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@ScottLilly ScottLilly/InventoryItem.cs Secret
Last active Feb 21, 2016

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Lesson 20.3 - Binding list properties to datagridviews
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Engine
{
public class InventoryItem : INotifyPropertyChanged
{
private Item _details;
private int _quantity;
public Item Details
{
get { return _details; }
set
{
_details = value;
OnPropertyChanged("Details");
}
}
public int Quantity
{
get { return _quantity; }
set
{
_quantity = value;
OnPropertyChanged("Quantity");
OnPropertyChanged("Description");
}
}
public string Description
{
get { return Quantity > 1 ? Details.NamePlural : Details.Name; }
}
public InventoryItem(Item details, int quantity)
{
Details = details;
Quantity = quantity;
}
public event PropertyChangedEventHandler PropertyChanged;
protected void OnPropertyChanged(string name)
{
if(PropertyChanged != null)
{
PropertyChanged(this, new PropertyChangedEventArgs(name));
}
}
}
}
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Xml;
namespace Engine
{
public class Player : LivingCreature
{
private int _gold;
private int _experiencePoints;
public int Gold
{
get { return _gold; }
set
{
_gold = value;
OnPropertyChanged("Gold");
}
}
public int ExperiencePoints
{
get { return _experiencePoints; }
private set
{
_experiencePoints = value;
OnPropertyChanged("ExperiencePoints");
OnPropertyChanged("Level");
}
}
public int Level
{
get { return ((ExperiencePoints / 100) + 1); }
}
public Location CurrentLocation { get; set; }
public Weapon CurrentWeapon { get; set; }
public BindingList<InventoryItem> Inventory { get; set; }
public BindingList<PlayerQuest> Quests { get; set; }
private Player(int currentHitPoints, int maximumHitPoints, int gold, int experiencePoints) : base(currentHitPoints, maximumHitPoints)
{
Gold = gold;
ExperiencePoints = experiencePoints;
Inventory = new BindingList<InventoryItem>();
Quests = new BindingList<PlayerQuest>();
}
public static Player CreateDefaultPlayer()
{
Player player = new Player(10, 10, 20, 0);
player.Inventory.Add(new InventoryItem(World.ItemByID(World.ITEM_ID_RUSTY_SWORD), 1));
player.CurrentLocation = World.LocationByID(World.LOCATION_ID_HOME);
return player;
}
public void AddExperiencePoints(int experiencePointsToAdd )
{
ExperiencePoints += experiencePointsToAdd;
MaximumHitPoints = (Level * 10);
}
public static Player CreatePlayerFromXmlString(string xmlPlayerData)
{
try
{
XmlDocument playerData = new XmlDocument();
playerData.LoadXml(xmlPlayerData);
int currentHitPoints = Convert.ToInt32(playerData.SelectSingleNode("/Player/Stats/CurrentHitPoints").InnerText);
int maximumHitPoints = Convert.ToInt32(playerData.SelectSingleNode("/Player/Stats/MaximumHitPoints").InnerText);
int gold = Convert.ToInt32(playerData.SelectSingleNode("/Player/Stats/Gold").InnerText);
int experiencePoints = Convert.ToInt32(playerData.SelectSingleNode("/Player/Stats/ExperiencePoints").InnerText);
Player player = new Player(currentHitPoints, maximumHitPoints, gold, experiencePoints);
int currentLocationID = Convert.ToInt32(playerData.SelectSingleNode("/Player/Stats/CurrentLocation").InnerText);
player.CurrentLocation = World.LocationByID(currentLocationID);
if(playerData.SelectSingleNode("/Player/Stats/CurrentWeapon") != null)
{
int currentWeaponID = Convert.ToInt32(playerData.SelectSingleNode("/Player/Stats/CurrentWeapon").InnerText);
player.CurrentWeapon = (Weapon)World.ItemByID(currentWeaponID);
}
foreach(XmlNode node in playerData.SelectNodes("/Player/InventoryItems/InventoryItem"))
{
int id = Convert.ToInt32(node.Attributes["ID"].Value);
int quantity = Convert.ToInt32(node.Attributes["Quantity"].Value);
for(int i = 0; i < quantity; i++)
{
player.AddItemToInventory(World.ItemByID(id));
}
}
