasAllItemsToCompleteQuest = true;
foreach(QuestCompletionItem qci in newLocation.QuestAvailableHere.QuestCompletionItems)
{
bool foundItemInPlayersInventory = false;
// Check each item in the player's inventory, to see if they have it, and enough of it
foreach(InventoryItem ii in _player.Inventory)
{
// The player has this item in their inventory
if(ii.Details.ID == qci.Details.ID)
{
foundItemInPlayersInventory = true;
if(ii.Quantity < qci.Quantity)
{
// The player does not have enough of this item to complete the quest
playerHasAllItemsToCompleteQuest = false;
// There is no reason to continue checking for the other quest completion items
break;
}
// We found the item, so don't check the rest of the player's inventory
break;
}
}
// If we didn't find the required item, set our variable and stop looking for other items
if(!foundItemInPlayersInventory)
{
// The player does not have this item in their inventory
playerHasAllItemsToCompleteQuest = false;
// There is no reason to continue checking for the other quest completion items
break;
}
}
// The player has all items required to complete the quest
if(playerHasAllItemsToCompleteQuest)
{
// Display message
rtbMessages.Text += Environment.NewLine;
rtbMessages.Text += "You complete the '" + newLocation.QuestAvailableHere.Name + "' quest." + Environment.NewLine;
// Remove quest items from inventory
foreach(QuestCompletionItem qci in newLocation.QuestAvailableHere.QuestCompletionItems)
{
foreach(InventoryItem ii in _player.Inventory)
{
if(ii.Details.ID == qci.Details.ID)
{
// Subtract the quantity from the player's inventory that was needed to complete the quest
ii.Quantity -= qci.Quantity;
break;
}
}
}
// Give quest rewards
rtbMessages.Text += "You receive: " + Environment.NewLine;
rtbMessages.Text += newLocation.QuestAvailableHere.RewardExperiencePoints.ToString() + " experience points" + Environment.NewLine;
rtbMessages.Text += newLocation.QuestAvailableHere.RewardGold.ToString() + " gold" + Environment.NewLine;
rtbMessages.Text += newLocation.QuestAvailableHere.RewardItem.Name + Environment.NewLine;
rtbMessages.Text += Environment.NewLine;
_player.ExperiencePoints += newLocation.QuestAvailableHere.RewardExperiencePoints;
_player.Gold += newLocation.QuestAvailableHere.RewardGold;
// Add the reward item to the player's inventory
bool addedItemToPlayerInventory = false;
foreach(InventoryItem ii in _player.Inventory)
{
if(ii.Details.ID == newLocation.QuestAvailableHere.RewardItem.ID)
{
// They have the item in their inventory, so increase the quantity by one
ii.Quantity++;
addedItemToPlayerInventory = true;
break;
}
}
// They didn't have the item, so add it to their inventory, with a quantity of 1
if(!addedItemToPlayerInventory)
{
_player.Inventory.Add(new InventoryItem(newLocation.QuestAvailableHere.RewardItem, 1));
}
// Mark the quest as completed
// Find the quest in the player's quest list
foreach(PlayerQuest pq in _player.Quests)
{
if(pq.Details.ID == newLocation.QuestAvailableHere.ID)
{
// Mark it as completed
pq.IsCompleted = true;
break;
}
}
}
}
}
else
{
// The player does not already have the quest
// Display the messages
rtbMessages.Text += "You receive the " + newLocation.QuestAvailableHere.Name + " quest." + Environment.NewLine;
rtbMessages.Text += newLocation.QuestAvailableHere.Description + Environment.NewLine;
rtbMessages.Text += "To complete it, return with:" + Environment.NewLine;
foreach(QuestCompletionItem qci in newLocation.QuestAvailableHere.QuestCompletionItems)
{
if(qci.Quantity == 1)
{
rtbMessages.Text += qci.Quantity.ToString() + " " + qci.Details.Name + Environment.NewLine;
}
else
{
rtbMessages.Text += qci.Quantity.ToString() + " " + qci.Details.NamePlural + Environment.NewLine;
}
}
rtbMessages.Text += Environment.NewLine;
// Add the quest to the player's quest list
_player.Quests.Add(new PlayerQuest(newLocation.QuestAvailableHere));
}
}
// Does the location have a monster?
if(newLocation.MonsterLivingHere != null)
{
