fix engines bugs
This commit is contained in:
@@ -29,10 +29,10 @@ public class SinglePlayerEngine extends MainEngine {
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System.out.println(TextColor.Cyan + GetIntro() + ConsoleColor.Reset);
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System.out.println();
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System.out.println("How should me call you, hero? ");
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System.out.println("How should we call you, hero? ");
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String name = scanner.nextLine();
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System.out.println("Greetings, " + name + ". May we know your role? \n");
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System.out.println("Greetings, " + TextColor.Cyan + name + TextColor.Reset +". May we know your role? \n");
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player = RoleMenu(name);
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@@ -46,7 +46,7 @@ public class SinglePlayerEngine extends MainEngine {
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boolean continueLoop = false;
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do {
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System.out.println(GetLocationIntro(location));
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System.out.println(TextColor.Cyan + GetLocationIntro(location) + TextColor.Reset);
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System.out.println("What do you do, " + player.Name + "?");
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System.out.println(
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"""
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@@ -113,7 +113,7 @@ public class SinglePlayerEngine extends MainEngine {
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case Jungle jungle ->
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player.Name + " enters the woods, after a few steps, they see a green goblin searching for food a few steps away";
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case GraveYard graveYard ->
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player.Name + " goes inside the grave ward, they cannot see a more than 10 steps ahead because of the fog in the air. After lurking through out the graves, the shadow appears... It's a skeleton!";
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player.Name + " goes inside the grave ward, they cannot see further than 10 steps ahead because of the fog in the air. After lurking through out the graves, the shadow appears... It's a skeleton!";
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case DarkCaves darkCaves ->
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player.Name + " dives into the darkness. As our hero was going deeper, a black smoke appears, a vampire is nearby...";
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case Castle castle ->
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@@ -125,7 +125,7 @@ public class SinglePlayerEngine extends MainEngine {
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public void MarketPlace() {
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Scanner scanner = new Scanner(System.in);
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System.out.println("You've entered the marketplace, what would you like to do?");
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System.out.println(TextColor.Cyan + "You've entered the marketplace, what would you like to do?" + TextColor.Reset);
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boolean wantsToStay = true;
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while (wantsToStay) {
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System.out.println("Money = " + player.GetMoney() + "\n");
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@@ -137,15 +137,21 @@ public class SinglePlayerEngine extends MainEngine {
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4 > Sell the costumes
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5 > Sell the Weapons
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6 > Buy shields
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7 > Buy shields
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8 > Buy shields
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7 > Buy weapon
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8 > Buy costume
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9 > Exit
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""");
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int choice = scanner.nextInt();
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switch (choice) {
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case 0 -> DisplayItem.DisplayItems(player.GetInventory());
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case 0 -> {
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if (player.GetInventory().isEmpty()) {
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System.out.println(TextColor.Red + "You do not have anything at the moment" + TextColor.Reset);
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break;
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}
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DisplayItem.DisplayItems(player.GetInventory());
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}
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case 1 -> {
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player.SellByClass(ItemClass.UNNECESSARY);
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System.out.println(TextColor.Green + "Unnecessary goods sold" + TextColor.Reset);
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@@ -171,8 +177,13 @@ public class SinglePlayerEngine extends MainEngine {
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System.out.println(TextColor.Blue + "Current shield: ");
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ArrayList<Item> item = new ArrayList<>();
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item.add(player.Shield);
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DisplayItem.DisplayItems(item);
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if (player.Shield == null) {
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System.out.println(TextColor.Red + "You do not have a Shield" + TextColor.Reset);
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}
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else {
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item.add(player.Shield);
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DisplayItem.DisplayItems(item);
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}
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System.out.println(TextColor.Reset);
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ArrayList<Item> items = new ArrayList<>(Arrays.asList(Shields.getShields()));
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@@ -185,7 +196,8 @@ public class SinglePlayerEngine extends MainEngine {
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if (accessory != null) {
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if (player.GetMoney() >= accessory.GetPrice()) {
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accessory.AttachTo(player);
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if (player.Shield != null) player.Shield.DeattachFrom(player, true);
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accessory.AttachTo(player, false);
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player.ModifyMoney(accessory.GetPrice(), false);
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}
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else {
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@@ -198,8 +210,13 @@ public class SinglePlayerEngine extends MainEngine {
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System.out.println(TextColor.Blue + "Current weapon: ");
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ArrayList<Item> item = new ArrayList<>();
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item.add(player.Weapon);
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DisplayItem.DisplayItems(item);
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if (player.Weapon == null) {
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System.out.println(TextColor.Red + "You do not have a Weapon" + TextColor.Reset);
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}
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else {
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item.add(player.Weapon);
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DisplayItem.DisplayItems(item);
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}
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System.out.println(TextColor.Reset);
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ArrayList<Item> items = new ArrayList<>(Arrays.asList(Weapons.getWeapons()));
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@@ -212,7 +229,8 @@ public class SinglePlayerEngine extends MainEngine {
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if (accessory != null) {
