getEnemies() {
return enemies;
}
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diff --git a/README.md b/README.md
index 1e2c975..5cff09d 100644
--- a/README.md
+++ b/README.md
@@ -1,175 +1,207 @@
-# Fourth Assignment - Java Knight ⚔️
-A turn-based RPG with Roguelike elements which can be run in the terminal.
+# ⚔️ Java Knight – A Text-Based RPG
-### **Prologue: The Legend of Javanest**
-*For centuries, the land of Javanest lived in peace, until a magical Dragon attacked, plunging the realm into absolute darkness. With a wicked curse, the Dragon transformed the innocent people into horrific monsters: Goblins, Skeletons, and Vampires. Retreating to its impenetrable Castle, the Dragon divided the three keys to its lair and hid them among these cursed creatures. Now, it is your duty to step up and save the land. You must battle these monsters, recover the unique key from each monster type, and finally slay the Dragon to break the curse and restore peace to Javanest!*
+# Prologue: The Legend of Javanest
-### **Introduction**
-Welcome to **Java knight**, a turn-based RPG inspired by Roguelike games! In this assignment, you will develop a **text-based role-playing game (RPG)**. This project is designed to rigorously test your understanding of **Object-Oriented Programming (OOP) principles**.
+For centuries, the land of Javanest lived in peace, until a magical Dragon attacked, plunging the realm into absolute darkness. With a wicked curse, the Dragon transformed the innocent people into horrific monsters: Goblins, Skeletons, and Vampires. Retreating to its impenetrable Castle, the Dragon divided the three keys to its lair and hid them among these cursed creatures. Now, it is your duty to step up and save the land. You must battle these monsters, recover the unique key from each monster type, and finally slay the Dragon to break the curse and restore peace to Javanest!
-⚠️ **REQUIREMENT:** You **must** utilize all the OOP concepts you have learned so far—including *Inheritance, Interfaces, Abstract Classes, Encapsulation, Polymorphism, Overloading, and Overriding*. It is extremely important that you use everything in its right place. Your design and architecture will be graded based on how well you apply these principles to avoid code duplication and maintain a clean structure.
+## 🎮 Gameplay Overview
-🎯 **Your goal is not just to complete the assignment but to learn and apply OOP effectively!**
+- Turn‑based combat. Each turn you can choose **one** of the following actions:
+ - **Light attack** – quick, low damage.
+ - **Heavy attack** – slower but higher damage.
+ - **Special attack** – unique to your hero (see below).
+ - **Heal** – restore some HP.
+ - **Defend** – reduce incoming damage until your next turn.
+ - **Use item** – consume one of your consumable items.
-### **What is a Turn-Based Game?**
-In this combat system, two sides - which are usually the player's side and the enemy's side - attack each other in turns. The side which is not attacking can perform actions to avoid or deflect the enemy's attack.
-
-### **Core Mechanics:**
-- **Turn-based combat** – Players and monsters take turns attacking each other.
-- **Character classes with Unique Traits** – Players can choose from archetypes like **Knight, Assassin, or Wizard**, each starting with distinctly different base stats.
-- **Unified Mana/Stamina System** – All player classes use a unified resource (Mana/Stamina) to perform actions.
-- **Standardized Action Set** – Every player character has exactly 5 specific actions available during their turn.
-- **Experience & Leveling System** – Earn XP based on enemy strength to automatically level up and increase your base stats.
-- **Progression System** – You cannot fight the Dragon immediately. You must farm enemies for a chance to drop their specific key, collect all three, and grow stronger first.
+- Explore **different locations**, fight enemies, earn **XP** (to level up) and **coins** (to buy items).
+- Collect **three keys** (drop randomly from enemies) to unlock the **Dragon’s castle**.
+- Defeat the **Dragon** to save the city and win the game.
+- **If your hero dies, the game resets** – no second chances.
---
-## Tasks 📝
+## 🛡️ Heroes
-### 1️⃣ Step 1: Fork & Setup 🍴
-1. **Fork** this repository and clone it to your local machine.
