3 Commits
Author SHA1 Message Date
reyhne f3dd7ce199 Merge pull request 'HW 04' (#1) from develop into main
Reviewed-on: Arshida_0/HW-04-JAVA-KNIGHT-Arshida#1
2026-06-26 14:50:58 +00:00
Arshida_0 66fd3dc9f0 Update README.md 2026-05-10 20:31:20 +00:00
Arshida_0 1869df0564 HW 04 2026-05-11 00:40:31 +04:30
87 changed files with 1691 additions and 301 deletions
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package org.project;
import org.project.entity.enemies.*;
import org.project.entity.players.Assassin;
import org.project.entity.players.Knight;
import org.project.entity.players.Player;
import org.project.entity.players.Wizard;
import org.project.item.armors.*;
import org.project.item.potions.Potion;
import org.project.item.potions.healthPotion;
import org.project.item.potions.mixedPotion;
import org.project.item.potions.strengthPotion;
import org.project.item.weapons.*;
import org.project.location.Location;
import java.util.ArrayList;
import java.util.List;
import java.lang.foreign.PaddingLayout;
import java.util.*;
public class Main {
public static void main(String[] args) {
// TODO: ADD LOCATIONS TO YOUR GAME
List<Location> locations = new ArrayList<>();
// TODO: IMPLEMENT GAMEPLAY
//color codes
public static final String RESET = "\u001B[0m";
public static final String ELECTRIC_PURPLE = "\033[38;5;93m";
public static final String YELLOW_VIVID = "\033[38;5;226m";
//colorful characters
static String leftParanthese = ELECTRIC_PURPLE + "(" + RESET;
static String rightParanthese = ELECTRIC_PURPLE + ")" + RESET;
// Locations
static String[] places = {"Abandoned Docks", "Crystal Caverns", "Lava Pit",
"Cyber Alley", "Frozen Tundra", "Haunted Mill", "Sandstorm Gate",
"Iron Fortress", "Neon Rooftops", "Rainy Jungle"};
// Menus
static String[] ForE = {"", "Fight", "Escape", "Main page"};
static String[] ForM = {"", "Fight", "Main page"};
static String[] UorEorR = {"", "Equip", "Upgrade", "Repair"};
static String[] UorE = {"", "Equip", "Upgrade"}; //______________
static String[] U = {"", "Upgrade"};
// Merchant items
static Dagger d1 = new Dagger();
static Bow b1 = new Bow();
static Sword s1 = new Sword();
static Spear sp1 = new Spear();
static Halberd ha1 = new Halberd();
static Armlet a1 = new Armlet();
static Pauldron p1 = new Pauldron();
static Helmet he1 = new Helmet();
static Cuirass c1 = new Cuirass();
static healthPotion hP1 = new healthPotion(1, 15, 10);
static healthPotion hP2 = new healthPotion(1, 25, 20);
static strengthPotion sP1 = new strengthPotion(1, 20, 10);
static strengthPotion sP2 = new strengthPotion(1, 30, 20);
static mixedPotion mP1 = new mixedPotion(1, 18, 5, 5);
static mixedPotion mP2 = new mixedPotion(1, 23, 10, 10);
// Lists of Items in merchant
static Weapon[] W1 = {d1, b1, s1, sp1, ha1};
static Armor[] A1 = {a1, p1, he1, c1};
static Potion[] Po1 = {hP1, hP2, sP1, sP2, mP1, mP2};
// Lists of menus
static String[] sections = {"Items: ", "Weapons", "Armors", "Potions", "Main page"};
static String[] weapons = {"Weapon | Base damage | Grade | Cost", "Dagger | 10 | 2 | 40",
"Bow | 13 | 2 | 50", "Sword | 16 | 2 | 60",
"Spear | 18 | 3 | 80", "Halberd | 20 | 3 | 100", "Sections"};
static String[] armors = {"Armor | Base defense | Base durability | Grade | Cost", "Armlet | 15 | 4 | 2 | 30",
"pauldron | 17 | 5 | 2 | 40", "Helmet | 19 | 6 | 3 | 60",
"Cuirass | 21 | 7 | 3 | 80", "Sections"};
static String[] potion = {"Potion | HP/Mana | Cost", "Health potion | 10 | 15",
"Health potion | 20 | 25", "Strength potion | 10 | 20", "Strength potion | 20 | 30",
"Mixed potion | 5,5 | 18", "Mixed potion | 10,10 | 23", "Sections"};
public static void pressKeyToContinue() {
System.out.println();
System.out.println("Press any key _c_ to continue. ");
Scanner in_ = new Scanner(System.in);
String ___ = in_.next();
}
public static void pressKeyToContinue(String str) {
System.out.println();
System.out.println(str);
System.out.println();
System.out.println("Press any key _c_ to continue. ");
Scanner in_ = new Scanner(System.in);
String ___ = in_.next();
}
public static int menuMaker(String[] options, boolean horizontal) {
if (horizontal) {
System.out.println();
for (int i = 0; i < options.length ; i++) {
if (i == 0) {
System.out.println(options[i]);
}
else {
String ln = " " + ELECTRIC_PURPLE + String.valueOf(i) + "." + RESET + options[i];
System.out.print(ln);
if (i != options.length - 1) {
System.out.print(ELECTRIC_PURPLE + " |" + RESET);
} else {
System.out.println();
}
}
}
System.out.println();
}
else {
System.out.println();
for (int i = 0; i < options.length; i++) {
if (i == 0) {
System.out.println(options[i]);
} else {
String ln = ELECTRIC_PURPLE + String.valueOf(i) + "." + RESET + options[i];
System.out.println(ln);
}
}
System.out.println();
}
Scanner in1 = new Scanner(System.in);
int chosenOption;
int a = 0;
do {
a = in1.nextInt();
if (!(a > 0 && a < options.length)) {
System.out.println("Enter a valid number. ");
}
} while (!(a > 0 && a < options.length));
chosenOption = a;
return chosenOption;
}
public static void home(Player player) {
while (true) {
int num8 = menuMaker(sections, false);
switch (num8) {
case 1: {
List<Weapon> wLst = player.getWeaponsList();
ArrayList<String> wLstNames = new ArrayList<String>();
wLstNames.add("Weapons: ");
for (Weapon w : wLst) {
wLstNames.add(w.getClass().getSimpleName());
}
wLstNames.add("sections");
String[] wArrayNames = wLstNames.toArray(new String[wLstNames.size()]);
while (true) {
int num9 = menuMaker(wArrayNames, false);
if (num9 == wLst.size() + 1) {
break;
}
if (wLst.get(num9 - 1).getClass() != player.getWeapon().getClass()) {
int num10 = menuMaker(UorE, true);
if (num10 == 1) {
player.setWeapon(wLst.get(num9 - 1));
pressKeyToContinue("Equipped with the weapon. ");
} else if (num10 == 2) {
boolean res = wLst.get(num9 - 1).upgrade(player);
if (res) {
pressKeyToContinue("Upgraded the weapon. ");
}
else {
pressKeyToContinue("You don't have enough coins. ");
}
}
} else {
int num10 = menuMaker(U, true);
if (num10 == 1) {
boolean res = player.getWeapon().upgrade(player);
if (res) {
pressKeyToContinue("Upgraded the weapon. ");
}
else {
pressKeyToContinue("You don't have enough coins. ");
}
}
}
}
break;
}
case 2: {
List<Armor> aLst = player.getArmorsList();
ArrayList<String> aLstNames = new ArrayList<String>();
aLstNames.add("Armors: ");
for (Armor a : aLst) {
aLstNames.add(a.getClass().getSimpleName());
}
aLstNames.add("sections");
String[] aArrayNames = aLstNames.toArray(new String[aLstNames.size()]);
while (true) {
int num9 = menuMaker(aArrayNames, false);
if (num9 == aLst.size() + 1) {
break;
}
if (aLst.get(num9 - 1).getMaxDurability() != aLst.get(num9 - 1).getDurability()) {
int num10 = menuMaker(UorEorR, true);
if (num10 == 1) {
player.setArmor(aLst.get(num9 - 1));
pressKeyToContinue("Equipped with the armor. ");
} else if (num10 == 2) {
boolean res = aLst.get(num9 - 1).upgrade(player);
if (res) {
pressKeyToContinue("Upgraded the armor. ");
}
else {
pressKeyToContinue("You don't have enough coins. ");
}
}
else if (num10 == 3) {
boolean res = aLst.get(num9 - 1).repair(player);
if (res) {
pressKeyToContinue("Repaired the armor. ");