foreach(XmlNode node in playerData.SelectNodes("/Player/PlayerQuests/PlayerQuest"))
{
int id = Convert.ToInt32(node.Attributes["ID"].Value);
bool isCompleted = Convert.ToBoolean(node.Attributes["IsCompleted"].Value);
PlayerQuest playerQuest = new PlayerQuest(World.QuestByID(id));
playerQuest.IsCompleted = isCompleted;
player.Quests.Add(playerQuest);
}
return player;
}
catch
{
// If there was an error with the XML data, return a default player object
return Player.CreateDefaultPlayer();
}
}
public bool HasRequiredItemToEnterThisLocation(Location location)
{
if(location.ItemRequiredToEnter == null)
{
// There is no required item for this location, so return "true"
return true;
}
// See if the player has the required item in their inventory
return Inventory.Any(ii => ii.Details.ID == location.ItemRequiredToEnter.ID);
}
public bool HasThisQuest(Quest quest)
{
return Quests.Any(pq => pq.Details.ID == quest.ID);
}
public bool CompletedThisQuest(Quest quest)
{
foreach(PlayerQuest playerQuest in Quests)
{
if(playerQuest.Details.ID == quest.ID)
{
return playerQuest.IsCompleted;
}
}
return false;
}
public bool HasAllQuestCompletionItems(Quest quest)
{
// See if the player has all the items needed to complete the quest here
foreach(QuestCompletionItem qci in quest.QuestCompletionItems)
{
// Check each item in the player's inventory, to see if they have it, and enough of it
if(!Inventory.Any(ii => ii.Details.ID == qci.Details.ID && ii.Quantity >= qci.Quantity))
{
return false;
}
}
// If we got here, then the player must have all the required items, and enough of them, to complete the quest.
return true;
}
public void RemoveQuestCompletionItems(Quest quest)
{
foreach(QuestCompletionItem qci in quest.QuestCompletionItems)
{
InventoryItem item = Inventory.SingleOrDefault(ii => ii.Details.ID == qci.Details.ID);
if(item != null)
{
// Subtract the quantity from the player's inventory that was needed to complete the quest
item.Quantity -= qci.Quantity;
}
}
}
public void AddItemToInventory(Item itemToAdd)
{
InventoryItem item = Inventory.SingleOrDefault(ii => ii.Details.ID == itemToAdd.ID);
if(item == null)
{
// They didn't have the item, so add it to their inventory, with a quantity of 1
Inventory.Add(new InventoryItem(itemToAdd, 1));
}
else
{
// They have the item in their inventory, so increase the quantity by one
item.Quantity++;
}
}
public void MarkQuestCompleted(Quest quest)
{
// Find the quest in the player's quest list
PlayerQuest playerQuest = Quests.SingleOrDefault(pq => pq.Details.ID == quest.ID);
if(playerQuest != null)
{
playerQuest.IsCompleted = true;
}
}
public string ToXmlString()
{
XmlDocument playerData = new XmlDocument();
// Create the top-level XML node
XmlNode player = playerData.CreateElement("Player");
playerData.AppendChild(player);
// Create the "Stats" child node to hold the other player statistics nodes
XmlNode stats = playerData.CreateElement("Stats");
player.AppendChild(stats);
// Create the child nodes for the "Stats" node
XmlNode currentHitPoints = playerData.CreateElement("CurrentHitPoints");
currentHitPoints.AppendChild(playerData.CreateTextNode(this.CurrentHitPoints.ToString()));
stats.AppendChild(currentHitPoints);
XmlNode maximumHitPoints = playerData.CreateElement("MaximumHitPoints");
maximumHitPoints.AppendChild(playerData.CreateTextNode(this.MaximumHitPoints.ToString()));
stats.AppendChild(maximumHitPoints);
XmlNode gold = playerData.CreateElement("Gold");
gold.AppendChild(playerData.CreateTextNode(this.Gold.ToString()));
stats.AppendChild(gold);
XmlNode experiencePoints = playerData.CreateElement("ExperiencePoints");
experiencePoints.AppendChild(playerData.CreateTextNode(this.ExperiencePoints.ToString()));
stats.AppendChild(experiencePoints);
XmlNode currentLocation = playerData.CreateElement("CurrentLocation");
