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Player.cs
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using System;
using System.Collections.Generic;
namespace ttc_wtc
{
[Serializable]
class Player : Entity
{
public List<Item> Items;
public PutOnItem[] EquippedItems { get; set; }
public int TarotNumber { get; set; }
public int EndlessLevel { get; set; }
public int QuestNumber { get; set; }
public int AbilityCD { get; set; }
public List<Quest> Quests { get; set; } = new List<Quest>();
public Player(string name, int hp, int damage, int defense, int mapId, int x, int y) :
base(name, hp, damage, defense, mapId, x, y, '@')
{
Items = new List<Item>();
EquippedItems = new PutOnItem[5];
Draw.CurrentMapId = MapId;
TarotNumber = -1;
QuestNumber = 0;
EndlessLevel = 0;
Quests.Add(Quest.firstQest);
Quests.Add(Quest.secondQest);
Quests.Add(Quest.thirdQest);
Quests.Add(Quest.fourthQest);
Quests.Add(Quest.fiveQests);
AbilityCD = 0;
}
public Player() : base("Player", 0, 0, 0, 0, 6, 6, '@') { }
public bool Have(string name)
{
foreach (Item item in Items)
{
if (item != null)
{
if (item.Name == name)
{
return true;
}
}
}
return false;
}
public Item DeleteFromInventory(string name)
{
if (Items.Count > 0)
{
foreach (var item in Items)
{
if (item != null)
{
if (item.Name == name)
{
Items.Remove(item);
return item;
}
}
}
}
return null;
}
public void SelectTarot(int tarotNumber)
{
if (TarotNumber == -1)
{
TarotNumber = tarotNumber;
HP = (Tarot.Tarots[tarotNumber].HP, Tarot.Tarots[tarotNumber].HP);
Damage = (Tarot.Tarots[tarotNumber].Damage, Tarot.Tarots[tarotNumber].Damage);
Defense = (Tarot.Tarots[tarotNumber].Defense, Tarot.Tarots[tarotNumber].Defense);
}
}
public List<string> GetInventorySlotNames()
{
List<string> result = new List<string>();
for (int i = 0; i < EquippedItems.Length; i++)
{
result.Add((PutOnItem.Slot)i + ": " + (EquippedItems[i] != null ? EquippedItems[i].Name : "Ничего"));
}
result.Add("Расходники");
result.Add("Прочее");
result.Add("Вернуться к игре");
return result;
}
public List<string> GetNamesBySlot(int slot)
{
List<string> result = new List<string>();
result.Add("Ничего");
if (Items != null)
{
foreach (Item item in Items)
{
if (item is PutOnItem)
{
PutOnItem putOnItem = item as PutOnItem;
if ((int)putOnItem.EquippmentSlot == slot)
{
result.Add(putOnItem.Name);
}
}
else if (item is Consumable)
{
if (slot == Consumable.ConsumableSlot)
{
result.Add(item.Name);
}
}
else if (item is Key)
{
if (slot == Key.KeySlot)
{
result.Add(item.Name);
}
}
}
}
return result;
}
public void ChangeItemByChoice(int choice, int slot)
{
List<Item> slotItems = new List<Item>();
if (Items != null)
{
foreach (Item item in Items)
{
if (item is Key)
{
if (slot == Key.KeySlot)
{
slotItems.Add(item);
}
}
if (item is PutOnItem)
{
PutOnItem putOnItem = item as PutOnItem;
if ((int)putOnItem.EquippmentSlot == slot)
{
slotItems.Add(putOnItem);
}
}
else if (item is Consumable)
{
if (slot == Consumable.ConsumableSlot)
{
slotItems.Add(item);
}
}
}
}
if (slot < 2)
{
EquippedItems[slot] = (Weapon)slotItems[choice - 1];
}
else
{
if (slot == Key.KeySlot)
{
}
else if (slot == Consumable.ConsumableSlot)
{
ConsumableEffects.Effects[((Consumable)slotItems[choice - 1]).EffectNumber].Invoke(this);
DeleteItem(slotItems[choice - 1]);
}
else EquippedItems[slot] = (Armor)slotItems[choice - 1];
};
}
public void DeleteItem(Item item)
{
Items.Remove(item);
}
public void AddItem(Item item)
{
Items.Add(item);
}
public void CountStatsByItems()
{
Damage = (Damage.BasicDamage, Damage.BasicDamage + CountDamage());
Defense = (Defense.BasicDefense, Defense.BasicDefense + CountDefense());
}
public void AddItems(Item[] items)
{
for (int i = 0; i < items.Length; i++)
{
AddItem(items[i]);
}
}
public int CountDamage()
{
int damage = 0;
for (int i = 0; i < 2; i++)
{
if (EquippedItems[i] != null)
{
Weapon weapon = EquippedItems[i] as Weapon;
damage += weapon.Damage;
}
}
return damage;
}
public int CountDefense()
{
int defense = 0;
if (EquippedItems[0] != null)
{
Weapon weapon = EquippedItems[0] as Weapon;
defense += weapon.Defense;
}
for (int i = 2; i < 5; i++)
{
if (EquippedItems[i] != null)
{
Armor armor = EquippedItems[i] as Armor;
defense += armor.Defense;
}
}
return defense;
}
}
}