}
else {
pressKeyToContinue("You don't have enough coins. ");
}
}
}
else if (aLst.get(num9 - 1).getClass() != player.getArmor().getClass()) {
int num10 = menuMaker(UorE, true);
if (num10 == 1) {
player.setArmor(aLst.get(num9));
pressKeyToContinue("Equipped with the armor. ");
} else if (num10 == 2) {
boolean res = aLst.get(num9 - 1).upgrade(player);
if (res) {
pressKeyToContinue("Upgraded the armor. ");
}
else {
pressKeyToContinue("You don't have enough coins. ");
}
}
} else {
int num10 = menuMaker(U, true);
if (num10 == 1) {
boolean res = player.getArmor().upgrade(player);
if (res) {
pressKeyToContinue("Upgraded the armor. ");
}
else {
pressKeyToContinue("You don't have enough coins. ");
}
}
}
}
break;
}
case 3: {
List<Potion> pLst = player.getPotionsList();
ArrayList<String> pLstNames = new ArrayList<String>();
pLstNames.add("Potion | +HP | +Mana | Number");
for (Potion p : pLst) {
String pData = String.format("%s | %d | %d | %d", p.getClass().getSimpleName(),
p.getExtraHP(), p.getExtraMP(), p.getNumber());
pLstNames.add(pData);
}
for (int i = 0; i < pLstNames.size(); i++) {
System.out.println(pLstNames.get(i));
}
pressKeyToContinue();
break;
}
case 4: {
return;
}
default:
break;
}
}
}
public static void merchant(Player player) {
while (true) {
int num6 = menuMaker(sections, false);
switch (num6) {
case 1: {
while (true) {
int num7 = menuMaker(weapons, false);
if (num7 != 6) {
boolean b = W1[num7 - 1].buy(player);
if (b) {
pressKeyToContinue("There you go, The weapon is added to your storage. ");
} else {
pressKeyToContinue("You either already have the weapon, or you don't have enough coins. ");
}
}
else { break; }
}
break;
}
case 2: {
while (true) {
int num7 = menuMaker(armors, false);
if (num7 != 5) {
boolean b = A1[num7 - 1].buy(player);
if (b) {
pressKeyToContinue("There you go, The Armor is added to your storage. ");
}
else {
pressKeyToContinue("You either already have the armor, or you don't have enough coins. ");
}
}
else { break; }
}
break;
}
case 3: {
while (true) {
int num7 = menuMaker(potion, false);
if (num7 != 7) {
boolean res = Po1[num7 - 1].buy(player);
if (res) {
pressKeyToContinue("There you go, The potion is added to your storage. ");
}
else {
pressKeyToContinue("You don't have enough coins. ");
}
}
else { break; }
}
break;
}
case 4: {
return;
}
default:
break;
}
}
}
//randomly drops a key from the enemy
public static boolean isThereAKey() {
Random rand = new Random();
boolean res = 0.3 > rand.nextDouble();
return res;
}
//is used to randomly make an enemy in a random location
public static int randomIndex(int size) {
Random rnd = new Random();
int num = rnd.nextInt(size);
return num;
}
public static boolean playersTurn(Player player, Enemy enemy, boolean usedPotion, ArrayList<String> combatActionsLst) {
boolean usedPotionTemp = usedPotion;
String eName = YELLOW_VIVID + enemy.getClass().getSimpleName() + RESET;
String pName = ELECTRIC_PURPLE + player.getName() + RESET;
if ((player.potionsNumber() != 0)&&(!usedPotionTemp)) {
combatActionsLst.add("Use Potion " + leftParanthese + YELLOW_VIVID + "0" + RESET + " Mana" + rightParanthese);
}
String[] combatActions = combatActionsLst.toArray(new String[combatActionsLst.size()]);
while (true) {
int num4 = menuMaker(combatActions, true);
switch (num4) {
case 1: {
player.attack(enemy);
String no01 = String.format("%s (%s) used light attack! (0 Mana)",
pName, player.getClass().getSimpleName());
String no02 = String.format("%s has %d/%d HP remaining.",
eName, enemy.getHP(), enemy.getMaxHP());
String no03 = String.format("%s Mana: %d/%d",
pName, player.getMP(), player.getMaxMP());
System.out.println("You chose to attack the enemy lightly. ");
System.out.println();
System.out.println(no01);
System.out.println(no02);
System.out.println(no03);
pressKeyToContinue();
return usedPotionTemp;
}
case 2: {
boolean b2 = player.heavyAttack(enemy);
if (b2) {
String no01 = String.format("%s (%s) used heavy attack! (8 Mana)",
pName, player.getClass().getSimpleName());
String no02 = String.format("%s has %d/%d HP remaining.",
eName, enemy.getHP(), enemy.getMaxHP());
String no03 = String.format("%s Mana: %d/%d",
pName, player.getMP(), player.getMaxMP());
System.out.println("You chose to attack the enemy heavily. ");
System.out.println();
System.out.println(no01);
System.out.println(no02);
System.out.println(no03);
pressKeyToContinue();
return usedPotionTemp;
} else {
pressKeyToContinue("You don't have enough Mana. ");
}
break;
}
case 3: {
if (!(enemy instanceof Dragon)) {
boolean b3 = player.defend(enemy);
if (b3) {
String no01 = String.format("%s (%s) used defending! (6 Mana)",
pName, player.getClass().getSimpleName());
String no02 = String.format("%s Mana: %d/%d",
pName, player.getMP(), player.getMaxMP());
System.out.println("You chose to defend yourself. ");
System.out.println();
System.out.println(no01);
System.out.println(no02);
pressKeyToContinue();
return usedPotionTemp;
} else {
pressKeyToContinue("You don't have enough Mana. ");
}
} else {
pressKeyToContinue("Useless against the dragon. ");
}
break;
}
case 4: {
if (player.getMP() >= 12) {
player.spendMP(12);
player.heal(enemy, 10);
String no01 = String.format("%s (%s) used healing! (12 Mana)",
pName, player.getClass().getSimpleName());
String no02 = String.format("%s took +10 HP", pName);
String no03 = String.format("%s has %d HP now.", pName, player.getHP());
String no04 = String.format("%s Mana: %d/%d",
pName, player.getMP(), player.getMaxMP());
System.out.println("You chose to heal yourself. ");
System.out.println();
System.out.println(no01);
System.out.println(no03);
System.out.println(no02);
System.out.println(no04);
pressKeyToContinue();
return usedPotionTemp;
} else {
pressKeyToContinue("You don't have enough Mana. ");
}
break;
}
case 5: {
boolean b5 = player.specialAbility(player, enemy);
if (b5) {
String specialAbility;
if (player instanceof Knight) { specialAbility = "Shield Bash"; }
else if (player instanceof Assassin) { specialAbility= "Turning Invisible"; }
else { specialAbility = "Spell Casting"; }
String no01 = String.format("%s (%s) used %s! (15 Mana)",
pName, player.getClass().getSimpleName(), specialAbility);
String no02 = String.format("%s has %d/%d HP remaining.",
eName, enemy.getHP(), enemy.getMaxHP());
String no03 = String.format("%s Mana: %d/%d",
pName, player.getMP(), player.getMaxMP());
System.out.println("You chose to use your special ability. ");
System.out.println();
System.out.println(no01);
System.out.println(no02);
System.out.println(no03);
pressKeyToContinue();
return usedPotionTemp;
} else {
pressKeyToContinue("You don't have enough Mana. ");
}
break;
}
case 6: {
if (player.getPotionsList() == null) {
pressKeyToContinue("You have no potions. ");
}
else {
ArrayList<String> potionsMenuLst = new ArrayList<String>();
potionsMenuLst.add("Choose a potion: ");
for (Potion e : player.getPotionsList()) {
String potionName = e.getClass().getSimpleName();
int extraHP = e.getExtraHP();
int extraMP = e.getExtraMP();
int number = e.getNumber();
String eData = String.format("%s +%d HP +%d Mana (%d)",
potionName, extraHP, extraMP, number);
