using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Security.Policy;
using System.Text;
using System.Threading;
using System.Threading.Tasks;

namespace Mission
{
    public class App
    {
        GenericInventory inven2 = new GenericInventory(5);
        public App()
        {

            DataManager.Instance.LoadMissionDatas();
            DataManager.Instance.LoadMissionInfos();
            DataManager.Instance.LoadRewardItemDatas();

            GameStart();


        }




        public void GameStart()
        {

            
            


            Dictionary<int, MonsterData> dicMonsterdatas = new Dictionary<int, MonsterData>();
            Dictionary<int, ItemData> dic = new Dictionary<int, ItemData>();

            DataManager.Instance.LoadItemDatas();
            DataManager.Instance.LoadMonsterDatas();

            Console.WriteLine("플레이어 설정을 시작합니다.");
            Console.Write("플레이어의 이름을 입력하세요: ");
            string heroName = Console.ReadLine();
            Hero hero = new Hero(heroName);




            while (true)
            {
                Console.Clear();
                Console.WriteLine("[플레이어 사냥 시뮬레이터]");

                Console.WriteLine("----------------------------------");
                Console.WriteLine("[몬스터 목록]");
                Console.WriteLine("(1) 고블린");
                Console.WriteLine("(2) 오우거");
                Console.WriteLine("(3) 트  롤");
                Console.WriteLine("----------------------------------");
                Console.WriteLine("(4) 인벤토리 열기");
                Console.WriteLine("(5) 아이템 꺼내기");
                Console.WriteLine("(6) 미션창 열기");
                Console.WriteLine("----------------------------------");
                Console.WriteLine("[플레이어: <{0}>]", heroName);
                //Console.WriteLine("체력: {0}", hero.heroHp);
                //Console.WriteLine("공격력: {0}", hero.heroDmg);
                //Console.WriteLine("현재 무기: ");
                Console.WriteLine("----------------------------------");
                Console.Write("번호를 입력하세요: ");

                int num = Convert.ToInt32(Console.ReadLine());
                switch (num)
                {
                    case 1:
                        HuntMonster(num);
                        break;
                    case 2:
                        HuntMonster(num);
                        break;
                    case 3:
                        HuntMonster(num);
                        break;
                    case 4:
                        inven2.DisplayInventory();
                        Console.WriteLine("계속하려면 아무 키나 누르십시오 . . .");
                        Console.ReadKey();
                        break;

                    case 5:
                        Console.Write("꺼낼 아이템의 이름을 입력해주세요: ");

                        string iName = Console.ReadLine();
                        if (iName == "장검")
                        {
                            inven2.setItem<Item>(DataManager.Instance.GetItem(100).id);

                            Console.WriteLine("장검을 인벤토리에서 찾았습니다.");
                            Console.WriteLine("장검을 인벤토리에서 꺼냅니다.");
                        }
                        else if (iName == "단검")
                        {
                            
                            inven2.setItem<Item>(DataManager.Instance.GetItem(101).id);
                            Console.WriteLine("단검을 인벤토리에서 꺼냈습니다.");
                            Console.WriteLine("단검을 인벤토리에서 꺼냅니다.");
                        }
                        else if (iName == "활")
                        {
                            
                            inven2.setItem<Item>(DataManager.Instance.GetItem(102).id);
                            Console.WriteLine("활을 인벤토리에서 꺼냈습니다.");
                            Console.WriteLine("활을 인벤토리에서 꺼냅니다.");
                        }
                        else if (iName == "도끼")
                        {
                            
                            inven2.setItem<Item>(DataManager.Instance.GetItem(103).id);
                            Console.WriteLine("도끼을 인벤토리에서 꺼냈습니다.");
                            Console.WriteLine("도끼을 인벤토리에서 꺼냅니다.");
                        }
                        else
                        {
                            Console.WriteLine("유효한 입력이 아닙니다");

                        }
                        Console.WriteLine("계속하려면 아무 키나 누르십시오 . . .");
                        Console.ReadKey();
                        break;

                    case 6:
                        OpenMission();
                        Console.ReadKey();
                        break;

                }
            }



        }
        public void HuntMonster(int num)
        {
            int selectNum = num;
            int missionNum = 0;

            if (selectNum== 1)
            {
                selectNum = 1000;
                missionNum = 500;
            }
            else if (selectNum== 2)
            {
                selectNum = 1001;
                missionNum = 501;
            }
            else if (selectNum == 3)
            {
                selectNum = 1002;
                missionNum = 502;
            }
            
