+ Finished Main Loop
+ Finished the game mechanics + Added a weapon for Vampire
This commit is contained in:
@@ -1,6 +1,10 @@
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package org.project;
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import org.project.entity.enemies.Dragon;
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import org.project.entity.enemies.*;
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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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import org.project.location.Location;
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import java.util.ArrayList;
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@@ -16,31 +20,27 @@ public class Main {
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private static final String YELLOW = "\u001B[33m";
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private static final String BLUE = "\u001B[34m";
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private static final String PURPLE = "\u001B[35m";
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private static final String LIGHT_GRAY = "\u001B[37m";
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private static boolean gameRunning = true;
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static List<Location> locations = new ArrayList<>();
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public static void main(String[] args) {
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// Scanner
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Scanner scanner = new Scanner(System.in);
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Random random1 = new Random(112233); // for initial location
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Random random2 = new Random(123123); // to choose enemy
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// Note : seed numbers don't mean anything (They are just magical numbers)
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Random random = new Random(); // for initial location
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List<Location> locations = new ArrayList<>();
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Location castle = new Location("Castle", new Dragon());
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Location forest = new Location("Forest");
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Location ruins = new Location("Ruins");
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Location village = new Location("Village");
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locations.add(castle);
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locations.add(forest);
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locations.add(ruins);
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locations.add(village);
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int randNum1 = random1.nextInt() % 3;
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int randNum2 = random2.nextInt() % 3;
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Location initialPlayerLoc = locations.get(randNum1 + 1); // since the index 0 : castle can't be the player initial location.
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locations.add(castle);
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// Main loop
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@@ -54,7 +54,8 @@ public class Main {
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int option = scanner.nextInt();
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switch (option){
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case 1:
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startNewGame(scanner, random);
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break;
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case 2:
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System.out.println("Goodbye!");
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isRunning = false;
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@@ -68,4 +69,262 @@ public class Main {
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}
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public static void startNewGame(Scanner scanner, Random random){
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Player player;
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int randNum1 = random.nextInt(3); // used for random initial location.
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System.out.println("Enter your name : ");
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String name = scanner.next();
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Location currentLocation = locations.get(randNum1);
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int charOption = 0;
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while ( (charOption <= 0) ||
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(charOption >= 4)) {
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System.out.println("Choose your character :");
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System.out.println(BLUE + " 1." + RESET + " Knight");
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System.out.println(BLUE + " 2." + RESET + " Assassin (it has a cool" + GREEN + " green" + RESET + " light saber!)");
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System.out.println(BLUE + " 3." + RESET + " Wizard");
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charOption = scanner.nextInt();
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}
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player = switch (charOption) {
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case 1 -> new Knight(name);
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case 2 -> new Assassin(name);
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case 3 -> new Wizard(name);
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default -> null;
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};
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// Resetting running flag
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gameRunning = true;
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System.out.println("Going to : " + GREEN + currentLocation.getName() + RESET);
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spawnRandomEnemy(currentLocation,random);
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while (gameRunning && !player.isDead()){
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int choice = miniMenu(locations.get(randNum1),player);
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switch (choice){
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case 1:
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if (currentLocation.hasEnemy()) {
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fight(player, currentLocation.getEnemy(), currentLocation);
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if (!player.isDead() && !currentLocation.hasEnemy()) {
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// gain XP and recover
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player.gainXP(100);
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player.fullRestore();
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System.out.println(GREEN + "HP and MP restored." + RESET);
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// spawn a new enemy
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spawnRandomEnemy(currentLocation, random);
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}
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}
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break;
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case 2:
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currentLocation = moveToLocation(scanner, currentLocation);
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if (!currentLocation.hasEnemy()) {
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spawnRandomEnemy(currentLocation, random);
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}
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System.out.println(GREEN + "Arrived at: " + currentLocation.getName() + RESET);
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break;
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case 3:
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if (player.hasAllKeys()){
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currentLocation = locations.get(3);
