Program.cs
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| using System;
using static System.Console;
/// <summary>
/// Mark Hesser
/// February 21, 2018
/// Clue
/// </summary>
namespace Clue
{
class Program
{
//Game and Win counters.
static int Wins = 0, GamesPlayed = 0;
static Game game;
static void Main(string[] args)
{
#region Declarations
bool quit = false;
#endregion
Title = "Clue";
try
{
SetWindowSize(120, 40);
}
catch (ArgumentOutOfRangeException)
{
SetWindowSize(WindowWidth * 2, WindowHeight * 2);
}
//Main Loop
while (!quit)
{
Clear();
Directions();
Init();
while (game.isPlaying)
{
Clear();
if (args.Length > 0)
if (args[0] == "debug")
Debug();
DrawMap();
if (game.GameOver)
{
GameOver();
break;
}
DisplayMessages();
Accuse();
}
Quit(ref quit);
}
}
/// <summary>
/// Initalizes a New Game and resets all variables.
/// </summary>
static void Init()
{
game = new Game();
}
/// <summary>
/// Displays the Directions on the Screen.
/// </summary>
static void Directions()
{
WriteLine(" Welcome to Clue! By Mark Hesser \n");
WriteLine(" One murder… 6 suspects. In this suspenseful Clue game, players have to find out who's " +
"\n responsible for murdering Mr. Boddy of Tudor Mansion in his own home. Get the scoop on the mansion's " +
"\n rooms, weapons and guests and start detecting! Was it Plum with the wrench in the library? Or " +
"\n Green with the candlestick in the study? Eliminate information throughout the game in this classic whodunit. " +
"\n The player who correctly accuses Who, What, and Where wins! \n");
WriteLine(" The first thing you will be asked is to enter your character. This player will be removed from the suspects list. " +
"\n You will be given 8 trys to accuse the correct Suspect, Murder Weapon, and Crime Scene." +
"\n The Gameboard will show all the available people, places, and things to accuse." +
"\n You will be asked to Accuse a Suspect, Weapon, and Room, then the game will calculate a response." +
"\n After you make your accusations, they will be marked on the gameboard with an \"X\"." +
"\n If you make a correct accusation the game will tell you in the Messages area, and mark it's spot with an \"S\". " +
"\n The Game is over when you either run out of Trys, or you successfully solve the mystery.");
WriteLine("\n Good Luck!");
WriteLine();
}
/// <summary>
/// Draws the Map and Available Suspects/Weapons on the Screen
/// </summary>
static void DrawMap()
{
WriteLine();
WriteLine("\t Clue ");
WriteLine("\t________________________________________");
WriteLine("\t| | | | Suspects Weapons");
WriteLine("\t| | | {2} | {0} {1}", game.AS[0], game.AW[0], game.AR[1]);
WriteLine("\t| {2} | | | {0} {1}", game.AS[1], game.AW[1], game.AR[0]);
WriteLine("\t| | |_ | {0} {1}", game.AS[2], game.AW[2]);
WriteLine("\t| | ________________| {0} {1}", game.AS[3], game.AW[3]);
WriteLine("\t| _| | | {0} {1}", game.AS[4], game.AW[4]);
WriteLine("\t|________________ | {2} | {0} {1}", game.AS[5], game.AW[5], game.AR[4]);
WriteLine("\t| _ |_ |");
WriteLine("\t| | ________________| You have {0} Try(s) Remaining", game.NumTrys);
WriteLine("\t| {0} | _ |", game.AR[3]);
WriteLine("\t| | | |");
WriteLine("\t| | | {0} |", game.AR[2]);
WriteLine("\t| | | |");
WriteLine("\t|________________|____|________________|");
}
/// <summary>
/// Prompts the Player to enter a Suspect, CrimeScene
/// </summary>
static void Accuse()
{
WriteLine();
game.Accuse();
}
/// <summary>
/// Display messages to the player.
/// </summary>
static void DisplayMessages()
{
WriteLine();
foreach (Message m in game.Messages)
{
WriteLine("\t" + m.message);
}
WriteLine("\n\t----------------------------------------");
}
/// <summary>
/// Displays the End of the Game
/// </summary>
static void GameOver()
{
WriteLine("\n The Murder was committed by {0} with the {2} in the {1}.",
game.file.Suspect, game.file.Room, game.file.Weapon);
if (game.MurderSolved)
{
WriteLine("\n" + game.m.WIN);
Wins++;
}
else
{
WriteLine("\n" + game.m.LOSE);
}
GamesPlayed++;
WriteLine(" You have won {0} out of {1} Games Played!", Wins, GamesPlayed);
}
/// <summary>
/// Asks the player if they would like to play again.