-```bash
-git clone https://git.meshcomp.ir/AdvancedProgramming1404/HW-04-JAVA-KNIGHT.git
-```
-2. Create a new branch named `develop` and switch to it.
-```bash
-git checkout -b develop
-```
-### 2️⃣ Step 2: Implement the Class Hierarchy 🌲
+### 🗡️ Knight
+- **Highest base damage**.
+- **Weapon (Sword):** High base damage + bonus special damage.
+- **Special attack:** Deals bonus sword damage **and stuns** the enemy (enemy loses its next turn).
+- **Armor (Shield):** Blocks **80% of all damage** – best defence.
+- **Low HP** but very tanky.
+- **Lowest mana**.
+- **Passive:** Minimum damage reduction is higher than any other hero.
-A well-structured OOP hierarchy is crucial. Avoid duplicating code by placing shared logic in abstract classes.
+### 🔮 Wizard
+- **Highest HP**, average mana.
+- **Weapon (Wooden Staff):** Allows a **triple attack** (three strikes in one turn).
+- **Armor (Robe):** Low defence, but **reflects some attacks** back to the enemy, give you some **mana bunos**
+- **Special attack (Destructive Spell):** Massive damage to one enemy **and heals the Wizard** for a portion of that damage.
+- **Low base damage** – relies on special and triple attack.
+- **Passive:** Worst damage reduction – you feel every hit.
-- **Entities & Locations:** You have `Entity`, `Item`(Bonus) , and `Location`.
-- **Players:** `Player` is an abstract class implementing `Entity`. Subclasses: `Wizard`, `Knight`, `Assassin`.
- - **Base Stat Differences:** Each class must have distinct starting stats. For example:
- - **Knight:** Highest Base Damage.
- - **Wizard:** Highest Max Health (HP).
- - **Assassin:** Highest Max Stamina/Mana.
-- **Enemies:** `Enemy` is an abstract class implementing `Entity`. Subclasses: `Skeleton`, `Goblin`, `Vampire`, and **`Dragon`**.
- - **The Boss:** Even though `Dragon` is the final boss, it **must** be a subclass of `Enemy` to inherit common combat properties, while possessing extremely high stats and unique mechanics.
-- **Item (Bonus):** `Consumable`, `Armor`, `Weapon` are abstract classes implementing `Item`. example :
- - KnightArmor extends Armor - you can add more subclasses of Armor for extra score
- - Sword extends Weapon - you can add more subclasses of Weapon for extra score
- - Flask extends Consumable - you can add more subclasses of Consumable for extra score
+### 🌙 Assassin
+- **Highest mana**.
+- **Weapon (Dagger):** Each normal hit **restores mana**.
+- **Armor (Leather):** Chance to **dodge** incoming attacks entirely; if not, moderate defence.
+- **Special attack:** Dodges the enemy’s next attack **and** lands a guaranteed **critical hit** on that enemy.
+- **Mana sustain** allows frequent special attacks.
-
-
-### 3️⃣ Step 3: Implement Player & Monster Methods 🏹
-
-**Player Actions (The Rule of Five):**
-Every player class **must** implement exactly the following 5 actions (You can use an interface like `ICombatActions`). Every action (except Light Attack) consumes a specific amount of Mana/Stamina. The **Special Ability** must consume the *highest* amount of Mana compared to the others.
-1. **Light Attack:** Deals moderate damage and costs **NO Mana**. (Note: If the player runs out of Mana/Stamina, this is the ONLY action they can perform.)
-2. **Heavy Attack:** Deals high damage, medium Mana cost.
-3. **Defend:** Completely blocks or significantly reduces the damage of the enemy's *next* strike. Medium Mana cost.
-4. **Heal:** Restores a portion of the player's HP. Medium-high Mana cost.
-5. **Special Ability:** A unique class-based ultimate move (Highest Mana cost):
- - **Wizard** 🧙♂️: Casts a devastating spell that damages the enemy while simultaneously replenishing some HP.
