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Generated
+5
@@ -16,5 +16,10 @@
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<option name="name" value="JBoss Community repository" />
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<option name="url" value="https://repository.jboss.org/nexus/content/repositories/public/" />
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</remote-repository>
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<remote-repository>
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<option name="id" value="central" />
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<option name="name" value="Central Repository" />
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<option name="url" value="https://mirror-maven.runflare.com/maven2" />
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</remote-repository>
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</component>
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</project>
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@@ -1,15 +1,295 @@
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package org.project;
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import org.project.entity.enemies.*;
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import org.project.entity.players.Assassin;
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import org.project.entity.players.Knight;
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import org.project.entity.players.Player;
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import org.project.entity.players.Wizard;
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import org.project.location.Location;
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import java.util.ArrayList;
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import java.util.List;
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import java.util.Random;
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import java.util.Scanner;
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public class Main {
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public static void main(String[] args) {
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// TODO: ADD LOCATIONS TO YOUR GAME
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List<Location> locations = new ArrayList<>();
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// TODO: IMPLEMENT GAMEPLAY
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private static List<Location> locations = new ArrayList<>();
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public static Player player;
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private static Enemy enemy;
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private static int currentLocationIndex;
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public static void main(String[] args) {
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createPlayer();
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setupLocations();
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chooseLocation();
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spawnRandomEnemy();
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handleLocation();
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}
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public static void createPlayer() {
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Scanner in = new Scanner(System.in);
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System.out.println("Enter your name: ");
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String name = in.nextLine();
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while (true){
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System.out.println("Choose your character: \n" +
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"1. Knight⚔️\n" +
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"2. Wizard\uD83E\uDDD9\u200D♂️\n" +
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"3. Assassin\uD83D\uDDE1️");
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int choice = in.nextInt();
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switch (choice) {
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case 1:
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player = new Knight(name);
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return;
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case 2:
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player = new Wizard(name);
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return;
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case 3:
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player = new Assassin(name);
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return;
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default:
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System.out.println("Invalid choice❌");
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break;
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}
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}
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}
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public static void setupLocations() {
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ArrayList<Enemy> CryptEnemies = new ArrayList<>();
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CryptEnemies.add(new Skeleton());
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CryptEnemies.add(new Goblin());
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locations.add(new Location("Crypt", CryptEnemies));
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ArrayList<Enemy> WarrensEnemies = new ArrayList<>();