/// </summary>
/// <param name="quit"></param>
static void Quit(ref bool quit)
{
ConsoleKeyInfo kb;
Write("\n Would you like to play again? (y/n) "); //Put message to the user here.
kb = ReadKey(); //Listens for Key
if (kb.Key == ConsoleKey.N) //Ends the Program
{
quit = true;
}
else if (kb.Key == ConsoleKey.Y)
{
quit = false;
}
else //Tells the User they are stupid and then Quits the program
{
WriteLine("\n You didn't hit Y or N. " +
"\n I'm going to assume you said No. " +
"\n Press Any Key Quit...\a");
ReadKey();
quit = true; //Ends Program
}
}
/// <summary>
/// Debug Menu. Tells you the answer while guessing to test all possible results.
/// </summary>
static void Debug()
{
WriteLine("File: {0} with the {2} in the {1}.",
game.file.Suspect, game.file.Room, game.file.Weapon);
}
}
} |
using System;
using static System.Console;
/// <summary>
/// Mark Hesser
/// February 21, 2018
/// Clue
/// </summary>
namespace Clue
{
class Program
{
//Game and Win counters.
static int Wins = 0, GamesPlayed = 0;
static Game game;
static void Main(string[] args)
{
#region Declarations
bool quit = false;
#endregion
Title = "Clue";
try
{
SetWindowSize(120, 40);
}
catch (ArgumentOutOfRangeException)
{
SetWindowSize(WindowWidth * 2, WindowHeight * 2);
}
//Main Loop
while (!quit)
{
Clear();
Directions();
Init();
while (game.isPlaying)
{
Clear();
if (args.Length > 0)
if (args[0] == "debug")
Debug();
DrawMap();
if (game.GameOver)
{
GameOver();
break;
}
DisplayMessages();
Accuse();
}
Quit(ref quit);
}
}
/// <summary>
/// Initalizes a New Game and resets all variables.
/// </summary>
static void Init()
{
game = new Game();
}
/// <summary>
/// Displays the Directions on the Screen.
/// </summary>
static void Directions()
{
WriteLine(" Welcome to Clue! By Mark Hesser \n");
WriteLine(" One murder… 6 suspects. In this suspenseful Clue game, players have to find out who's " +
"\n responsible for murdering Mr. Boddy of Tudor Mansion in his own home. Get the scoop on the mansion's " +
"\n rooms, weapons and guests and start detecting! Was it Plum with the wrench in the library? Or " +
"\n Green with the candlestick in the study? Eliminate information throughout the game in this classic whodunit. " +
"\n The player who correctly accuses Who, What, and Where wins! \n");
WriteLine(" The first thing you will be asked is to enter your character. This player will be removed from the suspects list. " +
"\n You will be given 8 trys to accuse the correct Suspect, Murder Weapon, and Crime Scene." +
"\n The Gameboard will show all the available people, places, and things to accuse." +
"\n You will be asked to Accuse a Suspect, Weapon, and Room, then the game will calculate a response." +
"\n After you make your accusations, they will be marked on the gameboard with an \"X\"." +
"\n If you make a correct accusation the game will tell you in the Messages area, and mark it's spot with an \"S\". " +
"\n The Game is over when you either run out of Trys, or you successfully solve the mystery.");
WriteLine("\n Good Luck!");
WriteLine();
}
/// <summary>
/// Draws the Map and Available Suspects/Weapons on the Screen
/// </summary>
static void DrawMap()
{
WriteLine();
WriteLine("\t Clue ");
WriteLine("\t________________________________________");
WriteLine("\t| | | | Suspects Weapons");
WriteLine("\t| | | {2} | {0} {1}", game.AS[0], game.AW[0], game.AR[1]);
WriteLine("\t| {2} | | | {0} {1}", game.AS[1], game.AW[1], game.AR[0]);
WriteLine("\t| | |_ | {0} {1}", game.AS[2], game.AW[2]);
WriteLine("\t| | ________________| {0} {1}", game.AS[3], game.AW[3]);
WriteLine("\t| _| | | {0} {1}", game.AS[4], game.AW[4]);
WriteLine("\t|________________ | {2} | {0} {1}", game.AS[5], game.AW[5], game.AR[4]);
WriteLine("\t| _ |_ |");
WriteLine("\t| | ________________| You have {0} Try(s) Remaining", game.NumTrys);
WriteLine("\t| {0} | _ |", game.AR[3]);
WriteLine("\t| | | |");
WriteLine("\t| | | {0} |", game.AR[2]);
WriteLine("\t| | | |");
WriteLine("\t|________________|____|________________|");
}
/// <summary>
/// Prompts the Player to enter a Suspect, CrimeScene
/// </summary>
static void Accuse()
{
WriteLine();
game.Accuse();
}
/// <summary>
/// Display messages to the player.