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System.out.println(PURPLE + "--DRAGON FIGHT--" + RESET);
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Enemy dragon = new Dragon();
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fight(player,dragon,currentLocation);
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if (dragon.isDead()){
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System.out.println(YELLOW + "VICTORY!" + RESET);
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System.out.println("Level : " + player.getLevel());
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gameRunning = false;
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}
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}else {
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System.out.println("Locked !");
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}
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break;
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}
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}
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}
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public static int miniMenu(Location loc,Player player){
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boolean castleUnLocked = player.hasGoblinKey() && player.hasSkelKey() && player.hasVampKey();
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Scanner scanner = new Scanner(System.in);
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int chosenOpt = 0;
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while (chosenOpt <= 0 ||
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chosenOpt >= 4){
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System.out.println("Choose an option : ");
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System.out.println(BLUE + " 1." + RESET + " Stay at " + loc.getName() + " and fight with " + loc.getEnemy().getName());
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System.out.println(BLUE + " 2." + RESET + " Move to another place");
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if (castleUnLocked){
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System.out.println(BLUE + " 3." + RESET + PURPLE + " Go to castle and fight with the dragon" + RESET);
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}
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else {
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System.out.println(" \uD83D\uDD12" + LIGHT_GRAY + "3. Go to castle and fight with the dragon" + RESET);
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}
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chosenOpt = scanner.nextInt();
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}
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return chosenOpt;
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}
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private static void spawnRandomEnemy(Location location, Random random) {
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int enemyType = random.nextInt(3);
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switch (enemyType){
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case 0:
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location.setEnemy(new Vampire());
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System.out.println("A " + RED + "Vampire" + RESET + " Spawned !");
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break;
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case 1:
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location.setEnemy(new Skeleton());
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System.out.println("A Skeleton Spawned !");
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break;
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case 2:
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location.setEnemy(new Goblin());
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System.out.println("A " + GREEN + "Goblin" + RESET + " Spawned !");
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break;
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}
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}
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private static Location moveToLocation(Scanner scanner, Location current) {
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System.out.println("Choose a location to move to:");
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for (int i = 0; i < locations.size(); i++) {
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String prefix = locations.get(i).equals(current) ? " * " : " ";
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System.out.println(BLUE + " " + (i + 1) + "." + RESET + " " + prefix + locations.get(i).getName());
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}
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int choice;
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do {
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choice = scanner.nextInt() - 1;
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} while (choice < 0 || choice >= locations.size());
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return locations.get(choice);
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}
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private static void fight(Player player, Enemy enemy, Location location) {
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System.out.println(RED + " COMBAT STARTED!" + RESET);
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while (!player.isDead() && !enemy.isDead()) {
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// Player turn
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playerTurn(player, enemy);
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try {
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Thread.sleep(500);
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} catch (InterruptedException e) {
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throw new RuntimeException(e);
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}
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// Enemy turn
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if (!enemy.isStunned()) {
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enemyTurn(player, enemy);
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} else {
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System.out.println(BLUE + enemy.getName() + RESET + " is stunned. skipping to player...");
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enemy.stun(false);
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}
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}
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if (player.isDead()){
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System.out.println("Game over.");
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System.out.println("Level : " + player.getLevel());
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gameRunning = false;
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} else if (enemy.isDead()) {
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System.out.println(player.getName() + RED + " Killed " + "a " + RESET + enemy.getName() + " at " + GREEN + location.getName() + RESET);
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keyMechanic(player,enemy);
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location.clearEnemy();
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}
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}
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private static void playerTurn(Player player, Enemy enemy) {
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Scanner scanner = new Scanner(System.in);
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System.out.println("\n" + BLUE + "Your Turn:" + RESET);
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System.out.println(RED + "HP : " + RESET + player.getHp() + "/" + player.getMaxHP() +
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GREEN + " | MP: " + RESET + player.getMp() + "/" + player.getMaxMP());
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System.out.println(BLUE + " 1." + RESET + " Light Attack " + GREEN + "(0 MP)" + RESET);
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System.out.println(BLUE + " 2." + RESET + " Heavy Attack " + GREEN + "(-" + player.getWeapon().getManaCost() + " MP)" + RESET);
