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Lesson 19.11: Move common functions to SOSCSRPG.Core

In this lesson, we’ll clean up a few more dependencies issues by moving classes and functions to better locations.

Step 1: Update Fody package references

A quick clean-up action, from reader Steven, will eliminate some warnings that appear during the build. The program runs fine without this change, but it’s always good to have clean builds – without any warnings.

In SOSCSRPG.ViewModels.csproj, SOSCSRGP.Models.csproj, and Engine.csproj, find the line that says:

<PackageReference Include=”PropertyChanged.Fody” Version=”3.4.0″ />

and replace it with:

<PackageReference Include=”PropertyChanged.Fody” Version=”3.4.0″ PrivateAssets=”All”/>

Step 2: Move SOSCSRPG.Services\LoggingService.cs to SOSCSRPG.Core

Cut-and-paste this class into the SOSCSRPG.Core project.

Change the LoggingService.cs class’ namespace to “SOSCSRPG.Core.

In the WPFUI project, add a project reference to SOSCSRPG.Core.

In WPFUI\App.xaml.cs, change the using directive “using SOSCSRPG.Services;” to “using SOSCSRPG.Core;”

LoggingService.cs

using System;
using System.IO;
namespace SOSCSRPG.Core
{
    public static class LoggingService
    {
        private const string LOG_FILE_DIRECTORY = "Logs";
        static LoggingService()
        {
            string logDirectory = Path.Combine(AppDomain.CurrentDomain.BaseDirectory, LOG_FILE_DIRECTORY);
            if(!Directory.Exists(logDirectory))
            {
                Directory.CreateDirectory(logDirectory);
            }
        }
        public static void Log(Exception exception, bool isInnerException = false)
        {
            using(StreamWriter sw = new StreamWriter(LogFileName(), true))
            {
                sw.WriteLine(isInnerException ? "INNER EXCEPTION" : $"EXCEPTION: {DateTime.Now}");
                sw.WriteLine(new string(isInnerException ? '-' : '=', 40));
                sw.WriteLine($"{exception.Message}");
                sw.WriteLine($"{exception.StackTrace}");
                sw.WriteLine(); // Blank line, to make the log file easier to read
            }
            if(exception.InnerException != null)
            {
                Log(exception.InnerException, true);
            }
        }
        private static string LogFileName()
        {
            // This will create a separate log file for each day.
            // Not that we're hoping to have many days of errors.
            return Path.Combine(AppDomain.CurrentDomain.BaseDirectory, LOG_FILE_DIRECTORY,
                                $"SOSCSRPG_{DateTime.Now:yyyyMMdd}.log");
        }
    }
}

App.xaml.cs

using System.Windows;
using System.Windows.Threading;
using SOSCSRPG.Core;
namespace WPFUI
{
    public partial class App : Application
    {
        private void App_OnDispatcherUnhandledException(object sender, DispatcherUnhandledExceptionEventArgs e)
        {
            string exceptionMessageText =
                $"An exception occurred: {e.Exception.Message}\r\n\r\nat: {e.Exception.StackTrace}";
            LoggingService.Log(e.Exception);
            // TODO: Create a Window to display the exception information.
            MessageBox.Show(exceptionMessageText, "Unhandled Exception", MessageBoxButton.OK);
        }
    }
}

Step 3: Move MessageBroker.cs and GameMessageEventArgs to SOSCSRPG.Core

Cut-and-paste SOSCSRPG.Models\EventArgs\GameMessageEventArgs.cs into SOSCSRPG.Core project.

Cut-and-paste Engine\Services\MessageBroker.cs into SOSCSRPG.Core project.