rtbMessages.Text += "You see a " + newLocation.MonsterLivingHere.Name + Environment.NewLine;
// Make a new monster, using the values from the standard monster in the World.Monster list
Monster standardMonster = World.MonsterByID(newLocation.MonsterLivingHere.ID);
_currentMonster = new Monster(standardMonster.ID, standardMonster.Name, standardMonster.MaximumDamage,
standardMonster.RewardExperiencePoints, standardMonster.RewardGold, standardMonster.CurrentHitPoints, standardMonster.MaximumHitPoints);
foreach(LootItem lootItem in standardMonster.LootTable)
{
_currentMonster.LootTable.Add(lootItem);
}
cboWeapons.Visible = true;
cboPotions.Visible = true;
btnUseWeapon.Visible = true;
btnUsePotion.Visible = true;
}
else
{
_currentMonster = null;
cboWeapons.Visible = false;
cboPotions.Visible = false;
btnUseWeapon.Visible = false;
btnUsePotion.Visible = false;
}
// Refresh player's inventory list
dgvInventory.RowHeadersVisible = false;
dgvInventory.ColumnCount = 2;
dgvInventory.Columns[0].Name = "Name";
dgvInventory.Columns[0].Width = 197;
dgvInventory.Columns[1].Name = "Quantity";
dgvInventory.Rows.Clear();
foreach(InventoryItem inventoryItem in _player.Inventory)
{
if(inventoryItem.Quantity > 0)
{
dgvInventory.Rows.Add(new[] { inventoryItem.Details.Name, inventoryItem.Quantity.ToString() });
}
}
// Refresh player's quest list
dgvQuests.RowHeadersVisible = false;
dgvQuests.ColumnCount = 2;
dgvQuests.Columns[0].Name = "Name";
dgvQuests.Columns[0].Width = 197;
dgvQuests.Columns[1].Name = "Done?";
dgvQuests.Rows.Clear();
foreach(PlayerQuest playerQuest in _player.Quests)
{
dgvQuests.Rows.Add(new[] { playerQuest.Details.Name, playerQuest.IsCompleted.ToString() });
}
// Refresh player's weapons combobox
List<Weapon> weapons = new List<Weapon>();
foreach(InventoryItem inventoryItem in _player.Inventory)
{
if(inventoryItem.Details is Weapon)
{
if(inventoryItem.Quantity > 0)
{
weapons.Add((Weapon)inventoryItem.Details);
}
}
}
if(weapons.Count == 0)
{
// The player doesn't have any weapons, so hide the weapon combobox and "Use" button
cboWeapons.Visible = false;
btnUseWeapon.Visible = false;
}
else
{
cboWeapons.DataSource = weapons;
cboWeapons.DisplayMember = "Name";
cboWeapons.ValueMember = "ID";
cboWeapons.SelectedIndex = 0;
}
// Refresh player's potions combobox
List<HealingPotion> healingPotions = new List<HealingPotion>();
foreach(InventoryItem inventoryItem in _player.Inventory)
{
if(inventoryItem.Details is HealingPotion)
{
if(inventoryItem.Quantity > 0)
{
healingPotions.Add((HealingPotion)inventoryItem.Details);
}
}
}
if(healingPotions.Count == 0)
{
// The player doesn't have any potions, so hide the potion combobox and "Use" button
cboPotions.Visible = false;
btnUsePotion.Visible = false;
}
else
{
cboPotions.DataSource = healingPotions;
cboPotions.DisplayMember = "Name";
cboPotions.ValueMember = "ID";
cboPotions.SelectedIndex = 0;
}
}
private void btnUseWeapon_Click(object sender, EventArgs e)
{
}
private void btnUsePotion_Click(object sender, EventArgs e)
{
}
}
}
@DendetheKami

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@DendetheKami

DendetheKami Jun 30, 2016

I'm getting the following error on all "_player" word. Please help :(

This member is defined defined more than once.

I'm getting the following error on all "_player" word. Please help :(

This member is defined defined more than once.

@ghost

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ghost Aug 23, 2016

DendetheKami: make the world class public, that error should go away.

ghost commented Aug 23, 2016

DendetheKami: make the world class public, that error should go away.

@Programing-Core-TSC

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@Programing-Core-TSC

Programing-Core-TSC Mar 15, 2017

Whenever I run my code, I get a TypeInitializationException Error. Any idea how to fix it?

Whenever I run my code, I get a TypeInitializationException Error. Any idea how to fix it?

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