- - **Assassin** 🗡️: Turns invisible, dodging the next incoming attack completely and guaranteeing a *Critical Hit* on their next turn.
- - **Knight** ⚔️: Performs a shield bash that stuns the enemy, forcing them to skip their next turn while dealing heavy damage.
-
-**Monster Abilities:**
-- **Goblin** 👹: High critical hit chance but low health.
-- **Skeleton** ☠️: Can resurrect once per battle with 50% HP.
-- **Vampire** 🦇: Lifesteal ability – a portion of the damage it deals to the player is added back to its own health.
-- **Dragon (Final Boss)** 🐉: Immune to normal defense. Its fiery breath bypasses shields and deals massive damage.
-
-🔹 Make sure each entity **prints messages** when performing actions. example output (while in combat) :
-
-```bash
-You chose to FIGHT!
-
-[Ser Duncan - 45/45 HP | 40/40 Mana]
-[Goblin - 30/30 HP]
+> **Level cap:** All heroes can level up from **1 to 5**. Each level improves core stats and may unlock new bonuses.
---
-Your Turn:
-1. Light Attack | 2. Heavy Attack (-8 Mana) | 3. Defend (-6 Mana) | 4. Heal (-12 Mana) | 5. Shield Bash (-15 Mana)
-```
+## 👹 Enemies
-```bash
-→ Chose: Light Attack
-⚔️ Ser Duncan (Knight) used Light Attack! (0 Mana)
-Goblin took 10 damage!
-Goblin has 20/30 HP remaining.
-Ser Duncan Mana: 40/40
-```
-```
-Goblin's Turn :
-👹 Goblin used Critical Strike!
-💥 Critical hit! Ser Duncan took 20 damage!
-Ser Duncan has 25/45 HP remaining.
-```
-🔹 *Narrative Console:* Use ANSI escape codes to print colorful narrative logs (e.g., Red for damage, Blue for Mana usage, Green for healing).
-
-
-### 4️⃣ Step 4: Implement the Game Loop & Progression 🎮
-
-1. **The Core Loop:** The game starts with the player entering a location. A random standard enemy (`Goblin`, `Skeleton`, or `Vampire`) spawns immediately.
-2. **Player Choices:** Before engaging, the player is presented with the following options:
- - **1. Fight the enemy:** Enter the turn-based combat sequence.
- - **2. Move to another location:** Skip the current enemy and spawn a new random one.
- - **3. Go to the Castle to fight the Dragon:** *(Note: This option must remain strictly hidden or locked until the player has successfully collected all 3 keys).*
-3. **The Key Drop Logic (RNG Gatekeeping):**
- - When the player defeats an enemy, there is a **specific percentage chance (e.g., 20%)** that it will drop the unique key associated with its species (Goblin Key, Skeleton Key, Vampire Key).
- - **One Key Per Species:** Once a player obtains a specific key (e.g., Goblin Key), subsequent enemies of that same type (other Goblins) will **never** drop a key again.
- - The player **must collect all 3 distinct keys** to unlock Option 3 and enter the Castle.
-4. **Post-Combat Recovery:** After each successful battle, the player's HP and Mana bars must automatically replenish (either fully or partially) to their base amounts so they are ready for the next encounter.
-5. **Experience & Leveling System:**
- - Defeating an enemy grants **XP**. The amount of XP must scale proportionally to the enemy's power level.
- - Upon reaching an XP threshold, the player levels up. **Leveling up must automatically increase the player's Max HP and Max Stamina/Mana**, making them strong enough to eventually face the Dragon.
-6. **Final Boss Fight:** Once the 3 Keys are obtained and the player chooses to go to the Castle, they will face the Dragon. Defeating the Dragon breaks the curse, resulting in **Victory**. Dying at any point results in **Game Over**.