Change the namespaces of MessageBroker and GameMessageEventArgs to SOSCSRPG.Core

Change MessageBroker’s RaiseMessage function from “internal” to “public”

Change the using directive from “using SOSCSRPG.Models.EventArgs;” to “using “SOSCSRPG.Core;” in MainWindow.xaml.cs, Battle.cs, and GameSession.cs

MessageBroker.cs

using System;
namespace SOSCSRPG.Core
{
    public class MessageBroker
    {
        // Use the Singleton design pattern for this class,
        // to ensure everything in the game sends messages through this one object.
        private static readonly MessageBroker s_messageBroker =
            new MessageBroker();
        private MessageBroker()
        {
        }
        public event EventHandler<GameMessageEventArgs> OnMessageRaised;
        public static MessageBroker GetInstance()
        {
            return s_messageBroker;
        }
        public void RaiseMessage(string message)
        {
            OnMessageRaised?.Invoke(this, new GameMessageEventArgs(message));
        }
    }
}

GameMessageEventArgs.cs

namespace SOSCSRPG.Core
{
    public class GameMessageEventArgs : System.EventArgs
    {
        public string Message { get; private set; }
        public GameMessageEventArgs(string message)
        {
            Message = message;
        }
    }
}

MainWindow.xaml.cs

using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Documents;
using System.Windows.Input;
using Engine.Models;
using Engine.Services;
using Engine.ViewModels;
using Microsoft.Win32;
using SOSCSRPG.Core;
using WPFUI.Windows;
namespace WPFUI
{
    public partial class MainWindow : Window
    {
        private const string SAVE_GAME_FILE_EXTENSION = "soscsrpg";
        private readonly MessageBroker _messageBroker = MessageBroker.GetInstance();
        private readonly Dictionary<Key, Action> _userInputActions = 
            new Dictionary<Key, Action>();
        private GameSession _gameSession;
        public MainWindow(Player player, int xLocation = 0, int yLocation = 0)
        {
            InitializeComponent();
            InitializeUserInputActions();
            SetActiveGameSessionTo(new GameSession(player, xLocation, yLocation));
        }
        private void OnClick_MoveNorth(object sender, RoutedEventArgs e)
        {
            _gameSession.MoveNorth();
        }
        private void OnClick_MoveWest(object sender, RoutedEventArgs e)
        {
            _gameSession.MoveWest();
        }
        private void OnClick_MoveEast(object sender, RoutedEventArgs e)
        {
            _gameSession.MoveEast();
        }
        private void OnClick_MoveSouth(object sender, RoutedEventArgs e)
        {
            _gameSession.MoveSouth();
        }
        private void OnClick_AttackMonster(object sender, RoutedEventArgs e)
        {
            _gameSession.AttackCurrentMonster();
        }
        private void OnClick_UseCurrentConsumable(object sender, RoutedEventArgs e)
        {
            _gameSession.UseCurrentConsumable();
        }
        private void OnGameMessageRaised(object sender, GameMessageEventArgs e)
        {
            GameMessages.Document.Blocks.Add(new Paragraph(new Run(e.Message)));
            GameMessages.ScrollToEnd();
        }
        private void OnClick_DisplayTradeScreen(object sender, RoutedEventArgs e)
        {
            if(_gameSession.CurrentTrader != null)
            {
                TradeScreen tradeScreen = new TradeScreen();
                tradeScreen.Owner = this;
                tradeScreen.DataContext = _gameSession;
                tradeScreen.ShowDialog();
            }
        }
        private void OnClick_Craft(object sender, RoutedEventArgs e)
        {
            Recipe recipe = ((FrameworkElement)sender).DataContext as Recipe;
            _gameSession.CraftItemUsing(recipe);
        }
        private void InitializeUserInputActions()
        {
            _userInputActions.Add(Key.W, () => _gameSession.MoveNorth());
            _userInputActions.Add(Key.A, () => _gameSession.MoveWest());
            _userInputActions.Add(Key.S, () => _gameSession.MoveSouth());
            _userInputActions.Add(Key.D, () => _gameSession.MoveEast());
            _userInputActions.Add(Key.Z, () => _gameSession.AttackCurrentMonster());
            _userInputActions.Add(Key.C, () => _gameSession.UseCurrentConsumable());
            _userInputActions.Add(Key.I, () => SetTabFocusTo("InventoryTabItem"));
            _userInputActions.Add(Key.Q, () => SetTabFocusTo("QuestsTabItem"));
            _userInputActions.Add(Key.R, () => SetTabFocusTo("RecipesTabItem"));
            _userInputActions.Add(Key.T, () => OnClick_DisplayTradeScreen(this, new RoutedEventArgs()));
        }
        private void MainWindow_OnKeyDown(object sender, KeyEventArgs e)
        {
            if(_userInputActions.ContainsKey(e.Key))
            {
                _userInputActions[e.Key].Invoke();
            }
        }
        private void SetTabFocusTo(string tabName)
        {
            foreach(object item in PlayerDataTabControl.Items)
            {
                if (item is TabItem tabItem)
                {
                    if (tabItem.Name == tabName)
                    {
                        tabItem.IsSelected = true;
                        return;
                    }
                }
            }
        }
        private void SetActiveGameSessionTo(GameSession gameSession)
        {
            // Unsubscribe from OnMessageRaised, or we will get double messages
            _messageBroker.OnMessageRaised -= OnGameMessageRaised;
            _gameSession = gameSession;
            DataContext = _gameSession;
            // Clear out previous game's messages
            GameMessages.Document.Blocks.Clear();
            _messageBroker.OnMessageRaised += OnGameMessageRaised;
        }
        private void StartNewGame_OnClick(object sender, RoutedEventArgs e)
        {
            Startup startup = new Startup();
            startup.Show();
            Close();
        }
        private void SaveGame_OnClick(object sender, RoutedEventArgs e)
        {
            SaveGame();
        }
        private void Exit_OnClick(object sender, RoutedEventArgs e)
        {
            Close();
        }
        private void MainWindow_OnClosing(object sender, CancelEventArgs e)
        {
            AskToSaveGame();
        }
        private void AskToSaveGame()
        {
            YesNoWindow message =
                new YesNoWindow("Save Game", "Do you want to save your game?");
            message.Owner = GetWindow(this);
            message.ShowDialog();
            if(message.ClickedYes)
            {
                SaveGame();
            }
        }
        private void SaveGame()
        {
            SaveFileDialog saveFileDialog =
                new SaveFileDialog
                {
                    InitialDirectory = AppDomain.CurrentDomain.BaseDirectory,
                    Filter = $"Saved games (*.{SAVE_GAME_FILE_EXTENSION})|*.{SAVE_GAME_FILE_EXTENSION}"
                };
            if (saveFileDialog.ShowDialog() == true)
            {
                SaveGameService.Save(new GameState(_gameSession.CurrentPlayer, 
                    _gameSession.CurrentLocation.XCoordinate, 
                    _gameSession.CurrentLocation.YCoordinate), saveFileDialog.FileName);
            }
        }
    }
}