potionsMenuLst.add(eData);
}
String[] potionsMenu = potionsMenuLst.toArray(new String[potionsMenuLst.size()]);
int num5 = menuMaker(potionsMenu, false);
Potion p = player.getPotionsList().get(num5 - 1);
p.consume(enemy, player);
int n = p.getNumber();
if (n <= 0) {
player.removePotion(p);
}
usedPotionTemp = true;
combatActionsLst.removeLast();
String no01 = String.format("%s (%s) used a potion! (0 Mana)",
pName, player.getClass().getSimpleName());
String no04 = String.format("%s Mana: %d/%d HP: %d/%d",
pName, player.getMP(), player.getMaxMP(), player.getHP(), player.getMaxHP());
System.out.println();
System.out.println(no01);
System.out.println(no04);
pressKeyToContinue();
return usedPotionTemp;
}
break;
}
default: {
break;
}
}
}
}
public static void fight(Player player, Enemy enemy) {
Scanner in11 = new Scanner(System.in);
boolean hasntResurrectedBefore = true;
String eName = YELLOW_VIVID + enemy.getClass().getSimpleName() + RESET;
String pName = ELECTRIC_PURPLE + player.getName() + RESET;
ArrayList<String> combatActionsLst = new ArrayList<String>();
combatActionsLst.add("Your turn: ");
combatActionsLst.add("Light attack " + leftParanthese + YELLOW_VIVID + "0" + RESET + " Mana" + rightParanthese);
combatActionsLst.add("Heavy Attack " + leftParanthese + YELLOW_VIVID + "8" + RESET + " Mana" + rightParanthese);
combatActionsLst.add("Defend " + leftParanthese + YELLOW_VIVID + "6" + RESET + " Mana" + rightParanthese);
combatActionsLst.add("Heal " + leftParanthese + YELLOW_VIVID + "12" + RESET + " Mana" + rightParanthese);
if (player instanceof Knight) { combatActionsLst.add("Shield Bash " + leftParanthese + YELLOW_VIVID + "15" + RESET + " Mana" + rightParanthese); }
else if (player instanceof Assassin) { combatActionsLst.add("Turn invisible " + leftParanthese + YELLOW_VIVID + "15" + RESET + " Mana"+ rightParanthese); }
else if (player instanceof Wizard) { combatActionsLst.add("Cast a spell " + leftParanthese + YELLOW_VIVID + "15" + RESET + " Mana" + rightParanthese); }
boolean usedPotion = false;
while (enemy.isAlive() && player.isAlive()) {
boolean bbb = playersTurn(player, enemy, usedPotion, combatActionsLst);
usedPotion = bbb;
if (enemy.isAlive()) {
enemy.attack(player);
String no0 = String.format("%s's turn: ", eName);
String no6 = String.format("%s has %d/%d HP remaining.",
pName, player.getHP(), player.getMaxHP());
System.out.println();
System.out.println(no0);
if (!(enemy.isStunned())) {
if (enemy instanceof Goblin) {
String ability1 = "Critical strike";
String ability2 = "Critical hit";
int damage3 = enemy.getWeapon().getDamage() + 5;
String no1 = String.format("%s used %s!", eName, ability1);
String no2 = String.format("%s! %s took %d damage!", ability2, pName, damage3);
System.out.println(no1);
System.out.println(no2);
}
else if (enemy instanceof Skeleton) {
String ability1 = "Solid strike";
String ability2 = "Solid hit";
int damage3 = enemy.getWeapon().getDamage();
String ability4 = "resurrection";
String no1 = String.format("%s used %s!", eName, ability1);
String no2 = String.format("%s! %s took %d damage!", ability2, pName, damage3);
String no3 = String.format("%s used %s ability!", eName, ability4);
String no4 = String.format("%s took some HP back!", eName);
String no5 = String.format("%s has %d HP now.", eName, enemy.getHP());
System.out.println(no1);
System.out.println(no2);
if (enemy.getResurrectionStatus() && hasntResurrectedBefore) {
System.out.println(no3);
System.out.println(no4);
System.out.println(no5);
hasntResurrectedBefore = false;
}
}
else if (enemy instanceof Vampire) {
String ability1 = "Solid strike";
String ability2 = "Solid hit";
int damage3 = enemy.getWeapon().getDamage();
String ability4 = "life_steal";
String no1 = String.format("%s used %s!", eName, ability1);
String no2 = String.format("%s! %s took %d damage!", ability2, pName, damage3);
String no3 = String.format("%s used %s ability!", eName, ability4);
String no4 = String.format("%s took some HP back!", eName);
String no5 = String.format("%s has %d HP now.", eName, enemy.getHP());
System.out.println(no1);
System.out.println(no2);
System.out.println(no3);
System.out.println(no4);
System.out.println(no5);
}
else {
String ability1 = "Fiery breath";
String ability2 = "Severe injury";
int damage3 = enemy.getDragonDamage();
String no1 = String.format("%s used %s!", eName, ability1);
String no2 = String.format("%s! %s took %d damage!", ability2, pName, damage3);
System.out.println(no1);
System.out.println(no2);
}
}
else {
System.out.println(eName + " is stunned!");
enemy.toBeStunned(false);
}
System.out.println(no6);
System.out.println();
}
else {
System.out.println();
System.out.println( ELECTRIC_PURPLE + "~" + RESET + YELLOW_VIVID + " Victory " + RESET + ELECTRIC_PURPLE + "~" + RESET);
if (enemy instanceof Dragon) {
System.out.println("Congratulations! You have defeated the dragon. ");
System.out.println();
System.out.println("Press key _c_ to go to main page. ");
String __ = in11.next();
System.out.println();
}
else {
System.out.println("+" + enemy.getXpPrize() + " xp");
System.out.println("+" + enemy.getCoinPrize() + " coins");
player.victory(enemy);
if (!player.keyStatus(enemy)) {
if (isThereAKey()) {
player.grabTheKey(enemy);
String grabTheKey = String.format("You've just got the %ss' key. ", enemy.getClass().getSimpleName());
System.out.println();
System.out.println(grabTheKey);
System.out.println();
}
}
System.out.println();
System.out.println("Press _c_ key to go to main page. ");
String __ = in11.next();
System.out.println();
}
return;
}
if (!player.isAlive()) {
System.out.println();
System.out.println("Game over");
System.out.println("You have to start from scratch. ");
player.failure();
System.out.println();
System.out.println("Press _c_ key to go to main page. ");
String __ = in11.next();
System.out.println();
return;
}
}
}
public static void fightTheDragon(Player player) {
Dragon dragon = new Dragon();
Location finalLoc = new Location("The Castle", dragon);
System.out.println();
System.out.println("Location: " + finalLoc.getName() + " Enemy: " + finalLoc.getEnemy().getClass().getSimpleName());
System.out.println();
int num3 = menuMaker(ForM, true);
switch (num3) {
case 1: {
System.out.println();
System.out.println("You chose to fight the dragon. ");
System.out.println();
fight(player, dragon);
return;
}
case 2:
return;
default:
break;
}
}
public static void play(Player player) {
while (true) {
int[] hps = {40, 45, 50};
int rnd1 = randomIndex(3);
int EHP = hps[rnd1];
Weapon EWeapon;
int rnd2 = randomIndex(5);
switch (rnd2) {
case 0: {
EWeapon = new Sword();
break;
}
case 1: {
EWeapon = new Bow();
break;
}
case 2: {
EWeapon = new Spear();
break;
}
case 3: {
EWeapon = new Halberd();
break;
}
case 4: {
EWeapon = new Dagger();
break;
}
default: {
EWeapon = new Sword();
break;
}
}
Enemy enemy;
int rnd3 = randomIndex(3);
switch (rnd3) {
case 0: {
enemy = new Goblin(EHP, EWeapon);
break;
}
case 1: {
enemy = new Skeleton(EHP, EWeapon);
break;
}
case 2: {
enemy = new Vampire(EHP, EWeapon);
break;
}
default: {
enemy = new Goblin(EHP, EWeapon);
break;
}
}
