Compare commits
17
Commits
| Author | SHA1 | Date | |
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1c5d53afc1 | ||
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380e5fbca0 |
@@ -0,0 +1 @@
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/Java-Knight/target/
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@@ -3,6 +3,6 @@ package org.project.Interface;
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import org.project.entity.Entity;
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public interface IAttachable {
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public void AttachTo(Entity entity);
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public void DeattachFrom(Entity entity);
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public void AttachTo(Entity entity, boolean fromInventory);
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public void DeattachFrom(Entity entity, boolean toInventory);
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}
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@@ -1,15 +1,49 @@
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package org.project;
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import org.project.location.Location;
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import org.project.constants.appConstants.GameModes;
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import org.project.constants.appConstants.TextColor;
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import org.project.engine.MainEngine;
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import java.util.ArrayList;
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import java.util.List;
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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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static void main(String[] args) {
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Scanner scanner = new Scanner(System.in);
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boolean endGame = false;
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// TODO: IMPLEMENT GAMEPLAY
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while (true) {
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System.out.println(TextColor.Cyan + "JAVA KNIGHT" + TextColor.Reset);
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System.out.println(
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"""
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0 > Single Player
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1 > Local Multiplayer
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2 > Exit
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"""
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);
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GameModes gameMode = null;
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while (true){
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int choice = scanner.nextInt();
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if (choice == 0) {
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gameMode = GameModes.SINGLE_PLAYER;
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break;
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} else if (choice == 1) {
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gameMode = GameModes.MULTI_PLAYER_LOCAL;
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break;
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} else if (choice == 2) {
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endGame = true;
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break;
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}
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}
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if (endGame) {
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break;
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}
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MainEngine engine = MainEngine.CreateEngine(gameMode);
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engine.run();
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}
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}
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}
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@@ -0,0 +1,5 @@
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package org.project.common.models;
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public record EntityDiff(int health, int stamina, boolean lostShield, boolean lostCostume, int shieldHealth, int costumeHealth) {
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}
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@@ -1,5 +1,5 @@
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package org.project.constants.appConstants;
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public class ConsoleColor {
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public static final String Reset = "\\u001B[0m";
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public static final String Reset = "\u001B[0m";
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}
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@@ -1,12 +1,12 @@
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package org.project.constants.appConstants;
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public class TextColor extends ConsoleColor{
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public static String Black = "\\u001B[30m";
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public static String Red = "\\u001B[31m";
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public static String Green = "\\u001B[32m";
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public static String Yellow = "\\u001B[33m";
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public static String Blue = "\\u001B[34m";
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public static String Magenta = "\\u001B[35m";
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public static String Cyan = "\\u001B[36m";
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public static String White = "\\u001B[37m";
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public static String Black = "\u001B[30m";
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public static String Red = "\u001B[31m";
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public static String Green = "\u001B[32m";
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public static String Yellow = "\u001B[33m";
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public static String Blue = "\u001B[34m";
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public static String Magenta = "\u001B[35m";
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public static String Cyan = "\u001B[36m";
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public static String White = "\u001B[37m";
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}
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@@ -0,0 +1,14 @@
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package org.project.constants.gameConstant;
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import org.project.item.Accessory.Costume;
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public final class Costumes {
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public static Costume cheapCostume = new Costume("cheap costume", null, 40, 100, 100, 10);
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public static Costume SteelCostume = new Costume("steel costume", null, 150, 300, 300, 30);
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public static Costume GoldenCostume = new Costume("golden costume", null, 500, 500, 500, 100);
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public static Costume MasterCostume = new Costume("master costume", null, 1500, 1000, 1000, 300);
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public static Costume[] getCostumes() {
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return new Costume[]{cheapCostume, SteelCostume, GoldenCostume, MasterCostume};