Battle.cs

using System;
using Engine.Services;
using SOSCSRPG.Core;
using SOSCSRPG.Models.EventArgs;
namespace Engine.Models
{
    public class Battle : IDisposable
    {
        private readonly MessageBroker _messageBroker = MessageBroker.GetInstance();
        private readonly Player _player;
        private readonly Monster _opponent;
        public event EventHandler<CombatVictoryEventArgs> OnCombatVictory;
        public Battle(Player player, Monster opponent)
        {
            _player = player;
            _opponent = opponent;
            _player.OnActionPerformed += OnCombatantActionPerformed;
            _opponent.OnActionPerformed += OnCombatantActionPerformed;
            _opponent.OnKilled += OnOpponentKilled;
            _messageBroker.RaiseMessage("");
            _messageBroker.RaiseMessage($"You see a {_opponent.Name} here!");
            if(CombatService.FirstAttacker(_player, _opponent) == CombatService.Combatant.Opponent)
            {
                AttackPlayer();
            }
        }
        public void AttackOpponent()
        {
            if(_player.CurrentWeapon == null)
            {
                _messageBroker.RaiseMessage("You must select a weapon, to attack.");
                return;
            }
            _player.UseCurrentWeaponOn(_opponent);
            if(_opponent.IsAlive)
            {
                AttackPlayer();
            }
        }
        public void Dispose()
        {
            _player.OnActionPerformed -= OnCombatantActionPerformed;
            _opponent.OnActionPerformed -= OnCombatantActionPerformed;
            _opponent.OnKilled -= OnOpponentKilled;
        }
        private void OnOpponentKilled(object sender, System.EventArgs e)
        {
            _messageBroker.RaiseMessage("");
            _messageBroker.RaiseMessage($"You defeated the {_opponent.Name}!");
            _messageBroker.RaiseMessage($"You receive {_opponent.RewardExperiencePoints} experience points.");
            _player.AddExperience(_opponent.RewardExperiencePoints);
            _messageBroker.RaiseMessage($"You receive {_opponent.Gold} gold.");
            _player.ReceiveGold(_opponent.Gold);
            foreach(GameItem gameItem in _opponent.Inventory.Items)
            {
                _messageBroker.RaiseMessage($"You receive one {gameItem.Name}.");
                _player.AddItemToInventory(gameItem);
            }
            OnCombatVictory?.Invoke(this, new CombatVictoryEventArgs());
        }
        private void AttackPlayer()
        {
            _opponent.UseCurrentWeaponOn(_player);
        }
        private void OnCombatantActionPerformed(object sender, string result)
        {
            _messageBroker.RaiseMessage(result);
        }
    }
}