int rnd4 = randomIndex(places.length);
String place = places[rnd4];
Location loc = new Location(place, enemy);
System.out.println();
System.out.println("Location: " + loc.getName() + " Enemy: " + loc.getEnemy().getClass().getSimpleName());
System.out.println();
int num3 = menuMaker(ForE, true);
switch (num3) {
case 1: {
String intro1 = String.format("[%s - %d/%d HP | %d/%d Mana]",
player.getName(), player.getHP(), player.getMaxHP(),
player.getMP(), player.getMaxMP());
String intro2 = String.format("[%s - %d/%d HP]",
enemy.getClass().getSimpleName(), enemy.getHP(), enemy.getMaxHP());
System.out.println();
System.out.println("You chose to fight ");
System.out.println();
System.out.println(intro1);
System.out.println(intro2);
System.out.println();
System.out.println("---");
System.out.println();
fight(player, enemy);
return;
}
case 2:
break;
case 3: {
return;
}
default:
break;
}
}
}
public static void mainMenu(Player player) {
ArrayList<String> MainMenuLst = new ArrayList<>();
MainMenuLst.add("");
MainMenuLst.add("Home");
MainMenuLst.add("Merchant");
MainMenuLst.add("Play");
if (player.threeKeys()) {
MainMenuLst.add("Fight THe Dragon");
}
String[] MainMenu = MainMenuLst.toArray(new String[MainMenuLst.size()]);
while (true) {
System.out.println("Level " + ELECTRIC_PURPLE + player.getLevel() + RESET);
System.out.println("XP " + ELECTRIC_PURPLE + player.getXP() + RESET + "/" + ELECTRIC_PURPLE + player.getMaxXP() + RESET);
System.out.println("Coins: " + ELECTRIC_PURPLE + player.getCoins() + RESET);
int num2 = menuMaker(MainMenu, true);
switch (num2) {
case 1: {
home(player);
break;
}
case 2: {
merchant(player);
break;
}
case 3: {
play(player);
break;
}
case 4: {
fightTheDragon(player);
break;
}
default: {
System.out.println("Enter a valid number. ");
break;
}
}
}
}
public static void main(String[] args) {
Scanner in2 = new Scanner(System.in);
System.out.println(ELECTRIC_PURPLE + "~" + RESET + " KNIGHT GAME " + ELECTRIC_PURPLE + "~" + RESET);
System.out.println();
System.out.println("Enter your name: ");
String name = in2.nextLine();
String[] characters = {"Choose a character:", "Knight", "Assassin", "Wizard"};
int num1 = menuMaker(characters, true);
pressKeyToContinue("You have chosen to be a(an) " + characters[num1]);
Player player;
Armlet armlet = new Armlet();
switch (num1) {
case 1: {
Sword PSword = new Sword();
player = new Knight(name, PSword, armlet);
mainMenu(player);
}
case 2: {
Dagger PDagger = new Dagger();
player = new Assassin(name, PDagger, armlet);
mainMenu(player);
}
case 3: {
Bow PBow = new Bow();
player = new Wizard(name, PBow, armlet);
mainMenu(player);
}
default: {
System.out.println("Enter a valid number. ");
}
}
}
}
@@ -1,21 +1,12 @@
package org.project.entity;
public interface Entity {
void attack(Entity target);
void defend();
void heal(int health);
void fillMana(int mana);
void takeDamage(int damage);
int getMaxHP();
int getHP();
int getMaxMP();
/*
TODO: ADD OTHER REQUIRED AND BONUS METHODS
*/
boolean isAlive();
}
@@ -0,0 +1,31 @@
package org.project.entity.enemies;
import java.util.Random;
import org.project.entity.Entity;
import org.project.entity.players.Player;
import org.project.item.weapons.Weapon;
public class Dragon extends Enemy{
private static int hp = 100;
public Dragon() {
super(hp, null, 0, 0);
}
//attacks the player while dealing random damages
@Override
public void attack(Entity target) {
int[] Damage = {20, 23, 26, 29};
Random rand = new Random();
int randNum = rand.nextInt(Damage.length);
setDragonDamage(Damage[randNum]);
//checks if the player has stunned them
if (!isStunned()) {
target.takeDamage(getDragonDamage());
}
}
}
@@ -1,34 +1,75 @@
package org.project.entity.enemies;
import org.project.entity.Entity;
import org.project.item.weapons.Weapon;
// TODO: UPDATE IMPLEMENTATION
public abstract class Enemy {
Weapon weapon;
public abstract class Enemy implements Entity {
private int dragonDamage;
private boolean resurrection = false;
private Weapon weapon;
private int hp;
private int mp;
private int maxHP;
private boolean isStunned = false;
public Enemy(int hp, int mp, Weapon weapon) {
this.hp = hp;
this.mp = mp;
private int xpPrize;
private int coinPrize;
public Enemy(int maxHP, Weapon weapon, int xpPrize, int coinPrize) {
this.maxHP = maxHP;
this.hp = maxHP;
this.weapon = weapon;
this.xpPrize = xpPrize;
this.coinPrize = coinPrize;
}
public void toBeStunned(boolean t) {
isStunned = t;
}
public boolean isStunned() {
return isStunned;
}
@Override
public void takeDamage(int damage) {
hp -= damage;
}
public int getHp() {
@Override
public boolean isAlive() {
if (hp <= 0) {
return false;
}
return true;
}
@Override
public int getHP() {
return hp;
}
public int getMp() {
return mp;
public int getMaxHP() { return maxHP; }
public void addHP(int HP) {
hp += HP;
}
public Weapon getWeapon() {
return weapon;
}
public int getXpPrize() { return xpPrize; }
public int getCoinPrize() { return coinPrize; }
public int getDragonDamage() { return dragonDamage; }
public void setDragonDamage(int d) { dragonDamage = d; }
public boolean getResurrectionStatus() { return resurrection; }
public void setResurrectionStatus(boolean t) { resurrection = t; }
}
@@ -0,0 +1,20 @@
package org.project.entity.enemies;
import org.project.entity.Entity;
import org.project.item.weapons.Weapon;
public class Goblin extends Enemy{
public Goblin(int hp, Weapon weapon) {
super(hp - 10, weapon, 15, 10);
}
//attacks the player while dealing higher damage than its weapon has
@Override
public void attack(Entity target) {
//checks if the player has stunned them
if (!(isStunned())) {
target.takeDamage(getWeapon().getDamage() + 5);
}
}
}
@@ -1,6 +1,35 @@
package org.project.entity.enemies;
// TODO: UPDATE IMPLEMENTATION
public class Skeleton {
// TODO: DESIGN ENEMY AND IMPLEMENT THE CONSTRUCTOR
import org.project.entity.Entity;
import org.project.item.weapons.Weapon;
import java.util.Random;
public class Skeleton extends Enemy{
private int initialHP;
public Skeleton(int hp, Weapon weapon) {
this.initialHP = hp;
super(hp, weapon, 20, 12);
}
//attacks the player and resurrects (increases HP) once per battle
@Override
public void attack(Entity target) {
//checks if the player has stunned them
if (!isStunned()) {
if ((getHP() <= 10) && !getResurrectionStatus()) {
int addedHP;
if (initialHP % 2 == 0) { addedHP = initialHP / 2; }
else { addedHP = (initialHP - 1) / 2; }
addHP(addedHP);
setResurrectionStatus(true);
}
target.takeDamage(getWeapon().getDamage());
}
}
}
@@ -0,0 +1,27 @@
package org.project.entity.enemies;
import org.project.entity.Entity;
import org.project.item.weapons.Weapon;
import javax.xml.transform.stax.StAXResult;
public class Vampire extends Enemy{
private int addadHP;
public Vampire(int hp, Weapon weapon) {
if (weapon.getDamage() % 3 == 0){ this.addadHP = weapon.getDamage() / 3; }
else if (weapon.getDamage() % 3 == 1){ this.addadHP = (weapon.getDamage() - 1) / 3; }
else { this.addadHP = (weapon.getDamage() - 2) / 3; }
super(hp, weapon, 25, 14);
}
//attacks the player and increases HP as much as a portion (almost 1/3) of the damage it deals
@Override
public void attack(Entity target) {
