enhance engines
This commit is contained in:
@@ -1,4 +1,15 @@
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package org.project.engine;
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public class BattleEngine {
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import org.project.entity.Entity;
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public abstract class BattleEngine {
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public Entity Player1;
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public Entity Player2;
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public BattleEngine(Entity player1, Entity player2) {
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Player1 = player1;
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Player2 = player2;
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}
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public abstract void StartBattle();
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}
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@@ -1,6 +1,11 @@
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package org.project.engine;
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import org.project.constants.appConstants.GameModes;
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import org.project.constants.gameConstant.PlayerRoles;
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import org.project.constants.gameConstant.PlayerRolesExt;
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import org.project.entity.players.Player;
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import java.util.Scanner;
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public abstract class MainEngine {
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protected MainEngine() {}
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@@ -13,4 +18,36 @@ public abstract class MainEngine {
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case GameModes.MULTI_PLAYER_LOCAL -> new MultiplayerEngine();
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};
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}
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protected Player RoleMenu(String name, int level) {
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Scanner scanner = new Scanner(System.in);
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PlayerRoles[] roles = PlayerRoles.values();
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int index = 0;
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while (true) {
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for (PlayerRoles role : roles) {
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System.out.println(index + " > " + role.name().toLowerCase());
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}
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int choice = scanner.nextInt();
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if (choice >= 0 && choice < roles.length) {
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return PlayerRolesExt.CreatePlayer(roles[choice], name, level);
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}
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}
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}
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protected Player RoleMenu(String name) {
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Scanner scanner = new Scanner(System.in);
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PlayerRoles[] roles = PlayerRoles.values();
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int index = 0;
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while (true) {
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for (PlayerRoles role : roles) {
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System.out.println(index + " > " + role.name().toLowerCase());
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}
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int choice = scanner.nextInt();
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if (choice >= 0 && choice < roles.length) {
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return PlayerRolesExt.CreatePlayer(roles[choice], name);
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}
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}
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}
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}
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@@ -1,4 +1,15 @@
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package org.project.engine;
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public class MultiPlayerBattleEngine {
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import org.project.entity.enemies.Enemy;
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import org.project.entity.players.Player;
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public class MultiPlayerBattleEngine extends BattleEngine {
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public MultiPlayerBattleEngine(Player player1, Player player2) {
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super(player1, player2);
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}
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@Override
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public void StartBattle() {
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}
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}
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@@ -1,4 +1,39 @@
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package org.project.engine;
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public class MultiplayerEngine extends MainEngine{
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import org.project.constants.appConstants.TextColor;
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import org.project.entity.players.Player;
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import java.util.Scanner;
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public class MultiplayerEngine extends MainEngine {
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public MultiplayerEngine() {
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super();
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}
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@Override
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public void run() {
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Scanner scanner = new Scanner(System.in);
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System.out.println("Player 1, Set your name:");
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String player1Name = scanner.nextLine();
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System.out.println("Player 2, Set your name:");
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String player2Name = scanner.nextLine();
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System.out.println(player1Name + ", Set the level of your character:");
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int player1Level = scanner.nextInt();
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System.out.println(player2Name + ", Set the level of your character:");
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int player2Level = scanner.nextInt();
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System.out.println(player1Name + ", Set the role of your character:");
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Player player1 = RoleMenu(player1Name, player1Level);
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System.out.println(player2Name + ", Set the role of your character:");
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Player player2 = RoleMenu(player2Name, player2Level);
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System.out.println(TextColor.Red + "Now the battle begins" + TextColor.Reset);
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BattleEngine engine = new MultiPlayerBattleEngine(player1, player2);
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engine.StartBattle();
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}
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}
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@@ -1,4 +1,55 @@
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package org.project.engine;