/// </summary>
static void DisplayMessages()
{
WriteLine();
foreach (Message m in game.Messages)
{
WriteLine("\t" + m.message);
}
WriteLine("\n\t----------------------------------------");
}
/// <summary>
/// Displays the End of the Game
/// </summary>
static void GameOver()
{
WriteLine("\n The Murder was committed by {0} with the {2} in the {1}.",
game.file.Suspect, game.file.Room, game.file.Weapon);
if (game.MurderSolved)
{
WriteLine("\n" + game.m.WIN);
Wins++;
}
else
{
WriteLine("\n" + game.m.LOSE);
}
GamesPlayed++;
WriteLine(" You have won {0} out of {1} Games Played!", Wins, GamesPlayed);
}
/// <summary>
/// Asks the player if they would like to play again.
/// </summary>
/// <param name="quit"></param>
static void Quit(ref bool quit)
{
ConsoleKeyInfo kb;
Write("\n Would you like to play again? (y/n) "); //Put message to the user here.
kb = ReadKey(); //Listens for Key
if (kb.Key == ConsoleKey.N) //Ends the Program
{
quit = true;
}
else if (kb.Key == ConsoleKey.Y)
{
quit = false;
}
else //Tells the User they are stupid and then Quits the program
{
WriteLine("\n You didn't hit Y or N. " +
"\n I'm going to assume you said No. " +
"\n Press Any Key Quit...\a");
ReadKey();
quit = true; //Ends Program
}
}
/// <summary>
/// Debug Menu. Tells you the answer while guessing to test all possible results.
/// </summary>
static void Debug()
{
WriteLine("File: {0} with the {2} in the {1}.",
game.file.Suspect, game.file.Room, game.file.Weapon);
}
}
}
Game.cs
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| using System;
using System.Collections;
using static System.Console;
namespace Clue
{
public class Game
{
#region Declarations
public Messages m;
public ArrayList Messages;
public Random rand;
public CaseFile file;
public CaseFile clue;
public string Player;
private string player;
public bool isPlaying;
private bool[] bSuspects;
private bool[] bRooms;
private bool[] bWeapons;
public string[] AS;
public string[] AR;
public string[] AW;
public bool Found_Suspect;
public bool Found_CrimeScene;
public bool Found_MurderWeapon;
public bool MurderSolved;
public bool GameOver;
public int NumTrys;
private string[] suspects = Enum.GetNames(typeof(ESuspects));
private string[] rooms = Enum.GetNames(typeof(ERooms));
private string[] weapons = Enum.GetNames(typeof(EWeapons));
#endregion
/// <summary>
/// Default Constructor Method that Initalizes New Game variables when called.
/// In theory, could have multiple Games being played at once. But lets not get ahead of ourselves.
/// </summary>
public Game()
{
isPlaying = true;
m = new Messages();
Messages = new ArrayList();
AddMessage(String.Format("--------------- Messages ---------------"));
rand = new Random();
WriteLine(" Availble Characters.");
foreach (var item in suspects)
{
Write(" {0},", item);
}
Write("\n\n Please enter your Character: ");
ESuspects result;
player = ReadLine();
while (!Enum.TryParse(player, true, out result))
{
WriteLine(" That is not a useable Character... \n");
Write(" Please enter your Character: ");
player = ReadLine();
}
Player = result.ToString();
file = new CaseFile(Player);
clue = new CaseFile(Player, false);
bSuspects = new bool[CaseConst.NUM_SUSPECTS];
for (int i = 0; i < bSuspects.Length; i++)
bSuspects[i] = false;
bRooms = new bool[CaseConst.NUM_ROOMS];
for (int i = 0; i < bRooms.Length; i++)
bRooms[i] = false;
bWeapons = new bool[CaseConst.NUM_WEAPONS];
for (int i = 0; i < bWeapons.Length; i++)
bWeapons[i] = false;
AS = new string[CaseConst.NUM_SUSPECTS];
AR = new string[CaseConst.NUM_ROOMS];
AW = new string[CaseConst.NUM_WEAPONS];
int index = Array.IndexOf(suspects, Player);
bSuspects[index] = true;
ResetAccused();
Found_Suspect = false;
Found_CrimeScene = false;
Found_MurderWeapon = false;
NumTrys = 8;
}
/// <summary>
/// Adds Messages to the Gameboard.
/// </summary>
/// <param name="s"></param>
public void AddMessage(string s)
{
Messages.Add(new Message(s));
}
/// <summary>
/// Resets the Drawing board with an X if the item has been guessed,
/// or an S if the guess was the correct answer.
