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@ScottLilly ScottLilly/Player.cs Secret
Last active Mar 8, 2017

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Lesson 16.2 - Refactoring the player movement function
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>();
}
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
foreach(InventoryItem ii in Inventory)
{
if(ii.Details.ID == location.ItemRequiredToEnter.ID)
{
// We found the required item, so return "true"
return true;
}
}
// We didn't find the required item in their inventory, so return "false"
return false;
}
public bool HasThisQuest(Quest quest)
{
foreach(PlayerQuest playerQuest in Quests)
{
if(playerQuest.Details.ID == quest.ID)
{
return true;
}
}
return false;
}
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)
{
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 Inventory)
{
if(ii.Details.ID == qci.Details.ID) // The player has the item in their inventory
{
foundItemInPlayersInventory = true;
if(ii.Quantity < qci.Quantity) // The player does not have enough of this item to complete the quest
{
return false;
}
}
}
// The player does not have any of this quest completion item in their inventory
if(!foundItemInPlayersInventory)
{
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)
{
foreach(InventoryItem ii in 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;
}
}
}
}
public void AddItemToInventory(Item itemToAdd)
{
foreach(InventoryItem ii in Inventory)
{
if(ii.Details.ID == itemToAdd.ID)
{
// They have the item in their inventory, so increase the quantity by one
ii.Quantity++;
return; // We added the item, and are done, so get out of this function
}
}
// They didn't have the item, so add it to their inventory, with a quantity of 1
Inventory.Add(new InventoryItem(itemToAdd, 1));
}
public void MarkQuestCompleted(Quest quest)
{
// Find the quest in the player's quest list
foreach(PlayerQuest pq in Quests)
{
if(pq.Details.ID == quest.ID)
{
// Mark it as completed
pq.IsCompleted = true;
return; // We found the quest, and marked it complete, so get out of this function
}
}
}
}
}
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(!_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;
// 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 = _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.ExperiencePoints += 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 inventory list
UpdateInventoryListInUI();
// Refresh player's quest list
UpdateQuestListInUI();
// Refresh player's weapons combobox
UpdateWeaponListInUI();
// Refresh player's potions combobox
UpdatePotionListInUI();
}
private void UpdateInventoryListInUI()
{
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() });
}
}
}
private void UpdateQuestListInUI()
{
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() });
}
}
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.DataSource = weapons;
cboWeapons.DisplayMember = "Name";
cboWeapons.ValueMember = "ID";
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)
{
}
private void btnUsePotion_Click(object sender, EventArgs e)
{
}
}
}
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