Press "Enter" to skip to content

Lesson 10.6: Clean up property setters and PropertyChanged notifications

A reader noticed the IsCompleted column in the Quest datagrid is not refreshed when the player completes a quest. That’s because the IsCompleted property in the QuestStatus class was not set to raise a PropertyChanged notification.

This lesson will fix that.

We’ll also remove some setters we don’t need on properties (which will prevent us from unintentionally setting those values elsewhere in the program) and take advantage of the CallerMemberName attribute, to clean up the code a bit.

Step 1: Modify Engine\BaseNotificationClass.cs

The first thing we’ll do is simplify raising the PropertyChanged event. Currently, we pass the name of the property into the OnPropertyChanged function, using “nameof(MyProperty)”. That ensures the correct property name is used in the notification.

However, we can simplify that when we want to send a notification for the property whose setter is calling OnPropertyChanged.

Add a new “using” statement, to include System.Runtime.CompilerServices in the class. Then, change the parameter on line 10 to the one shown below. With this change, if we don’t pass a property name into the function, it will use the name of the property that called the function.

If you look at the CurrentLocation setter, in the GameSession class, you’ll see that we call OnPropertyChanged several times. We could change the call on line 50, with “nameof(CurrentLocation)”, to use the parameterless version, because we are calling OnPropertyChanged in the CurrentLocation setter. However, we still need to pass in the property names for the “HasLocation…” properties.

BaseNotificationClass.cs
using System.ComponentModel;
using System.Runtime.CompilerServices;
namespace Engine
{
    public class BaseNotificationClass : INotifyPropertyChanged
    {
        public event PropertyChangedEventHandler PropertyChanged;
        protected virtual void OnPropertyChanged([CallerMemberName] string propertyName = "")
        {
            PropertyChanged?.Invoke(this, new PropertyChangedEventArgs(propertyName));
        }
    }
}

Step 2: Modify Engine\Models\QuestStatus.cs

Change line 3, so this class inherits from BaseNotificationClass. Change the IsCompleted property to use a backing variable, and have it call OnProperyChanged on line 14 – without “nameof(IsCompleted)”, since we are in IsCompleted’s setter.

The PlayerQuest property should never change, once the object is instantiated. So, you can remove the “set;” on line 7. This is so the property can only be set in the constructor. We don’t need to make this change, but it will make our code a bit safer. Now, we can’t make a mistake elsewhere in the program and try to set that property to a different value.

It often helps to write our code so we can’t make a mistake.

QuestStatus.cs
namespace Engine.Models
{
    public class QuestStatus : BaseNotificationClass
    {
        private bool _isCompleted;
        public Quest PlayerQuest { get; }
        public bool IsCompleted
        {
            get { return _isCompleted;}
            set
            {
                _isCompleted = value;
                OnPropertyChanged();
            }
        }
        public QuestStatus(Quest quest)
        {
            PlayerQuest = quest;
            IsCompleted = false;
        }
    }
}

Step 3: Modify Engine\Models\GameItem.cs

The properties in these objects should only be set when the object is instantiated. So, we can remove “set;” on lines 5 to 8.

GameItem.cs
namespace Engine.Models
{
    public class GameItem
    {
        public int ItemTypeID { get; }
        public string Name { get; }
        public int Price { get; }
        public bool IsUnique { get; }
        public GameItem(int itemTypeID, string name, int price, bool isUnique = false)
        {
            ItemTypeID = itemTypeID;
            Name = name;
            Price = price;
            IsUnique = isUnique;
        }
        public GameItem Clone()
        {
            return new GameItem(ItemTypeID, Name, Price, IsUnique);
        }
    }
}

Step 4: Modify Engine\Models\ItemQuantity.cs

Remove “set;” from the properties on lines 5 and 6.

ItemQuantity.cs
namespace Engine.Models
{
    public class ItemQuantity
    {
        public int ItemID { get; }
        public int Quantity { get; }
        public ItemQuantity(int itemID, int quantity)
        {
            ItemID = itemID;
            Quantity = quantity;
        }
    }
}

Step 5: Modify Engine\Models\LivingEntity.cs

We can change lines 24, 34, 44, 54, and 64, to use the new parameterless version of OnPropertyChanged.