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WarrensEnemies.add(new Goblin());
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WarrensEnemies.add(new Goblin());
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WarrensEnemies.add(new Skeleton());
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locations.add(new Location("Warrens️", WarrensEnemies));
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ArrayList<Enemy> ManorEnemies = new ArrayList<>();
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ManorEnemies.add(new Vampire());
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ManorEnemies.add(new Skeleton());
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locations.add(new Location("Manor️", ManorEnemies));
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ArrayList<Enemy> CourtyardEnemies = new ArrayList<>();
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CourtyardEnemies.add(new Vampire());
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CourtyardEnemies.add(new Goblin());
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CourtyardEnemies.add(new Skeleton());
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locations.add(new Location("Courtyard", CourtyardEnemies));
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ArrayList<Enemy> CatacombsEnemies = new ArrayList<>();
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CatacombsEnemies.add(new Skeleton());
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CatacombsEnemies.add(new Goblin());
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CatacombsEnemies.add(new Vampire());
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CatacombsEnemies.add(new Goblin());
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locations.add(new Location("Catacombs", CatacombsEnemies));
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}
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public static void chooseLocation() {
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System.out.println("Select your destination \uD83C\uDFAF");
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Scanner in = new Scanner(System.in);
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while (true) {
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for(int i=0 ; i<locations.size() ; i++) {
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System.out.println((i+1) +". "+ locations.get(i).getName());
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}
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int choice = in.nextInt();
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if(choice>0 && choice<=locations.size()) {
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currentLocationIndex = choice - 1;
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System.out.println("You're in " + locations.get(currentLocationIndex).getName());
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return;
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}
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else
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System.out.println("Invalid choice❌\nChoose another option: ");
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}
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}
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public static void spawnRandomEnemy() {
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ArrayList<Enemy> enemies = locations.get(currentLocationIndex).getEnemies();
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Random random = new Random();
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int currentEnemyIndex = random.nextInt(enemies.size());
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enemy = locations.get(currentLocationIndex).getEnemy(currentEnemyIndex);
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System.out.println("You're facing a " + enemy.getType());
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}
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public static void handleLocation() {
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System.out.println("What next?");
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Scanner in = new Scanner(System.in);
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while (true) {
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System.out.println("1. Fight the " + enemy.getType() +
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"\n2. Go to another location\n" +
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"3. Go to the Castle to fight the Dragon");
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int choice = in.nextInt();
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switch (choice) {
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case 1:
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fight();
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return;
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case 2:
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chooseLocation();
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spawnRandomEnemy();
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handleLocation();
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return;
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case 3:
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if(player.hasGoblinKey() && player.hasVampireKey() && player.hasSkeletonKey()) {
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enemy = new Dragon();
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fight();
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return;
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||||
