Added RPG game code

This commit is contained in:
Andreas Mikko
2026-01-05 15:50:20 +01:00
parent 74f776c7ee
commit 1efd22fe82
2 changed files with 1077 additions and 5 deletions

424
.gitignore vendored
View File

@@ -1,5 +1,423 @@
bin/
obj/
/packages/
## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons.
##
## Get latest from https://github.com/github/gitignore/blob/main/VisualStudio.gitignore
# User-specific files
*.rsuser
*.suo
*.user
*.userosscache
*.sln.docstates
*.env
# User-specific files (MonoDevelop/Xamarin Studio)
*.userprefs
# Mono auto generated files
mono_crash.*
# Build results
[Dd]ebug/
[Dd]ebugPublic/
[Rr]elease/
[Rr]eleases/
x64/
x86/
[Ww][Ii][Nn]32/
[Aa][Rr][Mm]/
[Aa][Rr][Mm]64/
[Aa][Rr][Mm]64[Ee][Cc]/
bld/
[Oo]bj/
[Oo]ut/
[Ll]og/
[Ll]ogs/
# Build results on 'Bin' directories
**/[Bb]in/*
# Uncomment if you have tasks that rely on *.refresh files to move binaries
# (https://github.com/github/gitignore/pull/3736)
#!**/[Bb]in/*.refresh
# Visual Studio 2015/2017 cache/options directory
.vs/
# Uncomment if you have tasks that create the project's static files in wwwroot
#wwwroot/
# Visual Studio 2017 auto generated files
Generated\ Files/
# MSTest test Results
[Tt]est[Rr]esult*/
[Bb]uild[Ll]og.*
*.trx
# NUnit
*.VisualState.xml
TestResult.xml
nunit-*.xml
# Approval Tests result files
*.received.*
# Build Results of an ATL Project
[Dd]ebugPS/
[Rr]eleasePS/
dlldata.c
# Benchmark Results
BenchmarkDotNet.Artifacts/
# .NET Core
project.lock.json
project.fragment.lock.json
artifacts/
# ASP.NET Scaffolding
ScaffoldingReadMe.txt
# StyleCop
StyleCopReport.xml
# Files built by Visual Studio
*_i.c
*_p.c
*_h.h
*.ilk
*.meta
*.obj
*.idb
*.iobj
*.pch
*.pdb
*.ipdb
*.pgc
*.pgd
*.rsp
# but not Directory.Build.rsp, as it configures directory-level build defaults
!Directory.Build.rsp
*.sbr
*.tlb
*.tli
*.tlh
*.tmp
*.tmp_proj
*_wpftmp.csproj
*.log
*.tlog
*.vspscc
*.vssscc
.builds
*.pidb
*.svclog
*.scc
# Chutzpah Test files
_Chutzpah*
# Visual C++ cache files
ipch/
*.aps
*.ncb
*.opendb
*.opensdf
*.sdf
*.cachefile
*.VC.db
*.VC.VC.opendb
# Visual Studio profiler
*.psess
*.vsp
*.vspx
*.sap
# Visual Studio Trace Files
*.e2e
# TFS 2012 Local Workspace
$tf/
# Guidance Automation Toolkit
*.gpState
# ReSharper is a .NET coding add-in
_ReSharper*/
*.[Rr]e[Ss]harper
*.DotSettings.user
# TeamCity is a build add-in
_TeamCity*
# DotCover is a Code Coverage Tool
*.dotCover
# AxoCover is a Code Coverage Tool
.axoCover/*
!.axoCover/settings.json
# Coverlet is a free, cross platform Code Coverage Tool
coverage*.json
coverage*.xml
coverage*.info
# Visual Studio code coverage results
*.coverage
*.coveragexml
# NCrunch
_NCrunch_*
.NCrunch_*
.*crunch*.local.xml
nCrunchTemp_*
# MightyMoose
*.mm.*
AutoTest.Net/
# Web workbench (sass)
.sass-cache/
# Installshield output folder
[Ee]xpress/
# DocProject is a documentation generator add-in
DocProject/buildhelp/
DocProject/Help/*.HxT
DocProject/Help/*.HxC
DocProject/Help/*.hhc
DocProject/Help/*.hhk
DocProject/Help/*.hhp
DocProject/Help/Html2
DocProject/Help/html
# Click-Once directory
publish/
# Publish Web Output
*.[Pp]ublish.xml
*.azurePubxml