GameSession.cs

using System.ComponentModel;
using System.Linq;
using Engine.Factories;
using Engine.Models;
using Engine.Services;
using Newtonsoft.Json;
using SOSCSRPG.Core;
namespace Engine.ViewModels
{
    public class GameSession : INotifyPropertyChanged
    {
        private readonly MessageBroker _messageBroker = MessageBroker.GetInstance();
        #region Properties
        private Player _currentPlayer;
        private Location _currentLocation;
        private Battle _currentBattle;
        private Monster _currentMonster;
        public event PropertyChangedEventHandler PropertyChanged;
        [JsonIgnore]
        public GameDetails GameDetails { get; private set; }
        [JsonIgnore]
        public World CurrentWorld { get; }
        public Player CurrentPlayer
        {
            get => _currentPlayer;
            set
            {
                if(_currentPlayer != null)
                {
                    _currentPlayer.OnLeveledUp -= OnCurrentPlayerLeveledUp;
                    _currentPlayer.OnKilled -= OnPlayerKilled;
                }
                _currentPlayer = value;
                if(_currentPlayer != null)
                {
                    _currentPlayer.OnLeveledUp += OnCurrentPlayerLeveledUp;
                    _currentPlayer.OnKilled += OnPlayerKilled;
                }
            }
        }
        public Location CurrentLocation
        {
            get => _currentLocation;
            set
            {
                _currentLocation = value;
                CompleteQuestsAtLocation();
                GivePlayerQuestsAtLocation();
                CurrentMonster = MonsterFactory.GetMonsterFromLocation(CurrentLocation);
                CurrentTrader = CurrentLocation.TraderHere;
            }
        }
        [JsonIgnore]
        public Monster CurrentMonster
        {
            get => _currentMonster;
            set
            {
                if(_currentBattle != null)
                {
                    _currentBattle.OnCombatVictory -= OnCurrentMonsterKilled;
                    _currentBattle.Dispose();
                    _currentBattle = null;
                }
                _currentMonster = value;
                if(_currentMonster != null)
                {
                    _currentBattle = new Battle(CurrentPlayer, CurrentMonster);
                    _currentBattle.OnCombatVictory += OnCurrentMonsterKilled;
                }
            }
        }
        [JsonIgnore]
        public Trader CurrentTrader { get; private set; }
        [JsonIgnore]
        public bool HasLocationToNorth =>
            CurrentWorld.LocationAt(CurrentLocation.XCoordinate, CurrentLocation.YCoordinate + 1) != null;
        [JsonIgnore]
        public bool HasLocationToEast =>
            CurrentWorld.LocationAt(CurrentLocation.XCoordinate + 1, CurrentLocation.YCoordinate) != null;
        [JsonIgnore]
        public bool HasLocationToSouth =>
            CurrentWorld.LocationAt(CurrentLocation.XCoordinate, CurrentLocation.YCoordinate - 1) != null;
        [JsonIgnore]
        public bool HasLocationToWest =>
            CurrentWorld.LocationAt(CurrentLocation.XCoordinate - 1, CurrentLocation.YCoordinate) != null;
        [JsonIgnore]
        public bool HasMonster => CurrentMonster != null;
        [JsonIgnore]
        public bool HasTrader => CurrentTrader != null;
        #endregion
        public GameSession(Player player, int xCoordinate, int yCoordinate)
        {
            PopulateGameDetails();
            CurrentWorld = WorldFactory.CreateWorld();
            CurrentPlayer = player;
            CurrentLocation = CurrentWorld.LocationAt(xCoordinate, yCoordinate);
        }
        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 PopulateGameDetails()
        {
            GameDetails = GameDetailsService.ReadGameDetails();
        }
        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.Inventory.HasAllTheseItems(quest.ItemsToComplete))
                    {
                        CurrentPlayer.RemoveItemsFromInventory(quest.ItemsToComplete);
                        _messageBroker.RaiseMessage("");
                        _messageBroker.RaiseMessage($"You completed the '{quest.Name}' quest");
                        // Give the player the quest rewards
                        _messageBroker.RaiseMessage($"You receive {quest.RewardExperiencePoints} experience points");