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}
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}
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@@ -0,0 +1,7 @@
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package org.project.constants.gameConstant;
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public enum PlayerRoles {
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KNIGHT,
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WIZARD,
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ASSASSIN
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}
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@@ -0,0 +1,26 @@
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package org.project.constants.gameConstant;
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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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public final class PlayerRolesExt {
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private PlayerRolesExt() {}
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public static Player CreatePlayer(PlayerRoles role, String name, int level) {
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return switch (role) {
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case KNIGHT -> new Knight(name, level);
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case ASSASSIN -> new Assassin(name, level);
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case WIZARD -> new Wizard(name, level);
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};
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}
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public static Player CreatePlayer(PlayerRoles role, String name) {
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return switch (role) {
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case KNIGHT -> new Knight(name);
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case ASSASSIN -> new Assassin(name);
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case WIZARD -> new Wizard(name);
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};
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}
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}
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@@ -0,0 +1,14 @@
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package org.project.constants.gameConstant;
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import org.project.item.Accessory.Shield;
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public final class Shields {
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public static Shield WoodenShield = new Shield("wooden shield", null, 40, 100, 100, 10);
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public static Shield SteelShield = new Shield("steel shield", null, 150, 300, 300, 30);
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public static Shield GoldenShield = new Shield("golden shield", null, 500, 500, 500, 100);
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public static Shield MasterShield = new Shield("master shield", null, 1500, 1000, 1000, 300);
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public static Shield[] getShields() {
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return new Shield[]{WoodenShield, SteelShield, GoldenShield, MasterShield};
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}
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}
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@@ -0,0 +1,14 @@
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package org.project.constants.gameConstant;
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import org.project.item.Accessory.Weapon;
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public final class Weapons {
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public static Weapon Dagger = new Weapon("dagger", null, 40, 100, 100, 10);
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public static Weapon SteelSword = new Weapon("steel sword", null, 150, 100, 100, 30);
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public static Weapon GoldenSword = new Weapon("golden sword", null, 500, 100, 100, 100);
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public static Weapon MasterSword = new Weapon("master sword", null, 1500, 100, 100, 300);
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public static Weapon[] getWeapons() {
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return new Weapon[] {Dagger, SteelSword, GoldenSword, MasterSword};
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}
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}
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@@ -1,4 +1,19 @@
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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.ResetStamina();
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player1.RestoreHealth();
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player2.RestoreHealth();
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player2.ResetStamina();
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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 +18,38 @@ 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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index++;
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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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index++;
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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 +1,186 @@
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package org.project.engine;
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public class MultiPlayerBattleEngine {
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import org.project.common.models.EntityDiff;
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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.Entity;
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import org.project.entity.players.Player;
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import java.util.ArrayList;
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import java.util.Dictionary;
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import java.util.Hashtable;
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import java.util.Scanner;
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public class MultiPlayerBattleEngine extends BattleEngine {
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private final Player player1;
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private final Player player2;
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private Player player1Past;
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private Player player2Past;
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public MultiPlayerBattleEngine(Player player1, Player player2) {
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super(player1, player2);
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this.player1 = (Player) Player1;
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this.player2 = (Player) Player2;
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player1Past = player1.copy();
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player2Past = player2.copy();
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}
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@Override
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public void StartBattle() {
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EntityDiff playerDiff;
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EntityDiff enemyDiff;
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while (true) {
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if (player1.GetState() != EntityState.FROZEN) {
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FightMoves player1Move = PlayerMovesMenu(player1, player2);
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showMoveExplanation(player1Move, player1, player2Past);
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playerDiff = getPlayerDiff(player1Past, player1);