}
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else {
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System.out.println("❌You don't have all the keys❌");
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break;
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||||
}
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||||
default:
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||||
System.out.println("Invalid choice❌\nChoose another option: ");
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||||
break;
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||||
}
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||||
}
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||||
}
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||||
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||||
public static void fight() {
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while (player.isAlive() && enemy.isAlive()) {
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System.out.println("\n" + player.getName() + " - "
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+ player.getMp() + "/" + player.getMaxMP() + " MP | "
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+ player.getHP() + "/" + player.getMaxHP() + " HP");
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System.out.println(enemy.getType() + " - "
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+ enemy.getHP() + "/" + enemy.getMaxHP() + " HP");
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||||
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playerTurn();
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if(enemy.isAlive())
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enemyTurn();
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}
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if(!player.isAlive()) {
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System.out.println("💀 You have been defeated...");
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System.exit(0);
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}
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else if(!enemy.isAlive()) {
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handleEnemyDeath();
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}
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}
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public static void playerTurn() {
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System.out.println("Your turn: ");
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Scanner in = new Scanner(System.in);
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while (true) {
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System.out.println("1.light attack\n" +
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"2.heavy attack (-" + player.getHeavyAttackManaCost() + " Mana)" +
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"\n3.defend (-" + player.getDefendManaCost() + " Mana)" +
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"\n4.heal (-" + player.getHealManaCost()+ " Mana)" +
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"\n5.special move (-" + player.getSpecialAbilityManaCost() + " Mana)");
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int choice = in.nextInt();
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int manaCost;
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switch (choice) {
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case 1:
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player.lightAttack(enemy);
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return;
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case 2:
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manaCost = player.getHeavyAttackManaCost();
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break;
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case 3:
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manaCost = player.getDefendManaCost();
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break;
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case 4:
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manaCost = player.getHealManaCost();
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break;
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case 5:
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manaCost = player.getSpecialAbilityManaCost();
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break;
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default:
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System.out.println("Invalid choice❌\nChoose another option: ");
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continue;
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}
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if(player.reduceMana(manaCost)) {
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if(choice == 2) player.heavyAttack(enemy);
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else if (choice == 3 && !(enemy instanceof Dragon)) player.defend();
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else if (choice == 4) player.heal(20);
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else if(choice == 5) player.specialAbility(enemy);
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return;
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}
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else
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System.out.println("You don't have enough Mana\nChoose another...");
|
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|
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}
|
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}