currentLocation.AppendChild(playerData.CreateTextNode(this.CurrentLocation.ID.ToString()));
stats.AppendChild(currentLocation);
if(CurrentWeapon != null)
{
XmlNode currentWeapon = playerData.CreateElement("CurrentWeapon");
currentWeapon.AppendChild(playerData.CreateTextNode(this.CurrentWeapon.ID.ToString()));
stats.AppendChild(currentWeapon);
}
// Create the "InventoryItems" child node to hold each InventoryItem node
XmlNode inventoryItems = playerData.CreateElement("InventoryItems");
player.AppendChild(inventoryItems);
// Create an "InventoryItem" node for each item in the player's inventory
foreach(InventoryItem item in this.Inventory)
{
XmlNode inventoryItem = playerData.CreateElement("InventoryItem");
XmlAttribute idAttribute = playerData.CreateAttribute("ID");
idAttribute.Value = item.Details.ID.ToString();
inventoryItem.Attributes.Append(idAttribute);
XmlAttribute quantityAttribute = playerData.CreateAttribute("Quantity");
quantityAttribute.Value = item.Quantity.ToString();
inventoryItem.Attributes.Append(quantityAttribute);
inventoryItems.AppendChild(inventoryItem);
}
// Create the "PlayerQuests" child node to hold each PlayerQuest node
XmlNode playerQuests = playerData.CreateElement("PlayerQuests");
player.AppendChild(playerQuests);
// Create a "PlayerQuest" node for each quest the player has acquired
foreach(PlayerQuest quest in this.Quests)
{
XmlNode playerQuest = playerData.CreateElement("PlayerQuest");
XmlAttribute idAttribute = playerData.CreateAttribute("ID");
idAttribute.Value = quest.Details.ID.ToString();
playerQuest.Attributes.Append(idAttribute);
XmlAttribute isCompletedAttribute = playerData.CreateAttribute("IsCompleted");
isCompletedAttribute.Value = quest.IsCompleted.ToString();
playerQuest.Attributes.Append(isCompletedAttribute);
playerQuests.AppendChild(playerQuest);
}
return playerData.InnerXml; // The XML document, as a string, so we can save the data to disk
}
}
}
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Engine
{
public class PlayerQuest : INotifyPropertyChanged
{
private Quest _details;
private bool _isCompleted;
public Quest Details
{
get { return _details; }
set
{
_details = value;
OnPropertyChanged("Details");
}
}
public bool IsCompleted
{
get { return _isCompleted; }
set
{
_isCompleted = value;
OnPropertyChanged("IsCompleted");
OnPropertyChanged("Name");
}
}
public string Name
{
get { return Details.Name; }
}
public PlayerQuest(Quest details)
{
Details = details;
IsCompleted = false;
}
public event PropertyChangedEventHandler PropertyChanged;
protected void OnPropertyChanged(string name)
{
if(PropertyChanged != null)
{
PropertyChanged(this, new PropertyChangedEventArgs(name));
}
}
}
}
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 System.IO;
using Engine;
namespace SuperAdventure
{
public partial class SuperAdventure : Form
{
private const string PLAYER_DATA_FILE_NAME = "PlayerData.xml";
private Player _player;
private Monster _currentMonster;
public SuperAdventure()
{
InitializeComponent();
if(File.Exists(PLAYER_DATA_FILE_NAME))
{
_player = Player.CreatePlayerFromXmlString(File.ReadAllText(PLAYER_DATA_FILE_NAME));
}
else
{
_player = Player.CreateDefaultPlayer();
}
lblHitPoints.DataBindings.Add("Text", _player, "CurrentHitPoints");
lblGold.DataBindings.Add("Text", _player, "Gold");
lblExperience.DataBindings.Add("Text", _player, "ExperiencePoints");
lblLevel.DataBindings.Add("Text", _player, "Level");
dgvInventory.RowHeadersVisible = false;
dgvInventory.AutoGenerateColumns = false;
dgvInventory.DataSource = _player.Inventory;
dgvInventory.Columns.Add(new DataGridViewTextBoxColumn
{
HeaderText = "Name",
Width = 197,
DataPropertyName = "Description"
});
dgvInventory.Columns.Add(new DataGridViewTextBoxColumn
{
HeaderText = "Quantity",
DataPropertyName = "Quantity"
});
dgvQuests.RowHeadersVisible = false;