/// </summary>
public void ResetAccused()
{
for (int i = 0; i < CaseConst.NUM_SUSPECTS; i++)
{
if (bSuspects[i] && suspects[i] == file.Suspect)
{
AS[i] = m.SUSPECT_X[i, 2];
}
else if (bSuspects[i] && suspects[i] != file.Suspect)
{
AS[i] = m.SUSPECT_X[i, 1];
}
else
{
AS[i] = m.SUSPECT_X[i, 0];
}
}
for (int i = 0; i < CaseConst.NUM_ROOMS; i++)
{
if (bRooms[i] && rooms[i] == file.Room)
{
AR[i] = m.ROOMS_X[i, 2];
}
else if (bRooms[i] && rooms[i] != file.Room)
{
AR[i] = m.ROOMS_X[i, 1];
}
else
{
AR[i] = m.ROOMS_X[i, 0];
}
}
for (int i = 0; i < CaseConst.NUM_WEAPONS; i++)
{
if (bWeapons[i] && weapons[i] == file.Weapon)
{
AW[i] = m.WEAPON_X[i, 2];
}
else if (bWeapons[i] && weapons[i] != file.Weapon)
{
AW[i] = m.WEAPON_X[i, 1];
}
else
{
AW[i] = m.WEAPON_X[i, 0];
}
}
}
/// <summary>
/// Prompts the user for their accusation and processes it accordingly.
/// </summary>
public void Accuse()
{
int index;
if (!Found_Suspect)
{
Write(" Accuse a Suspect: ");
//Works Like TryParse, but for checking if input can be compared to file.
while (!isValid(1, ReadLine(), out clue.Suspect))
{
WriteLine(m.NOT_VALID);
Write("\n Accuse a Suspect: ");
}
index = Array.IndexOf(suspects, clue.Suspect);
bSuspects[index] = true;
//Checks to see if accusation is right.
Found_Suspect = Compare(1, clue.Suspect);
}
if (!Found_MurderWeapon)
{
Write(" What Weapon was used: ");
//Works Like TryParse, but for checking if input can be compared to file.
while (!isValid(3, ReadLine(), out clue.Weapon))
{
WriteLine(m.NOT_VALID);
Write("\n What Weapon was used: ");
}
index = Array.IndexOf(weapons, clue.Weapon);
bWeapons[index] = true;
//Checks to see if accusation is right.
Found_MurderWeapon = Compare(3, clue.Weapon);
}
if (!Found_CrimeScene)
{
Write(" Where is the Crime Scene: ");
//Works Like TryParse, but for checking if input can be compared to file.
while (!isValid(2, ReadLine(), out clue.Room))
{
WriteLine(m.NOT_VALID);
Write("\n Where is the Crime Scene: ");
}
index = Array.IndexOf(rooms, clue.Room);
bRooms[index] = true;
//Checks to see if accusation is right.
Found_CrimeScene = Compare(2, clue.Room);
}
//Don't know why I put this here, but it works so it stays.
NumTrys--;
if (!MurderSolved && !GameOver)
{
MurderSolved = CheckGame();
}
ResetAccused();
}
/// <summary>
/// Check 1 for suspect, Check 2 for room, Check 3 for check weapon,
/// This Method Checks to see if the input value is valid and returns a boolean.
/// Use to redirect a string input to an output.
/// </summary>
/// <param name="check"></param>
/// <returns></returns>
private bool isValid(int check, string value, out string result)
{
bool valid = false;
result = value;
switch (check)
{
case 1: //Suspect
{
if (Enum.TryParse(value, true, out ESuspects compare))
{
result = compare.ToString();
valid = true;
}
break;
}
case 2: //Room
{
if (Enum.TryParse(value, true, out ERooms compare))
{
result = compare.ToString();
valid = true;
}
break;
}
case 3: //Weapon
{
if (Enum.TryParse(value, true, out EWeapons compare))
{
result = compare.ToString();
valid = true;
}
break;
}
default:
{
result = value;
break;
}
}
return valid;
}
/// <summary>
/// Check 1 for suspect, Check 2 for room, Check 3 for check weapon,
/// </summary>
/// <param name="check"></param>
/// <param name="value"></param>
/// <returns></returns>
private bool Compare(int check, string value)
{
bool match = false;
switch (check)
{
case 1:
{
if (Enum.TryParse(value, true, out ESuspects compare))
{
if (compare.ToString() == file.Suspect)
{
match = true;
AddMessage(String.Format(m.SUSPECT_FOUND, file.Suspect));
}
}
break;
}
case 2:
{
if (Enum.TryParse(value, true, out ERooms compare))
{
if (compare.ToString() == file.Room)
{
match = true;
AddMessage(String.Format(m.ROOM_FOUND, file.Room));
}
}
break;
}
case 3:
{
if (Enum.TryParse(value, true, out EWeapons compare))
{
if (compare.ToString() == file.Weapon)
{
match = true;
AddMessage(String.Format(m.WEAPON_FOUND, file.Weapon));
}
}
break;
}
default:
break;
}
return match;
}
/// <summary>
/// Checks to see if the player has won or not.