We’ll also remove the “set;” for the Inventory property (line 68) and the GroupedInventory property (line 70).

LivingEntity.cs
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Linq;
namespace Engine.Models
{
    public abstract class LivingEntity : BaseNotificationClass
    {
        #region Properties
        private string _name;
        private int _currentHitPoints;
        private int _maximumHitPoints;
        private int _gold;
        private int _level;
        public string Name
        {
            get { return _name; }
            private set
            {
                _name = value;
                OnPropertyChanged();
            }
        }
        public int CurrentHitPoints
        {
            get { return _currentHitPoints; }
            private set
            {
                _currentHitPoints = value;
                OnPropertyChanged();
            }
        }
        public int MaximumHitPoints
        {
            get { return _maximumHitPoints; }
            protected set
            {
                _maximumHitPoints = value;
                OnPropertyChanged();
            }
        }
        public int Gold
        {
            get { return _gold; }
            private set
            {
                _gold = value;
                OnPropertyChanged();
            }
        }
        public int Level
        {
            get { return _level; }
            protected set
            {
                _level = value;
                OnPropertyChanged();
            }
        }
        public ObservableCollection<GameItem> Inventory { get; }
        public ObservableCollection<GroupedInventoryItem> GroupedInventory { get; }
        public List<GameItem> Weapons =>
            Inventory.Where(i => i is Weapon).ToList();
        public bool IsDead => CurrentHitPoints <= 0;
        #endregion
        public event EventHandler OnKilled;
        protected LivingEntity(string name, int maximumHitPoints, int currentHitPoints, 
                               int gold, int level = 1)
        {
            Name = name;
            MaximumHitPoints = maximumHitPoints;
            CurrentHitPoints = currentHitPoints;
            Gold = gold;
            Level = level;
            Inventory = new ObservableCollection<GameItem>();
            GroupedInventory = new ObservableCollection<GroupedInventoryItem>();
        }
        public void TakeDamage(int hitPointsOfDamage)
        {
            CurrentHitPoints -= hitPointsOfDamage;
            if(IsDead)
            {
                CurrentHitPoints = 0;
                RaiseOnKilledEvent();
            }
        }
        public void Heal(int hitPointsToHeal)
        {
            CurrentHitPoints += hitPointsToHeal;
            if(CurrentHitPoints > MaximumHitPoints)
            {
                CurrentHitPoints = MaximumHitPoints;
            }
        }
        public void CompletelyHeal()
        {
            CurrentHitPoints = MaximumHitPoints;
        }
        public void ReceiveGold(int amountOfGold)
        {
            Gold += amountOfGold;
        }
        public void SpendGold(int amountOfGold)
        {
            if(amountOfGold > Gold)
            {
                throw new ArgumentOutOfRangeException($"{Name} only has {Gold} gold, and cannot spend {amountOfGold} gold");
            }
            Gold -= amountOfGold;
        }
        public void AddItemToInventory(GameItem item)
        {
            Inventory.Add(item);
            if(item.IsUnique)
            {
                GroupedInventory.Add(new GroupedInventoryItem(item, 1));
            }
            else
            {
                if(!GroupedInventory.Any(gi => gi.Item.ItemTypeID == item.ItemTypeID))
                {
                    GroupedInventory.Add(new GroupedInventoryItem(item, 0));
                }
                GroupedInventory.First(gi => gi.Item.ItemTypeID == item.ItemTypeID).Quantity++;
            }
            OnPropertyChanged(nameof(Weapons));
        }
        public void RemoveItemFromInventory(GameItem item)
        {
            Inventory.Remove(item);
            GroupedInventoryItem groupedInventoryItemToRemove = item.IsUnique ? 
                GroupedInventory.FirstOrDefault(gi => gi.Item == item) : 
                GroupedInventory.FirstOrDefault(gi => gi.Item.ItemTypeID == item.ItemTypeID);
            if(groupedInventoryItemToRemove != null)
            {
                if(groupedInventoryItemToRemove.Quantity == 1)
                {
                    GroupedInventory.Remove(groupedInventoryItemToRemove);
                }
                else
                {
                    groupedInventoryItemToRemove.Quantity--;
                }
            }
            OnPropertyChanged(nameof(Weapons));
        }
        #region Private functions
        private void RaiseOnKilledEvent()
        {
            OnKilled?.Invoke(this, new System.EventArgs());
        }
        #endregion
    }
}