//checks if the player has stunned them
if (!isStunned()) {
target.takeDamage(getWeapon().getDamage());
addHP(addadHP);
}
}
}
@@ -0,0 +1,30 @@
package org.project.entity.players;
import org.project.entity.Entity;
import org.project.entity.enemies.Enemy;
import org.project.item.armors.Armor;
import org.project.item.weapons.Weapon;
public class Assassin extends Player{
public Assassin(String name, Weapon weapon, Armor armor) {
super(name, 40, 50, weapon, armor, 40, 50);
}
//turns invisible and saves an attack for the next turn
@Override
public boolean specialAbility(Player player, Enemy target) {
//checks if player has enough mana
if (player.getMP() >= 15) {
spendMP(15);
//checks if the former move was to use the special ability
if (isCHitOnNextTurn()) {
target.takeDamage(player.getWeapon().getDamage() + 5);
CHitOnNextTurn(false);
}
turnInvisible();
CHitOnNextTurn(true);
return true;
}
return false;
}
}
@@ -1,6 +1,40 @@
package org.project.entity.players;
// TODO: UPDATE IMPLEMENTATION
public class Knight {
// TODO: DESIGN KNIGHT'S WEAPON AND ARMOR AND IMPLEMENT THE CONSTRUCTOR
import org.project.entity.Entity;
import org.project.entity.enemies.Enemy;
import org.project.item.armors.Armor;
import org.project.item.weapons.Weapon;
public class Knight extends Player{
public Knight(String name, Weapon weapon, Armor armor) {
super(name, 40, 40, weapon, armor, 40, 40);
}
@Override
public void attack(Entity target) {
target.takeDamage(10);
}
@Override
public boolean heavyAttack(Entity target) {
if (getMP() >= 8) {
spendMP(8);
target.takeDamage(weapon.getDamage() + 5);
return true;
}
return false;
}
//attacks the enemy and stuns it
@Override
public boolean specialAbility(Player player, Enemy target) {
//checks if player has enough mana
if (getMP() >= 15) {
spendMP(15);
target.toBeStunned(true);
target.takeDamage(player.getWeapon().getDamage() + 5);
return true;
}
return false;
}
}
@@ -1,53 +1,170 @@
package org.project.entity.players;
import org.project.entity.Entity;
import org.project.entity.enemies.Enemy;
import org.project.entity.enemies.Goblin;
import org.project.entity.enemies.Skeleton;
import org.project.entity.enemies.Vampire;
import org.project.item.armors.Armor;
import org.project.item.potions.Potion;
import org.project.item.weapons.Weapon;
// TODO: UPDATE IMPLEMENTATION
public abstract class Player {
import java.util.ArrayList;
import java.util.List;
public abstract class Player implements Entity{
protected String name;
Weapon weapon;
Armor armor;
private ArrayList<Potion> potions = new ArrayList<Potion>();
private ArrayList<Weapon> weapons = new ArrayList<Weapon>();
private ArrayList<Armor> armors = new ArrayList<Armor>();
private int hp;
private int maxHP;
private int mp;
private int maxMP;
public Player(String name, int hp, int mp, Weapon weapon, Armor armor) {
private boolean isDefending;
private boolean isInvisible;
private boolean CHitOnNextTurn;
private int coins;
private int xp;
private static int maxXP = 70;
private int level;
private boolean goblinKey;
private boolean skeletonKey;
private boolean vampireKey;
private boolean threeKeys;
private static int heavyAttackMana = 8;
private static int defendMana = 6;
private static int healMana = 12;
private static int specialAbilityMana = 15;
public Player(String name, int hp, int mp,
Weapon weapon, Armor armor,
int maxHP, int maxMP) {
this.weapons.add(weapon);
this.armors.add(armor);
this.name = name;
this.hp = hp;
this.mp = mp;
this.weapon = weapon;
this.armor = armor;
this.maxMP = maxMP;
this.maxHP = maxHP;
this.coins = 0;
}
public void earnCoins(int extraCoins) { coins += extraCoins; }
public void grabTheKey(Enemy enemy) {
if (enemy instanceof Goblin) { goblinKey = true; }
else if (enemy instanceof Skeleton) { skeletonKey = true; }
else if (enemy instanceof Vampire) { vampireKey = true; }
if (goblinKey && skeletonKey && vampireKey) { threeKeys = true; }
}
public boolean keyStatus(Enemy enemy) {
if (enemy instanceof Goblin) { return goblinKey; }
else if (enemy instanceof Skeleton) { return skeletonKey; }
else if (enemy instanceof Vampire) { return vampireKey; }
return false;
}
public boolean threeKeys() { return threeKeys; }
public void levelUp() {
maxHP += 10;
maxMP += 10;
}
public void increaseXP(int addedXP) {
if (addedXP + xp >= maxXP) {
level++;
levelUp();
xp += addedXP - maxXP;
}
else {
xp += addedXP;
}
}
@Override
public void attack(Entity target) {
target.takeDamage(weapon.getDamage());
target.takeDamage(7);
if (CHitOnNextTurn) {
target.takeDamage(15);
CHitOnNextTurn = false;
}
}
@Override
public void defend() {
// TODO
public boolean heavyAttack(Entity target) {
if (mp >= 8) {
mp -= 8;
target.takeDamage(weapon.getDamage());
if (CHitOnNextTurn) {
target.takeDamage(weapon.getDamage() + 5);
CHitOnNextTurn = false;
}
return true;
}
else return false;
}
public boolean defend(Entity target) {
if (mp >= 6) {
mp -= 6;
if (CHitOnNextTurn) {
target.takeDamage(weapon.getDamage() + 5);
CHitOnNextTurn = false;
}
isDefending = true;
return true;
}
return false;
}
@Override
public void takeDamage(int damage) {
hp -= damage - armor.getDefense();
if (isInvisible) {
isInvisible = false;
return;
}
if (isDefending) {
if (damage > armor.getDefense()) {
hp -= damage - armor.getDefense();
armor.decreaseDurability();
armor.checkBreak();
isDefending = false;
}
}
else {
hp -= damage;
}
}
@Override
public void heal(int health) {
public void heal(Enemy target, int health) {
if (CHitOnNextTurn) {
target.takeDamage(weapon.getDamage() + 5);
CHitOnNextTurn = false;
}
hp += health;
if (hp > maxHP) {
hp = maxHP;
}
}
@Override
public boolean specialAbility(Player player, Enemy target) { return false; }
public void fillMana(int mana) {
mp += mana;
if (mp > maxMP) {
@@ -55,35 +172,108 @@ public abstract class Player {
}
}
public String getName() {
return name;
@Override
public boolean isAlive() {
if (hp <= 0) {
return false;
}
return true;
}
public int getHp() {
@Override
public int getHP() {
return hp;
}
@Override
public int getMaxHP() {
return maxHP;
public void victory(Enemy enemy) {
increaseXP(enemy.getXpPrize());
earnCoins(enemy.getCoinPrize());
hp = maxHP;
mp = maxMP;
}
public int getMp() {
return mp;
public void failure() {
level = 0;
xp = 0;
mp = maxMP;
hp = maxHP;
goblinKey = false;
skeletonKey = false;
vampireKey = false;
threeKeys = false;
}
@Override
public int getMaxMP() {
return maxMP;
public boolean pay(int cost) {
if (cost <= coins) {
coins -= cost;
return true;
}
return false;
}
public Weapon getWeapon() {
return weapon;
public void removePotion(Potion p) { potions.remove(p); }
public int potionsNumber() { return potions.size(); }
public boolean addItem(Potion p, int cost) {
boolean res = pay(cost);
if (res) {
potions.add(p);
}
return res;
}
public Armor getArmor() {
return armor;
public boolean addItem(Weapon w, int cost) {
boolean res = pay(cost);
if (res) {
weapons.add(w);
}
return res;
}
public boolean addItem(Armor a, int cost) {
boolean res = pay(cost);
if (res) {
armors.add(a);
}
return res;
}
public void setWeapon(Weapon w) { weapon = w; }
public void setArmor(Armor a) { armor = a; }
public void spendMP(int MP) { mp -= MP; }