-
-🔹 Example game loop structure:
-
-```java
-while (player.isAlive() && enemy.isAlive())
- player.attack(enemy);
- if (enemy.isAlive()) {
- enemy.attack(player);
- }
-}
-```
-
-
-### 5️⃣ Step 5: Extra Features & Bonus Tasks ⭐
-*(Optional for extra credit)*
-
-✅ **Dynamic Economy & Merchant System:** Implement coins that drop from enemies. Add a "Visit Merchant" option to the main loop where players can spend coins to buy specific weapons, armors, or consumables.
-✅ **Multiple Weapons & Inventory:** Players can buy, store, and swap between multiple weapons or use consumables mid-combat.
-✅ **Multiplayer/Party Mode:** Allow multiple players to team up and fight multiple enemies together. The Dragon's breath attack will damage the entire party simultaneously.
-✅ **PvP Mode:** Implement a **Player vs. Player** combat system.
-
-### 6️⃣ Step 6: Write a Comprehensive README 📄
-As the final mandatory step of your development, you must replace the default `README.md` with your own comprehensive documentation. Your README should include:
-- A brief introduction to the game.
-- How to compile and run your project from the terminal.
-- An explanation of the classes, design patterns, and OOP principles you used.
-- A brief guide on how to play (controls, stats, classes).
+| Enemy | Key Features |
+|-------------|-----------------------------------------------------------------------------------------------------------|
+| 💀 Skeleton | Revives once after death with **half HP**. |
+| 🧛 Vampire | Life steal – each hit drains your HP and heals the Vampire. **Lowest key drop chance**. |
+| 👺 Goblin | Low HP, high damage. Chance to land a **massive critical hit**. **Highest key drop chance**. |
+| 🐉 Dragon | **Final boss.** Unblockable attacks – armour and shield are useless. Cannot be defeated before level 4–5. |
---
-## Evaluation Criteria ⚖
+## 🧪 Consumable Items (Usable / Throwable)
-| **Criteria** | **Points** |
-|-------------------------------------------------------------|------------|
-| Proper use of OOP principles | **50** |
-| Working combat mechanics, Leveling System & Enemy abilities | **20** |
-| Clear and Comprehensive `README.md` | **20** |
-| Code readability, documentation, and comments | **10** |
-| Meaningful, interactive, & colored console outputs | **10** |
-| Inventory (item) and Merchant System (bonus) | **20** |
-| Other Extra features (bonus tasks) | **20** |
-| **Total Score** | **150** |
+| Item | Effect |
+|----------------|-------------------------------------------------------------------------------------------------------------|
+| Health Potion | Restores HP. |
+| Mana Potion | Restores mana. |
+| Elixir of Life | Fully restores HP and mana (rare). |
+| Holy Water | Deals heavy damage to undead (Skeleton, Vampire). |
+| Cursed Dagger | Throw at an enemy – chance to instantly kill a enemy(do not work for dragon). if it fails, deals 10 damage. |
+| Goblin Gland | Throw – confuses the enemy and skip turn. |
-## Tips 🚀
-- **Follow OOP principles**: Avoid redundant code by using inheritance properly. Think carefully about what belongs in an abstract class vs. a specific subclass. Make sure you use overriding and overloading correctly.
-- **Test your code**: Run different scenarios (fighting, running out of mana, leveling up, dying) to ensure everything works as expected.
-- **Ask for help**: If you're stuck, reach out to your classmates or mentors.
+> Items can be **used on yourself** (e.g., potions) or **thrown at enemies** (e.g., Holy Water, Cursed Dagger).
-## Submission ⌛
-- **Deadline**: Submit your assignment before **21 Ordibehesht (May 11th, 2026)**.
-- **Submission Format**: Push your code to your forked repository, create a PR, and ensure your comprehensive `README.md` is included in the root directory.
+---
+
+## 🗺️ Locations
+
+- **Darkmire Hollow**
+- **Grave of the Fallen**
+- **Goblin Warrens**
+- **Vampire's Embrace**
+- **Blightmoor Cave**
+- **Crypt of Bleeding Bones**
+- **Cackling Caverns**
+
+Each location contains 1 – 3 enemies. You can choose which location to enter next. Defeat all enemies in a location to earn rewards and move on.