/// If Number of Trys is 0, triggers game over.
/// </summary>
/// <returns></returns>
private bool CheckGame()
{
bool solved = false;
if (Found_Suspect && Found_CrimeScene && Found_MurderWeapon)
{
solved = true;
GameOver = true;
}
else if (NumTrys == 0)
GameOver = true;
return solved;
}
//I stopped caring about commenting around here, because this project is so complicated, I don't even understand how it works anymore.
//But it works, so I'm going to leave it alone.
}
} |
using System;
using System.Collections;
using static System.Console;
namespace Clue
{
public class Game
{
#region Declarations
public Messages m;
public ArrayList Messages;
public Random rand;
public CaseFile file;
public CaseFile clue;
public string Player;
private string player;
public bool isPlaying;
private bool[] bSuspects;
private bool[] bRooms;
private bool[] bWeapons;
public string[] AS;
public string[] AR;
public string[] AW;
public bool Found_Suspect;
public bool Found_CrimeScene;
public bool Found_MurderWeapon;
public bool MurderSolved;
public bool GameOver;
public int NumTrys;
private string[] suspects = Enum.GetNames(typeof(ESuspects));
private string[] rooms = Enum.GetNames(typeof(ERooms));
private string[] weapons = Enum.GetNames(typeof(EWeapons));
#endregion
/// <summary>
/// Default Constructor Method that Initalizes New Game variables when called.
/// In theory, could have multiple Games being played at once. But lets not get ahead of ourselves.
/// </summary>
public Game()
{
isPlaying = true;
m = new Messages();
Messages = new ArrayList();
AddMessage(String.Format("--------------- Messages ---------------"));
rand = new Random();
WriteLine(" Availble Characters.");
foreach (var item in suspects)
{
Write(" {0},", item);
}
Write("\n\n Please enter your Character: ");
ESuspects result;
player = ReadLine();
while (!Enum.TryParse(player, true, out result))
{
WriteLine(" That is not a useable Character... \n");
Write(" Please enter your Character: ");
player = ReadLine();
}
Player = result.ToString();
file = new CaseFile(Player);
clue = new CaseFile(Player, false);
bSuspects = new bool[CaseConst.NUM_SUSPECTS];
for (int i = 0; i < bSuspects.Length; i++)
bSuspects[i] = false;
bRooms = new bool[CaseConst.NUM_ROOMS];
for (int i = 0; i < bRooms.Length; i++)
bRooms[i] = false;
bWeapons = new bool[CaseConst.NUM_WEAPONS];
for (int i = 0; i < bWeapons.Length; i++)
bWeapons[i] = false;
AS = new string[CaseConst.NUM_SUSPECTS];
AR = new string[CaseConst.NUM_ROOMS];
AW = new string[CaseConst.NUM_WEAPONS];
int index = Array.IndexOf(suspects, Player);
bSuspects[index] = true;
ResetAccused();
Found_Suspect = false;
Found_CrimeScene = false;
Found_MurderWeapon = false;
NumTrys = 8;
}
/// <summary>
/// Adds Messages to the Gameboard.
/// </summary>
/// <param name="s"></param>
public void AddMessage(string s)
{
Messages.Add(new Message(s));
}
/// <summary>
/// Resets the Drawing board with an X if the item has been guessed,
/// or an S if the guess was the correct answer.
/// </summary>
public void ResetAccused()
{
for (int i = 0; i < CaseConst.NUM_SUSPECTS; i++)
{
if (bSuspects[i] && suspects[i] == file.Suspect)
{
AS[i] = m.SUSPECT_X[i, 2];
}
else if (bSuspects[i] && suspects[i] != file.Suspect)
{
AS[i] = m.SUSPECT_X[i, 1];
}
else
{
AS[i] = m.SUSPECT_X[i, 0];
}
}
for (int i = 0; i < CaseConst.NUM_ROOMS; i++)
{
if (bRooms[i] && rooms[i] == file.Room)
{
AR[i] = m.ROOMS_X[i, 2];
}
else if (bRooms[i] && rooms[i] != file.Room)
{
AR[i] = m.ROOMS_X[i, 1];
}
else
{
AR[i] = m.ROOMS_X[i, 0];
}
}
for (int i = 0; i < CaseConst.NUM_WEAPONS; i++)
{
if (bWeapons[i] && weapons[i] == file.Weapon)
{
AW[i] = m.WEAPON_X[i, 2];
}
else if (bWeapons[i] && weapons[i] != file.Weapon)
{
AW[i] = m.WEAPON_X[i, 1];
}
else
{
AW[i] = m.WEAPON_X[i, 0];
}
}
}
/// <summary>
/// Prompts the user for their accusation and processes it accordingly.