public String getName() { return name; }
public int getMaxHP() { return maxHP; }
public int getMP() { return mp; }
public int getMaxMP() { return maxMP; }
public Weapon getWeapon() { return weapon; }
public Armor getArmor() { return armor; }
public int getLevel() { return level; }
public int getXP() { return xp; }
public int getMaxXP() { return maxXP; }
public int getCoins() { return coins; }
public List<Potion> getPotionsList() { return potions; }
public List<Weapon> getWeaponsList() { return weapons; }
public List<Armor> getArmorsList() { return armors; }
public void turnInvisible() { isInvisible = true; }
public void CHitOnNextTurn(boolean t) { CHitOnNextTurn = t; }
public boolean isCHitOnNextTurn() { return CHitOnNextTurn; }
}
@@ -0,0 +1,26 @@
package org.project.entity.players;
import org.project.entity.Entity;
import org.project.entity.enemies.Enemy;
import org.project.item.armors.Armor;
import org.project.item.weapons.Weapon;
public class Wizard extends Player{
public Wizard(String name, Weapon weapon, Armor armor) {
super(name,50, 40, weapon, armor, 50, 40);
}
//attacks the enemy and increases HP
@Override
public boolean specialAbility(Player player, Enemy target){
//checks if player has enough mana
if (getMP() >= 15) {
spendMP(15);
heal(target, 7);
target.takeDamage(player.getWeapon().getDamage());
return true;
}
return false;
}
}
@@ -1,11 +1,10 @@
package org.project.item;
import org.project.entity.Entity;
import org.project.entity.players.Player;
public interface Item {
void use(Entity target);
/*
TODO: ADD OTHER REQUIRED AND BONUS METHODS
*/
boolean buy(Player player);
int getCost();
}
@@ -0,0 +1,7 @@
package org.project.item.armors;
public class Armlet extends Armor{
public Armlet() {
super(15, 4, 30, 2);
}
}
@@ -1,42 +1,86 @@
package org.project.item.armors;
// TODO: UPDATE IMPLEMENTATION
public abstract class Armor {
import org.project.entity.Entity;
import org.project.entity.players.Player;
import org.project.item.Item;
import org.project.item.weapons.Weapon;
import java.util.List;
public abstract class Armor implements Item {
private int defense;
private int maxDefense;
private int durability;
private int maxDurability;
private boolean isBroke;
private static int upgradeCost = 2;
private int cost;
private int x;
public Armor(int defense, int durability) {
private boolean isBroken;
public Armor(int defense, int initialDrb, int cost, int x) {
this.defense = defense;
this.durability = durability;
this.durability = initialDrb;
this.maxDurability = initialDrb;
this.cost = cost;
this.x = x;
}
@Override
public boolean buy(Player player) {
List<Armor> A = player.getArmorsList();
for (Armor a : A) {
if (a.getClass() == this.getClass()) {
return false;
}
}
boolean res = player.addItem(this, cost);
return res;
}
public boolean upgrade(Player player) {
boolean res = player.pay(upgradeCost);
if (res) {
upgradeCost *= x;
maxDurability += 1;
defense += x;
}
return res;
}
public void checkBreak() {
if (durability <= 0) {
isBroke = true;
isBroken = true;
defense = 0;
}
}
// TODO: (BONUS) UPDATE THE REPAIR METHOD
public void repair() {
isBroke = false;
defense = maxDefense;
durability = maxDurability;
public boolean repair(Player player) {
boolean res = player.pay(maxDurability - durability);
if (res) {
isBroken = false;
durability = maxDurability;
return res;
}
return res;
}
@Override
public int getCost() { return cost; }
public int getDefense() {
return defense;
}
public int getDurability() {
return durability;
public int getMaxDurability() {
return maxDurability;
}
public int getDurability() { return durability; }
public void decreaseDurability() { durability --; }
public boolean isBroke() {
return isBroke;
return isBroken;
}
}
@@ -0,0 +1,7 @@
package org.project.item.armors;
public class Cuirass extends Armor{
public Cuirass() {
super(21, 7, 80, 3);
}
}
@@ -1,6 +1,10 @@
package org.project.item.armors;
// TODO: UPDATE IMPLEMENTATION
public class KnightArmor {
public class Helmet extends Armor {
public Helmet() {
super(19, 6, 60, 3);
}
// TODO: DESIGN ARMOR'S ATTRIBUTES IMPLEMENT THE CONSTRUCTOR
}
@@ -0,0 +1,7 @@
package org.project.item.armors;
public class Pauldron extends Armor {
public Pauldron() {
super(17, 5, 40, 2);
}
}
@@ -1,8 +0,0 @@
package org.project.item.consumables;
// TODO: UPDATE IMPLEMENTATION
public abstract class Consumable {
/*
TODO: ADD OTHER REQUIRED AND BONUS METHODS
*/
}
@@ -1,16 +0,0 @@
package org.project.item.consumables;
import org.project.entity.Entity;
// TODO: UPDATE IMPLEMENTATION
public class Flask {
/*
THIS IS AN EXAMPLE OF A CONSUMABLE DESIGN.
*/
// TODO: UPDATE USE METHOD
@Override
public void use(Entity target) {
target.heal(target.getMaxHP() / 10);
}
}
@@ -0,0 +1,55 @@
package org.project.item.potions;
import org.project.entity.enemies.Enemy;
import org.project.entity.players.Player;
import org.project.item.Item;
// TODO: UPDATE IMPLEMENTATION
public abstract class Potion implements Item {
/*
TODO: ADD OTHER REQUIRED AND BONUS METHODS
*/
private int number;
private int cost;
private int extraHP;
private int extraMP;
private boolean isBought;
public Potion(int number, int cost, int extraHP, int extraMP) {
this.number = number;
this.cost = cost;
this.extraHP = extraHP;
this.extraMP = extraMP;
}
@Override
public boolean buy(Player player) {
boolean res;
if (isBought) {
number++;
res = player.pay(cost);
}
else {
isBought = true;
res = player.addItem(this, cost);
}
return res;
}
public void consume(Enemy target, Player player) {}
public void decreaseNum(int num){
number -= num;
}
public int getNumber() { return number; }
@Override
public int getCost() { return cost; }
public int getExtraHP() { return extraHP; }
public int getExtraMP() { return extraMP; }
}
@@ -0,0 +1,20 @@
package org.project.item.potions;
import org.project.entity.enemies.Enemy;
import org.project.entity.players.Player;
public class healthPotion extends Potion {
public healthPotion(int number, int cost, int extraHP) {
super(number, cost, extraHP, 0);
}
@Override
public void consume(Enemy target, Player player) {
if (player.isCHitOnNextTurn()) {
target.takeDamage(player.getWeapon().getDamage() + 5);
player.CHitOnNextTurn(false);
}
player.heal(target, getExtraHP());
decreaseNum(1);
}
}
@@ -0,0 +1,23 @@
package org.project.item.potions;
import org.project.entity.Entity;
import org.project.entity.enemies.Enemy;
import org.project.entity.players.Player;
public class mixedPotion extends Potion{
public mixedPotion(int number, int cost, int extraHP, int extraMP) {
super(number, cost, extraHP, extraMP);
}
@Override
public void consume(Enemy target, Player player) {
if (player.isCHitOnNextTurn()) {
target.takeDamage(player.getWeapon().getDamage() + 5);
player.CHitOnNextTurn(false);
}
player.fillMana(getExtraMP());
player.heal(target, getExtraHP());
decreaseNum(1);
}
}
@@ -0,0 +1,34 @@
package org.project.item.potions;
import org.project.entity.enemies.Enemy;
import org.project.entity.players.Player;
import java.security.DrbgParameters;
// TODO: UPDATE IMPLEMENTATION
public class strengthPotion extends Potion {
/*
THIS IS AN EXAMPLE OF A CONSUMABLE DESIGN.