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enemyDiff = getPlayerDiff(player2Past, player2);
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System.out.println();
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showFighter(playerDiff, player1);
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showFighter(enemyDiff, player2);
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System.out.println();
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}
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if (player1.GetState() == EntityState.DEAD) {
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System.out.println(TextColor.Green + player2.Name + " WON!" + TextColor.Reset);
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return;
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}
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if (player1Past.GetState() == EntityState.FROZEN) {
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player1.SetState(EntityState.ALIVE);
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}
|
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|
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player1Past = player1.copy();
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player2Past = player2.copy();
|
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|
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|
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if (player2.GetState() != EntityState.FROZEN)
|
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{
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FightMoves player2Move = PlayerMovesMenu(player2, player1);
|
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showMoveExplanation(player2Move, player2, player1Past);
|
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|
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playerDiff = getPlayerDiff(player1Past, player1);
|
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enemyDiff = getPlayerDiff(player2Past, player2);
|
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|
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System.out.println();
|
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showFighter(playerDiff, player1);
|
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showFighter(enemyDiff, player2);
|
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System.out.println();
|
||||
}
|
||||
|
||||
if (player2.GetState() == EntityState.DEAD) {
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System.out.println(TextColor.Green + player1.Name + " WON!" + TextColor.Reset);
|
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return;
|
||||
}
|
||||
|
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if (player2Past.GetState() == EntityState.FROZEN) {
|
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player2.SetState(EntityState.ALIVE);
|
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}
|
||||
|
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player1Past = player1.copy();
|
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player2Past = player2.copy();
|
||||
}
|
||||
}
|
||||
|
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private EntityDiff getPlayerDiff(Entity oldVersion, Entity newVersion) {
|
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return new EntityDiff(
|
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newVersion.Health - oldVersion.Health,
|
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newVersion.GetStamina() - oldVersion.GetStamina(),
|
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(newVersion.Shield == null && oldVersion.Shield != null),
|
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(newVersion.Weapon == null && oldVersion.Weapon != null),
|
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(newVersion.Shield != null ? newVersion.Shield.GetHealth() : 0) - (oldVersion.Shield != null ? oldVersion.Shield.GetHealth() : 0),
|
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(newVersion.Costume != null ? newVersion.Costume.GetHealth() : 0) - (oldVersion.Costume != null ? oldVersion.Costume.GetHealth() : 0)
|
||||
);
|
||||
}
|
||||
|
||||
private void showFighter(EntityDiff diff, Entity entity) {
|
||||
System.out.println(entity.Name + ":");
|
||||
|
||||
String color = diff.health() > 0 ? TextColor.Green : TextColor.Red;
|
||||
String sign = diff.health() > 0 ? "+" : "-";
|
||||
System.out.println(" Health: " + entity.Health + " " + color + sign + Math.abs(diff.health()) + TextColor.Reset);
|
||||
|
||||
color = diff.stamina() > 0 ? TextColor.Green : TextColor.Red;
|
||||
sign = diff.stamina() > 0 ? "+" : "-";
|
||||
System.out.println(" Stamina: " + entity.GetStamina() + " " + color + sign + Math.abs(diff.stamina()) + TextColor.Reset);
|
||||
|
||||
if (diff.lostShield()) {
|
||||
System.out.println(" Shield: " + entity.Shield.getName() + " " + TextColor.Red + "LOST" + TextColor.Reset);
|
||||
}
|
||||
|
||||
if (diff.lostCostume()) {
|
||||
System.out.println(" Costume: " + entity.Costume.getName() + " " + TextColor.Red + "LOST" + TextColor.Reset);
|
||||
}
|
||||
|
||||
if (entity.Shield != null) {
|
||||
color = diff.shieldHealth() > 0 ? TextColor.Green : TextColor.Red;
|
||||
sign = diff.shieldHealth() > 0 ? "+" : "-";
|
||||
System.out.println(" Shield: " + entity.Shield.getName() + " " + color + sign + Math.abs(diff.shieldHealth()) + TextColor.Reset);
|
||||
}
|
||||
|
||||
if (entity.Costume != null) {
|
||||
color = diff.costumeHealth() > 0 ? TextColor.Green : TextColor.Red;
|
||||
sign = diff.costumeHealth() > 0 ? "+" : "-";
|
||||
System.out.println(" Costume: " + entity.Costume.getName() + " " + color + sign + Math.abs(diff.shieldHealth()) + TextColor.Reset);
|
||||
}
|
||||
}
|
||||
|
||||
private FightMoves PlayerMovesMenu(Player performer, Player receiver) {
|
||||
Scanner scanner = new Scanner(System.in);
|
||||
|
||||
System.out.println(performer.Name + " it's your turn");
|
||||
ArrayList<FightMoves> moves = performer.GetAvailableMoves();
|
||||
|
||||
int index = 0;
|
||||
Dictionary<Integer, FightMoves> dictionary = new Hashtable<>();
|
||||
|
||||
for (FightMoves move : moves) {
|
||||
String result = index + " > " + move.toString();
|
||||
|
||||
if (move == FightMoves.SPECIAL) {
|
||||
result += " (" + performer.GetSpecialAbilityDescription(receiver) + ")";
|
||||
}
|
||||
|
||||
dictionary.put(index, move);
|
||||
index++;
|
||||
|
||||
System.out.println(result);
|
||||
}
|
||||
|
||||
boolean continueLoop;
|
||||
while (true){
|
||||
continueLoop = false;
|
||||
int choice = scanner.nextInt();
|
||||
FightMoves move = moves.get(choice);
|
||||
|
||||
switch (move) {
|
||||
case FightMoves.LIGHT_ATTACK -> performer.LightAttack(receiver);
|
||||
case FightMoves.HEAVY_ATTACK -> performer.HeavyAttack(receiver);
|
||||
case FightMoves.SPECIAL -> performer.SpecialAbility(receiver);
|
||||
case FightMoves.HEAL -> performer.HealMove();
|
||||
case FightMoves.DEFEND -> performer.defend();
|
||||
default -> continueLoop = true;
|
||||
}
|
||||
|
||||
if (!continueLoop) {
|
||||
return move;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void showMoveExplanation(FightMoves move, Entity performer, Entity receiver) {
|
||||
System.out.print(TextColor.Cyan);
|
||||
switch (move) {
|
||||
case FightMoves.LIGHT_ATTACK -> System.out.println(performer.Name + " performs a light attack");
|
||||
case FightMoves.HEAVY_ATTACK -> System.out.println(performer.Name + " performs a heavy attack");
|
||||
case FightMoves.SPECIAL -> System.out.println(performer.GetSpecialAbilityResultDescription(receiver));
|
||||
case FightMoves.HEAL -> System.out.println(performer.Name + " heals");
|
||||
case FightMoves.DEFEND -> System.out.println(performer.Name + " get their guard up!");
|
||||
}
|
||||
System.out.print(TextColor.Reset);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,4 +1,39 @@
|
||||
package org.project.engine;
|
||||
|
||||
public class MultiplayerEngine extends MainEngine{
|
||||
import org.project.constants.appConstants.TextColor;
|
||||
import org.project.entity.players.Player;
|
||||
|
||||
import java.util.Scanner;
|
||||
|
||||
public class MultiplayerEngine extends MainEngine {