Step 6: Modify Engine\Models\Location.cs and World.cs

The properties of the Location objects should never change, once they are instantiated. To make Location like our other classes, we need to add a constructor, so we can get the values to use for the properties. Then, we can remove the “set;” for its properties.

We won’t do this for the TraderHere property, since that value is set after the object is instantiated.

We also need to change the World.AddLocation function, to call the new constructor.

Location.cs
using System.Collections.Generic;
using System.Linq;
using Engine.Factories;
namespace Engine.Models
{
    public class Location
    {
        public int XCoordinate { get; }
        public int YCoordinate { get; }
        public string Name { get; }
        public string Description { get; }
        public string ImageName { get; }
        public List<Quest> QuestsAvailableHere { get; } = new List<Quest>();
        public List<MonsterEncounter> MonstersHere { get; } =
            new List<MonsterEncounter>();
        public Trader TraderHere { get; set; }
        public Location(int xCoordinate, int yCoordinate, string name, string description, string imageName)
        {
            XCoordinate = xCoordinate;
            YCoordinate = yCoordinate;
            Name = name;
            Description = description;
            ImageName = imageName;
        }
        public void AddMonster(int monsterID, int chanceOfEncountering)
        {
            if(MonstersHere.Exists(m => m.MonsterID == monsterID))
            {
                // This monster has already been added to this location.
                // So, overwrite the ChanceOfEncountering with the new number.
                MonstersHere.First(m => m.MonsterID == monsterID)
                            .ChanceOfEncountering = chanceOfEncountering;
            }
            else
            {
                // This monster is not already at this location, so add it.
                MonstersHere.Add(new MonsterEncounter(monsterID, chanceOfEncountering));
            }
        }
        public Monster GetMonster()
        {
            if(!MonstersHere.Any())
            {
                return null;
            }
            // Total the percentages of all monsters at this location.
            int totalChances = MonstersHere.Sum(m => m.ChanceOfEncountering);
            // Select a random number between 1 and the total (in case the total chances is not 100).
            int randomNumber = RandomNumberGenerator.NumberBetween(1, totalChances);
            // Loop through the monster list, 
            // adding the monster's percentage chance of appearing to the runningTotal variable.
            // When the random number is lower than the runningTotal,
            // that is the monster to return.
            int runningTotal = 0;
            foreach(MonsterEncounter monsterEncounter in MonstersHere)
            {
                runningTotal += monsterEncounter.ChanceOfEncountering;
                if(randomNumber <= runningTotal)
                {
                    return MonsterFactory.GetMonster(monsterEncounter.MonsterID);
                }
            }
            // If there was a problem, return the last monster in the list.
            return MonsterFactory.GetMonster(MonstersHere.Last().MonsterID);
        }
    }
}
World.cs
using System.Collections.Generic;
namespace Engine.Models
{
    public class World
    {
        private readonly List<Location> _locations = new List<Location>();
        internal void AddLocation(int xCoordinate, int yCoordinate, 
                                  string name, string description, string imageName)
        {
            _locations.Add(new Location(xCoordinate, yCoordinate, name, description,
                                        $"/Engine;component/Images/Locations/{imageName}"));
        }
        public Location LocationAt(int xCoordinate, int yCoordinate)
        {
            foreach(Location loc in _locations)
            {
                if(loc.XCoordinate == xCoordinate && loc.YCoordinate == yCoordinate)
                {
                    return loc;
                }
            }
            return null;
        }
    }
}

Step 7: Modify Engine\Models\Monster.cs

Remove the “set;” and “private set;” from lines 5 to 7 and line 9.