+
+---
+
+## 💰 Progression & Victory Conditions
+
+- **XP** – Gain XP from each defeated enemy. Level up (1→5) to increase stats.
+- **Coins** – Earn coins from battles. Spend them to buy items.
+- **Keys** – Each enemy has a chance to drop a key. Collect **three keys** to unlock the Dragon’s castle.
+- **Dragon fight** – Even with three keys, you need **at least level 4** (better level 5) to survive the Dragon’s unblockable attacks.
+- **Win** – Defeat the Dragon → you save the city → game ends.
+
+---
+
+## 🧱 Object‑Oriented Programming (OOP) Principles
+
+This project is built on the four fundamental pillars of OOP: **Abstraction**, **Encapsulation**, **Inheritance**, and **Polymorphism**.
+
+### 🔍 Abstraction
+
+- **Abstract classes**:
+ - `Enemy` – defines the core of any hostile creature.
+ - `Player` – base for all playable heroes.
+ - `Consumable` – parent for all usable/throwable items.
+
+- **Interfaces**:
+ - `Entity` – forces implementing classes to have common methods (e.g., `getName()`, `getHealth()`, `takeDamage()`).
+ - `ICombatAction` – standardises combat actions like `attack()`, `defend()`, `specialAbility()`.
+
+- **Implementation**:
+ - `Enemy` implements `Entity`.
+ - `Player` implements **both** `Entity` and `ICombatAction`.
+ - All concrete enemies (Skeleton, Vampire, etc.) extend `Enemy`.
+ - All heroes extend `Player`.
+ - All items extend `Consumable`.
+
+### 🔒 Encapsulation
+
+- All fields (attributes) in every class are declared **`private`** or **`protected`**.
+- Public **getters and setters** are provided where necessary, allowing controlled access and modification.
+- Internal state is hidden, reducing bugs and unintended interference.
+
+### 👪 Inheritance
+
+- **Player hierarchy**:
+
+```
+Player (abstract)
+|── Knight
+├── Wizard
+└── Assassin
+```
+
+
+- Enemy hierarchy:
+
+```
+Enemy (abstract)
+├── Skeleton
+├── Vampire
+├── Goblin
+└── Dragon
+```
+
+
+
+
+- Consumable hierarchy (partial):
+
+```
+Consumable (abstract)
+├── HealthPotion
+├── ManaPotion
+├── ElixirOfLife
+├── HolyWater
+├── CursedDagger
+└── GoblinGland
+```
+
+
+
+### 🔄 Polymorphism
+
+- Most methods are overridden in subclasses to provide specialised behaviour (e.g., `specialAbility()` behaves differently for Knight, Wizard, and Assassin).
+- The game logic frequently refers to `Player` references that actually point to `Knight`, `Wizard`, or `Assassin` objects – the correct overridden method is called automatically at runtime.
+- Similarly, `Enemy` references hold concrete enemy types, and polymorphic calls handle unique abilities (e.g., `Skeleton` revives, `Vampire` steals life).
+- This design allows adding new character types or enemies without changing existing combat or turn‑management code.
+
+---
+## 📊 Class Hierarchy Diagram
+
+---
+
+### Compilation & Execution
+
+- **Using an IDE (IntelliJ IDEA, Eclipse, etc.):**
+ Simply open the project and **run the `Main` class**.
+
+- **Using command line: compile all files then run the Main class**
+ ```bash
+ javac Main.java
+ java Main
+
+Make sure you have Java 11 or higher installed.
+
+---
+
+
+
+ ✨Have fun (and don't die)!✨
+
+
+
+---
+
+
+> *This README was fully generated by **DeepSeek** – an AI assistant created by DeepSeek Company.*
-
-###### - Born of God and Void. You shall seal the blinding light that plagues their dreams. You are the Vessel. You are the Java Knight.
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