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Lesson 16.2 - Refactoring the player movement function
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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 | |
} | |
} | |
} | |
} | |
} |
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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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