Monster.cs
namespace Engine.Models
{
    public class Monster : LivingEntity
    {
        public string ImageName { get; }
        public int MinimumDamage { get; }
        public int MaximumDamage { get; }
        public int RewardExperiencePoints { get; }
        public Monster(string name, string imageName,
                       int maximumHitPoints, int currentHitPoints,
                       int minimumDamage, int maxmumDamage,
                       int rewardExperiencePoints, int gold) : 
            base(name, maximumHitPoints, currentHitPoints, gold)
        {
            ImageName = $"/Engine;component/Images/Monsters/{imageName}";
            MinimumDamage = minimumDamage;
            MaximumDamage = maxmumDamage;
            RewardExperiencePoints = rewardExperiencePoints;
        }
    }
}

Step 8: Modify Engine\Models\MonsterEncounter.cs

Remove the “set;” from the MonsterID property. We need to leave it for ChanceOfEncountering, because we may need to reset that property’s value in the Location.AddMonster function. However, we do not need to make this property raise a PropertyChanged notification. Its value is always referenced, each time it’s used.

MonsterEncounter.cs
namespace Engine.Models
{
    public class MonsterEncounter
    {
        public int MonsterID { get; }
        public int ChanceOfEncountering { get; set; }
        public MonsterEncounter(int monsterID, int chanceOfEncountering)
        {
            MonsterID = monsterID;
            ChanceOfEncountering = chanceOfEncountering;
        }
    }
}

Step 9: Modify Engine\Models\Player.cs

Change lines 21 and 32 to use the parameterless OnPropertyChanged.

Remove the “set;” from line 38.

Player.cs
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Linq;
namespace Engine.Models
{
    public class Player : LivingEntity
    {
        #region Properties
        private string _characterClass;
        private int _experiencePoints;
        public string CharacterClass
        {
            get { return _characterClass; }
            set
            {
                _characterClass = value;
                OnPropertyChanged();
            }
        }
        public int ExperiencePoints
        {
            get { return _experiencePoints; }
            private set
            {
                _experiencePoints = value;
                OnPropertyChanged();
                SetLevelAndMaximumHitPoints();
            }
        }
        public ObservableCollection<QuestStatus> Quests { get; }
        #endregion
        public event EventHandler OnLeveledUp;
        public Player(string name, string characterClass, int experiencePoints,
                      int maximumHitPoints, int currentHitPoints, int gold) : 
            base(name, maximumHitPoints, currentHitPoints, gold)
        {
            CharacterClass = characterClass;
            ExperiencePoints = experiencePoints;
            Quests = new ObservableCollection<QuestStatus>();
        }
        public bool HasAllTheseItems(List<ItemQuantity> items)
        {
            foreach (ItemQuantity item in items)
            {
                if (Inventory.Count(i => i.ItemTypeID == item.ItemID) < item.Quantity)
                {
                    return false;
                }
            }
            return true;
        }
        public void AddExperience(int experiencePoints)
        {
            ExperiencePoints += experiencePoints;
        }
        private void SetLevelAndMaximumHitPoints()
        {
            int originalLevel = Level;
            Level = (ExperiencePoints / 100) + 1;
            if (Level != originalLevel)
            {
                MaximumHitPoints = Level * 10;
                OnLeveledUp?.Invoke(this, System.EventArgs.Empty);
            }
        }
    }
}

Step 10: Modify Engine\Models\Quest.cs

Remove “set;” from all the properties from line 7 through 15.

Quest.cs
using System.Collections.Generic;
namespace Engine.Models
{
    public class Quest
    {
        public int ID { get; }
        public string Name { get; }
        public string Description { get; }
        public List<ItemQuantity> ItemsToComplete { get; }
        public int RewardExperiencePoints { get; }
        public int RewardGold { get; }
        public List<ItemQuantity> RewardItems { get; }
        public Quest(int id, string name, string description, List<ItemQuantity> itemsToComplete,
                     int rewardExperiencePoints, int rewardGold, List<ItemQuantity> rewardItems)
        {
            ID = id;
            Name = name;
            Description = description;
            ItemsToComplete = itemsToComplete;
            RewardExperiencePoints = rewardExperiencePoints;
            RewardGold = rewardGold;
            RewardItems = rewardItems;
        }
    }
}

Step 11: Modify Engine\Models\Weapon.cs

Remove “set;” from the properties on lines 5 and 6.