dgvQuests.AutoGenerateColumns = false;
dgvQuests.DataSource = _player.Quests;
dgvQuests.Columns.Add(new DataGridViewTextBoxColumn
{
HeaderText = "Name",
Width = 197,
DataPropertyName = "Name"
});
dgvQuests.Columns.Add(new DataGridViewTextBoxColumn
{
HeaderText = "Done?",
DataPropertyName = "IsCompleted"
});
MoveTo(_player.CurrentLocation);
}
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(!_player.HasRequiredItemToEnterThisLocation(newLocation))
{
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;
// 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 = _player.HasThisQuest(newLocation.QuestAvailableHere);
bool playerAlreadyCompletedQuest = _player.CompletedThisQuest(newLocation.QuestAvailableHere);
// 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 = _player.HasAllQuestCompletionItems(newLocation.QuestAvailableHere);
// 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
_player.RemoveQuestCompletionItems(newLocation.QuestAvailableHere);
// 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.AddExperiencePoints(newLocation.QuestAvailableHere.RewardExperiencePoints);
_player.Gold += newLocation.QuestAvailableHere.RewardGold;
// Add the reward item to the player's inventory
_player.AddItemToInventory(newLocation.QuestAvailableHere.RewardItem);
// Mark the quest as completed
_player.MarkQuestCompleted(newLocation.QuestAvailableHere);
}
}
}
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 weapons combobox
UpdateWeaponListInUI();
// Refresh player's potions combobox
UpdatePotionListInUI();
ScrollToBottomOfMessages();
}
private void UpdateWeaponListInUI()
{
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.SelectedIndexChanged -= cboWeapons_SelectedIndexChanged;
cboWeapons.DataSource = weapons;
cboWeapons.SelectedIndexChanged += cboWeapons_SelectedIndexChanged;
cboWeapons.DisplayMember = "Name";
cboWeapons.ValueMember = "ID";
if(_player.CurrentWeapon != null)
{
cboWeapons.SelectedItem = _player.CurrentWeapon;
}
else
{
cboWeapons.SelectedIndex = 0;
}
}
}
private void UpdatePotionListInUI()
{
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)
{
// Get the currently selected weapon from the cboWeapons ComboBox
Weapon currentWeapon = (Weapon)cboWeapons.SelectedItem;
// Determine the amount of damage to do to the monster
int damageToMonster = RandomNumberGenerator.NumberBetween(currentWeapon.MinimumDamage, currentWeapon.MaximumDamage);
// Apply the damage to the monster's CurrentHitPoints
_currentMonster.CurrentHitPoints -= damageToMonster;
// Display message
rtbMessages.Text += "You hit the " + _currentMonster.Name + " for " + damageToMonster.ToString() + " points." + Environment.NewLine;
// Check if the monster is dead
if(_currentMonster.CurrentHitPoints <= 0)
{
// Monster is dead
rtbMessages.Text += Environment.NewLine;
rtbMessages.Text += "You defeated the " + _currentMonster.Name + Environment.NewLine;
// Give player experience points for killing the monster
_player.AddExperiencePoints(_currentMonster.RewardExperiencePoints);
rtbMessages.Text += "You receive " + _currentMonster.RewardExperiencePoints.ToString() + " experience points" + Environment.NewLine;
// Give player gold for killing the monster
_player.Gold += _currentMonster.RewardGold;
rtbMessages.Text += "You receive " + _currentMonster.RewardGold.ToString() + " gold" + Environment.NewLine;
// Get random loot items from the monster
List<InventoryItem> lootedItems = new List<InventoryItem>();
// Add items to the lootedItems list, comparing a random number to the drop percentage
foreach(LootItem lootItem in _currentMonster.LootTable)
{
if(RandomNumberGenerator.NumberBetween(1, 100) <= lootItem.DropPercentage)
{
lootedItems.Add(new InventoryItem(lootItem.Details, 1));
}
}
// If no items were randomly selected, then add the default loot item(s).