            Monster monster = new Monster(DataManager.Instance.GetMonster(selectNum));
            Console.WriteLine("----------------------------------");
            Console.WriteLine("{0}을(를) 사냥합니다.", monster.GetName());

            var curruntMission = DataManager.Instance.dicMissionInfos.FirstOrDefault(x => x.Value.id == missionNum);
            var maxMission = DataManager.Instance.dicMissionDatas.FirstOrDefault(x => x.Value.id == missionNum);

            curruntMission.Value.progress += 1;


            if (curruntMission.Value.progress == maxMission.Value.goal)
            {

                Console.WriteLine("미션: {0}을(를) 완료하셨습니다.", maxMission.Value.name);
                Console.WriteLine("보상: {0}을(를) 획득 하셨습니다.", maxMission.Value.reward_item_name);
                ItemData rewardItemData = new ItemData(maxMission.Value.reward_item_id,
                    maxMission.Value.reward_item_name);
                Item rewardItem = new Item(rewardItemData);
                inven2.AddItem(rewardItem);

                curruntMission.Value.state = 2;

            }
            
            else if (curruntMission.Value.progress > maxMission.Value.goal)
            {
                curruntMission.Value.progress -= 1;
                Item mItem = new Item(DataManager.Instance.GetItem(monster.data.item_id));
                Console.WriteLine("{0}을(를) 획득하셨습니다.", mItem.data.name);
                inven2.AddItem(mItem);

            }
            else
            {
                curruntMission.Value.state = 1;
                Item mItem = new Item(DataManager.Instance.GetItem(monster.data.item_id));
                Console.WriteLine("{0}을(를) 획득하셨습니다.", mItem.data.name);
                inven2.AddItem(mItem);
            }

            Console.WriteLine("----------------------------------");
            Console.WriteLine("계속하려면 아무 키나 누르십시오 . . .");
            Console.ReadKey();
        }

        public void OpenMission()
        {


            Console.WriteLine("----------------------------------");
            Console.WriteLine("[미션 창]");
            int index = 1;
            foreach (var missionData in DataManager.Instance.dicMissionDatas)
            {
                var missionInfo = DataManager.Instance.dicMissionInfos[missionData.Key];
                string missionStatue = null ;
                if(missionInfo.state == 0 || missionInfo.state ==1) { missionStatue = "진행중"; }
                else { missionStatue = "완료"; }
                Console.WriteLine("({0}). {1} 진척도: {2}/{3},  보상: {4}x{5}   ======= {6}", index++,
                    missionData.Value.name,
                    missionInfo.progress,
                    missionData.Value.goal,
                    missionData.Value.reward_item_name,
                    missionData.Value.reward_item_amount,
                    missionStatue);
            }
            Console.WriteLine("----------------------------------");




            Console.WriteLine("닫기를 원하시면 아무키를 눌러주세요.");
        }


    }
}
using Newtonsoft.Json;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.IO;

namespace Mission
{
    public class DataManager
    {
        public static readonly DataManager Instance = new DataManager();
        Dictionary<int, ItemData> dic = new Dictionary<int, ItemData>();
        Dictionary<int, MonsterData> dicMonsterdatas = new Dictionary<int, MonsterData>();
        public Dictionary<int, MissionData> dicMissionDatas = new Dictionary<int, MissionData>();
        public Dictionary<int, RewardItemData> dicRewardItemDatas = new Dictionary<int, RewardItemData>();
        public Dictionary<int, MissionInfo> dicMissionInfos = new Dictionary<int, MissionInfo>();

        

        private DataManager() { }

        public void LoadItemDatas()
        {
            dic.Add(100, new ItemData(100, "장검"));
            dic.Add(101, new ItemData(101, "단검"));
            dic.Add(102, new ItemData(102, "활"));
            dic.Add(103, new ItemData(103, "도끼"));

            
        }
        public void LoadMonsterDatas()
        {
            dicMonsterdatas.Add(1000, new MonsterData(1000, "고블린", 100, 15));
            dicMonsterdatas.Add(1001, new MonsterData(1001, "오우거", 101, 30));
            dicMonsterdatas.Add(1002, new MonsterData(1002, "트롤", 102, 50));


        }
        public ItemData GetItem(int id)
        {
            return this.dic[id];
        }
        public MonsterData GetMonster(int id)
        {
            return this.dicMonsterdatas[id];
        }
        public void LoadMissionDatas()
        {
            var json = File.ReadAllText("./mission_data.json");
            //Console.WriteLine(json);
            MissionData[] missionDatas = JsonConvert.DeserializeObject<MissionData[]>(json);
            dicMissionDatas = missionDatas.ToDictionary(x => x.id);
            //Console.WriteLine("미션 데이터 로드 완료");