# Note: Comment the next line if you want to checkin your web deploy settings,
# but database connection strings (with potential passwords) will be unencrypted
*.pubxml
*.publishproj
# Microsoft Azure Web App publish settings. Comment the next line if you want to
# checkin your Azure Web App publish settings, but sensitive information contained
# in these scripts will be unencrypted
PublishScripts/
# NuGet Packages
*.nupkg
# NuGet Symbol Packages
*.snupkg
# The packages folder can be ignored because of Package Restore
**/[Pp]ackages/*
# except build/, which is used as an MSBuild target.
!**/[Pp]ackages/build/
# Uncomment if necessary however generally it will be regenerated when needed
#!**/[Pp]ackages/repositories.config
# NuGet v3's project.json files produces more ignorable files
*.nuget.props
*.nuget.targets
# Microsoft Azure Build Output
csx/
*.build.csdef
# Microsoft Azure Emulator
ecf/
rcf/
# Windows Store app package directories and files
AppPackages/
BundleArtifacts/
Package.StoreAssociation.xml
_pkginfo.txt
*.appx
*.appxbundle
*.appxupload
# Visual Studio cache files
# files ending in .cache can be ignored
*.[Cc]ache
# but keep track of directories ending in .cache
!?*.[Cc]ache/
# Others
ClientBin/
~$*
*~
*.dbmdl
*.dbproj.schemaview
*.jfm
*.pfx
*.publishsettings
orleans.codegen.cs
# Including strong name files can present a security risk
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
#*.snk
# Since there are multiple workflows, uncomment next line to ignore bower_components
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
#bower_components/
# RIA/Silverlight projects
Generated_Code/
# Backup & report files from converting an old project file
# to a newer Visual Studio version. Backup files are not needed,
# because we have git ;-)
_UpgradeReport_Files/
Backup*/
UpgradeLog*.XML
UpgradeLog*.htm
ServiceFabricBackup/
*.rptproj.bak
# SQL Server files
*.mdf
*.ldf
*.ndf
# Business Intelligence projects
*.rdl.data
*.bim.layout
*.bim_*.settings
*.rptproj.rsuser
*- [Bb]ackup.rdl
*- [Bb]ackup ([0-9]).rdl
*- [Bb]ackup ([0-9][0-9]).rdl
# Microsoft Fakes
FakesAssemblies/
# GhostDoc plugin setting file
*.GhostDoc.xml
# Node.js Tools for Visual Studio
.ntvs_analysis.dat
node_modules/
# Visual Studio 6 build log
*.plg
# Visual Studio 6 workspace options file
*.opt
# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
*.vbw
# Visual Studio 6 auto-generated project file (contains which files were open etc.)
*.vbp
# Visual Studio 6 workspace and project file (working project files containing files to include in project)
*.dsw
*.dsp
# Visual Studio 6 technical files
*.ncb
*.aps
# Visual Studio LightSwitch build output
**/*.HTMLClient/GeneratedArtifacts
**/*.DesktopClient/GeneratedArtifacts
**/*.DesktopClient/ModelManifest.xml
**/*.Server/GeneratedArtifacts
**/*.Server/ModelManifest.xml
_Pvt_Extensions
# Paket dependency manager
**/.paket/paket.exe
paket-files/
# FAKE - F# Make
**/.fake/
# CodeRush personal settings
**/.cr/personal
# Python Tools for Visual Studio (PTVS)
**/__pycache__/
*.pyc
# Cake - Uncomment if you are using it
#tools/**
#!tools/packages.config
# Tabs Studio
*.tss
# Telerik's JustMock configuration file
*.jmconfig