if(lootedItems.Count == 0)
{
foreach(LootItem lootItem in _currentMonster.LootTable)
{
if(lootItem.IsDefaultItem)
{
lootedItems.Add(new InventoryItem(lootItem.Details, 1));
}
}
}
// Add the looted items to the player's inventory
foreach(InventoryItem inventoryItem in lootedItems)
{
_player.AddItemToInventory(inventoryItem.Details);
if(inventoryItem.Quantity == 1)
{
rtbMessages.Text += "You loot " + inventoryItem.Quantity.ToString() + " " + inventoryItem.Details.Name +Environment.NewLine;
}
else
{
rtbMessages.Text += "You loot " + inventoryItem.Quantity.ToString() + " " + inventoryItem.Details.NamePlural + Environment.NewLine;
}
}
UpdateWeaponListInUI();
UpdatePotionListInUI();
// Add a blank line to the messages box, just for appearance.
rtbMessages.Text += Environment.NewLine;
// Move player to current location (to heal player and create a new monster to fight)
MoveTo(_player.CurrentLocation);
}
else
{
// Monster is still alive
// Determine the amount of damage the monster does to the player
int damageToPlayer = RandomNumberGenerator.NumberBetween(0, _currentMonster.MaximumDamage);
// Display message
rtbMessages.Text += "The " + _currentMonster.Name + " did " + damageToPlayer.ToString() + " points of damage." + Environment.NewLine;
// Subtract damage from player
_player.CurrentHitPoints -= damageToPlayer;
if(_player.CurrentHitPoints <= 0)
{
// Display message
rtbMessages.Text += "The " + _currentMonster.Name + " killed you." + Environment.NewLine;
// Move player to "Home"
MoveTo(World.LocationByID(World.LOCATION_ID_HOME));
}
}
ScrollToBottomOfMessages();
}
private void btnUsePotion_Click(object sender, EventArgs e)
{
// Get the currently selected potion from the combobox
HealingPotion potion = (HealingPotion)cboPotions.SelectedItem;
// Add healing amount to the player's current hit points
_player.CurrentHitPoints = (_player.CurrentHitPoints + potion.AmountToHeal);
// CurrentHitPoints cannot exceed player's MaximumHitPoints
if(_player.CurrentHitPoints > _player.MaximumHitPoints)
{
_player.CurrentHitPoints = _player.MaximumHitPoints;
}
// Remove the potion from the player's inventory
foreach(InventoryItem ii in _player.Inventory)
{
if(ii.Details.ID == potion.ID)
{
ii.Quantity--;
break;
}
}
// Display message
rtbMessages.Text += "You drink a " + potion.Name + Environment.NewLine;
// Monster gets their turn to attack
// Determine the amount of damage the monster does to the player
int damageToPlayer = RandomNumberGenerator.NumberBetween(0, _currentMonster.MaximumDamage);
// Display message
rtbMessages.Text += "The " + _currentMonster.Name + " did " + damageToPlayer.ToString() + " points of damage." + Environment.NewLine;
// Subtract damage from player
_player.CurrentHitPoints -= damageToPlayer;
if(_player.CurrentHitPoints <= 0)
{
// Display message
rtbMessages.Text += "The " + _currentMonster.Name + " killed you." + Environment.NewLine;
// Move player to "Home"
MoveTo(World.LocationByID(World.LOCATION_ID_HOME));
}
// Refresh player data in UI
UpdatePotionListInUI();
ScrollToBottomOfMessages();
}
private void ScrollToBottomOfMessages()
{
rtbMessages.SelectionStart = rtbMessages.Text.Length;
rtbMessages.ScrollToCaret();
}
private void SuperAdventure_FormClosing(object sender, FormClosingEventArgs e)
{
File.WriteAllText(PLAYER_DATA_FILE_NAME, _player.ToXmlString());
}
private void cboWeapons_SelectedIndexChanged(object sender, EventArgs e)
{
_player.CurrentWeapon = (Weapon)cboWeapons.SelectedItem;
}
}
}
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