*/
// TODO: UPDATE USE METHOD
//@Override
//public void use(Player target) {
// target.heal(target.getMaxHP() / 10);
//}
public strengthPotion(int number, int cost, int extraMP) {
super(number, cost, 0, extraMP);
}
@Override
public void consume(Enemy target, Player player) {
if (player.isCHitOnNextTurn()) {
target.takeDamage(player.getWeapon().getDamage() + 5);
player.CHitOnNextTurn(false);
}
player.fillMana(getExtraMP());
decreaseNum(1);
}
}
@@ -0,0 +1,7 @@
package org.project.item.weapons;
public class Bow extends Weapon {
public Bow() {
super(13, 50, 2);
}
}
@@ -0,0 +1,7 @@
package org.project.item.weapons;
public class Dagger extends Weapon {
public Dagger() {
super(10, 40, 2);
}
}
@@ -0,0 +1,7 @@
package org.project.item.weapons;
public class Halberd extends Weapon {
public Halberd() {
super(20, 100, 3);
}
}
@@ -0,0 +1,7 @@
package org.project.item.weapons;
public class Spear extends Weapon {
public Spear() {
super(18, 80, 3);
}
}
@@ -1,26 +1,7 @@
package org.project.item.weapons;
import org.project.entity.Entity;
import java.util.ArrayList;
// TODO: UPDATE IMPLEMENTATION
public class Sword {
/*
THIS IS AN EXAMPLE OF A WEAPON DESIGN.
*/
int abilityCharge;
public class Sword extends Weapon {
public Sword() {
// TODO: DESIGN SWORD'S ATTRIBUTES IMPLEMENT THE CONSTRUCTOR
}
// TODO: (BONUS) UPDATE THE UNIQUE ABILITY
public void uniqueAbility(ArrayList<Entity> targets) {
abilityCharge += 2;
for (Entity target : targets) {
target.takeDamage(getDamage());
}
super(16, 60, 2);
}
}
@@ -1,35 +1,51 @@
package org.project.item.weapons;
import org.project.entity.Entity;
import org.project.entity.players.Player;
import org.project.item.Item;
// TODO: UPDATE IMPLEMENTATION
public abstract class Weapon {
import java.lang.foreign.PaddingLayout;
import java.util.ArrayList;
import java.util.List;
public abstract class Weapon implements Item {
private int damage;
private int manaCost;
/*
TODO: ADD OTHER REQUIRED AND BONUS ATTRIBUTES
*/
private static int upgradeCost = 2;
private int cost;
private int x;
public Weapon(int damage, int manaCost) {
public Weapon(int damage, int cost, int x) {
this.damage = damage;
this.manaCost = manaCost;
this.cost = cost;
this.x = x;
}
@Override
public void use(Entity target) {
target.takeDamage(damage);
public boolean buy(Player player) {
List<Weapon> W = player.getWeaponsList();
for (Weapon w : W) {
if (w.getClass() == this.getClass()) {
return false;
}
}
boolean res = player.addItem(this, cost);
return res;
}
public boolean upgrade(Player player) {
boolean res = player.pay(upgradeCost);
if (res) {
upgradeCost *= x;
damage += x;
}
return res;
}
public int getDamage() {
return damage;
}
public int getManaCost() {
return manaCost;
}
/*
TODO: ADD OTHER REQUIRED AND BONUS METHODS
*/
@Override
public int getCost() { return cost; }
}
@@ -5,24 +5,21 @@ import org.project.entity.enemies.Enemy;
import java.util.ArrayList;
public class Location {
private String name;
private ArrayList<Enemy> enemies;
private Enemy enemy;
public Location(ArrayList<Location> locations, ArrayList<Enemy> enemies) {
this.locations = locations;
this.enemies = enemies;
public Location(String name, Enemy enemy) {
this.name = name;
this.enemy = enemy;
}
public String getName() {
return name;
}
public ArrayList<Location> getLocations() {
return locations;
}
public ArrayList<Enemy> getEnemies() {
return enemies;
public Enemy getEnemy() {
return enemy;
}
}
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@@ -1,175 +1,56 @@
# Fourth Assignment - Java Knight ⚔️
A turn-based RPG with Roguelike elements which can be run in the terminal.
# Introduction
### **Prologue: The Legend of Javanest**
*For centuries, the land of Javanest lived in peace, until a magical Dragon attacked, plunging the realm into absolute darkness. With a wicked curse, the Dragon transformed the innocent people into horrific monsters: Goblins, Skeletons, and Vampires. Retreating to its impenetrable Castle, the Dragon divided the three keys to its lair and hid them among these cursed creatures. Now, it is your duty to step up and save the land. You must battle these monsters, recover the unique key from each monster type, and finally slay the Dragon to break the curse and restore peace to Javanest!*
Welcome to Java knight, a turn-based RPG inspired by Roguelike games!
### What is a Turn-Based Game?
### **Introduction**
Welcome to **Java knight**, a turn-based RPG inspired by Roguelike games! In this assignment, you will develop a **text-based role-playing game (RPG)**. This project is designed to rigorously test your understanding of **Object-Oriented Programming (OOP) principles**.
⚠️ **REQUIREMENT:** You **must** utilize all the OOP concepts you have learned so far—including *Inheritance, Interfaces, Abstract Classes, Encapsulation, Polymorphism, Overloading, and Overriding*. It is extremely important that you use everything in its right place. Your design and architecture will be graded based on how well you apply these principles to avoid code duplication and maintain a clean structure.
🎯 **Your goal is not just to complete the assignment but to learn and apply OOP effectively!**
### **What is a Turn-Based Game?**
In this combat system, two sides - which are usually the player's side and the enemy's side - attack each other in turns. The side which is not attacking can perform actions to avoid or deflect the enemy's attack.
### **Core Mechanics:**
- **Turn-based combat** Players and monsters take turns attacking each other.
- **Character classes with Unique Traits** Players can choose from archetypes like **Knight, Assassin, or Wizard**, each starting with distinctly different base stats.
- **Unified Mana/Stamina System** All player classes use a unified resource (Mana/Stamina) to perform actions.
- **Standardized Action Set** Every player character has exactly 5 specific actions available during their turn.
- **Experience & Leveling System** Earn XP based on enemy strength to automatically level up and increase your base stats.
- **Progression System** You cannot fight the Dragon immediately. You must farm enemies for a chance to drop their specific key, collect all three, and grow stronger first.
# How To Compile
---
#### After downloading the zip file and extracting it, you must first go to the java folder and open the terminal from there. Now type this in the terminal and run it to compile the files:
## Tasks 📝
javac org\project\entity\*.java org\project\item\*.java org\project\location\*.java org\project\Main.java
### 1️⃣ Step 1: Fork & Setup 🍴
1. **Fork** this repository and clone it to your local machine.
```bash
git clone https://git.meshcomp.ir/AdvancedProgramming1404/HW-04-JAVA-KNIGHT.git
```
2. Create a new branch named `develop` and switch to it.
```bash
git checkout -b develop
```
### 2️⃣ Step 2: Implement the Class Hierarchy 🌲
#### then, type this and run it for running the game:
A well-structured OOP hierarchy is crucial. Avoid duplicating code by placing shared logic in abstract classes.
java org.project.Main
- **Entities & Locations:** You have `Entity`, `Item`(Bonus) , and `Location`.
- **Players:** `Player` is an abstract class implementing `Entity`. Subclasses: `Wizard`, `Knight`, `Assassin`.
- **Base Stat Differences:** Each class must have distinct starting stats. For example:
- **Knight:** Highest Base Damage.
- **Wizard:** Highest Max Health (HP).
- **Assassin:** Highest Max Stamina/Mana.
- **Enemies:** `Enemy` is an abstract class implementing `Entity`. Subclasses: `Skeleton`, `Goblin`, `Vampire`, and **`Dragon`**.
- **The Boss:** Even though `Dragon` is the final boss, it **must** be a subclass of `Enemy` to inherit common combat properties, while possessing extremely high stats and unique mechanics.
- **Item (Bonus):** `Consumable`, `Armor`, `Weapon` are abstract classes implementing `Item`. example :
- KnightArmor extends Armor - you can add more subclasses of Armor for extra score
- Sword extends Weapon - you can add more subclasses of Weapon for extra score
- Flask extends Consumable - you can add more subclasses of Consumable for extra score
# OOP usage
![structure](Readme_Pictures/structure.png)
#### The design pattern of this project:
### 3️⃣ Step 3: Implement Player & Monster Methods 🏹
- Entity (interface):
**Player Actions (The Rule of Five):**
Every player class **must** implement exactly the following 5 actions (You can use an interface like `ICombatActions`). Every action (except Light Attack) consumes a specific amount of Mana/Stamina. The **Special Ability** must consume the *highest* amount of Mana compared to the others.