# BizTalk build output
*.btp.cs
*.btm.cs
*.odx.cs
*.xsd.cs
# OpenCover UI analysis results
OpenCover/
# Azure Stream Analytics local run output
ASALocalRun/
# MSBuild Binary and Structured Log
*.binlog
MSBuild_Logs/
# AWS SAM Build and Temporary Artifacts folder
.aws-sam
# NVidia Nsight GPU debugger configuration file
*.nvuser
# MFractors (Xamarin productivity tool) working folder
**/.mfractor/
# Local History for Visual Studio
**/.localhistory/
# Visual Studio History (VSHistory) files
.vshistory/
# BeatPulse healthcheck temp database
healthchecksdb
# Backup folder for Package Reference Convert tool in Visual Studio 2017
MigrationBackup/
# Ionide (cross platform F# VS Code tools) working folder
**/.ionide/
# Fody - auto-generated XML schema
FodyWeavers.xsd
# VS Code files for those working on multiple tools
.vscode/*
!.vscode/settings.json
!.vscode/tasks.json
!.vscode/launch.json
!.vscode/extensions.json
!.vscode/*.code-snippets
# Local History for Visual Studio Code
.history/
# Built Visual Studio Code Extensions
*.vsix
# Windows Installer files from build outputs
*.cab
*.msi
*.msix
*.msm
*.msp
# Rider
.idea/
riderModule.iml
/_ReSharper.Caches/

View File

@@ -1,9 +1,663 @@
namespace OBP200_RolePlayingGame;
using System.Text;
namespace OBP200_RolePlayingGame;
class Program
{
// ======= Globalt tillstånd =======
// Spelarens "databas": alla värden som strängar
// index: 0 Name, 1 Class, 2 HP, 3 MaxHP, 4 ATK, 5 DEF, 6 GOLD, 7 XP, 8 LEVEL, 9 POTIONS, 10 INVENTORY (semicolon-sep)
static string[] Player = new string[11];
// Rum: [type, label]
// types: battle, treasure, shop, rest, boss
static List<string[]> Rooms = new List<string[]>();
// Fiendemallar: [type, name, HP, ATK, DEF, XPReward, GoldReward]
static List<string[]> EnemyTemplates = new List<string[]>();
// Status för kartan
static int CurrentRoomIndex = 0;
// Random
static Random Rng = new Random();
// ======= Main =======
static void Main(string[] args)
{
Console.WriteLine("Hello, World!");
Console.OutputEncoding = Encoding.UTF8;
InitEnemyTemplates();
while (true)
{
ShowMainMenu();
Console.Write("Välj: ");
var choice = (Console.ReadLine() ?? "").Trim();
if (choice == "1")
{
StartNewGame();
RunGameLoop();
}
else if (choice == "2")
{
Console.WriteLine("Avslutar...");
return;
}
else
{
Console.WriteLine("Ogiltigt val.");
}
Console.WriteLine();
}
}
// ======= Meny & Init =======
static void ShowMainMenu()
{
Console.WriteLine("=== Text-RPG ===");
Console.WriteLine("1. Nytt spel");
Console.WriteLine("2. Avsluta");
}
static void StartNewGame()
{
Console.Write("Ange namn: ");
var name = (Console.ReadLine() ?? "").Trim();
if (string.IsNullOrWhiteSpace(name)) name = "Namnlös";
Console.WriteLine("Välj klass: 1) Warrior 2) Mage 3) Rogue");
Console.Write("Val: ");
var k = (Console.ReadLine() ?? "").Trim();
string cls = "Warrior";
int hp = 0, maxhp = 0, atk = 0, def = 0;
int potions = 0, gold = 0;
switch (k)
{
case "1": // Warrior: tankig
cls = "Warrior";
maxhp = 40; hp = 40; atk = 7; def = 5; potions = 2; gold = 15;
break;
case "2": // Mage: hög damage, låg def
cls = "Mage";
maxhp = 28; hp = 28; atk = 10; def = 2; potions = 2; gold = 15;
