Files
HW-04-JAVA-KNIGHT-Ramtin/Java-Knight/src/main/java/org/project/entity/Entity.java
T

252 lines
6.4 KiB
Java

package org.project.entity;
import org.project.Interface.*;
import org.project.constants.gameConstant.*;
import org.project.item.Accessory.Costume;
import org.project.item.Accessory.Shield;
import org.project.item.Accessory.Weapon;
import org.project.item.Item;
import org.project.item.SellableItem;
import java.util.ArrayList;
import java.util.Arrays;
public abstract class Entity implements IDamageable, IHealable, IDefendable, IFighter, IDamager {
public String Name;
public int MaxHealth;
public int Health;
private int Stamina;
protected int MaxStamina;
private long Money;
protected int BaseDamage;
private EntityState State;
public Weapon Weapon;
public Shield Shield;
public Costume Costume;
public ArrayList<Item> Inventory;
protected int DefenseBonus;
public boolean IsDefending;
public ArrayList<DefencePowerUp> defencePowerUps;
protected int HealAmount;
protected int HeavyAttackStamina;
protected int SpecialAbilityStamina;
public Entity(String name, int maxHealth, int health, int stamina, int maxStamina, long money, int baseDamage, EntityState state, Weapon weapon,
Shield shield, Costume costume, ArrayList<Item> inventory, int defenseBonus, boolean isDefending, int healAmount) {
Name = name;
MaxHealth = maxHealth;
Health = health;
Stamina = stamina;
MaxStamina = maxStamina;
Money = money;
BaseDamage = baseDamage;
State = state;
Weapon = weapon;
Shield = shield;
Costume = costume;
Inventory = inventory;
DefenseBonus = defenseBonus;
IsDefending = isDefending;
HealAmount = healAmount;
HeavyAttackStamina = 50;
SpecialAbilityStamina = 100;
}
protected Entity() {}
public int GetStamina() { return Stamina; }
public void ResetStamina() { Stamina = MaxStamina; }
public void ModifyStamina(int amount, boolean dir) {
if (dir) {
Stamina += amount;
if (Stamina > MaxStamina) {
Stamina = MaxStamina;
}
}
Stamina -= amount;
if (Stamina < 0) {
Stamina = 0;
}
}
public EntityState GetState() { return State; }
@Override
public int GetDamage() {
int damage = BaseDamage;
IDamageUtil[] utils = GetDamageUtils();
for (IDamageUtil util : utils) {
if (util != null) {
damage += util.GetDamage();
}
}
return damage;
}
@Override
public IDamageUtil[] GetDamageUtils() {
return new IDamageUtil[] {Weapon};
}
@Override
public void Damage(IDamageable target, int amount, AttackPowerUp[] powerUps) {
target.TakeDamage(amount, powerUps);
}
public long GetMoney() { return Money; }
public ArrayList<Item> GetInventory() { return Inventory; }
public ArrayList<Item> GetInventoryByClass(ItemClass itemClass) {
ArrayList<Item> result = new ArrayList<>();
for (Item item : Inventory) {
if (ItemClassExt.Matches(itemClass, item)) {
result.add(item);
}
}
return result;
}
public void SetState(EntityState state) {
State = state;
}
public void ModifyMoney(long amount, boolean dir) {
if (dir) {
Money += amount;
}
Money -= amount;
}
public void RestoreHealth() { Health = MaxHealth; }
@Override
public void Heal(int amount) {
Health += amount;
if (Health > MaxHealth) {
Health = MaxHealth;
}
}
@Override
public IDefender[] GetDefenders() {
return new IDefender[]{Shield, Costume};
}
@Override
public void TakeDamage(int amount, AttackPowerUp[] powerUps) {
if (!defencePowerUps.contains(DefencePowerUp.INVISIBLE)) return;
IDefender[] defenders = GetDefenders();
if (Arrays.binarySearch(powerUps, AttackPowerUp.INEVITABLE) < 0) {
for (IDefender defender : defenders) {
if (defender != null) {
amount = defender.Apply(amount, powerUps);
}
}
if (IsDefending) {
if (Arrays.binarySearch(powerUps, AttackPowerUp.INEVITABLE) < 0) {
amount -= DefenseBonus;
}
IsDefending = false;
}
}
if (amount > 0) {
Health -= amount;
}
if (IsDestroyed()) {
HandleZeroHealth();
}
}
@Override
public boolean IsDestroyed() {
return Health <= 0;
}
@Override
public void HandleZeroHealth() {
this.State = EntityState.DEAD;
}
public void SellItem(SellableItem item) {
int price = item.GetPrice();
RemoveFromInventory(item);
Money += price;
}
public void SellByClass(ItemClass itemClass) {
ArrayList<Item> items = GetInventoryByClass(itemClass);
for (Item item : items) {
SellItem((SellableItem) item);
}
}
public void AddToInventory(Item item) {
Inventory.add(item);
}
public void RemoveFromInventory(Item item) {
Inventory.remove(item);
}
@Override
public abstract void LightAttack(IDamageable target);
@Override
public abstract void HeavyAttack(IDamageable target);
@Override
public void defend() {
IsDefending = true;
}
@Override
public void HealMove() {
Heal(HealAmount);
}
@Override
public abstract void SpecialAbility(Entity entity);
@Override
public abstract String GetSpecialAbilityDescription(Entity entity);
@Override
public abstract String GetSpecialAbilityResultDescription(Entity entity);
@Override
public ArrayList<FightMoves> GetAvailableMoves() {
if (GetState() == EntityState.FROZEN) return new ArrayList<>(){};
ArrayList<FightMoves> result = new ArrayList<>();
result.add(FightMoves.DEFEND);
result.add(FightMoves.LIGHT_ATTACK);
if (Health < MaxHealth) {
result.add(FightMoves.HEAL);
}
if (Stamina > MaxStamina / 2) {
result.add(FightMoves.SPECIAL);
}
if (Stamina > MaxStamina / 4) {
result.add(FightMoves.HEAVY_ATTACK);
}
return result;
}
}