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@ScottLilly
Last active Feb 21, 2016
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Lesson 19.3 - Clean up the source code by converting foreach to LINQ
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 { return ((ExperiencePoints / 100) + 1); }
}
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) : base(currentHitPoints, maximumHitPoints)
{
Gold = gold;
ExperiencePoints = experiencePoints;
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
return Inventory.Exists(ii => ii.Details.ID == location.ItemRequiredToEnter.ID);
}
public bool HasThisQuest(Quest quest)
{
return Quests.Exists(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.Exists(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;
}
}
}
}
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