/// </summary>
public void Accuse()
{
int index;
if (!Found_Suspect)
{
Write(" Accuse a Suspect: ");
//Works Like TryParse, but for checking if input can be compared to file.
while (!isValid(1, ReadLine(), out clue.Suspect))
{
WriteLine(m.NOT_VALID);
Write("\n Accuse a Suspect: ");
}
index = Array.IndexOf(suspects, clue.Suspect);
bSuspects[index] = true;
//Checks to see if accusation is right.
Found_Suspect = Compare(1, clue.Suspect);
}
if (!Found_MurderWeapon)
{
Write(" What Weapon was used: ");
//Works Like TryParse, but for checking if input can be compared to file.
while (!isValid(3, ReadLine(), out clue.Weapon))
{
WriteLine(m.NOT_VALID);
Write("\n What Weapon was used: ");
}
index = Array.IndexOf(weapons, clue.Weapon);
bWeapons[index] = true;
//Checks to see if accusation is right.
Found_MurderWeapon = Compare(3, clue.Weapon);
}
if (!Found_CrimeScene)
{
Write(" Where is the Crime Scene: ");
//Works Like TryParse, but for checking if input can be compared to file.
while (!isValid(2, ReadLine(), out clue.Room))
{
WriteLine(m.NOT_VALID);
Write("\n Where is the Crime Scene: ");
}
index = Array.IndexOf(rooms, clue.Room);
bRooms[index] = true;
//Checks to see if accusation is right.
Found_CrimeScene = Compare(2, clue.Room);
}
//Don't know why I put this here, but it works so it stays.
NumTrys--;
if (!MurderSolved && !GameOver)
{
MurderSolved = CheckGame();
}
ResetAccused();
}
/// <summary>
/// Check 1 for suspect, Check 2 for room, Check 3 for check weapon,
/// This Method Checks to see if the input value is valid and returns a boolean.
/// Use to redirect a string input to an output.
/// </summary>
/// <param name="check"></param>
/// <returns></returns>
private bool isValid(int check, string value, out string result)
{
bool valid = false;
result = value;
switch (check)
{
case 1: //Suspect
{
if (Enum.TryParse(value, true, out ESuspects compare))
{
result = compare.ToString();
valid = true;
}
break;
}
case 2: //Room
{
if (Enum.TryParse(value, true, out ERooms compare))
{
result = compare.ToString();
valid = true;
}
break;
}
case 3: //Weapon
{
if (Enum.TryParse(value, true, out EWeapons compare))
{
result = compare.ToString();
valid = true;
}
break;
}
default:
{
result = value;
break;
}
}
return valid;
}
/// <summary>
/// Check 1 for suspect, Check 2 for room, Check 3 for check weapon,
/// </summary>
/// <param name="check"></param>
/// <param name="value"></param>
/// <returns></returns>
private bool Compare(int check, string value)
{
bool match = false;
switch (check)
{
case 1:
{
if (Enum.TryParse(value, true, out ESuspects compare))
{
if (compare.ToString() == file.Suspect)
{
match = true;
AddMessage(String.Format(m.SUSPECT_FOUND, file.Suspect));
}
}
break;
}
case 2:
{
if (Enum.TryParse(value, true, out ERooms compare))
{
if (compare.ToString() == file.Room)
{
match = true;
AddMessage(String.Format(m.ROOM_FOUND, file.Room));
}
}
break;
}
case 3:
{
if (Enum.TryParse(value, true, out EWeapons compare))
{
if (compare.ToString() == file.Weapon)
{
match = true;
AddMessage(String.Format(m.WEAPON_FOUND, file.Weapon));
}
}
break;
}
default:
break;
}
return match;
}
/// <summary>
/// Checks to see if the player has won or not.
/// If Number of Trys is 0, triggers game over.
/// </summary>
/// <returns></returns>
private bool CheckGame()
{
bool solved = false;
if (Found_Suspect && Found_CrimeScene && Found_MurderWeapon)
{
solved = true;
GameOver = true;
}
else if (NumTrys == 0)
GameOver = true;
return solved;
}
//I stopped caring about commenting around here, because this project is so complicated, I don't even understand how it works anymore.