|
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|
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public static void enemyTurn() { enemy.attack(player);}
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public static void handleEnemyDeath() {
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if(enemy instanceof Skeleton && ((Skeleton) enemy).getReviveEnabled()) {
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((Skeleton) enemy).revive();
|
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fight();
|
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}
|
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else if(enemy instanceof Dragon) {
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System.out.println("Congratulations! You defeated the Dragon and won!");
|
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System.exit(0);
|
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}
|
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else{
|
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System.out.println("You won the battle!");
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player.addXP(enemy.getXpReward());
|
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player.fillMana(player.getMaxMP());
|
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player.heal(player.getMaxHP());
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tryDropKey();
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locations.get(currentLocationIndex).getEnemies().remove(enemy);
|
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spawnRandomEnemy();
|
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handleLocation();
|
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}
|
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|
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}
|
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|
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public static void tryDropKey() {
|
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|
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if(Math.random()<0.2) {
|
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if(enemy instanceof Goblin && !player.hasGoblinKey()) {
|
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player.giveGoblinKey();
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System.out.println("You got Goblin key\uD83C\uDF89");
|
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}
|
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else if(enemy instanceof Skeleton && !player.hasSkeletonKey()) {
|
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player.giveSkeletonKey();
|
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System.out.println("You got skeleton key\uD83C\uDF89");
|
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}
|
||||
else if(enemy instanceof Vampire && !player.hasVampireKey()) {
|
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player.giveVampireKey();
|
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System.out.println("You got Vampire key\uD83C\uDF89");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
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@@ -1,4 +1,11 @@
|
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package org.project.entity.enemies;
|
||||
|
||||
public class Dragon {
|
||||
public class Dragon extends Enemy{
|
||||
private final static EnemyStats stats = new EnemyStats(360, 22, 150);
|
||||
public Dragon() { super(stats); }
|
||||
|
||||
@Override
|
||||
public String getType() {
|
||||
return "Dragon";
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,4 +1,14 @@
|
||||
package org.project.entity.enemies;
|
||||
|
||||
public class EnemyStats {
|
||||
|
||||
public final int maxHP;
|
||||
public final int damage;
|
||||
public final int xpReward;
|
||||
|
||||
public EnemyStats(int maxHP, int damage, int xpReward) {
|
||||
this.maxHP = maxHP;
|
||||
this.damage = damage;
|
||||
this.xpReward = xpReward;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,4 +1,33 @@
|
||||
package org.project.entity.enemies;
|
||||
|
||||
public class Goblin {
|
||||
import org.project.entity.players.Player;
|
||||
|
||||
public class Goblin extends Enemy {
|
||||
|
||||
private final static EnemyStats stats = new EnemyStats(60, 12, 20);
|
||||
private final double critChance;
|
||||
private final double critMultiplier;
|
||||
|
||||
public Goblin() {
|
||||
super(stats);
|
||||
critChance = 0.25;
|
||||
critMultiplier = 1.8;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void attack(Player target) {
|
||||
|
||||
if(Math.random()<critChance && !isStunned()) {
|
||||
target.takeDamage((int) (stats.damage * critMultiplier));
|
||||
if(!target.isDefending()) System.out.println("The goblin landed a critical hit!");
|
||||
}
|
||||
else
|
||||
super.attack(target);
|
||||
|
||||
}
|
||||
|
||||
@Override
|
||||
public String getType() {
|
||||
return "Goblin";
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,6 +1,30 @@
|
||||
package org.project.entity.enemies;
|
||||
|
||||
// TODO: UPDATE IMPLEMENTATION
|
||||
public class Skeleton {
|
||||
// TODO: DESIGN ENEMY AND IMPLEMENT THE CONSTRUCTOR
|
||||
|
||||
public class Skeleton extends Enemy{
|
||||
|
||||
private final static EnemyStats stats = new EnemyStats(110, 16, 35);
|
||||
private boolean reviveEnabled;
|
||||
|
||||
public Skeleton() {
|
||||
super(stats);
|
||||
reviveEnabled = true;
|
||||
}
|
||||
|
||||
|
||||
public void revive() {
|
||||
if(!isAlive() && reviveEnabled) {
|
||||
heal(getMaxHP() / 2);
|
||||
reviveEnabled = false;
|
||||
System.out.println("the skeleton comes back to life!");
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public String getType() {
|
||||