                        CurrentPlayer.AddExperience(quest.RewardExperiencePoints);
                        _messageBroker.RaiseMessage($"You receive {quest.RewardGold} gold");
                        CurrentPlayer.ReceiveGold(quest.RewardGold);
                        foreach(ItemQuantity itemQuantity in quest.RewardItems)
                        {
                            GameItem rewardItem = ItemFactory.CreateGameItem(itemQuantity.ItemID);
                            _messageBroker.RaiseMessage($"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));
                    _messageBroker.RaiseMessage("");
                    _messageBroker.RaiseMessage($"You receive the '{quest.Name}' quest");
                    _messageBroker.RaiseMessage(quest.Description);
                    _messageBroker.RaiseMessage("Return with:");
                    foreach(ItemQuantity itemQuantity in quest.ItemsToComplete)
                    {
                        _messageBroker
                            .RaiseMessage($"   {itemQuantity.Quantity} {ItemFactory.CreateGameItem(itemQuantity.ItemID).Name}");
                    }
                    _messageBroker.RaiseMessage("And you will receive:");
                    _messageBroker.RaiseMessage($"   {quest.RewardExperiencePoints} experience points");
                    _messageBroker.RaiseMessage($"   {quest.RewardGold} gold");
                    foreach(ItemQuantity itemQuantity in quest.RewardItems)
                    {
                        _messageBroker
                            .RaiseMessage($"   {itemQuantity.Quantity} {ItemFactory.CreateGameItem(itemQuantity.ItemID).Name}");
                    }
                }
            }
        }
        public void AttackCurrentMonster()
        {
            _currentBattle?.AttackOpponent();
        }
        public void UseCurrentConsumable()
        {
            if(CurrentPlayer.CurrentConsumable != null)
            {
                if (_currentBattle == null)
                {
                    CurrentPlayer.OnActionPerformed += OnConsumableActionPerformed;
                }
                CurrentPlayer.UseCurrentConsumable();
                if (_currentBattle == null)
                {
                    CurrentPlayer.OnActionPerformed -= OnConsumableActionPerformed;
                }
            }
        }
        private void OnConsumableActionPerformed(object sender, string result)
        {
            _messageBroker.RaiseMessage(result);
        }
        public void CraftItemUsing(Recipe recipe)
        {
            if(CurrentPlayer.Inventory.HasAllTheseItems(recipe.Ingredients))
            {
                CurrentPlayer.RemoveItemsFromInventory(recipe.Ingredients);
                foreach(ItemQuantity itemQuantity in recipe.OutputItems)
                {
                    for(int i = 0; i < itemQuantity.Quantity; i++)
                    {
                        GameItem outputItem = ItemFactory.CreateGameItem(itemQuantity.ItemID);
                        CurrentPlayer.AddItemToInventory(outputItem);
                        _messageBroker.RaiseMessage($"You craft 1 {outputItem.Name}");
                    }
                }
            }
            else
            {
                _messageBroker.RaiseMessage("You do not have the required ingredients:");
                foreach(ItemQuantity itemQuantity in recipe.Ingredients)
                {
                    _messageBroker
                        .RaiseMessage($"  {itemQuantity.QuantityItemDescription}");
                }
            }
        }
        private void OnPlayerKilled(object sender, System.EventArgs e)
        {
            _messageBroker.RaiseMessage("");
            _messageBroker.RaiseMessage("You have been killed.");
            CurrentLocation = CurrentWorld.LocationAt(0, -1);
            CurrentPlayer.CompletelyHeal();
        }
        private void OnCurrentMonsterKilled(object sender, System.EventArgs eventArgs)
        {
            // Get another monster to fight
            CurrentMonster = MonsterFactory.GetMonsterFromLocation(CurrentLocation);
        }
        private void OnCurrentPlayerLeveledUp(object sender, System.EventArgs eventArgs)
        {
            _messageBroker.RaiseMessage($"You are now level {CurrentPlayer.Level}!");
        }
    }
}