break;
case "3": // Rogue: krit-chans
cls = "Rogue";
maxhp = 32; hp = 32; atk = 8; def = 3; potions = 3; gold = 20;
break;
default:
cls = "Warrior";
maxhp = 40; hp = 40; atk = 7; def = 5; potions = 2; gold = 15;
break;
}
// Fyll player-array
Player[0] = name;
Player[1] = cls;
Player[2] = hp.ToString();
Player[3] = maxhp.ToString();
Player[4] = atk.ToString();
Player[5] = def.ToString();
Player[6] = gold.ToString();
Player[7] = "0"; // XP
Player[8] = "1"; // LEVEL
Player[9] = potions.ToString();
Player[10] = "Wooden Sword;Cloth Armor"; // inventory som semicolon-separerad sträng
// Initiera karta (linjärt äventyr)
Rooms.Clear();
Rooms.Add(new[] { "battle", "Skogsstig" });
Rooms.Add(new[] { "treasure", "Gammal kista" });
Rooms.Add(new[] { "shop", "Vandrande köpman" });
Rooms.Add(new[] { "battle", "Grottans mynning" });
Rooms.Add(new[] { "rest", "Lägereld" });
Rooms.Add(new[] { "battle", "Grottans djup" });
Rooms.Add(new[] { "boss", "Urdraken" });
CurrentRoomIndex = 0;
Console.WriteLine($"Välkommen, {name} the {cls}!");
ShowStatus();
}
static void RunGameLoop()
{
while (true)
{
var room = Rooms[CurrentRoomIndex];
Console.WriteLine($"--- Rum {CurrentRoomIndex + 1}/{Rooms.Count}: {room[1]} ({room[0]}) ---");
bool continueAdventure = EnterRoom(room[0]);
if (IsPlayerDead())
{
Console.WriteLine("Du har stupat... Spelet över.");
break;
}
if (!continueAdventure)
{
Console.WriteLine("Du lämnar äventyret för nu.");
break;
}
CurrentRoomIndex++;
if (CurrentRoomIndex >= Rooms.Count)
{
Console.WriteLine();
Console.WriteLine("Du har klarat äventyret!");
break;
}
Console.WriteLine();
Console.WriteLine("[C] Fortsätt [Q] Avsluta till huvudmeny");
Console.Write("Val: ");
var post = (Console.ReadLine() ?? "").Trim().ToUpperInvariant();
if (post == "Q")
{
Console.WriteLine("Tillbaka till huvudmenyn.");
break;
}
Console.WriteLine();
}
}
// ======= Rumshantering =======
static bool EnterRoom(string type)
{
switch ((type ?? "battle").Trim())
{
case "battle":
return DoBattle(isBoss: false);
case "boss":
return DoBattle(isBoss: true);
case "treasure":
return DoTreasure();
case "shop":
return DoShop();
case "rest":
return DoRest();
default:
Console.WriteLine("Du vandrar vidare...");
return true;
}
}
// ======= Strid =======
static bool DoBattle(bool isBoss)
{
var enemy = GenerateEnemy(isBoss);
Console.WriteLine($"En {enemy[1]} dyker upp! (HP {enemy[2]}, ATK {enemy[3]}, DEF {enemy[4]})");
int enemyHp = ParseInt(enemy[2], 10);
int enemyAtk = ParseInt(enemy[3], 3);
int enemyDef = ParseInt(enemy[4], 0);
while (enemyHp > 0 && !IsPlayerDead())
{
Console.WriteLine();
ShowStatus();
Console.WriteLine($"Fiende: {enemy[1]} HP={enemyHp}");
Console.WriteLine("[A] Attack [X] Special [P] Dryck [R] Fly");
if (isBoss) Console.WriteLine("(Du kan inte fly från en boss!)");
Console.Write("Val: ");
var cmd = (Console.ReadLine() ?? "").Trim().ToUpperInvariant();
if (cmd == "A")
{
int damage = CalculatePlayerDamage(enemyDef);
enemyHp -= damage;
Console.WriteLine($"Du slog {enemy[1]} för {damage} skada.");
}
else if (cmd == "X")
{
int special = UseClassSpecial(enemyDef, isBoss);
enemyHp -= special;