Weapon.cs
namespace Engine.Models
{
    public class Weapon : GameItem
    {
        public int MinimumDamage { get; }
        public int MaximumDamage { get; }
        public Weapon(int itemTypeID, string name, int price, int minDamage, int maxDamage)
            : base(itemTypeID, name, price, true)
        {
            MinimumDamage = minDamage;
            MaximumDamage = maxDamage;
        }
        public new Weapon Clone()
        {
            return new Weapon(ItemTypeID, Name, Price, MinimumDamage, MaximumDamage);
        }
    }
}

Step 12: Modify \ViewModels\GameSession.cs

Remove “set;” from line 20.

Use the parameterless OnPropertyChanged on lines 50, 84, and 96.

GameSession.cs
using System;
using System.Linq;
using Engine.EventArgs;
using Engine.Factories;
using Engine.Models;
namespace Engine.ViewModels
{
    public class GameSession : BaseNotificationClass
    {
        public event EventHandler<GameMessageEventArgs> OnMessageRaised;
        #region Properties
        private Player _currentPlayer;
        private Location _currentLocation;
        private Monster _currentMonster;
        private Trader _currentTrader;
        public World CurrentWorld { get; }
        public Player CurrentPlayer
        {
            get { return _currentPlayer; }
            set
            {
                if(_currentPlayer != null)
                {
                    _currentPlayer.OnLeveledUp -= OnCurrentPlayerLeveledUp;
                    _currentPlayer.OnKilled -= OnCurrentPlayerKilled;
                }
                _currentPlayer = value;
                if (_currentPlayer != null)
                {
                    _currentPlayer.OnLeveledUp += OnCurrentPlayerLeveledUp;
                    _currentPlayer.OnKilled += OnCurrentPlayerKilled;
                }
            }
        }
        public Location CurrentLocation
        {
            get { return _currentLocation; }
            set
            {
                _currentLocation = value;
                OnPropertyChanged();
                OnPropertyChanged(nameof(HasLocationToNorth));
                OnPropertyChanged(nameof(HasLocationToEast));
                OnPropertyChanged(nameof(HasLocationToWest));
                OnPropertyChanged(nameof(HasLocationToSouth));
                CompleteQuestsAtLocation();
                GivePlayerQuestsAtLocation();
                GetMonsterAtLocation();
                CurrentTrader = CurrentLocation.TraderHere;
            }
        }
        public Monster CurrentMonster
        {
            get { return _currentMonster; }
            set
            {
                if(_currentMonster != null)
                {
                    _currentMonster.OnKilled -= OnCurrentMonsterKilled;
                }
                
                _currentMonster = value;
                if(_currentMonster != null)
                {
                    _currentMonster.OnKilled += OnCurrentMonsterKilled;
                    RaiseMessage("");
                    RaiseMessage($"You see a {CurrentMonster.Name} here!");
                }
                OnPropertyChanged();
                OnPropertyChanged(nameof(HasMonster));
            }
        }
        public Trader CurrentTrader
        {
            get { return _currentTrader; }
            set
            {
                _currentTrader = value; 
                