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public class SinglePlayerBattleEngine {
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import org.project.constants.appConstants.TextColor;
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import org.project.constants.gameConstant.EntityState;
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import org.project.constants.gameConstant.FightMoves;
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import org.project.entity.enemies.Enemy;
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import org.project.entity.players.Player;
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public class SinglePlayerBattleEngine extends BattleEngine {
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private Player player;
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private Enemy enemy;
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public SinglePlayerBattleEngine(Player player, Enemy enemy) {
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super(player, enemy);
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player = (Player) Player1;
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enemy = (Enemy) Player2;
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}
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@Override
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public void StartBattle() {
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Player playerPast = player;
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Enemy enemyPast = enemy;
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while (true) {
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if (enemyPast.GetState() == EntityState.FROZEN) {
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enemy.SetState(EntityState.ALIVE);
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}
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if (playerPast.GetState() == EntityState.FROZEN) {
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player.SetState(EntityState.ALIVE);
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}
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// TODO: get diffs
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// TODO: player round
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// TODO: show players stats
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// TODO: bot move
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FightMoves botMove = enemy.PlayRound(player);
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switch (botMove)
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if (enemy.GetState() == EntityState.DEAD) {
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enemy.DropLoot(player);
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player.AddLevelProgress(enemy.LevelProgressAmount);
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System.out.println(TextColor.Green + player.Name + " WON!" + TextColor.Reset);
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return;
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}
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else if (player.GetState() == EntityState.DEAD) {
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return;
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}
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playerPast = player;
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enemyPast = enemy;
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}
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}
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}
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@@ -2,13 +2,17 @@ package org.project.engine;
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import org.project.constants.appConstants.ConsoleColor;
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import org.project.constants.appConstants.TextColor;
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import org.project.constants.gameConstant.ItemClass;
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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.constants.gameConstant.*;
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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.item.Accessory.Accessory;
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import org.project.item.Accessory.Shield;
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import org.project.item.Item;
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import org.project.location.*;
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import org.project.util.DisplayItem;
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import java.util.ArrayList;
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import java.util.Arrays;
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import java.util.Dictionary;
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import java.util.Scanner;
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public class SinglePlayerEngine extends MainEngine {
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@@ -28,55 +32,75 @@ public class SinglePlayerEngine extends MainEngine {
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System.out.println("How should me call you, hero? ");
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String name = scanner.nextLine();
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boolean InValidInput = false;
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do {
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System.out.println("Greetings, " + name + ". May we know your role? \n" +
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"0 > Wizard" +
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"1 > Assassin" +
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"2 > Knight");
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System.out.println("Greetings, " + name + ". May we know your role? \n");
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int choice = scanner.nextInt();
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player = RoleMenu(name);
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switch (choice) {
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case 0 -> player = new Wizard(name);
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case 1 -> player = new Assassin(name);
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case 2 -> player = new Knight(name);
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default -> InValidInput = true;
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}
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} while (InValidInput);
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System.out.println("Very well, " + TextColor.Cyan + GetIntro() + ConsoleColor.Reset + " your journey begins!");
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System.out.println("Very well, " + TextColor.Cyan + player.Name + ConsoleColor.Reset + " your journey begins!");
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System.out.println();
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while (true) {
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boolean canFightDragon = false;
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if (player.GetInventoryByClass(ItemClass.KEY).size() == 3) {
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canFightDragon = true;
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}
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boolean canFightDragon = player.GetInventoryByClass(ItemClass.KEY).size() == 3;
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Location location = Location.RandomLocation();
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System.out.println(GetLocationIntro(location));
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while (true) {
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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("What do you do, " + player.Name + "?");
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System.out.println(
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"0 > FIGHT!\n" +
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"1 > Go to the next location\n" +
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"2 > Visit the market place in the town"
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"""
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0 > FIGHT!