Step 3: Move Engine\Services\InventoryService.cs’s ItemsThatAre function to ExtensionMethods

Cut-and-paste the ItemsThatAre function from Engine\Services\InventoryService.cs to Engine\Shared\ExtensionMethods.cs.

Add “using System.Collections.Generic;” directive to ExtensionMethods.cs

While in InventoryService.cs:

Remove the directive “using Engine.Factories;”

Delete these unused functions:

  • AddItemFromFactory (lines 19-22)
  • AddItems (lines 29-43)

In Engine\Models\Inventory.cs, change “using Engine.Services;” to “using Engine.Shared;”

InventoryService.cs

using System.Collections.Generic;
using System.Linq;
using Engine.Models;
namespace Engine.Services
{
    // This service lets us write C# code that is more "functional".
    // Instead of modifying existing objects, and their properties,
    // we always instantiate new objects that have the modified values.
    public static class InventoryService
    {
        public static Inventory AddItem(this Inventory inventory, GameItem item)
        {
            return inventory.AddItems(new List<GameItem> {item});
        }
        public static Inventory AddItems(this Inventory inventory, IEnumerable<GameItem> items)
        {
            return new Inventory(inventory.Items.Concat(items));
        }
        public static Inventory RemoveItem(this Inventory inventory, GameItem item)
        {
            return inventory.RemoveItems(new List<GameItem> {item});
        }
        public static Inventory RemoveItems(this Inventory inventory, IEnumerable<GameItem> items)
        {
            // REFACTOR: Look for a cleaner solution, with fewer temporary variables.
            List<GameItem> workingInventory = inventory.Items.ToList();
            IEnumerable<GameItem> itemsToRemove = items.ToList();
            foreach(GameItem item in itemsToRemove)
            {
                workingInventory.Remove(item);
            }
            return new Inventory(workingInventory);
        }
        public static Inventory RemoveItems(this Inventory inventory,
                                            IEnumerable<ItemQuantity> itemQuantities)
        {
            // REFACTOR
            Inventory workingInventory = inventory;
            foreach(ItemQuantity itemQuantity in itemQuantities)
            {
                for(int i = 0; i < itemQuantity.Quantity; i++)
                {
                    workingInventory =
                        workingInventory
                            .RemoveItem(workingInventory
                                        .Items
                                        .First(item => item.ItemTypeID == itemQuantity.ItemID));
                }
            }
            return workingInventory;
        }
    }
}