Console.WriteLine($"Special! {enemy[1]} tar {special} skada.");
}
else if (cmd == "P")
{
UsePotion();
}
else if (cmd == "R" && !isBoss)
{
if (TryRunAway())
{
Console.WriteLine("Du flydde!");
return true; // fortsätt äventyr
}
else
{
Console.WriteLine("Misslyckad flykt!");
}
}
else
{
Console.WriteLine("Du tvekar...");
}
if (enemyHp <= 0) break;
// Fiendens tur
int enemyDamage = CalculateEnemyDamage(enemyAtk);
ApplyDamageToPlayer(enemyDamage);
Console.WriteLine($"{enemy[1]} anfaller och gör {enemyDamage} skada!");
}
if (IsPlayerDead())
{
return false; // avsluta äventyr
}
// Vinstrapporter, XP, guld, loot
int xpReward = ParseInt(enemy[5], 5);
int goldReward = ParseInt(enemy[6], 3);
AddPlayerXp(xpReward);
AddPlayerGold(goldReward);
Console.WriteLine($"Seger! +{xpReward} XP, +{goldReward} guld.");
MaybeDropLoot(enemy[1]);
return true;
}
static string[] GenerateEnemy(bool isBoss)
{
if (isBoss)
{
// Boss-mall
return new[] { "boss", "Urdraken", "55", "9", "4", "30", "50" };
}
else
{
// Slumpa bland templates
var template = EnemyTemplates[Rng.Next(EnemyTemplates.Count)];
// Slmumpmässig justering av stats
int hp = ParseInt(template[2], 10) + Rng.Next(-1, 3);
int atk = ParseInt(template[3], 3) + Rng.Next(0, 2);
int def = ParseInt(template[4], 0) + Rng.Next(0, 2);
int xp = ParseInt(template[5], 4) + Rng.Next(0, 3);
int gold = ParseInt(template[6], 2) + Rng.Next(0, 3);
return new[] { template[0], template[1], hp.ToString(), atk.ToString(), def.ToString(), xp.ToString(), gold.ToString() };
}
}
static void InitEnemyTemplates()
{
EnemyTemplates.Clear();
EnemyTemplates.Add(new[] { "beast", "Vildsvin", "18", "4", "1", "6", "4" });
EnemyTemplates.Add(new[] { "undead", "Skelett", "20", "5", "2", "7", "5" });
EnemyTemplates.Add(new[] { "bandit", "Bandit", "16", "6", "1", "8", "6" });
EnemyTemplates.Add(new[] { "slime", "Geléslem", "14", "3", "0", "5", "3" });
}
static int CalculatePlayerDamage(int enemyDef)
{
int atk = ParseInt(Player[4], 5);
string cls = Player[1] ?? "Warrior";
// Beräkna grundskada
int baseDmg = Math.Max(1, atk - (enemyDef / 2));
int roll = Rng.Next(0, 3); // liten variation
switch (cls.Trim())
{
case "Warrior":
baseDmg += 1; // warrior buff
break;
case "Mage":
baseDmg += 2; // mage buff
break;
case "Rogue":
baseDmg += (Rng.NextDouble() < 0.2) ? 4 : 0; // rogue crit-chans
break;
default:
baseDmg += 0;
break;
}
return Math.Max(1, baseDmg + roll);
}
static int UseClassSpecial(int enemyDef, bool vsBoss)
{
string cls = Player[1] ?? "Warrior";
int specialDmg = 0;
// Hantering av specialförmågor
if (cls == "Warrior")
{
// Heavy Strike: hög skada men självskada
Console.WriteLine("Warrior använder Heavy Strike!");
int atk = ParseInt(Player[4], 5);
specialDmg = Math.Max(2, atk + 3 - enemyDef);
ApplyDamageToPlayer(2); // självskada
}
else if (cls == "Mage")
{
// Fireball: stor skada, kostar guld
int gold = ParseInt(Player[6], 0);
if (gold >= 3)
{
Console.WriteLine("Mage kastar Fireball!");
Player[6] = (gold - 3).ToString();
int atk = ParseInt(Player[4], 5);
specialDmg = Math.Max(3, atk + 5 - (enemyDef / 2));
}
else
{
Console.WriteLine("Inte tillräckligt med guld för att kasta Fireball (kostar 3).");
specialDmg = 0;
}
}