|
||||
public MultiplayerEngine() {
|
||||
super();
|
||||
}
|
||||
|
||||
@Override
|
||||
public void run() {
|
||||
Scanner scanner = new Scanner(System.in);
|
||||
|
||||
System.out.println("Player 1, Set your name:");
|
||||
String player1Name = scanner.nextLine();
|
||||
|
||||
System.out.println("Player 2, Set your name:");
|
||||
String player2Name = scanner.nextLine();
|
||||
|
||||
System.out.println(player1Name + ", Set the level of your character:");
|
||||
int player1Level = scanner.nextInt();
|
||||
|
||||
System.out.println(player2Name + ", Set the level of your character:");
|
||||
int player2Level = scanner.nextInt();
|
||||
|
||||
System.out.println(player1Name + ", Set the role of your character:");
|
||||
Player player1 = RoleMenu(player1Name, player1Level);
|
||||
|
||||
System.out.println(player2Name + ", Set the role of your character:");
|
||||
Player player2 = RoleMenu(player2Name, player2Level);
|
||||
|
||||
System.out.println(TextColor.Red + "Now the battle begins" + TextColor.Reset);
|
||||
BattleEngine engine = new MultiPlayerBattleEngine(player1, player2);
|
||||
engine.StartBattle();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,4 +1,185 @@
|
||||
package org.project.engine;
|
||||
|
||||
public class SinglePlayerBattleEngine {
|
||||
import org.project.common.models.EntityDiff;
|
||||
import org.project.constants.appConstants.TextColor;
|
||||
import org.project.constants.gameConstant.EntityState;
|
||||
import org.project.constants.gameConstant.FightMoves;
|
||||
import org.project.entity.Entity;
|
||||
import org.project.entity.enemies.Enemy;
|
||||
import org.project.entity.players.Player;
|
||||
|
||||
import java.util.ArrayList;
|
||||
import java.util.Dictionary;
|
||||
import java.util.Hashtable;
|
||||
import java.util.Scanner;
|
||||
|
||||
public class SinglePlayerBattleEngine extends BattleEngine {
|
||||
private final Player player;
|
||||
private final Enemy enemy;
|
||||
private Player playerPast;
|
||||
private Enemy enemyPast;
|
||||
public SinglePlayerBattleEngine(Player player, Enemy enemy) {
|
||||
super(player, enemy);
|
||||
this.player = (Player) Player1;
|
||||
this.enemy = (Enemy) Player2;
|
||||
playerPast = player.copy();
|
||||
enemyPast = enemy.copy();
|
||||
}
|
||||
|
||||
@Override
|
||||
public void StartBattle() {
|
||||
EntityDiff playerDiff;
|
||||
EntityDiff enemyDiff;
|
||||
|
||||
while (true) {
|
||||
if (player.GetState() != EntityState.FROZEN) {
|
||||
FightMoves playerMove = PlayerMovesMenu();
|
||||
showMoveExplanation(playerMove, player, enemyPast);
|
||||
|
||||
playerDiff = getPlayerDiff(playerPast, player);
|
||||
enemyDiff = getPlayerDiff(enemyPast, enemy);
|
||||
|
||||
System.out.println();
|
||||
showFighter(playerDiff, player);
|
||||
showFighter(enemyDiff, enemy);
|
||||
System.out.println();
|
||||
}
|
||||
|
||||
if (playerPast.GetState() == EntityState.FROZEN) {
|
||||
player.SetState(EntityState.ALIVE);
|
||||
}
|
||||
|
||||
if (enemy.GetState() == EntityState.DEAD) {
|
||||
enemy.DropLoot(player);
|
||||
player.AddLevelProgress(enemy.LevelProgressAmount);
|
||||
System.out.println(TextColor.Green + player.Name + " WON!" + TextColor.Reset);
|
||||
return;
|
||||
}
|
||||
|
||||
playerPast = player.copy();
|
||||
enemyPast = enemy.copy();
|
||||
|
||||
if (enemy.GetState() != EntityState.FROZEN) {
|
||||
FightMoves botMove = enemy.PlayRound(player);
|
||||
showMoveExplanation(botMove, enemy, playerPast);
|
||||
|
||||
playerDiff = getPlayerDiff(playerPast, player);
|
||||
enemyDiff = getPlayerDiff(enemyPast, enemy);
|
||||
|
||||
System.out.println();
|
||||
showFighter(playerDiff, player);
|
||||
showFighter(enemyDiff, enemy);
|
||||
System.out.println();
|
||||
}
|
||||
|
||||
if (player.GetState() == EntityState.DEAD) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (enemyPast.GetState() == EntityState.FROZEN) {
|
||||
enemy.SetState(EntityState.ALIVE);
|
||||
}
|
||||
|
||||
playerPast = player.copy();
|
||||
enemyPast = enemy.copy();
|
||||
}
|
||||
}
|
||||
|
||||
private EntityDiff getPlayerDiff(Entity oldVersion, Entity newVersion) {
|
||||
return new EntityDiff(
|
||||
newVersion.Health - oldVersion.Health,
|
||||
newVersion.GetStamina() - oldVersion.GetStamina(),
|
||||
(newVersion.Shield == null && oldVersion.Shield != null),
|
||||
(newVersion.Weapon == null && oldVersion.Weapon != null),
|
||||
(newVersion.Shield != null ? newVersion.Shield.GetHealth() : 0) - (oldVersion.Shield != null ? oldVersion.Shield.GetHealth() : 0),
|
||||
(newVersion.Costume != null ? newVersion.Costume.GetHealth() : 0) - (oldVersion.Costume != null ? oldVersion.Costume.GetHealth() : 0)
|
||||
);
|
||||
}
|
||||
|
||||
private void showFighter(EntityDiff diff, Entity entity) {
|
||||
System.out.println(entity.Name + ":");
|
||||
|
||||
String color = diff.health() > 0 ? TextColor.Green : TextColor.Red;
|
||||
String sign = diff.health() > 0 ? "+" : "-";
|
||||
System.out.println(" Health: " + entity.Health + " " + color + sign + Math.abs(diff.health()) + TextColor.Reset);
|
||||
|
||||
color = diff.stamina() > 0 ? TextColor.Green : TextColor.Red;
|
||||
sign = diff.stamina() > 0 ? "+" : "-";
|
||||
System.out.println(" Stamina: " + entity.GetStamina() + " " + color + sign + Math.abs(diff.stamina()) + TextColor.Reset);
|
||||
|
||||
if (diff.lostShield()) {
|
||||
System.out.println(" Shield: " + entity.Shield.getName() + " " + TextColor.Red + "LOST" + TextColor.Reset);
|
||||
}
|
||||
|
||||
if (diff.lostCostume()) {
|
||||
System.out.println(" Costume: " + entity.Costume.getName() + " " + TextColor.Red + "LOST" + TextColor.Reset);
|
||||
}
|
||||
|
||||
if (entity.Shield != null) {
|
||||
color = diff.shieldHealth() > 0 ? TextColor.Green : TextColor.Red;
|
||||
sign = diff.shieldHealth() > 0 ? "+" : "-";
|
||||
System.out.println(" Shield: " + entity.Shield.getName() + " " + color + sign + Math.abs(diff.shieldHealth()) + TextColor.Reset);
|
||||
}
|
||||
|
||||
if (entity.Costume != null) {
|
||||
color = diff.costumeHealth() > 0 ? TextColor.Green : TextColor.Red;
|
||||
sign = diff.costumeHealth() > 0 ? "+" : "-";
|
||||
System.out.println(" Costume: " + entity.Costume.getName() + " " + color + sign + Math.abs(diff.shieldHealth()) + TextColor.Reset);
|
||||
}
|
||||
}
|
||||
|
||||
private FightMoves PlayerMovesMenu() {
|
||||
Scanner scanner = new Scanner(System.in);
|
||||
|
||||
System.out.println(player.Name + " it's your turn");
|
||||
ArrayList<FightMoves> moves = player.GetAvailableMoves();
|
||||
|
||||
int index = 0;
|
||||
Dictionary<Integer, FightMoves> dictionary = new Hashtable<>();
|
||||
|
||||
for (FightMoves move : moves) {
|
||||
String result = index + " > " + move.toString();
|
||||
|
||||
if (move == FightMoves.SPECIAL) {
|
||||
result += " (" + player.GetSpecialAbilityDescription(enemy) + ")";
|
||||
}
|
||||
|
||||
dictionary.put(index, move);
|
||||
index++;
|
||||
|
||||
System.out.println(result);
|
||||
}
|
||||
|
||||
boolean continueLoop;
|
||||
while (true){
|
||||
continueLoop = false;
|
||||
int choice = scanner.nextInt();
|
||||
FightMoves move = moves.get(choice);
|
||||
|
||||
switch (move) {
|
||||
case FightMoves.LIGHT_ATTACK -> player.LightAttack(enemy);
|
||||
case FightMoves.HEAVY_ATTACK -> player.HeavyAttack(enemy);
|
||||
case FightMoves.SPECIAL -> player.SpecialAbility(enemy);
|
||||
case FightMoves.HEAL -> player.HealMove();
|
||||
case FightMoves.DEFEND -> player.defend();
|
||||
default -> continueLoop = true;
|
||||
}
|
||||
|
||||
if (!continueLoop) {
|
||||
return move;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void showMoveExplanation(FightMoves move, Entity performer, Entity receiver) {
|
||||
System.out.print(TextColor.Cyan);
|
||||
switch (move) {
|
||||
case FightMoves.LIGHT_ATTACK -> System.out.println(performer.Name + " performs a light attack");
|
||||
case FightMoves.HEAVY_ATTACK -> System.out.println(performer.Name + " performs a heavy attack");
|
||||
case FightMoves.SPECIAL -> System.out.println(performer.GetSpecialAbilityResultDescription(receiver));
|
||||
case FightMoves.HEAL -> System.out.println(performer.Name + " heals");
|
||||
case FightMoves.DEFEND -> System.out.println(performer.Name + " get their guard up!");
|
||||
}
|
||||