                OnPropertyChanged();
                OnPropertyChanged(nameof(HasTrader));
            }
        }
        public Weapon CurrentWeapon { get; set; }
        public bool HasLocationToNorth => 
            CurrentWorld.LocationAt(CurrentLocation.XCoordinate, CurrentLocation.YCoordinate + 1) != null;
        public bool HasLocationToEast => 
            CurrentWorld.LocationAt(CurrentLocation.XCoordinate + 1, CurrentLocation.YCoordinate) != null;
        public bool HasLocationToSouth => 
            CurrentWorld.LocationAt(CurrentLocation.XCoordinate, CurrentLocation.YCoordinate - 1) != null;
        public bool HasLocationToWest => 
            CurrentWorld.LocationAt(CurrentLocation.XCoordinate - 1, CurrentLocation.YCoordinate) != null;
        public bool HasMonster => CurrentMonster != null;
        public bool HasTrader => CurrentTrader != null;
        #endregion
        public GameSession()
        {
            CurrentPlayer = new Player("Scott", "Fighter", 0, 10, 10, 1000000);
            if (!CurrentPlayer.Weapons.Any())
            {
                CurrentPlayer.AddItemToInventory(ItemFactory.CreateGameItem(1001));
            }
            CurrentWorld = WorldFactory.CreateWorld();
            CurrentLocation = CurrentWorld.LocationAt(0, 0);
        }
        public void MoveNorth()
        {
            if(HasLocationToNorth)
            {
                CurrentLocation = CurrentWorld.LocationAt(CurrentLocation.XCoordinate, CurrentLocation.YCoordinate + 1);
            }
        }
        public void MoveEast()
        {
            if(HasLocationToEast)
            {
                CurrentLocation = CurrentWorld.LocationAt(CurrentLocation.XCoordinate + 1, CurrentLocation.YCoordinate);
            }
        }
        public void MoveSouth()
        {
            if(HasLocationToSouth)
            {
                CurrentLocation = CurrentWorld.LocationAt(CurrentLocation.XCoordinate, CurrentLocation.YCoordinate - 1);
            }
        }
        public void MoveWest()
        {
            if(HasLocationToWest)
            {
                CurrentLocation = CurrentWorld.LocationAt(CurrentLocation.XCoordinate - 1, CurrentLocation.YCoordinate);
            }
        }
        private void CompleteQuestsAtLocation()
        {
            foreach(Quest quest in CurrentLocation.QuestsAvailableHere)
            {
                QuestStatus questToComplete =
                    CurrentPlayer.Quests.FirstOrDefault(q => q.PlayerQuest.ID == quest.ID &&
                                                             !q.IsCompleted);
                if(questToComplete != null)
                {
                    if(CurrentPlayer.HasAllTheseItems(quest.ItemsToComplete))
                    {
                        // Remove the quest completion items from the player's inventory
                        foreach (ItemQuantity itemQuantity in quest.ItemsToComplete)
                        {
                            for(int i = 0; i < itemQuantity.Quantity; i++)
                            {
                                CurrentPlayer.RemoveItemFromInventory(CurrentPlayer.Inventory.First(item => item.ItemTypeID == itemQuantity.ItemID));
                            }
                        }
                        RaiseMessage("");
                        RaiseMessage($"You completed the '{quest.Name}' quest");
                        // Give the player the quest rewards
                        RaiseMessage($"You receive {quest.RewardExperiencePoints} experience points");
                        CurrentPlayer.AddExperience(quest.RewardExperiencePoints);
                        RaiseMessage($"You receive {quest.RewardGold} gold");
                        CurrentPlayer.ReceiveGold(quest.RewardGold);
                        foreach(ItemQuantity itemQuantity in quest.RewardItems)
                        {
                            GameItem rewardItem = ItemFactory.CreateGameItem(itemQuantity.ItemID);
                            RaiseMessage($"You receive a {rewardItem.Name}");
                            CurrentPlayer.AddItemToInventory(rewardItem);
                        }
                        // Mark the Quest as completed
                        questToComplete.IsCompleted = true;
                    }
                }
            }
        }
        private void GivePlayerQuestsAtLocation()
        {
            foreach(Quest quest in CurrentLocation.QuestsAvailableHere)
            {