//But it works, so I'm going to leave it alone.
}
}
CaseFile.cs
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| namespace Clue
{
public enum ESuspects
{
Plum = 1, White, Scarlet, Green, Mustard, Peacock
}
public enum ERooms
{
Kitchen = 1, Lounge, Study, Library, Hall
}
public enum EWeapons
{
Rope = 1, Knife, Wrench, Revolver, Candlestick, Poisen
}
public class CaseConst
{
public const int NUM_SUSPECTS = 6;
public const int NUM_ROOMS = 5;
public const int NUM_WEAPONS = 6;
}
public class CaseFile
{
private Suspects suspect;
public string Suspect;
private Weapons weapon;
public string Weapon;
private Rooms room;
public string Room;
public CaseFile(string player, bool random = true)
{
if (random == true)
{
suspect = new Suspects(player);
room = new Rooms();
weapon = new Weapons();
Room = room.CrimeScene;
Weapon = weapon.MurderWeapon;
Suspect = suspect.MurderSuspect;
}
}
public CaseFile(string suspect, string room, string weapon)
{
Room = room;
Weapon = weapon;
Suspect = suspect;
}
}
} |
namespace Clue
{
public enum ESuspects
{
Plum = 1, White, Scarlet, Green, Mustard, Peacock
}
public enum ERooms
{
Kitchen = 1, Lounge, Study, Library, Hall
}
public enum EWeapons
{
Rope = 1, Knife, Wrench, Revolver, Candlestick, Poisen
}
public class CaseConst
{
public const int NUM_SUSPECTS = 6;
public const int NUM_ROOMS = 5;
public const int NUM_WEAPONS = 6;
}
public class CaseFile
{
private Suspects suspect;
public string Suspect;
private Weapons weapon;
public string Weapon;
private Rooms room;
public string Room;
public CaseFile(string player, bool random = true)
{
if (random == true)
{
suspect = new Suspects(player);
room = new Rooms();
weapon = new Weapons();
Room = room.CrimeScene;
Weapon = weapon.MurderWeapon;
Suspect = suspect.MurderSuspect;
}
}
public CaseFile(string suspect, string room, string weapon)
{
Room = room;
Weapon = weapon;
Suspect = suspect;
}
}
}
Messages.cs
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| namespace Clue
{
public class Messages
{
public string WIN = " You solved the Mystery. You Win!";
public string LOSE = " The suspect got away... You Lose!";
public string SUSPECT_FOUND = "* {0} Commited the Murder!";
public string ROOM_FOUND = "* The Murder was commited in the {0}!";
public string WEAPON_FOUND = "* The Murder was commited with the {0}!";
public string[,] SUSPECT_X = new string[,]
{
{ "[ ] - Plum ", "[X] - Plum ", "[S] - Plum " },
{ "[ ] - White ", "[X] - White ", "[S] - White " },
{ "[ ] - Scarlet", "[X] - Scarlet", "[S] - Scarlet" },
{ "[ ] - Green ", "[X] - Green ", "[S] - Green " },
{ "[ ] - Mustard", "[X] - Mustard", "[S] - Mustard" },
{ "[ ] - Peacock", "[X] - Peacock", "[S] - Peacock" }
};
public string[,] WEAPON_X = new string[,]
{
{"[ ] - Rope ", "[X] - Rope ", "[S] - Rope "},
{"[ ] - Knife ", "[X] - Knife ", "[S] - Knife "},
{"[ ] - Wrench ", "[X] - Wrench ", "[S] - Wrench "},
{"[ ] - Revolver ", "[X] - Revolver ", "[S] - Revolver "},
{"[ ] - Candlestick", "[X] - Candlestick", "[S] - Candlestick"},
{"[ ] - Poisen ", "[X] - Poisen ", "[S] - Poisen "}
};
public string[,] ROOMS_X = new string[,]
{
{"[ ] - Kitchen", "[X] - Kitchen", "[S] - Kitchen" },
{"[ ] - Lounge", "[X] - Lounge", "[S] - Lounge"},
{"[ ] - Study", "[X] - Study", "[S] - Study"},
{"[ ] - Library", "[X] - Library", "[S] - Library"},
{"[ ] - Hall", "[X] - Hall", "[S] - Hall"},
};
public string NOT_VALID = " That is not a valid option... Please Choose from the List above";
}
public class Message
{
public string message;
public Message(string m)
{
message = m;
}
}
} |
namespace Clue
{
public class Messages
{
public string WIN = " You solved the Mystery. You Win!";
public string LOSE = " The suspect got away... You Lose!";
public string SUSPECT_FOUND = "* {0} Commited the Murder!";