System.out.print(TextColor.Reset);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,13 +2,17 @@ package org.project.engine;
|
||||
|
||||
import org.project.constants.appConstants.ConsoleColor;
|
||||
import org.project.constants.appConstants.TextColor;
|
||||
import org.project.constants.gameConstant.ItemClass;
|
||||
import org.project.entity.players.Assassin;
|
||||
import org.project.entity.players.Knight;
|
||||
import org.project.constants.gameConstant.*;
|
||||
import org.project.entity.players.Player;
|
||||
import org.project.entity.players.Wizard;
|
||||
import org.project.item.Accessory.Accessory;
|
||||
import org.project.item.Accessory.Shield;
|
||||
import org.project.item.Item;
|
||||
import org.project.location.*;
|
||||
import org.project.util.DisplayItem;
|
||||
|
||||
import java.util.ArrayList;
|
||||
import java.util.Arrays;
|
||||
import java.util.Dictionary;
|
||||
import java.util.Scanner;
|
||||
|
||||
public class SinglePlayerEngine extends MainEngine {
|
||||
@@ -25,58 +29,78 @@ public class SinglePlayerEngine extends MainEngine {
|
||||
System.out.println(TextColor.Cyan + GetIntro() + ConsoleColor.Reset);
|
||||
System.out.println();
|
||||
|
||||
System.out.println("How should me call you, hero? ");
|
||||
System.out.println("How should we call you, hero? ");
|
||||
String name = scanner.nextLine();
|
||||
|
||||
boolean InValidInput = false;
|
||||
do {
|
||||
System.out.println("Greetings, " + name + ". May we know your role? \n" +
|
||||
"0 > Wizard" +
|
||||
"1 > Assassin" +
|
||||
"2 > Knight");
|
||||
System.out.println("Greetings, " + TextColor.Cyan + name + TextColor.Reset +". May we know your role? \n");
|
||||
|
||||
int choice = scanner.nextInt();
|
||||
player = RoleMenu(name);
|
||||
|
||||
switch (choice) {
|
||||
case 0 -> player = new Wizard(name);
|
||||
case 1 -> player = new Assassin(name);
|
||||
case 2 -> player = new Knight(name);
|
||||
default -> InValidInput = true;
|
||||
}
|
||||
} while (InValidInput);
|
||||
|
||||
System.out.println("Very well, " + TextColor.Cyan + GetIntro() + ConsoleColor.Reset + " your journey begins!");
|
||||
System.out.println("Very well, " + TextColor.Cyan + player.Name + ConsoleColor.Reset + " your journey begins!");
|
||||
System.out.println();
|
||||
|
||||
while (true) {
|
||||
boolean canFightDragon = false;
|
||||
if (player.GetInventoryByClass(ItemClass.KEY).size() == 3) {
|
||||
canFightDragon = true;
|
||||
}
|
||||
boolean canFightDragon = player.GetInventoryByClass(ItemClass.KEY).size() == 3;
|
||||
|
||||
Location location = Location.RandomLocation();
|
||||
System.out.println(GetLocationIntro(location));
|
||||
|
||||
while (true) {
|
||||
boolean continueLoop = false;
|
||||
do {
|
||||
System.out.println(TextColor.Cyan + GetLocationIntro(location) + TextColor.Reset);
|
||||
System.out.println("What do you do, " + player.Name + "?");
|
||||
System.out.println(
|
||||
"0 > FIGHT!\n" +
|
||||
"1 > Go to the next location\n" +
|
||||
"2 > Visit the market place in the town"
|
||||
"""
|
||||
0 > FIGHT!
|
||||
1 > Go to the next location
|
||||
2 > Visit the market place in the town
|
||||
3 > Check inventory"""
|
||||
);
|
||||
if (canFightDragon) {
|
||||
System.out.println("3 > Go to the castle to face the dragon");
|
||||
System.out.println("4 > Go to the castle to face the dragon");
|
||||
}
|
||||
|
||||
int choice = scanner.nextInt();
|
||||
|
||||
switch (choice) {
|
||||
case 0 -> {
|
||||
|
||||
System.out.println(TextColor.Red + "You choice to FIGHT!" + TextColor.Reset);
|
||||
BattleEngine engine = new SinglePlayerBattleEngine(player, location.enemy);
|
||||
engine.StartBattle();
|
||||
continueLoop = false;
|
||||
}
|
||||
case 1 -> {
|
||||
continueLoop = false;
|
||||
}
|
||||
case 2 -> {
|
||||
MarketPlace();
|
||||
continueLoop = false;
|
||||
}
|
||||
case 3 -> {
|
||||
InventoryView();
|
||||
continueLoop = true;
|
||||
}
|
||||
case 4 -> {
|
||||
if (canFightDragon) {
|
||||
location = new Castle();
|
||||
continueLoop = false;
|
||||
}
|
||||
else {
|
||||
continueLoop = true;
|
||||
}
|
||||
}
|
||||
default -> continueLoop = true;
|
||||
}
|
||||
} while (continueLoop);
|
||||
|
||||
if (player.GetState() == EntityState.DEAD) {
|
||||
System.out.println(TextColor.Red + "Game Over!" + TextColor.Reset);
|
||||
break;
|
||||
}
|
||||
|
||||
if (player.GetInventoryByClass(ItemClass.KEY).size() == 4) {
|
||||
System.out.println(TextColor.Blue + "You WON! You saved Javanest!" + TextColor.Reset);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -85,20 +109,267 @@ public class SinglePlayerEngine extends MainEngine {
|
||||
}
|
||||
|
||||
public String GetLocationIntro(Location location) {
|
||||
if (location instanceof Jungle) {
|
||||
return player.Name + " enters the woods, after a few steps, they see a green goblin searching for food a few steps away";
|
||||
return switch (location) {
|
||||
case Jungle jungle ->
|
||||
player.Name + " enters the woods, after a few steps, they see a green goblin searching for food a few steps away";
|
||||
case GraveYard graveYard ->
|
||||
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!";
|
||||
case DarkCaves darkCaves ->
|
||||
player.Name + " dives into the darkness. As our hero was going deeper, a black smoke appears, a vampire is nearby...";
|
||||
case Castle castle ->
|
||||
player.Name + " Goes through the gates, the dragon looks at " + player.Name + "... It knows that an epic battle awaits both it them";
|
||||
case null, default -> "";
|
||||
};
|
||||
}
|
||||
|
||||
public void MarketPlace() {
|
||||
Scanner scanner = new Scanner(System.in);
|
||||
|
||||
System.out.println(TextColor.Cyan + "You've entered the marketplace, what would you like to do?" + TextColor.Reset);
|
||||
boolean wantsToStay = true;
|
||||
while (wantsToStay) {
|
||||
System.out.println("Money = " + player.GetMoney() + "\n");
|
||||
System.out.println("""
|
||||
0 > Show Inventory
|
||||
1 > Sell Unnecessary goods
|
||||
2 > Sell the accessories
|
||||
3 > Sell the shields
|
||||
4 > Sell the costumes
|
||||
5 > Sell the Weapons
|
||||
6 > Buy shields
|
||||
7 > Buy weapon
|
||||
8 > Buy costume
|
||||
9 > Exit
|
||||
""");
|
||||
|
||||
int choice = scanner.nextInt();
|
||||
|
||||
switch (choice) {
|
||||
case 0 -> {
|
||||
if (player.GetInventory().isEmpty()) {
|
||||
System.out.println(TextColor.Red + "You do not have anything at the moment" + TextColor.Reset);
|
||||
break;
|
||||
}
|
||||
DisplayItem.DisplayItems(player.GetInventory());
|
||||
}
|
||||
case 1 -> {
|
||||
player.SellByClass(ItemClass.UNNECESSARY);
|
||||
System.out.println(TextColor.Green + "Unnecessary goods sold" + TextColor.Reset);
|
||||
}
|
||||
case 2 -> {
|
||||
player.SellByClass(ItemClass.ACCESSORY);
|
||||
System.out.println(TextColor.Green + "accessories sold" + TextColor.Reset);
|
||||
}
|
||||
case 3 -> {
|
||||
player.SellByClass(ItemClass.SHIELD);
|
||||
System.out.println(TextColor.Green + "shields sold" + TextColor.Reset);
|
||||
}
|
||||
case 4 -> {
|
||||
player.SellByClass(ItemClass.COSTUME);
|
||||
System.out.println(TextColor.Green + "costumes sold" + TextColor.Reset);
|
||||
}
|
||||
case 5 -> {
|
||||
player.SellByClass(ItemClass.WEAPON);
|
||||
System.out.println(TextColor.Green + "weapons sold" + TextColor.Reset);
|
||||
}
|
||||
case 6 -> {
|
||||
System.out.println("Money = " + player.GetMoney() + "\n");
|
||||
|
||||
System.out.println(TextColor.Blue + "Current shield: ");
|
||||
ArrayList<Item> item = new ArrayList<>();
|
||||
if (player.Shield == null) {
|
||||
System.out.println(TextColor.Red + "You do not have a Shield" + TextColor.Reset);
|
||||
}
|
||||
else {
|
||||
item.add(player.Shield);
|
||||
DisplayItem.DisplayItems(item);
|
||||
}
|
||||
System.out.println(TextColor.Reset);
|
||||
|
||||
ArrayList<Item> items = new ArrayList<>(Arrays.asList(Shields.getShields()));
|
||||
Dictionary<Integer, Item> dictionary = DisplayItem.MenuDisplay(items);
|
||||
|
||||
System.out.println("Please set the number of the accessory you want to buy, set any other number to abort:");
|
||||
Integer index = scanner.nextInt();
|
||||
Item shield = dictionary.get(index);
|
||||
Accessory accessory = (Accessory) shield;
|
||||
|
||||
if (accessory != null) {
|
||||
if (player.GetMoney() >= accessory.GetPrice()) {