return "Skeleton";
|
||||
}
|
||||
|
||||
public boolean getReviveEnabled() { return reviveEnabled;}
|
||||
|
||||
}
|
||||
|
||||
@@ -1,4 +1,25 @@
|
||||
package org.project.entity.enemies;
|
||||
|
||||
public class Vampire {
|
||||
import org.project.entity.players.Player;
|
||||
|
||||
public class Vampire extends Enemy{
|
||||
|
||||
private final static EnemyStats stats = new EnemyStats(95, 18, 45);
|
||||
private final int damageDivisor;
|
||||
|
||||
public Vampire() {
|
||||
super(stats);
|
||||
damageDivisor = 5;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void attack(Player target) {
|
||||
super.attack(target);
|
||||
heal(stats.damage/damageDivisor); //a percentage of the damage is added to HP
|
||||
}
|
||||
|
||||
@Override
|
||||
public String getType() {
|
||||
return "Vampire";
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,27 +1,25 @@
|
||||
package org.project.entity.players;
|
||||
|
||||
import org.project.entity.Entity;
|
||||
import org.project.item.armors.Armor;
|
||||
import org.project.item.weapons.Weapon;
|
||||
import org.project.entity.enemies.Enemy;
|
||||
|
||||
public class Assassin extends Player{
|
||||
|
||||
public Assassin(String name, int hp, int maxHP, int mp, int maxMP, Weapon weapon, Armor armor) {
|
||||
super(name, hp, maxHP, mp, maxMP, weapon, armor);
|
||||
private final static PlayerStats stats = new PlayerStats(9, 12,
|
||||
17, 20,
|
||||
12, 20, 24,
|
||||
210, 75);
|
||||
|
||||
public Assassin(String name) {
|
||||
super(name,stats);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void attack(Entity target) {
|
||||
public void heavyAttack(Enemy target) { target.takeDamage(stats.heavyAttackDamage);}
|
||||
|
||||
if(reduceMana(getWeapon().getManaCost())){ //checking if the player has enough Mana
|
||||
|
||||
setDefensing(true); //dodging the next incoming attack
|
||||
target.takeDamage(getWeapon().getDamage() * 2); // causing more damage than normal
|
||||
System.out.println(getName() + " (Assassin \uD83D\uDDE1\uFE0F) turned invisible.");
|
||||
}
|
||||
else{
|
||||
System.out.println(getName() + " (Assassin \uD83D\uDDE1\uFE0F) dose not have enough Mana\n" +
|
||||
"Choose another action...");
|
||||
}
|
||||
@Override
|
||||
public void specialAbility(Enemy target) {
|
||||
System.out.println("You turned invisible");
|
||||
target.takeDamage(stats.specialAbilityDamage); // causing damage
|
||||
setDefending(true); //dodging the next incoming attack
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,33 +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 Knight extends Player {
|
||||
|
||||
public Knight(String name, int hp, int maxHP, int mp, int maxMP, Weapon weapon, Armor armor) {
|
||||
super(name, hp, maxHP, mp, maxMP, weapon, armor);
|
||||
private final static PlayerStats stats = new PlayerStats(10, 10,
|
||||
16, 22,
|
||||
18, 28, 34,
|
||||
180, 70);
|
||||
|
||||
public Knight(String name) {
|
||||
super(name, stats);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void attack(Entity target) {//heavy attack
|
||||
public void heavyAttack(Enemy target) { target.takeDamage(stats.heavyAttackDamage); }
|
||||
|
||||
if(reduceMana(getWeapon().getManaCost())) { //checking if the player has enough Mana
|
||||
target.takeDamage(getWeapon().getDamage()); //causing damage
|
||||
|
||||
if (target instanceof Enemy) {
|
||||
Enemy enemy = (Enemy) target;
|
||||
enemy.setStunned(true); //stun the enemy
|
||||
}
|
||||
|
||||
System.out.println(getName() + " (Knight ⚔️) performed a shield bash that stunned the enemy.");
|
||||
}
|
||||
else{
|
||||
System.out.println(getName() + " (Knight ⚔️) dose not have enough Mana\n" +
|
||||
"Choose another action...");
|
||||
}
|
||||
@Override
|
||||
public void specialAbility(Enemy target) {
|
||||
target.takeDamage(stats.specialAbilityDamage); //causing damage
|
||||
target.setStunned(true); //stun the enemy
|
||||
System.out.println("You performed a shield bash that stunned the enemy.");
|
||||
}
|
||||
}
|
||||
@@ -1,42 +1,57 @@
|
||||
package org.project.entity.players;
|
||||
|
||||
import org.project.entity.Entity;
|
||||
import org.project.item.armors.Armor;
|
||||
import org.project.item.weapons.Weapon;
|
||||
import org.project.entity.enemies.Enemy;
|
||||
|
||||
|
||||
public abstract class Player extends Entity{
|
||||
|
||||
protected final PlayerStats stats;
|
||||
protected String name;
|
||||
private Armor armor;
|
||||
private int mp;
|
||||
private int maxMP;
|
||||
private boolean defensing;
|
||||
private boolean defending;
|
||||
private int XP;
|
||||
private boolean skeletonKey;
|
||||
private boolean goblinKey;
|
||||
private boolean vampireKey;
|
||||
|
||||
public Player(String name, int hp, int maxHP, int mp, int maxMP, Weapon weapon, Armor armor) {
|
||||
super(weapon, hp, maxHP);
|
||||
|
||||
public Player(String name, PlayerStats stats) {
|
||||
super(stats.maxHP);
|
||||
this.name = name;
|
||||
this.mp = mp;
|
||||
this.maxMP = maxMP;
|
||||
this.armor = armor;
|
||||
this.mp = stats.maxMP;
|
||||
this.stats = stats;
|
||||
|
||||
defensing = false;
|
||||
XP = 0;
|
||||
defending = false;
|
||||
goblinKey = false;
|
||||
skeletonKey = false;
|
||||
vampireKey = false;
|
||||
}
|
||||
|
||||
public void lightAttack(Entity target) {
|
||||
target.takeDamage(super.getWeapon().getDamage());
|
||||
}
|
||||
public void lightAttack(Enemy target) {target.takeDamage(stats.lightAttackDamage);}
|
||||
|
||||
public abstract void specialAbility(Enemy target);
|
||||
public abstract void heavyAttack(Enemy target);
|
||||
|
||||
@Override
|
||||
public void takeDamage(int damage) {
|
||||
if(!isDefensing()){
|
||||
if(!isDefending()){
|
||||
super.takeDamage(damage);
|
||||
System.out.println("Enemy's attack dealt " + damage + " damage to you!");
|
||||