                if(!CurrentPlayer.Quests.Any(q => q.PlayerQuest.ID == quest.ID))
                {
                    CurrentPlayer.Quests.Add(new QuestStatus(quest));
                    RaiseMessage("");
                    RaiseMessage($"You receive the '{quest.Name}' quest");
                    RaiseMessage(quest.Description);
                    RaiseMessage("Return with:");
                    foreach(ItemQuantity itemQuantity in quest.ItemsToComplete)
                    {
                        RaiseMessage($"   {itemQuantity.Quantity} {ItemFactory.CreateGameItem(itemQuantity.ItemID).Name}");
                    }
                    RaiseMessage("And you will receive:");
                    RaiseMessage($"   {quest.RewardExperiencePoints} experience points");
                    RaiseMessage($"   {quest.RewardGold} gold");
                    foreach(ItemQuantity itemQuantity in quest.RewardItems)
                    {
                        RaiseMessage($"   {itemQuantity.Quantity} {ItemFactory.CreateGameItem(itemQuantity.ItemID).Name}");
                    }
                }
            }
        }
        private void GetMonsterAtLocation()
        {
            CurrentMonster = CurrentLocation.GetMonster();
        }
        public void AttackCurrentMonster()
        {
            if (CurrentWeapon == null)
            {
                RaiseMessage("You must select a weapon, to attack.");
                return;
            }
            // Determine damage to monster
            int damageToMonster = RandomNumberGenerator.NumberBetween(CurrentWeapon.MinimumDamage, CurrentWeapon.MaximumDamage);
            if (damageToMonster == 0)
            {
                RaiseMessage($"You missed the {CurrentMonster.Name}.");
            }
            else
            {
                RaiseMessage($"You hit the {CurrentMonster.Name} for {damageToMonster} points.");
                CurrentMonster.TakeDamage(damageToMonster);
            }
            if(CurrentMonster.IsDead)
            {
                // Get another monster to fight
                GetMonsterAtLocation();
            }
            else
            {
                // Let the monster attack
                int damageToPlayer = RandomNumberGenerator.NumberBetween(CurrentMonster.MinimumDamage, CurrentMonster.MaximumDamage);
                if (damageToPlayer == 0)
                {
                    RaiseMessage($"The {CurrentMonster.Name} attacks, but misses you.");
                }
                else
                {
                    RaiseMessage($"The {CurrentMonster.Name} hit you for {damageToPlayer} points.");
                    CurrentPlayer.TakeDamage(damageToPlayer);
                }
            }
        }
        private void OnCurrentPlayerKilled(object sender, System.EventArgs eventArgs)
        {
            RaiseMessage("");
            RaiseMessage($"The {CurrentMonster.Name} killed you.");
            CurrentLocation = CurrentWorld.LocationAt(0, -1);
            CurrentPlayer.CompletelyHeal();
        }
        private void OnCurrentMonsterKilled(object sender, System.EventArgs eventArgs)
        {
            RaiseMessage("");
            RaiseMessage($"You defeated the {CurrentMonster.Name}!");
            RaiseMessage($"You receive {CurrentMonster.RewardExperiencePoints} experience points.");
            CurrentPlayer.AddExperience(CurrentMonster.RewardExperiencePoints);
            RaiseMessage($"You receive {CurrentMonster.Gold} gold.");
            CurrentPlayer.ReceiveGold(CurrentMonster.Gold);
            foreach(GameItem gameItem in CurrentMonster.Inventory)
            {
                RaiseMessage($"You receive one {gameItem.Name}.");
                CurrentPlayer.AddItemToInventory(gameItem);
            }
        }
        private void OnCurrentPlayerLeveledUp(object sender, System.EventArgs eventArgs)
        {
            RaiseMessage($"You are now level {CurrentPlayer.Level}!");
        }
        private void RaiseMessage(string message)
        {
            OnMessageRaised?.Invoke(this, new GameMessageEventArgs(message));
        }
    }
}

Step 13: Compile the program, and make sure it runs.

There were a lot of changes, mostly to make the code cleaner. This is often when errors are created.

NEXT LESSON: Lesson 11.1: Creating the Unit Test Project

PREVIOUS LESSON: Lesson 10.5: Encapsulating Level and ExperiencePoints Properties

    Leave a Reply

    Your email address will not be published. Required fields are marked *