|
||||
if (player.Shield != null) player.Shield.DeattachFrom(player, true);
|
||||
accessory.AttachTo(player, false);
|
||||
player.ModifyMoney(accessory.GetPrice(), false);
|
||||
}
|
||||
else {
|
||||
System.out.println(TextColor.Red + "You do not have enough money" + TextColor.Reset);
|
||||
}
|
||||
}
|
||||
}
|
||||
case 7 -> {
|
||||
System.out.println("Money = " + player.GetMoney() + "\n");
|
||||
|
||||
System.out.println(TextColor.Blue + "Current weapon: ");
|
||||
ArrayList<Item> item = new ArrayList<>();
|
||||
if (player.Weapon == null) {
|
||||
System.out.println(TextColor.Red + "You do not have a Weapon" + TextColor.Reset);
|
||||
}
|
||||
else {
|
||||
item.add(player.Weapon);
|
||||
DisplayItem.DisplayItems(item);
|
||||
}
|
||||
System.out.println(TextColor.Reset);
|
||||
|
||||
ArrayList<Item> items = new ArrayList<>(Arrays.asList(Weapons.getWeapons()));
|
||||
Dictionary<Integer, Item> dictionary = DisplayItem.MenuDisplay(items);
|
||||
|
||||
System.out.println("Please set the number of the accessory you want to buy, set any other number to abort:");
|
||||
Integer index = scanner.nextInt();
|
||||
Item weapon = dictionary.get(index);
|
||||
Accessory accessory = (Accessory) weapon;
|
||||
|
||||
if (accessory != null) {
|
||||
if (player.GetMoney() >= accessory.GetPrice()) {
|
||||
if (player.Weapon != null) player.Weapon.DeattachFrom(player, true);
|
||||
accessory.AttachTo(player, false);
|
||||
player.ModifyMoney(accessory.GetPrice(), false);
|
||||
}
|
||||
else {
|
||||
System.out.println(TextColor.Red + "You do not have enough money" + TextColor.Reset);
|
||||
}
|
||||
}
|
||||
}
|
||||
case 8 -> {
|
||||
System.out.println("Money = " + player.GetMoney() + "\n");
|
||||
|
||||
System.out.println(TextColor.Blue + "Current costume: ");
|
||||
ArrayList<Item> item = new ArrayList<>();
|
||||
if (player.Costume == null) {
|
||||
System.out.println(TextColor.Red + "You do not have a Costume" + TextColor.Reset);
|
||||
}
|
||||
else {
|
||||
item.add(player.Costume);
|
||||
DisplayItem.DisplayItems(item);
|
||||
}
|
||||
System.out.println(TextColor.Reset);
|
||||
|
||||
ArrayList<Item> items = new ArrayList<>(Arrays.asList(Costumes.getCostumes()));
|
||||
Dictionary<Integer, Item> dictionary = DisplayItem.MenuDisplay(items);
|
||||
|
||||
System.out.println("Please set the number of the accessory you want to buy, set any other number to abort:");
|
||||
Integer index = scanner.nextInt();
|
||||
Item costume = dictionary.get(index);
|
||||
Accessory accessory = (Accessory) costume;
|
||||
|
||||
if (accessory != null) {
|
||||
if (player.GetMoney() >= accessory.GetPrice()) {
|
||||
if (player.Costume != null) player.Costume.DeattachFrom(player, true);
|
||||
accessory.AttachTo(player, false);
|
||||
player.ModifyMoney(accessory.GetPrice(), false);
|
||||
}
|
||||
else {
|
||||
System.out.println(TextColor.Red + "You do not have enough money" + TextColor.Reset);
|
||||
}
|
||||
}
|
||||
}
|
||||
case 9 -> wantsToStay = false;
|
||||
}
|
||||
}
|
||||
else if (location instanceof GraveYard) {
|
||||
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!";
|
||||
}
|
||||
else if (location instanceof DarkCaves) {
|
||||
return player.Name + " dives into the darkness. As our hero was going deeper, a black smoke appears, a vampire is nearby...";
|
||||
}
|
||||
else if (location instanceof Castle) {
|
||||
return player.Name + " Goes through the gates, the dragon looks at " + player.Name + "... It knows that an epic battle awaits both it them";
|
||||
}
|
||||
else {
|
||||
return "";
|
||||
}
|
||||
|
||||
public void InventoryView() {
|
||||
Scanner scanner = new Scanner(System.in);
|
||||
|
||||
System.out.println(TextColor.Cyan + "You open your inventory, what would you like to do?\n" + TextColor.Reset);
|
||||
|
||||
boolean wantsToStay = true;
|
||||
while (wantsToStay) {
|
||||
System.out.println("Money = " + player.GetMoney() + "\n");
|
||||
System.out.println("""
|
||||
0 > Show Inventory
|
||||
1 > Show Shields
|
||||
2 > Show Weapons
|
||||
3 > Show Costumes
|
||||
4 > Exit
|
||||
""");
|
||||
|
||||
int choice = scanner.nextInt();
|
||||
|
||||
switch (choice) {
|
||||
case 0 -> {
|
||||
if (player.GetInventory().isEmpty()) {
|
||||
System.out.println(TextColor.Red + "You do not have anything at the moment" + TextColor.Reset);
|
||||
break;
|
||||
}
|
||||
DisplayItem.DisplayItems(player.GetInventory());
|
||||
}
|
||||
case 1 -> {
|
||||
System.out.println(TextColor.Blue + "Current shield: ");
|
||||
ArrayList<Item> item = new ArrayList<>();
|
||||
if (player.Shield == null) {
|
||||
System.out.println(TextColor.Red + "You do not have a Shield" + TextColor.Reset);
|
||||
break;
|
||||
}
|
||||
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) {
|
||||
if (player.Shield != null) player.Shield.DeattachFrom(player, true);
|
||||
((Accessory) shield).AttachTo(player, true);
|
||||
}
|
||||
}
|
||||
case 2 -> {
|
||||
System.out.println(TextColor.Blue + "Current weapon: ");
|
||||
ArrayList<Item> item = new ArrayList<>();
|
||||
if (player.Weapon == null) {
|
||||
System.out.println(TextColor.Red + "You do not have a Weapon" + TextColor.Reset);
|
||||
break;
|
||||
}
|
||||
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) {
|
||||
if (player.Weapon != null) player.Weapon.DeattachFrom(player, true);
|
||||
((Accessory) weapon).AttachTo(player, true);
|
||||
}
|
||||
}
|
||||
case 3 -> {
|
||||
System.out.println(TextColor.Blue + "Current costume: ");
|
||||
ArrayList<Item> item = new ArrayList<>();
|
||||
if (player.Costume == null) {
|
||||
System.out.println(TextColor.Red + "You do not have a Costume" + TextColor.Reset);
|
||||
break;
|
||||
}
|
||||
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) {
|
||||
if (player.Costume != null) player.Costume.DeattachFrom(player, true);
|
||||
((Accessory) costume).AttachTo(player, true);
|
||||
}
|
||||
}
|
||||
case 4 -> wantsToStay = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -56,6 +56,32 @@ public abstract class Entity implements IDamageable, IHealable, IDefendable, IFi
|
||||
|
||||
protected Entity() {}
|
||||
|
||||
public Entity(Entity other) {
|
||||
this.Name = other.Name;
|
||||
this.MaxHealth = other.MaxHealth;
|
||||
this.Health = other.Health;
|
||||
this.Stamina = other.Stamina;
|
||||
this.MaxStamina = other.MaxStamina;
|
||||
this.Money = other.Money;
|
||||
this.BaseDamage = other.BaseDamage;
|
||||
this.State = other.State;
|
||||
|
||||
this.Weapon = other.Weapon == null ? null : new Weapon(other.Weapon.getName(), this, other.Weapon.GetPrice(), other.Weapon.GetHealth(), other.Weapon.GetMaxHealth(), other.Weapon.GetDamage());
|
||||
this.Shield = other.Shield == null ? null : new Shield(other.Shield.getName(), this, other.Shield.GetPrice(), other.Shield.GetHealth(), other.Shield.GetMaxHealth(), other.Shield.GetDefense());
|
||||
this.Costume = other.Costume == null ? null : new Costume(other.Costume.getName(), this, other.Costume.GetPrice(), other.Costume.GetHealth(), other.Costume.GetMaxHealth(), other.Costume.GetDefense());
|
||||
|
||||
this.Inventory = other.Inventory == null ? null : new ArrayList<>(other.Inventory);
|
||||
this.defencePowerUps = other.defencePowerUps == null ? null : new ArrayList<>(other.defencePowerUps);
|
||||
|
||||
this.DefenseBonus = other.DefenseBonus;
|
||||
this.IsDefending = other.IsDefending;
|
||||
this.HealAmount = other.HealAmount;
|
||||
this.HeavyAttackStamina = other.HeavyAttackStamina;
|
||||
this.SpecialAbilityStamina = other.SpecialAbilityStamina;
|
||||
}
|
||||
|
||||
public abstract Entity copy();
|
||||
|
||||
public int GetStamina() { return Stamina; }
|
||||
|
||||
public void ResetStamina() { Stamina = MaxStamina; }
|
||||
@@ -68,10 +94,11 @@ public abstract class Entity implements IDamageable, IHealable, IDefendable, IFi
|
||||
Stamina = MaxStamina;
|
||||
}
|
||||
}
|
||||
|
||||
Stamina -= amount;
|
||||
if (Stamina < 0) {
|
||||
Stamina = 0;
|
||||
else {
|
||||
Stamina -= amount;
|
||||
if (Stamina < 0) {
|
||||
Stamina = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -146,7 +173,7 @@ public abstract class Entity implements IDamageable, IHealable, IDefendable, IFi
|
||||
|
||||
@Override
|
||||
public void TakeDamage(int amount, AttackPowerUp[] powerUps) {