ExtensionMethods.cs

using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml;
using Engine.Models;
using Newtonsoft.Json.Linq;
 
namespace Engine.Shared
{
    public static class ExtensionMethods
    {
        public static int AttributeAsInt(this XmlNode node, string attributeName)
        {
            return Convert.ToInt32(node.AttributeAsString(attributeName));
        }
 
        public static string AttributeAsString(this XmlNode node, string attributeName)
        {
            XmlAttribute attribute = node.Attributes?[attributeName];
 
            if(attribute == null)
            {
                throw new ArgumentException($"The attribute '{attributeName}' does not exist");
            }
 
            return attribute.Value;
        }
 
        public static string StringValueOf(this JObject jsonObject, string key)
        {
            return jsonObject[key].ToString();
        }
 
        public static string StringValueOf(this JToken jsonToken, string key)
        {
            return jsonToken[key].ToString();
        }
 
        public static int IntValueOf(this JToken jsonToken, string key)
        {
            return Convert.ToInt32(jsonToken[key]);
        }
        public static PlayerAttribute GetAttribute(this LivingEntity entity, string attributeKey)
        {
            return entity.Attributes
                         .First(pa => pa.Key.Equals(attributeKey,
                                                    StringComparison.CurrentCultureIgnoreCase));
        }
        public static List<GameItem> ItemsThatAre(this IEnumerable<GameItem> inventory,
            GameItem.ItemCategory category)
        {
            return inventory.Where(i => i.Category == category).ToList();
        }
    }
}

Inventory.cs

using System.Collections.Generic;
using System.Linq;
using Engine.Shared;
using Newtonsoft.Json;
namespace Engine.Models
{
    public class Inventory
    {
        #region Backing variables
        private readonly List<GameItem> _backingInventory =
            new List<GameItem>();
        private readonly List<GroupedInventoryItem> _backingGroupedInventoryItems =
            new List<GroupedInventoryItem>();
        #endregion
        #region Properties
        public IReadOnlyList<GameItem> Items => _backingInventory.AsReadOnly();
        [JsonIgnore]
        public IReadOnlyList<GroupedInventoryItem> GroupedInventory =>
            _backingGroupedInventoryItems.AsReadOnly();
        [JsonIgnore]
        public IReadOnlyList<GameItem> Weapons =>
            _backingInventory.ItemsThatAre(GameItem.ItemCategory.Weapon).AsReadOnly();
        [JsonIgnore]
        public IReadOnlyList<GameItem> Consumables =>
            _backingInventory.ItemsThatAre(GameItem.ItemCategory.Consumable).AsReadOnly();
        [JsonIgnore]
        public bool HasConsumable => Consumables.Any();
        #endregion
        #region Constructors
        public Inventory(IEnumerable<GameItem> items = null)
        {
            if(items == null)
            {
                return;
            }
            foreach(GameItem item in items)
            {
                _backingInventory.Add(item);
                AddItemToGroupedInventory(item);
            }
        }
        #endregion
        #region Public functions
        public bool HasAllTheseItems(IEnumerable<ItemQuantity> items)
        {
            return items.All(item => Items.Count(i => i.ItemTypeID == item.ItemID) >= item.Quantity);
        }
        #endregion
        #region Private functions
        // REFACTOR: Look for a better way to do this (extension method?)
        private void AddItemToGroupedInventory(GameItem item)
        {
            if(item.IsUnique)
            {
                _backingGroupedInventoryItems.Add(new GroupedInventoryItem(item, 1));
            }
            else
            {
                if(_backingGroupedInventoryItems.All(gi => gi.Item.ItemTypeID != item.ItemTypeID))
                {
                    _backingGroupedInventoryItems.Add(new GroupedInventoryItem(item, 0));
                }
                _backingGroupedInventoryItems.First(gi => gi.Item.ItemTypeID == item.ItemTypeID).Quantity++;
            }
        }
        #endregion
    }
}

Step 4: Test the game

NEXT LESSON: Lesson 19.12: Decouple InventoryService from LivingEntity

PREVIOUS LESSON: Lesson 19.10: Create a GameState model for SaveGameService

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