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1 > Go to the next location
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2 > Visit the market place in the town
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3 > Check inventory"""
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);
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if (canFightDragon) {
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System.out.println("3 > Go to the castle to face the dragon");
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System.out.println("4 > Go to the castle to face the dragon");
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}
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int choice = scanner.nextInt();
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switch (choice) {
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case 0 -> {
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System.out.println(TextColor.Red + "You choice to FIGHT!" + TextColor.Reset);
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BattleEngine engine = new SinglePlayerBattleEngine(player, location.enemy);
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engine.StartBattle();
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continueLoop = false;
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}
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case 1 -> {
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continueLoop = false;
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}
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case 2 -> {
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MarketPlace();
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continueLoop = false;
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}
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case 3 -> {
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InventoryView();
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continueLoop = true;
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}
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case 4 -> {
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if (canFightDragon) {
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location = new Castle();
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continueLoop = false;
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}
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else {
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continueLoop = true;
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}
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}
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default -> continueLoop = true;
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}
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} while (continueLoop);
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if (player.GetState() == EntityState.DEAD) {
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System.out.println(TextColor.Red + "Game Over!" + TextColor.Reset);
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break;
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}
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if (player.GetInventoryByClass(ItemClass.KEY).size() == 4) {
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System.out.println(TextColor.Blue + "You WON! You saved Javanest!" + TextColor.Reset);
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break;
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}
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}
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}
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@@ -85,20 +109,221 @@ public class SinglePlayerEngine extends MainEngine {
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}
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public String GetLocationIntro(Location location) {
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if (location instanceof Jungle) {
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return 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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return switch (location) {
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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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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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player.Name + " Goes through the gates, the dragon looks at " + player.Name + "... It knows that an epic battle awaits both it them";
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case null, default -> "";
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};
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}
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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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boolean wantsToStay = true;
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while (wantsToStay) {
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System.out.println("Money = " + player.GetMoney() + "\n");
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System.out.println("""
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0 > Show Inventory
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1 > Sell Unnecessary goods
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2 > Sell the accessories
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3 > Sell the shields
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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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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 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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}
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case 2 -> {
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player.SellByClass(ItemClass.ACCESSORY);
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System.out.println(TextColor.Green + "accessories sold" + TextColor.Reset);
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}
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case 3 -> {
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player.SellByClass(ItemClass.SHIELD);
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System.out.println(TextColor.Green + "shields sold" + TextColor.Reset);
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}
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case 4 -> {
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player.SellByClass(ItemClass.COSTUME);
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System.out.println(TextColor.Green + "costumes sold" + TextColor.Reset);
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}
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case 5 -> {
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player.SellByClass(ItemClass.WEAPON);
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System.out.println(TextColor.Green + "weapons sold" + TextColor.Reset);
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}
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case 6 -> {
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System.out.println("Money = " + player.GetMoney() + "\n");
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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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System.out.println(TextColor.Reset);
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ArrayList<Item> items = new ArrayList<>(Arrays.asList(Shields.getShields()));
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Dictionary<Integer, Item> dictionary = DisplayItem.MenuDisplay(items);
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System.out.println("Please set the number of the accessory you want to buy, set any other number to abort:");
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Integer index = scanner.nextInt();
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Item shield = dictionary.get(index);
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Accessory accessory = (Accessory) shield;