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if (player.GetMoney() >= accessory.GetPrice()) {
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accessory.AttachTo(player);
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if (player.Weapon != null) player.Weapon.DeattachFrom(player, true);
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accessory.AttachTo(player, false);
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player.ModifyMoney(accessory.GetPrice(), false);
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}
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else {
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@@ -225,8 +243,13 @@ public class SinglePlayerEngine extends MainEngine {
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System.out.println(TextColor.Blue + "Current costume: ");
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ArrayList<Item> item = new ArrayList<>();
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item.add(player.Costume);
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DisplayItem.DisplayItems(item);
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if (player.Costume == null) {
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System.out.println(TextColor.Red + "You do not have a Costume" + TextColor.Reset);
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}
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else {
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item.add(player.Costume);
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DisplayItem.DisplayItems(item);
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}
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System.out.println(TextColor.Reset);
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ArrayList<Item> items = new ArrayList<>(Arrays.asList(Costumes.getCostumes()));
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@@ -239,7 +262,8 @@ public class SinglePlayerEngine extends MainEngine {
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if (accessory != null) {
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if (player.GetMoney() >= accessory.GetPrice()) {
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accessory.AttachTo(player);
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if (player.Costume != null) player.Costume.DeattachFrom(player, true);
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accessory.AttachTo(player, false);
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player.ModifyMoney(accessory.GetPrice(), false);
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}
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else {
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@@ -255,7 +279,8 @@ public class SinglePlayerEngine extends MainEngine {
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public void InventoryView() {
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Scanner scanner = new Scanner(System.in);
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System.out.println("You open your inventory, what would you like to do?");
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System.out.println(TextColor.Cyan + "You open your inventory, what would you like to do?\n" + TextColor.Reset);
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boolean wantsToStay = true;
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while (wantsToStay) {
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System.out.println("Money = " + player.GetMoney() + "\n");
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@@ -270,10 +295,20 @@ public class SinglePlayerEngine extends MainEngine {
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int choice = scanner.nextInt();
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switch (choice) {
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case 0 -> DisplayItem.DisplayItems(player.GetInventory());
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case 0 -> {
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if (player.GetInventory().isEmpty()) {
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System.out.println(TextColor.Red + "You do not have anything at the moment" + TextColor.Reset);
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break;
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}
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DisplayItem.DisplayItems(player.GetInventory());
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}
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case 1 -> {
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System.out.println(TextColor.Blue + "Current shield: ");
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ArrayList<Item> item = new ArrayList<>();
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if (player.Shield == null) {
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System.out.println(TextColor.Red + "You do not have a Shield" + TextColor.Reset);
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break;
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}
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item.add(player.Shield);
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DisplayItem.DisplayItems(item);
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System.out.println(TextColor.Reset);
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@@ -285,12 +320,17 @@ public class SinglePlayerEngine extends MainEngine {
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Item shield = dictionary.get(index);
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if (shield != null) {
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((Accessory) shield).AttachTo(player);
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if (player.Shield != null) player.Shield.DeattachFrom(player, true);
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((Accessory) shield).AttachTo(player, true);
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}
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}
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case 2 -> {
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System.out.println(TextColor.Blue + "Current weapon: ");
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ArrayList<Item> item = new ArrayList<>();
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if (player.Weapon == null) {
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System.out.println(TextColor.Red + "You do not have a Weapon" + TextColor.Reset);
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break;
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}
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item.add(player.Weapon);
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DisplayItem.DisplayItems(item);
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System.out.println(TextColor.Reset);
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@@ -302,12 +342,17 @@ public class SinglePlayerEngine extends MainEngine {
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Item weapon = dictionary.get(index);
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if (weapon != null) {
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((Accessory) weapon).AttachTo(player);
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if (player.Weapon != null) player.Weapon.DeattachFrom(player, true);
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((Accessory) weapon).AttachTo(player, true);
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}
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}
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case 3 -> {
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System.out.println(TextColor.Blue + "Current costume: ");
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ArrayList<Item> item = new ArrayList<>();
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if (player.Costume == null) {
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System.out.println(TextColor.Red + "You do not have a Costume" + TextColor.Reset);
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break;
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}
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item.add(player.Costume);
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DisplayItem.DisplayItems(item);
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System.out.println(TextColor.Reset);
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@@ -319,7 +364,8 @@ public class SinglePlayerEngine extends MainEngine {
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Item costume = dictionary.get(index);
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if (costume != null) {
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((Accessory) costume).AttachTo(player);
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if (player.Costume != null) player.Costume.DeattachFrom(player, true);
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((Accessory) costume).AttachTo(player, true);
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}
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}
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case 4 -> wantsToStay = false;
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