else if (cls == "Rogue")
{
// Backstab: chans att ignorera försvar, hög risk/hög belöning
if (Rng.NextDouble() < 0.5)
{
Console.WriteLine("Rogue utför en lyckad Backstab!");
int atk = ParseInt(Player[4], 5);
specialDmg = Math.Max(4, atk + 6);
}
else
{
Console.WriteLine("Backstab misslyckades!");
specialDmg = 1;
}
}
else
{
specialDmg = 0;
}
// Dämpa skada mot bossen
if (vsBoss)
{
specialDmg = (int)Math.Round(specialDmg * 0.8);
}
return Math.Max(0, specialDmg);
}
static int CalculateEnemyDamage(int enemyAtk)
{
int def = ParseInt(Player[5], 0);
int roll = Rng.Next(0, 3);
int dmg = Math.Max(1, enemyAtk - (def / 2)) + roll;
// Liten chans till "glancing blow" (minskad skada)
if (Rng.NextDouble() < 0.1) dmg = Math.Max(1, dmg - 2);
return dmg;
}
static void ApplyDamageToPlayer(int dmg)
{
int hp = ParseInt(Player[2], 0);
hp -= Math.Max(0, dmg);
Player[2] = Math.Max(0, hp).ToString();
}
static void UsePotion()
{
int pot = ParseInt(Player[9], 0);
if (pot <= 0)
{
Console.WriteLine("Du har inga drycker kvar.");
return;
}
int hp = ParseInt(Player[2], 0);
int maxhp = ParseInt(Player[3], 1);
// Helning av spelaren
int heal = 12;
int newHp = Math.Min(maxhp, hp + heal);
Player[2] = newHp.ToString();
Player[9] = (pot - 1).ToString();
Console.WriteLine($"Du dricker en dryck och återfår {newHp - hp} HP.");
}
static bool TryRunAway()
{
// Flyktschans baserad på karaktärsklass
string cls = Player[1] ?? "Warrior";
double chance = 0.25;
if (cls == "Rogue") chance = 0.5;
if (cls == "Mage") chance = 0.35;
return Rng.NextDouble() < chance;
}
static bool IsPlayerDead()
{
return ParseInt(Player[2], 0) <= 0;
}
static void AddPlayerXp(int amount)
{
int xp = ParseInt(Player[7], 0) + Math.Max(0, amount);
Player[7] = xp.ToString();
MaybeLevelUp();
}
static void AddPlayerGold(int amount)
{
int gold = ParseInt(Player[6], 0) + Math.Max(0, amount);
Player[6] = gold.ToString();
}
static void MaybeLevelUp()
{
// Nivåtrösklar
int xp = ParseInt(Player[7], 0);
int lvl = ParseInt(Player[8], 1);
int nextThreshold = lvl == 1 ? 10 : (lvl == 2 ? 25 : (lvl == 3 ? 45 : lvl * 20));
if (xp >= nextThreshold)
{
Player[8] = (lvl + 1).ToString();
// Uppgradering baserad på karaktärsklass
string cls = Player[1] ?? "Warrior";
int maxhp = ParseInt(Player[3], 1);
int atk = ParseInt(Player[4], 1);
int def = ParseInt(Player[5], 0);
switch (cls)
{
case "Warrior":
maxhp += 6; atk += 2; def += 2;
break;
case "Mage":
maxhp += 4; atk += 4; def += 1;
break;
case "Rogue":
maxhp += 5; atk += 3; def += 1;
break;
default:
maxhp += 4; atk += 3; def += 1;
break;
}
Player[3] = maxhp.ToString();
Player[4] = atk.ToString();
Player[5] = def.ToString();
Player[2] = maxhp.ToString(); // full heal vid level up
Console.WriteLine($"Du når nivå {lvl + 1}! Värden ökade och HP återställd.");
}
}
static void MaybeDropLoot(string enemyName)
{
// Enkel loot-regel
if (Rng.NextDouble() < 0.35)
{
string item = "Minor Gem";
if (enemyName.Contains("Urdraken")) item = "Dragon Scale";
var inv = (Player[10] ?? "").Trim();
if (string.IsNullOrEmpty(inv)) Player[10] = item;
else Player[10] = inv + ";" + item;
Console.WriteLine($"Föremål hittat: {item} (lagt i din väska)");
}
}