        }
        public void LoadRewardItemDatas()
        {
            var json = File.ReadAllText("./reward_item_data.json");
            //Console.WriteLine(json);
            RewardItemData[] RewardItemDatas = JsonConvert.DeserializeObject<RewardItemData[]>(json);
            dicRewardItemDatas = RewardItemDatas.ToDictionary(x => x.id);
            //Console.WriteLine("보상 아이템 데이터 로드 완료");

        }

        public void LoadMissionInfos()
        {
            var json = File.ReadAllText("./mission_info.json");
            //Console.WriteLine(json);
            MissionInfo[] MissionInfos = JsonConvert.DeserializeObject<MissionInfo[]>(json);
            dicMissionInfos = MissionInfos.ToDictionary(x => x.id);
            //Console.WriteLine("미션 상황 로드 완료");

        }

        public void SaveMissionInfos()
        {

            MissionInfo missionInfo = new MissionInfo();
            //직렬화
            string json = JsonConvert.SerializeObject(missionInfo);
            //Console.WriteLine(json);
            File.WriteAllText("./mission_info.json", json);
            //Console.WriteLine("미션 현황 저장 완료");
        }
       

    }

}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace Mission
{
    public class GenericInventory
    {
        private List<Item> items;
        int capacity;
        //생성자 
        public GenericInventory(int capacity)
        {
            this.capacity = capacity;
            this.items = new List<Item>(capacity);
        }

        public void AddItem(Item item)
        {
            this.items.Add(item);
            Console.WriteLine("{0}을(를) 인벤토리에 저장합니다.", item.data.name);
        }

      

        public T setItem<T>(int id) where T : Item
        {
            for (int i = 0; i < this.items.Count; i++)
            {
                var item = this.items[i];
                if (item.data.id == id)
                {
                    this.items.Remove(item);
                    return (T)item;
                }
            }

            return null;
        }
        public void DisplayInventory()
        {
            Console.WriteLine("----------------------------------");
            Console.WriteLine("<인벤토리 목록>");
            for (int i = 0; i < this.items.Count; i++)
            {
                Console.WriteLine("[{0}]", items[i].data.name);
            }
            Console.WriteLine("----------------------------------");
        }
    }
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace Mission
{

    public class Hero
    {
        string heroName;
        //public int heroHp = 100;
        //public int heroDmg = 10;

        enum weaponType
        {
            LongSword = 0,
            ShortSword = 1,

        }
        public Hero(string name)
        {
            this.heroName = name;
        }
    }
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace Mission
{
    public class Item
    {

        public ItemData data
        {
            get;
            private set;
        }
        public Item(ItemData data)
        {
            this.data = data;
        }
        public string GetName()
        {
            return this.data.name;
        }
    }
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace Mission
{
    //아이템의 정보
    public class ItemData
    {
        public int id;
        public string name;
        //public int damage;
        public ItemData(int id, string name)
        {
            this.id = id;
            this.name = name;
            //this.damage = damage;
        }

    }
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Security.Cryptography.X509Certificates;
using System.Text;
using System.Threading.Tasks;

namespace Mission
{
    public class MissionData
    {
        public int id;
        public string name;
        public int goal;
        public string reward_item_name;
        public int reward_item_id;
        public int reward_item_amount;

    }
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace Mission
{
    public class MissionInfo
    {
        public int id;
        public int progress;
        public int state;

    }
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace Mission
{
    public class Monster
    {
        public MonsterData data
        {
            get;
            private set;
        }
        public Monster(MonsterData data)
        {
            this.data = data;
        }
        public string GetName()
        {
            return this.data.name;
        }
    }
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace Mission
{
    public class MonsterData
    {
        public int id;
        public string name;
        public int item_id;
        public int monsterHP;
        //public int monsterDmg;
        public MonsterData(int id, string name, int item_id, int monsterHP)
        {
            this.id = id;
            this.name = name;
            this.item_id = item_id;
            this.monsterHP = monsterHP;
            //this.monsterDmg = monsterDmg;
        }
    }
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace Mission
{
    public class RewardItemData
    {
        public int id;
        public string item_name;
        
    }
}

mission_data.json
0.00MB
mission_data.xlsx
0.01MB
mission_info.json
0.00MB
mission_info.xlsx
0.01MB
reward_item_data.json
0.00MB
reward_item_data.xlsx
0.01MB
Mission.exe
0.01MB

전에 포스팅한 몬스터 사냥 시뮬레이터에 미션창을 추가한 버전.

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