1. **Light Attack:** Deals moderate damage and costs **NO Mana**. (Note: If the player runs out of Mana/Stamina, this is the ONLY action they can perform.)
2. **Heavy Attack:** Deals high damage, medium Mana cost.
3. **Defend:** Completely blocks or significantly reduces the damage of the enemy's *next* strike. Medium Mana cost.
4. **Heal:** Restores a portion of the player's HP. Medium-high Mana cost.
5. **Special Ability:** A unique class-based ultimate move (Highest Mana cost):
- **Wizard** 🧙‍♂️: Casts a devastating spell that damages the enemy while simultaneously replenishing some HP.
- **Assassin** 🗡️: Turns invisible, dodging the next incoming attack completely and guaranteeing a *Critical Hit* on their next turn.
- **Knight** ⚔️: Performs a shield bash that stuns the enemy, forcing them to skip their next turn while dealing heavy damage.
Enemies (abstract class): Goblin (class), Skeleton (class), Vampire (class), Dragon (class).
**Monster Abilities:**
- **Goblin** 👹: High critical hit chance but low health.
- **Skeleton** ☠️: Can resurrect once per battle with 50% HP.
- **Vampire** 🦇: Lifesteal ability a portion of the damage it deals to the player is added back to its own health.
- **Dragon (Final Boss)** 🐉: Immune to normal defense. Its fiery breath bypasses shields and deals massive damage.
Players (abstract class): Knight (class), Assassin (class), Wizard (class).
🔹 Make sure each entity **prints messages** when performing actions. example output (while in combat) :
- Item (interface):
```bash
You chose to FIGHT!
Armors (abstract class): armlet (class), pauldron (class), helmet (class), cuirass (class).
[Ser Duncan - 45/45 HP | 40/40 Mana]
[Goblin - 30/30 HP]
Weapons (abstract class): dagger (class), bow (class), sword (class), spear (class), halberd (class).
---
Potions (abstract class): healthPotion (class), strengthPotion (class), mixedPotion (class).
Your Turn:
1. Light Attack | 2. Heavy Attack (-8 Mana) | 3. Defend (-6 Mana) | 4. Heal (-12 Mana) | 5. Shield Bash (-15 Mana)
```
- Location (class).
```bash
→ Chose: Light Attack
⚔️ Ser Duncan (Knight) used Light Attack! (0 Mana)
Goblin took 10 damage!
Goblin has 20/30 HP remaining.
Ser Duncan Mana: 40/40
```
```
Goblin's Turn :
👹 Goblin used Critical Strike!
💥 Critical hit! Ser Duncan took 20 damage!
Ser Duncan has 25/45 HP remaining.
```
🔹 *Narrative Console:* Use ANSI escape codes to print colorful narrative logs (e.g., Red for damage, Blue for Mana usage, Green for healing).
# How To Play
#### At first enter your character's name (anything you like). After doing so, you may choose your archetype (knight, assassin or wizard). In the next step, the main page will appear in which your level, xp and coins is displayed; there's also a menu and based on the number you enter you will be redirected to one of these:
### 4️⃣ Step 4: Implement the Game Loop & Progression 🎮
- Home:
1. **The Core Loop:** The game starts with the player entering a location. A random standard enemy (`Goblin`, `Skeleton`, or `Vampire`) spawns immediately.
2. **Player Choices:** Before engaging, the player is presented with the following options:
- **1. Fight the enemy:** Enter the turn-based combat sequence.
- **2. Move to another location:** Skip the current enemy and spawn a new random one.
- **3. Go to the Castle to fight the Dragon:** *(Note: This option must remain strictly hidden or locked until the player has successfully collected all 3 keys).*
3. **The Key Drop Logic (RNG Gatekeeping):**
- When the player defeats an enemy, there is a **specific percentage chance (e.g., 20%)** that it will drop the unique key associated with its species (Goblin Key, Skeleton Key, Vampire Key).
- **One Key Per Species:** Once a player obtains a specific key (e.g., Goblin Key), subsequent enemies of that same type (other Goblins) will **never** drop a key again.
- The player **must collect all 3 distinct keys** to unlock Option 3 and enter the Castle.
4. **Post-Combat Recovery:** After each successful battle, the player's HP and Mana bars must automatically replenish (either fully or partially) to their base amounts so they are ready for the next encounter.
5. **Experience & Leveling System:**
- Defeating an enemy grants **XP**. The amount of XP must scale proportionally to the enemy's power level.
- Upon reaching an XP threshold, the player levels up. **Leveling up must automatically increase the player's Max HP and Max Stamina/Mana**, making them strong enough to eventually face the Dragon.
6. **Final Boss Fight:** Once the 3 Keys are obtained and the player chooses to go to the Castle, they will face the Dragon. Defeating the Dragon breaks the curse, resulting in **Victory**. Dying at any point results in **Game Over**.
where you can see the lists of items (weapons, armors and potions) you have, upgrade any of them and change your equipment.
🔹 Example game loop structure:
- Merchant:
```java
while (player.isAlive() && enemy.isAlive())
player.attack(enemy);
if (enemy.isAlive()) {
enemy.attack(player);
}
}
```
where you can buy weapons and armors you don't already have, or buy potions.
- Play:
### 5️⃣ Step 5: Extra Features & Bonus Tasks ⭐
*(Optional for extra credit)*
by choosing this option, you will be redirected to a random location in which there's a random enemy (vampire, skeleton or goblin). You can skip each location until you find the location and enemy you want. If you lose, you have to start from scratch; no matter how many battles you won before, your xp and level will be 0 again. If you win the battle, you will get coins and some xp. There's also a chance that a key would drop from the enemy you defeated. If so, you grab the key. Each specie has one key, by gathering the three keys there will be an option 4 in the main menu:
**Dynamic Economy & Merchant System:** Implement coins that drop from enemies. Add a "Visit Merchant" option to the main loop where players can spend coins to buy specific weapons, armors, or consumables.
**Multiple Weapons & Inventory:** Players can buy, store, and swap between multiple weapons or use consumables mid-combat.
**Multiplayer/Party Mode:** Allow multiple players to team up and fight multiple enemies together. The Dragon's breath attack will damage the entire party simultaneously.
**PvP Mode:** Implement a **Player vs. Player** combat system.
- Fight The Dragon:
### 6️⃣ Step 6: Write a Comprehensive README 📄
As the final mandatory step of your development, you must replace the default `README.md` with your own comprehensive documentation. Your README should include:
- A brief introduction to the game.
- How to compile and run your project from the terminal.
- An explanation of the classes, design patterns, and OOP principles you used.
- A brief guide on how to play (controls, stats, classes).
---
## Evaluation Criteria ⚖
| **Criteria** | **Points** |
|-------------------------------------------------------------|------------|
| Proper use of OOP principles | **50** |
| Working combat mechanics, Leveling System & Enemy abilities | **20** |
| Clear and Comprehensive `README.md` | **20** |
| Code readability, documentation, and comments | **10** |
| Meaningful, interactive, & colored console outputs | **10** |
| Inventory (item) and Merchant System (bonus) | **20** |
| Other Extra features (bonus tasks) | **20** |
| **Total Score** | **150** |
## Tips 🚀
- **Follow OOP principles**: Avoid redundant code by using inheritance properly. Think carefully about what belongs in an abstract class vs. a specific subclass. Make sure you use overriding and overloading correctly.
- **Test your code**: Run different scenarios (fighting, running out of mana, leveling up, dying) to ensure everything works as expected.
- **Ask for help**: If you're stuck, reach out to your classmates or mentors.
## Submission ⌛
- **Deadline**: Submit your assignment before **21 Ordibehesht (May 11th, 2026)**.
- **Submission Format**: Push your code to your forked repository, create a PR, and ensure your comprehensive `README.md` is included in the root directory.
![cover](Readme_Pictures/image.png)
###### - Born of God and Void. You shall seal the blinding light that plagues their dreams. You are the Vessel. You are the Java Knight.
if you see this option, it means you have got the three keys. By winning this battle, the game will be finished; and by losing this battle, you have to start from scratch like how it's explained before.