public string ROOM_FOUND = "* The Murder was commited in the {0}!";
public string WEAPON_FOUND = "* The Murder was commited with the {0}!";
public string[,] SUSPECT_X = new string[,]
{
{ "[ ] - Plum ", "[X] - Plum ", "[S] - Plum " },
{ "[ ] - White ", "[X] - White ", "[S] - White " },
{ "[ ] - Scarlet", "[X] - Scarlet", "[S] - Scarlet" },
{ "[ ] - Green ", "[X] - Green ", "[S] - Green " },
{ "[ ] - Mustard", "[X] - Mustard", "[S] - Mustard" },
{ "[ ] - Peacock", "[X] - Peacock", "[S] - Peacock" }
};
public string[,] WEAPON_X = new string[,]
{
{"[ ] - Rope ", "[X] - Rope ", "[S] - Rope "},
{"[ ] - Knife ", "[X] - Knife ", "[S] - Knife "},
{"[ ] - Wrench ", "[X] - Wrench ", "[S] - Wrench "},
{"[ ] - Revolver ", "[X] - Revolver ", "[S] - Revolver "},
{"[ ] - Candlestick", "[X] - Candlestick", "[S] - Candlestick"},
{"[ ] - Poisen ", "[X] - Poisen ", "[S] - Poisen "}
};
public string[,] ROOMS_X = new string[,]
{
{"[ ] - Kitchen", "[X] - Kitchen", "[S] - Kitchen" },
{"[ ] - Lounge", "[X] - Lounge", "[S] - Lounge"},
{"[ ] - Study", "[X] - Study", "[S] - Study"},
{"[ ] - Library", "[X] - Library", "[S] - Library"},
{"[ ] - Hall", "[X] - Hall", "[S] - Hall"},
};
public string NOT_VALID = " That is not a valid option... Please Choose from the List above";
}
public class Message
{
public string message;
public Message(string m)
{
message = m;
}
}
}
Suspects.cs
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| using System;
namespace Clue
{
public class Suspects
{
public Suspects(string player)
{
do
{
MurderSuspect = ((ESuspects)suspects.GetValue(RandNum())).ToString();
} while (MurderSuspect.ToUpper() == player.ToUpper());
}
private Array suspects = Enum.GetValues(typeof(ESuspects));
private Random rand = new Random();
private int RandNum()
{
return rand.Next(CaseConst.NUM_SUSPECTS);
}
public string MurderSuspect;
}
} |
using System;
namespace Clue
{
public class Suspects
{
public Suspects(string player)
{
do
{
MurderSuspect = ((ESuspects)suspects.GetValue(RandNum())).ToString();
} while (MurderSuspect.ToUpper() == player.ToUpper());
}
private Array suspects = Enum.GetValues(typeof(ESuspects));
private Random rand = new Random();
private int RandNum()
{
return rand.Next(CaseConst.NUM_SUSPECTS);
}
public string MurderSuspect;
}
}
Rooms.cs
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| using System;
namespace Clue
{
public class Rooms
{
public Rooms()
{
CrimeScene = ((ERooms)rooms.GetValue(RandNum())).ToString();
}
private Array rooms = Enum.GetValues(typeof(ERooms));
public string CrimeScene;
private Random rand = new Random();
private int RandNum()
{
return rand.Next(CaseConst.NUM_ROOMS);
}
}
} |
using System;
namespace Clue
{
public class Rooms
{
public Rooms()
{
CrimeScene = ((ERooms)rooms.GetValue(RandNum())).ToString();
}
private Array rooms = Enum.GetValues(typeof(ERooms));
public string CrimeScene;
private Random rand = new Random();
private int RandNum()
{
return rand.Next(CaseConst.NUM_ROOMS);
}
}
}
Weapons.cs
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| using System;
namespace Clue
{
public class Weapons
{
public Weapons()
{
MurderWeapon = ((EWeapons)weapons.GetValue(RandNum())).ToString();
}
private Array weapons = Enum.GetValues(typeof(EWeapons));
private Random rand = new Random();
private int RandNum()
{
return rand.Next(CaseConst.NUM_WEAPONS);
}
public string MurderWeapon;
}
} |
using System;
namespace Clue
{
public class Weapons
{
public Weapons()
{
MurderWeapon = ((EWeapons)weapons.GetValue(RandNum())).ToString();
}
private Array weapons = Enum.GetValues(typeof(EWeapons));
private Random rand = new Random();
private int RandNum()
{
return rand.Next(CaseConst.NUM_WEAPONS);
}
public string MurderWeapon;
}
}