}
|
||||
else {
|
||||
System.out.println("You blocked the attack!");
|
||||
defending = false;
|
||||
}
|
||||
}
|
||||
|
||||
public void defend() { setDefending(true); }
|
||||
|
||||
public void fillMana(int mana) {
|
||||
mp += mana;
|
||||
if (mp > maxMP) {
|
||||
mp = maxMP;
|
||||
if (mp > stats.maxMP) {
|
||||
mp = stats.maxMP;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -49,15 +64,31 @@ public abstract class Player extends Entity{
|
||||
}
|
||||
|
||||
|
||||
public int getHeavyAttackManaCost() {return stats.heavyAttackManaCost;}
|
||||
|
||||
public int getDefendManaCost() {return stats.defendManaCost;}
|
||||
|
||||
public int getHealManaCost() {return stats.healManaCost;}
|
||||
|
||||
public int getSpecialAbilityManaCost() {return stats.specialAbilityManaCost;}
|
||||
|
||||
public String getName() { return name; }
|
||||
|
||||
public int getMp() { return mp; }
|
||||
|
||||
public int getMaxMP() { return maxMP; }
|
||||
public int getMaxMP() { return stats.maxMP; }
|
||||
|
||||
public Armor getArmor() { return armor; }
|
||||
public boolean hasGoblinKey() {return goblinKey;}
|
||||
public boolean hasSkeletonKey() {return skeletonKey;}
|
||||
public boolean hasVampireKey() {return vampireKey;}
|
||||
|
||||
public boolean isDefensing() { return defensing; }
|
||||
public void setDefensing(boolean defensing) {this.defensing = defensing; }
|
||||
public void giveGoblinKey() { goblinKey = true; }
|
||||
public void giveSkeletonKey() { skeletonKey = true; }
|
||||
public void giveVampireKey() { vampireKey = true; }
|
||||
|
||||
public boolean isDefending() { return defending; }
|
||||
public void setDefending(boolean value) {this.defending = value; }
|
||||
|
||||
public int getXP() { return XP;}
|
||||
public void addXP(int amount) { XP += amount; }
|
||||
}
|
||||
|
||||
@@ -1,4 +1,35 @@
|
||||
package org.project.entity.players;
|
||||
|
||||
public class PlayerStats {
|
||||
|
||||
//Mana cost
|
||||
public final int heavyAttackManaCost;
|
||||
public final int defendManaCost;
|
||||
public final int healManaCost;
|
||||
public final int specialAbilityManaCost;
|
||||
|
||||
//Damages
|
||||
public final int lightAttackDamage;
|
||||
public final int heavyAttackDamage;
|
||||
public final int specialAbilityDamage;
|
||||
|
||||
|
||||
public final int maxHP;
|
||||
public final int maxMP;
|
||||
|
||||
public PlayerStats(int heavyAttackManaCost, int defendManaCost, int healManaCost,int specialAbilityManaCost,
|
||||
int lightAttackDamage, int heavyAttackDamage, int specialAbilityDamage, int maxHP, int maxMP) {
|
||||
|
||||
this.heavyAttackManaCost = heavyAttackManaCost;
|
||||
this.defendManaCost = defendManaCost;
|
||||
this.healManaCost = healManaCost;
|
||||
this.specialAbilityManaCost = specialAbilityManaCost;
|
||||
this.lightAttackDamage = lightAttackDamage;
|
||||
this.heavyAttackDamage = heavyAttackDamage;
|
||||
this.specialAbilityDamage = specialAbilityDamage;
|
||||
this.maxHP = maxHP;
|
||||
this.maxMP = maxMP;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -1,30 +1,23 @@
|
||||
package org.project.entity.players;
|
||||
|
||||
import org.project.entity.Entity;
|
||||
import org.project.item.armors.Armor;
|
||||
import org.project.item.weapons.Weapon;
|
||||
import org.project.entity.enemies.Enemy;
|
||||
|
||||
public class Wizard extends Player{
|
||||
|
||||
public Wizard(String name, int hp, int maxHP, int mp, int maxMP, Weapon weapon, Armor armor) {
|
||||
super(name, hp, maxHP, mp, maxMP, weapon, armor);
|
||||
}
|
||||
private final static PlayerStats stats = new PlayerStats(11, 9,
|
||||
18, 24,
|
||||
14, 22, 30,
|
||||
240, 55);
|
||||
|
||||
public Wizard(String name) { super(name, stats); }
|
||||
|
||||
@Override
|
||||
public void attack(Entity target) { //heavy attack
|
||||
public void heavyAttack(Enemy target) { target.takeDamage(stats.heavyAttackDamage);}
|
||||
|
||||
Weapon weapon = super.getWeapon();
|
||||
|
||||
if(reduceMana(weapon.getManaCost())){ //checking if the player has enough Mana
|
||||
|
||||
target.takeDamage(weapon.getDamage()); //causing damage
|
||||
heal(20); //replenishing HP
|
||||
System.out.println(getName() + " (Wizard \uD83E\uDDD9\u200D♂\uFE0F) cast a devastating spell");
|
||||
}
|
||||
else{
|
||||
System.out.println(getName() + " (Wizard \uD83E\uDDD9\u200D♂\uFE0F) dose not have enough Mana\n" +
|
||||
"Choose another action...");
|
||||
}
|
||||
@Override
|
||||
public void specialAbility(Enemy target) {
|
||||
target.takeDamage(stats.specialAbilityDamage); //causing damage
|
||||
heal(20); //replenishing HP
|
||||
System.out.println("You cast a devastating spell");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5,12 +5,12 @@ import org.project.entity.enemies.Enemy;
|
||||
import java.util.ArrayList;
|
||||
|
||||
public class Location {
|
||||
private String name;
|
||||
|
||||
private String name;
|
||||
private ArrayList<Enemy> enemies;
|
||||
|
||||
public Location(ArrayList<Location> locations, ArrayList<Enemy> enemies) {
|
||||
this.locations = locations;
|
||||
public Location(String name, ArrayList<Enemy> enemies) {
|
||||
this.name = name;
|
||||
this.enemies = enemies;
|
||||
}
|
||||
|
||||
@@ -18,11 +18,7 @@ public class Location {
|
||||
return name;
|
||||
}
|
||||
|
||||
public ArrayList<Location> getLocations() {
|
||||
return locations;
|
||||
}
|
||||
public ArrayList<Enemy> getEnemies() {return enemies;}
|
||||
|
||||
public ArrayList<Enemy> getEnemies() {
|
||||
return enemies;
|
||||
}
|
||||
public Enemy getEnemy(int index) {return enemies.get(index); }
|
||||
}
|
||||
|
||||
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@@ -1,175 +1,128 @@
|
||||
# Fourth Assignment - Java Knight ⚔️
|
||||
A turn-based RPG with Roguelike elements which can be run in the terminal.