// ======= Rumshändelser =======
static bool DoTreasure()
{
Console.WriteLine("Du hittar en gammal kista...");
if (Rng.NextDouble() < 0.5)
{
int gold = Rng.Next(8, 15);
AddPlayerGold(gold);
Console.WriteLine($"Kistan innehåller {gold} guld!");
}
else
{
var items = new[] { "Iron Dagger", "Oak Staff", "Leather Vest", "Healing Herb" };
string found = items[Rng.Next(items.Length)];
var inv = (Player[10] ?? "").Trim();
Player[10] = string.IsNullOrEmpty(inv) ? found : (inv + ";" + found);
Console.WriteLine($"Du plockar upp: {found}");
}
return true;
}
static bool DoShop()
{
Console.WriteLine("En vandrande köpman erbjuder sina varor:");
while (true)
{
Console.WriteLine($"Guld: {Player[6]} | Drycker: {Player[9]}");
Console.WriteLine("1) Köp dryck (10 guld)");
Console.WriteLine("2) Köp vapen (+2 ATK) (25 guld)");
Console.WriteLine("3) Köp rustning (+2 DEF) (25 guld)");
Console.WriteLine("4) Sälj alla 'Minor Gem' (+5 guld/st)");
Console.WriteLine("5) Lämna butiken");
Console.Write("Val: ");
var val = (Console.ReadLine() ?? "").Trim();
if (val == "1")
{
TryBuy(10, () => Player[9] = (ParseInt(Player[9], 0) + 1).ToString(), "Du köper en dryck.");
}
else if (val == "2")
{
TryBuy(25, () => Player[4] = (ParseInt(Player[4], 0) + 2).ToString(), "Du köper ett bättre vapen.");
}
else if (val == "3")
{
TryBuy(25, () => Player[5] = (ParseInt(Player[5], 0) + 2).ToString(), "Du köper bättre rustning.");
}
else if (val == "4")
{
SellMinorGems();
}
else if (val == "5")
{
Console.WriteLine("Du säger adjö till köpmannen.");
break;
}
else
{
Console.WriteLine("Köpmannen förstår inte ditt val.");
}
}
return true;
}
static void TryBuy(int cost, Action apply, string successMsg)
{
int gold = ParseInt(Player[6], 0);
if (gold >= cost)
{
Player[6] = (gold - cost).ToString();
apply();
Console.WriteLine(successMsg);
}
else
{
Console.WriteLine("Du har inte råd.");
}
}
static void SellMinorGems()
{
var inv = (Player[10] ?? "");
if (string.IsNullOrWhiteSpace(inv))
{
Console.WriteLine("Du har inga föremål att sälja.");
return;
}
var items = inv.Split(';').Where(s => !string.IsNullOrWhiteSpace(s)).ToList();
int count = items.Count(x => x == "Minor Gem");
if (count == 0)
{
Console.WriteLine("Inga 'Minor Gem' i väskan.");
return;
}
items = items.Where(x => x != "Minor Gem").ToList();
Player[10] = items.Count == 0 ? "" : string.Join(";", items);
AddPlayerGold(count * 5);
Console.WriteLine($"Du säljer {count} st Minor Gem för {count * 5} guld.");
}
static bool DoRest()
{
Console.WriteLine("Du slår läger och vilar.");
int maxhp = ParseInt(Player[3], 1);
Player[2] = maxhp.ToString();
Console.WriteLine("HP återställt till max.");
return true;
}
// ======= Status =======
static void ShowStatus()
{
Console.WriteLine($"[{Player[0]} | {Player[1]}] HP {Player[2]}/{Player[3]} ATK {Player[4]} DEF {Player[5]} LVL {Player[8]} XP {Player[7]} Guld {Player[6]} Drycker {Player[9]}");
var inv = (Player[10] ?? "");
if (!string.IsNullOrWhiteSpace(inv))
{
Console.WriteLine($"Väska: {inv}");
}
}
// ======= Hjälpmetoder =======
static int ParseInt(string s, int fallback)
{
try
{
int value = Convert.ToInt32(s);
return value;
}
catch (Exception e)
{
return fallback;
}
}
}