|
||||
if (!defencePowerUps.contains(DefencePowerUp.INVISIBLE)) return;
|
||||
if (defencePowerUps != null && !defencePowerUps.contains(DefencePowerUp.INVISIBLE)) return;
|
||||
|
||||
IDefender[] defenders = GetDefenders();
|
||||
|
||||
|
||||
@@ -15,15 +15,24 @@ import java.util.ArrayList;
|
||||
public class Dragon extends Enemy {
|
||||
public Dragon (String name, int maxHealth, int health, long money, int baseDamage, EntityState state, Weapon weapon,
|
||||
Shield shield, Costume costume, ArrayList<Item> inventory, int defenseBonus, boolean isDefending,
|
||||
int healAmount, int stamina, int maxStamina) {
|
||||
int healAmount, int stamina, int maxStamina, int levelProgressAmount) {
|
||||
|
||||
super(name, maxHealth, health, money, baseDamage, state, weapon, shield, costume, inventory, defenseBonus, isDefending, healAmount, stamina, maxStamina);
|
||||
super(name, maxHealth, health, money, baseDamage, state, weapon, shield, costume, inventory, defenseBonus, isDefending, healAmount, stamina, maxStamina, levelProgressAmount);
|
||||
|
||||
this.Key = new KeyItem("Dragon Key", this);
|
||||
}
|
||||
|
||||
public Dragon() {
|
||||
this("Dragon", 5000, 5000, 0, 100, EntityState.ALIVE, null, null, null, new ArrayList<>(){}, 50, false, 50, 500, 500);
|
||||
this("Dragon", 5000, 5000, 0, 100, EntityState.ALIVE, null, null, null, new ArrayList<>(){}, 50, false, 50, 500, 500, 1000);
|
||||
}
|
||||
|
||||
public Dragon (Dragon other) {
|
||||
super(other);
|
||||
}
|
||||
|
||||
@Override
|
||||
public Dragon copy() {
|
||||
return new Dragon(this);
|
||||
}
|
||||
|
||||
@Override
|
||||
|
||||
@@ -20,20 +20,30 @@ import java.util.Random;
|
||||
|
||||
public abstract class Enemy extends Entity {
|
||||
protected KeyItem Key;
|
||||
public int LevelProgressAmount;
|
||||
|
||||
public Enemy (String name, int maxHealth, int health, long money, int baseDamage, EntityState state, Weapon weapon,
|
||||
Shield shield, Costume costume, ArrayList<Item> inventory, int defenseBonus, boolean isDefending,
|
||||
int healAmount, int stamina, int maxStamina) {
|
||||
int healAmount, int stamina, int maxStamina, int levelProgressAmount) {
|
||||
|
||||
super(name, maxHealth, health, stamina, maxStamina, money, baseDamage, state, weapon, shield, costume, inventory, defenseBonus, isDefending, healAmount);
|
||||
|
||||
Key = new KeyItem(null, this);
|
||||
LevelProgressAmount = levelProgressAmount;
|
||||
}
|
||||
|
||||
protected Enemy() {
|
||||
super();
|
||||
}
|
||||
|
||||
public Enemy(Enemy other) {
|
||||
super(other);
|
||||
this.Key = new KeyItem(other.Key.getName(), other.Key.Owner);
|
||||
}
|
||||
|
||||
@Override
|
||||
public abstract Enemy copy();
|
||||
|
||||
public void DropLoot(Player player) {
|
||||
Random random = new Random();
|
||||
|
||||
|
||||
@@ -14,15 +14,24 @@ import java.util.ArrayList;
|
||||
public class Goblin extends Enemy {
|
||||
public Goblin (String name, int maxHealth, int health, long money, int baseDamage, EntityState state, Weapon weapon,
|
||||
Shield shield, Costume costume, ArrayList<Item> inventory, int defenseBonus, boolean isDefending,
|
||||
int healAmount, int stamina, int maxStamina) {
|
||||
int healAmount, int stamina, int maxStamina, int levelProgressAmount) {
|
||||
|
||||
super(name, maxHealth, health, money, baseDamage, state, weapon, shield, costume, inventory, defenseBonus, isDefending, healAmount, stamina, maxStamina);
|
||||
super(name, maxHealth, health, money, baseDamage, state, weapon, shield, costume, inventory, defenseBonus, isDefending, healAmount, stamina, maxStamina, levelProgressAmount);
|
||||
|
||||
this.Key = new KeyItem("Goblin Key", this);
|
||||
}
|
||||
|
||||
public Goblin() {
|
||||
this("Goblin", 75, 75, 100, 10, EntityState.ALIVE, null, null, null, new ArrayList<>(), 5, false, 15, 100, 100);
|
||||
this("Goblin", 75, 75, 100, 10, EntityState.ALIVE, null, null, null, new ArrayList<>(), 5, false, 15, 100, 100, 50);
|
||||
}
|
||||
|
||||
public Goblin (Goblin other) {
|
||||
super(other);
|
||||
}
|
||||
|
||||
@Override
|
||||
public Goblin copy() {
|
||||
return new Goblin(this);
|
||||
}
|
||||
|
||||
@Override
|
||||
|
||||
@@ -18,15 +18,24 @@ public class Skeleton extends Enemy {
|
||||
|
||||
public Skeleton (String name, int maxHealth, int health, long money, int baseDamage, EntityState state, Weapon weapon,
|
||||
Shield shield, Costume costume, ArrayList<Item> inventory, int defenseBonus, boolean isDefending,
|
||||
int healAmount, int stamina, int maxStamina) {
|
||||
int healAmount, int stamina, int maxStamina, int levelProgressAmount) {
|
||||
|
||||
super(name, maxHealth, health, money, baseDamage, state, weapon, shield, costume, inventory, defenseBonus, isDefending, healAmount, stamina, maxStamina);
|
||||
super(name, maxHealth, health, money, baseDamage, state, weapon, shield, costume, inventory, defenseBonus, isDefending, healAmount, stamina, maxStamina, levelProgressAmount);
|
||||
|
||||
this.Key = new KeyItem("Skeleton Key", this);
|
||||
}
|
||||
|
||||
public Skeleton() {
|
||||
this("Skeleton", 125, 125, 200, 15, EntityState.ALIVE, null, null, null, new ArrayList<>(), 5, false, 20, 100, 100);
|
||||
this("Skeleton", 125, 125, 200, 15, EntityState.ALIVE, null, null, null, new ArrayList<>(), 5, false, 20, 100, 100, 100);
|
||||
}
|
||||
|
||||
public Skeleton (Skeleton other) {
|
||||
super(other);
|
||||
}
|
||||
|
||||
@Override
|
||||
public Skeleton copy() {
|
||||
return new Skeleton(this);
|
||||
}
|
||||
|
||||
@Override
|
||||
@@ -76,6 +85,7 @@ public class Skeleton extends Enemy {
|
||||
SetState(EntityState.ALIVE);
|
||||
Health = MaxHealth / 2;
|
||||
HasRevived = true;
|
||||
entity.SetState(EntityState.FROZEN);
|
||||
}
|
||||
|
||||
@Override
|
||||
|
||||
@@ -14,15 +14,24 @@ import java.util.ArrayList;
|
||||
public class Vampire extends Enemy {
|
||||
public Vampire (String name, int maxHealth, int health, long money, int baseDamage, EntityState state, Weapon weapon,
|
||||
Shield shield, Costume costume, ArrayList<Item> inventory, int defenseBonus, boolean isDefending,
|
||||
int healAmount, int stamina, int maxStamina) {
|
||||
int healAmount, int stamina, int maxStamina, int levelProgressAmount) {
|
||||
|
||||
super(name, maxHealth, health, money, baseDamage, state, weapon, shield, costume, inventory, defenseBonus, isDefending, healAmount, stamina, maxStamina);
|
||||
super(name, maxHealth, health, money, baseDamage, state, weapon, shield, costume, inventory, defenseBonus, isDefending, healAmount, stamina, maxStamina, levelProgressAmount);
|
||||
|
||||
this.Key = new KeyItem("Vampire Key", this);
|
||||
}
|
||||
|
||||
public Vampire() {
|
||||
this("Vampire", 150, 150, 300, 20, EntityState.ALIVE, null, null, null, new ArrayList<>(), 8, false, 30, 100, 100);
|
||||
this("Vampire", 150, 150, 300, 20, EntityState.ALIVE, null, null, null, new ArrayList<>(), 8, false, 30, 100, 100, 150);
|
||||
}
|
||||
|
||||
public Vampire (Vampire other) {
|
||||
super(other);
|
||||
}
|
||||
|
||||
@Override
|
||||
public Vampire copy() {
|
||||
return new Vampire(this);
|
||||
}
|
||||
|
||||
@Override
|
||||
|
||||
@@ -27,12 +27,19 @@ public class Assassin extends Player {
|
||||
this(name, 125, 125, 100, 15, EntityState.ALIVE, null, null, null, new ArrayList<>(), 5, false, 35, 100, 100, 1, 0);
|
||||
}
|
||||
|
||||
public Assassin(Assassin other) {
|
||||
super(other);
|
||||
}
|
||||
|
||||
@Override
|
||||
public Assassin copy() {
|
||||
return new Assassin(this);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void SpecialAbility(Entity entity) {
|
||||
ModifyStamina(SpecialAbilityStamina, false);
|
||||
entity.SetState(EntityState.FROZEN);
|
||||
Damage(entity, GetDamage() * 3, new AttackPowerUp[]{AttackPowerUp.NO_DEFENSE});
|
||||
Heal(MaxHealth/4);
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -27,6 +27,15 @@ public class Knight extends Player {
|
||||
this(name, 150, 150, 100, 20, EntityState.ALIVE, null, null, null, new ArrayList<>(), 8, false, 30, 100, 100, 1, 0);
|
||||
}
|
||||
|
||||
public Knight(Knight other) {
|
||||
super(other);
|
||||
}
|
||||
|
||||
@Override
|
||||
public Knight copy() {
|
||||
return new Knight(this);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void SpecialAbility(Entity entity) {