|
||||
|
||||
### **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!*
|
||||
---
|
||||
|
||||
### **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.
|
||||
## Introduction
|
||||
Welcome to the epic world of our RPG! In this role-playing adventure,
|
||||
you step into the shoes of a valiant hero tasked with battling various monsters!
|
||||
|
||||
---
|
||||
|
||||
## Tasks 📝
|
||||
|
||||
### 1️⃣ Step 1: Fork & Setup 🍴
|
||||
## Compile and run the project
|
||||
1. **Fork** this repository and clone it to your local machine.
|
||||
```bash
|
||||
git clone https://git.meshcomp.ir/AdvancedProgramming1404/HW-04-JAVA-KNIGHT.git
|
||||
git clone https://git.meshcomp.ir/Fateme_Azizi/HW-04-JAVA-KNIGHT.git
|
||||
```
|
||||
2. Create a new branch named `develop` and switch to it.
|
||||
2. **Navigate** to the project directory:
|
||||
```bash
|
||||
git checkout -b develop
|
||||
cd HW-04-JAVA-KNIGHT
|
||||
```
|
||||
### 2️⃣ Step 2: Implement the Class Hierarchy 🌲
|
||||
|
||||
A well-structured OOP hierarchy is crucial. Avoid duplicating code by placing shared logic in abstract classes.
|
||||
|
||||
- **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
|
||||
|
||||

|
||||
|
||||
### 3️⃣ Step 3: Implement Player & Monster Methods 🏹
|
||||
|
||||
**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.
|
||||
|
||||
**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.
|
||||
|
||||
🔹 Make sure each entity **prints messages** when performing actions. example output (while in combat) :
|
||||
|
||||
3. **Compile** the java files
|
||||
```bash
|
||||
You chose to FIGHT!
|
||||
|
||||
[Ser Duncan - 45/45 HP | 40/40 Mana]
|
||||
[Goblin - 30/30 HP]
|
||||
javac Main.java
|
||||
```
|
||||
4. **Run** the code
|
||||
```bash
|
||||
java Main
|
||||
```
|
||||
This command will run the Main class, which serves as the entry point for the application, and start the game.
|
||||
|
||||
---
|
||||
|
||||
Your Turn:
|
||||
1. Light Attack | 2. Heavy Attack (-8 Mana) | 3. Defend (-6 Mana) | 4. Heal (-12 Mana) | 5. Shield Bash (-15 Mana)
|
||||
```
|
||||
## Classes and OOP Principles
|
||||
|
||||
```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).
|
||||
This project has been developed adhering to Object-Oriented Programming (OOP) principles and
|
||||
incorporates several key design patterns to ensure the code is clean, maintainable, and scalable.
|
||||
|
||||
### Core classes
|
||||
|
||||
* `Entity` (Abstract): The base class for all living entities in the game (both players and enemies).
|
||||
It encapsulates common attributes such as name, health, and basic stats.
|
||||
|
||||
|
||||
### 4️⃣ Step 4: Implement the Game Loop & Progression 🎮
|
||||
|
||||
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**.
|
||||
|
||||
🔹 Example game loop structure:
|
||||
|
||||
```java
|
||||
while (player.isAlive() && enemy.isAlive())
|
||||
player.attack(enemy);
|
||||
if (enemy.isAlive()) {
|
||||
enemy.attack(player);
|
||||
}
|
||||
}
|
||||
```
|
||||
* `Player` (Abstract): The base class for player characters. It manages player-specific attributes like XP, mana, health, and core abilities.
|
||||
|
||||
|
||||
### 5️⃣ Step 5: Extra Features & Bonus Tasks ⭐
|
||||
*(Optional for extra credit)*
|
||||
* `Assassin`, `Knight`, `Wizard`: These are subclasses of `Player`, each with unique abilities, stats, and playstyles.
|
||||
|
||||
✅ **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.
|
||||
|
||||
### 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).
|
||||
* `Enemy` (Abstract): The base class for all monsters. It contains the fundamental logic for combat, XP rewards, and aliveness status.
|
||||
|
||||
|
||||
* `Dragon`, `Goblin`, `Skeleton`, `Vampire`: These are subclasses of `Enemy`, each possessing distinct behaviors, stats, and special abilities.