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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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player.ModifyMoney(accessory.GetPrice(), false);
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}
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else {
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System.out.println(TextColor.Red + "You do not have enough money" + TextColor.Reset);
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}
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}
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}
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case 7 -> {
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System.out.println("Money = " + player.GetMoney() + "\n");
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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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System.out.println(TextColor.Reset);
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ArrayList<Item> items = new ArrayList<>(Arrays.asList(Weapons.getWeapons()));
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Dictionary<Integer, Item> dictionary = DisplayItem.MenuDisplay(items);
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System.out.println("Please set the number of the accessory you want to buy, set any other number to abort:");
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Integer index = scanner.nextInt();
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Item weapon = dictionary.get(index);
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Accessory accessory = (Accessory) weapon;
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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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player.ModifyMoney(accessory.GetPrice(), false);
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}
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else {
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System.out.println(TextColor.Red + "You do not have enough money" + TextColor.Reset);
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}
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}
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}
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case 8 -> {
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System.out.println("Money = " + player.GetMoney() + "\n");
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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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System.out.println(TextColor.Reset);
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ArrayList<Item> items = new ArrayList<>(Arrays.asList(Costumes.getCostumes()));
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Dictionary<Integer, Item> dictionary = DisplayItem.MenuDisplay(items);
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System.out.println("Please set the number of the accessory you want to buy, set any other number to abort:");
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Integer index = scanner.nextInt();
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Item costume = dictionary.get(index);
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Accessory accessory = (Accessory) costume;
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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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player.ModifyMoney(accessory.GetPrice(), false);
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}
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else {
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System.out.println(TextColor.Red + "You do not have enough money" + TextColor.Reset);
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}
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}
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}
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case 9 -> wantsToStay = false;
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}
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}
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else if (location instanceof GraveYard) {
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return 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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}
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else if (location instanceof DarkCaves) {
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return player.Name + " dives into the darkness. As our hero was going deeper, a black smoke appears, a vampire is nearby...";
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}
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else if (location instanceof Castle) {
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return player.Name + " Goes through the gates, the dragon looks at " + player.Name + "... It knows that an epic battle awaits both it them";
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}
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else {
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return "";
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}
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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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boolean wantsToStay = true;
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while (wantsToStay) {
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System.out.println("Money = " + player.GetMoney() + "\n");
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System.out.println("""
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0 > Show Inventory
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1 > Show Shields
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2 > Show Weapons
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3 > Show Costumes
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4 > 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 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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item.add(player.Shield);
|
||||
DisplayItem.DisplayItems(item);
|
||||
System.out.println(TextColor.Reset);
|
||||
|
||||
Dictionary<Integer, Item> dictionary = DisplayItem.MenuDisplay(player.GetInventoryByClass(ItemClass.SHIELD));
|
||||
|
||||
System.out.println("Please set the number of the accessory you want to wear, set any other number to abort:");
|
||||
Integer index = scanner.nextInt();
|
||||
Item shield = dictionary.get(index);
|
||||
|
||||
if (shield != null) {
|
||||
((Accessory) shield).AttachTo(player);
|
||||
}
|
||||
}
|
||||
case 2 -> {
|
||||
System.out.println(TextColor.Blue + "Current weapon: ");
|
||||
ArrayList<Item> item = new ArrayList<>();
|
||||
item.add(player.Weapon);
|
||||
DisplayItem.DisplayItems(item);
|
||||
System.out.println(TextColor.Reset);
|
||||
|
||||
Dictionary<Integer, Item> dictionary = DisplayItem.MenuDisplay(player.GetInventoryByClass(ItemClass.WEAPON));
|
||||
|
||||
System.out.println("Please set the number of the accessory you want to wear, set any other number to abort:");
|
||||
Integer index = scanner.nextInt();
|
||||
Item weapon = dictionary.get(index);
|
||||
|
||||
if (weapon != null) {
|
||||
((Accessory) weapon).AttachTo(player);
|
||||
}
|
||||
}
|
||||
case 3 -> {
|
||||
System.out.println(TextColor.Blue + "Current costume: ");
|
||||
ArrayList<Item> item = new ArrayList<>();
|
||||
item.add(player.Costume);
|
||||
DisplayItem.DisplayItems(item);
|
||||
System.out.println(TextColor.Reset);
|
||||
|
||||
Dictionary<Integer, Item> dictionary = DisplayItem.MenuDisplay(player.GetInventoryByClass(ItemClass.COSTUME));
|
||||
|
||||
System.out.println("Please set the number of the accessory you want to wear, set any other number to abort:");
|
||||
Integer index = scanner.nextInt();
|
||||
Item costume = dictionary.get(index);
|
||||
|
||||
if (costume != null) {
|
||||
((Accessory) costume).AttachTo(player);
|
||||
}
|
||||
}
|
||||
case 4 -> wantsToStay = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user