|
||||
ModifyStamina(SpecialAbilityStamina, false);
|
||||
@@ -36,7 +45,7 @@ public class Knight extends Player {
|
||||
|
||||
@Override
|
||||
public String GetSpecialAbilityDescription(Entity entity) {
|
||||
return "Slam " + entity.Name + "with your unstoppable strength and stun them for the next turn";
|
||||
return "Slam " + entity.Name + " with your unstoppable strength and stun them for the next turn";
|
||||
}
|
||||
|
||||
@Override
|
||||
|
||||
@@ -29,9 +29,18 @@ public abstract class Player extends Entity {
|
||||
super();
|
||||
}
|
||||
|
||||
public Player(Player other) {
|
||||
super(other);
|
||||
this.Level = other.Level;
|
||||
this.LevelProgress = other.LevelProgress;
|
||||
}
|
||||
|
||||
@Override
|
||||
public abstract Player copy();
|
||||
|
||||
public void LevelUpTo(int level) {
|
||||
while (Level < level) {
|
||||
LevelUp();
|
||||
UnconditionalLevelUp();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -43,12 +52,11 @@ public abstract class Player extends Entity {
|
||||
}
|
||||
}
|
||||
|
||||
public void LevelUp() {
|
||||
public void UnconditionalLevelUp() {
|
||||
Level++;
|
||||
double upgradeRatio = (1.1 + ((double) Level * 0.02));
|
||||
int gift = Level * 10;
|
||||
|
||||
LevelProgress -= 100;
|
||||
MaxStamina = (int) (MaxStamina * upgradeRatio);
|
||||
MaxHealth = (int) (MaxHealth * upgradeRatio);
|
||||
BaseDamage = (int) (BaseDamage * upgradeRatio);
|
||||
@@ -57,20 +65,27 @@ public abstract class Player extends Entity {
|
||||
ModifyMoney(gift, true);
|
||||
}
|
||||
|
||||
public void LevelUp() {
|
||||
while (LevelProgress >= 100) {
|
||||
UnconditionalLevelUp();
|
||||
LevelProgress -= 100;
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public void LightAttack(IDamageable target) {
|
||||
int damage = GetDamage();
|
||||
|
||||
Damage(target, (int)(damage * 0.5), new AttackPowerUp[]{});
|
||||
ModifyStamina(MaxStamina/8, true);
|
||||
ModifyStamina(MaxStamina/8, false);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void HeavyAttack(IDamageable target) {
|
||||
int damage = GetDamage();
|
||||
ModifyStamina(HeavyAttackStamina, false);
|
||||
|
||||
Damage(target, damage, new AttackPowerUp[]{});
|
||||
ModifyStamina(HeavyAttackStamina, false);
|
||||
}
|
||||
|
||||
@Override
|
||||
|
||||
@@ -27,6 +27,15 @@ public class Wizard extends Player {
|
||||
this(name, 100, 100, 100, 15, EntityState.ALIVE, null, null, null, new ArrayList<>(), 5, false, 40, 100, 100, 1, 0);
|
||||
}
|
||||
|
||||
public Wizard(Wizard other) {
|
||||
super(other);
|
||||
}
|
||||
|
||||
@Override
|
||||
public Wizard copy() {
|
||||
return new Wizard(this);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void SpecialAbility(Entity entity) {
|
||||
ModifyStamina(SpecialAbilityStamina, false);
|
||||
|
||||
@@ -45,13 +45,13 @@ public abstract class Accessory extends SellableItem implements IDamageable, IAt
|
||||
|
||||
@Override
|
||||
public void HandleZeroHealth() {
|
||||
this.DeattachFrom(this.Owner);
|
||||
this.DeattachFrom(this.Owner, false);
|
||||
this.Owner.Inventory.remove(this);
|
||||
}
|
||||
|
||||
@Override
|
||||
public abstract void AttachTo(Entity entity);
|
||||
public abstract void AttachTo(Entity entity, boolean fromInventory);
|
||||
|
||||
@Override
|
||||
public abstract void DeattachFrom(Entity entity);
|
||||
public abstract void DeattachFrom(Entity entity, boolean toInventory);
|
||||
}
|
||||
|
||||
@@ -35,14 +35,14 @@ public class Costume extends Accessory implements IDefender {
|
||||
}
|
||||
|
||||
@Override
|
||||
public void AttachTo(Entity entity) {
|
||||
entity.RemoveFromInventory(this);
|
||||
public void AttachTo(Entity entity, boolean fromInventory) {
|
||||
if (fromInventory) entity.RemoveFromInventory(this);
|
||||
entity.Costume = this;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void DeattachFrom(Entity entity) {
|
||||
public void DeattachFrom(Entity entity, boolean toInventory) {
|
||||
entity.Costume = null;
|
||||
entity.AddToInventory(this);
|
||||
if (toInventory) entity.AddToInventory(this);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -35,14 +35,14 @@ public class Shield extends Accessory implements IDefender {
|
||||
}
|
||||
|
||||
@Override
|
||||
public void AttachTo(Entity entity) {
|
||||
entity.RemoveFromInventory(this);
|
||||
public void AttachTo(Entity entity, boolean fromInventory) {
|
||||
if (fromInventory) entity.RemoveFromInventory(this);
|
||||
entity.Shield = this;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void DeattachFrom(Entity entity) {
|
||||
public void DeattachFrom(Entity entity, boolean toInventory) {
|
||||
entity.Shield = null;
|
||||
entity.AddToInventory(this);
|
||||
if (toInventory) entity.AddToInventory(this);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -17,14 +17,14 @@ public class Weapon extends Accessory implements IDamageUtil {
|
||||
}
|
||||
|
||||
@Override
|
||||
public void AttachTo(Entity entity) {
|
||||
entity.RemoveFromInventory(this);
|
||||
public void AttachTo(Entity entity, boolean fromInventory) {
|
||||
if (fromInventory) entity.RemoveFromInventory(this);
|
||||
entity.Weapon = this;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void DeattachFrom(Entity entity) {
|
||||
public void DeattachFrom(Entity entity, boolean toInventory) {
|
||||
entity.Weapon = null;
|
||||
entity.AddToInventory(this);
|
||||
if (toInventory) entity.AddToInventory(this);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -26,7 +26,7 @@ public abstract class Location {
|
||||
case 0 -> new GraveYard();
|
||||
case 1 -> new DarkCaves();
|
||||
case 2 -> new Jungle();
|
||||
default -> null;
|
||||
default -> new Jungle();
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,4 +1,79 @@
|
||||
package org.project.util;
|
||||
|
||||
import org.project.Interface.IDamageUtil;
|
||||
import org.project.Interface.IDefender;
|
||||
import org.project.constants.appConstants.TextColor;
|
||||
import org.project.item.Accessory.Accessory;
|
||||
import org.project.item.Item;
|
||||
import org.project.item.KeyItem;
|
||||
import org.project.item.SellableItem;
|
||||
|
||||
import java.util.ArrayList;
|
||||
import java.util.Dictionary;
|
||||
import java.util.Hashtable;
|
||||
|
||||
public class DisplayItem {
|
||||
public static void DisplayItems(ArrayList<Item> items) {
|
||||
for (Item item : items) {
|
||||
if (item == null) continue;
|
||||
|
||||
String result = item.getName();
|
||||
|
||||
if (item instanceof SellableItem) {
|
||||
result += "\n Price = " + ((SellableItem) item).GetPrice();
|
||||
}
|
||||
|
||||
if (item instanceof Accessory) {
|
||||
result += "\n Health = " + ((Accessory) item).GetHealth() + "/" + ((Accessory) item).GetMaxHealth();
|
||||
}
|
||||
|
||||
if (item instanceof IDamageUtil) {
|
||||
result += "\n Damage = " + ((IDamageUtil) item).GetDamage();
|
||||
}
|
||||
|
||||
if (item instanceof IDefender) {
|
||||
result += "\n Defence = " + ((IDefender) item).GetDefense();
|
||||
}
|
||||
|
||||
System.out.println(result);
|
||||
}
|
||||
}
|
||||
|
||||
public static Dictionary<Integer, Item> MenuDisplay(ArrayList<Item> items) {
|
||||
int index = 0;
|
||||
Dictionary<Integer, Item> dictionary = new Hashtable<>();
|
||||
|
||||
for (Item item : items) {
|
||||
if (item == null) continue;
|
||||
|
||||
String result = index + " > " + item.getName();
|
||||
|
||||
if (item instanceof KeyItem) {
|
||||
result += TextColor.Yellow + " (KEY ITEM)" + TextColor.Reset;
|
||||
}
|
||||
|
||||
if (item instanceof SellableItem) {
|
||||
result += "\n Price = " + ((SellableItem) item).GetPrice();
|
||||
}
|
||||
|
||||
if (item instanceof Accessory) {
|
||||
result += "\n Health = " + ((Accessory) item).GetHealth() + "/" + ((Accessory) item).GetMaxHealth();
|
||||
}
|
||||
|
||||
if (item instanceof IDamageUtil) {
|
||||
result += "\n Damage = " + ((IDamageUtil) item).GetDamage();
|
||||
}
|
||||
|
||||
if (item instanceof IDefender) {
|
||||
result += "\n Defence = " + ((IDefender) item).GetDefense();
|
||||
}
|
||||
|
||||
dictionary.put(index, item);
|
||||
index++;
|
||||
|
||||
System.out.println(result);
|
||||
}
|
||||
|
||||
return dictionary;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user