|
||||
|
||||
|
||||
* `EnemyStats`, `PlayerStats`: Dedicated classes for managing and holding the data for players and enemies (e.g., attack power, defense).
|
||||
This promotes separation of data from the core logic of the entity classes.
|
||||
|
||||
|
||||
* `Location`: Represents different areas or zones within the game world. Each location contains a list of enemies.
|
||||
|
||||
|
||||
* `Main`: The primary class of the application, acting as the program's entry point. It is responsible for the initial setup, managing the main game loop, and calls to location and combat logic.
|
||||
|
||||
|
||||
### OOP Principles Employed:
|
||||
|
||||
* **Encapsulation**: Data (variables) and behaviors (methods) are bundled within classes.
|
||||
Access to data is controlled through getter and setter methods, ensuring data integrity.
|
||||
|
||||
|
||||
* **Abstraction**: Abstract classes like `Entity`, `Player`, and `Enemy` define common interfaces and behaviors without implementing all details,
|
||||
allowing subclasses to provide specific implementations.
|
||||
|
||||
|
||||
* **Inheritance**: Concrete classes (`Dragon`, `Assassin`) inherit properties and methods from their base classes (`Enemy`, `Player`),
|
||||
extending or modifying them as needed.
|
||||
|
||||
|
||||
* **Polymorphism**: Objects of different classes can be treated through a common interface. For example, calling an `attack()` method on different `Player` or `Enemy` objects will result in distinct behaviors specific to each type.
|
||||
|
||||
---
|
||||
|
||||
## Evaluation Criteria ⚖
|
||||
## Gameplay Guide
|
||||
This is your guide to navigating the world, battling monsters, and becoming a legend.
|
||||
|
||||
| **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** |
|
||||
### How to Play
|
||||
The game is played through text commands in your computer’s terminal. When the game asks you to do something, just type your answer and press Enter.
|
||||
|
||||
## 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.
|
||||
* **Exploration**: You’ll move between different places in the game world. Each place might have different monsters.
|
||||
* **Combat**: When you meet a monster, a battle will begin. You’ll need to choose your actions wisely to win.
|
||||
|
||||
## 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.
|
||||
### Understanding your stats
|
||||
Here’s what your hero’s (and the monsters’) numbers mean:
|
||||
|
||||
* **Health Points (HP)**: This is your life bar. If your HP drops to 0, you lose the battle. Keep an eye on it!
|
||||
* **Attack Power**: This number shows how much damage you deal with each normal hit or spell. Higher is better!
|
||||
* **Defense**: This helps reduce the damage you take from enemy attacks. A good defense keeps you in the fight longer.
|
||||
* **Mana Points (MP)**: heroes use MP to do actions (only light attack doesn't use MP).
|
||||
* **Experience Points (XP)**: You earn XP by winning battles against monsters.
|
||||
|
||||
|
||||
### Your Hero
|
||||
You can choose to be one of three types of heroes.
|
||||
|
||||
Each has a special ability:
|
||||
|
||||
* `Knight⚔️`: Performs a shield bash that stuns the enemy, forcing them to skip their next turn while dealing heavy damage.
|
||||
|
||||
* `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.
|
||||
|
||||
|
||||
### Monsters You’ll Face
|
||||
The world is full of creatures you’ll need to defeat:
|
||||
|
||||
* `Goblin👹`: Small, common enemies. Good for practicing your fighting skills and earning early XP.
|
||||
* `Skeleton☠️`: These reanimated bones can be tricky. Some might even get back up after you defeat them!
|
||||
* `Vampire🦇`: Dangerous creatures that can drain your health. Be careful when fighting them!
|
||||
* `Dragon🐉`: One of the most powerful enemies in the game. You’ll need to be well-prepared and use all your skills to defeat a dragon.
|
||||
|
||||
|
||||
### Winning the Game
|
||||
To win, you’ll need to explore, get stronger by leveling up your chosen hero,
|
||||
and use your skills effectively in combat to defeat all the challenging monsters, culminating in the defeat of the most powerful threats.
|
||||
Good luck on your adventure!
|
||||
|
||||

|
||||
###### - Born of God and Void. You shall seal the blinding light that plagues their dreams. You are the Vessel. You are the Java Knight.
|
||||
Reference in New Issue
Block a user