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System.out.println(BLUE + " 3." + RESET + " Defend " + GREEN + "(-5 MP)" + RESET);
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System.out.println(BLUE + " 4." + RESET + " Heal " + GREEN + "(-10 MP)" + RESET);
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System.out.println(BLUE + " 5." + RESET + " Special Ability " + GREEN + "(-" + player.specialAblMPCost() + " MP)" + RESET);
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int choice;
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do {
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choice = scanner.nextInt();
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} while (choice <= 0 ||
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choice >= 6);
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switch (choice) {
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case 1:
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player.lightAttack(enemy);
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break;
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case 2:
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if (player.getMp() >= player.getWeapon().getManaCost()) {
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player.heavyAttack(enemy);
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} else {
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System.out.println(RED + "Not enough MP!, light attacking." + RESET);
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player.lightAttack(enemy);
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System.out.println(RED + "Enemy HP : " + RESET + enemy.getHp());
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}
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break;
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case 3:
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player.defend();
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break;
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case 4:
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if (player.getMp() >= 10) {
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player.heal(30);
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} else {
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System.out.println(RED + "Not enough MP!" + RESET);
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}
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break;
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case 5:
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if (player.getMp() >= player.specialAblMPCost()) {
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player.specialAbility(enemy);
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} else {
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System.out.println(RED + "Not enough MP!" + RESET);
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}
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break;
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}
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System.out.println(RED + "HP : " + RESET + player.getHp() + "/" + player.getMaxHP() +
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GREEN + " | MP: " + RESET + player.getMp() + "/" + player.getMaxMP());
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}
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private static void enemyTurn(Player player,Enemy enemy) {
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System.out.println(RED + "\n" + enemy.getName() + "'s Turn:" + RESET);
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// randomly choosing between attack and specialAbility with probability of 1/3
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Random random = new Random();
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if (random.nextInt(3) == 0) {
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enemy.specialAbility(player);
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} else {
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enemy.attack(player);
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}
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System.out.println(RED + "Your HP : " + RESET + player.getHp() + "/" + player.getMaxHP());
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}
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private static void keyMechanic(Player player, Enemy enemy){
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Random random = new Random();
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if (enemy instanceof Goblin){
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if (player.hasGoblinKey()) return;
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if (random.nextInt(3) == 0) player.gotGoblinKey();
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}
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else if (enemy instanceof Vampire){
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if (player.hasVampKey()) return;
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if (random.nextInt(3) == 0) player.gotVampKey();
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}
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else if (enemy instanceof Skeleton) {
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if (player.hasSkelKey()) return;
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if (random.nextInt(3) == 0) player.gotSkelKey();
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}
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}
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}
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@@ -13,6 +13,11 @@ public class Dragon extends Enemy{
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super(HP, dragonBreath);
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}
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@Override
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public String getName() {
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return "Dragon";
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}
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@Override
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public void specialAbility(Player target) {
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target.breakShield();
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@@ -35,6 +35,9 @@ public abstract class Enemy extends Entity {
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@Override
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public void takeDamage(int damage) {
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hp -= damage;
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if (hp <= 0){
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dead = true;
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}
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}
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@Override
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@@ -76,6 +79,8 @@ public abstract class Enemy extends Entity {
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return hp;
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}
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public abstract String getName();
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public Weapon getWeapon() {
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return weapon;
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}
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@@ -22,6 +22,11 @@ public class Goblin extends Enemy{
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super.attack(target);
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}
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@Override
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public String getName() {
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return "Goblin";
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}
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// makes the next move critical with a probability of 80
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private void criticality(){
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Random random = new Random();
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@@ -19,6 +19,11 @@ public class Skeleton extends Enemy {
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super.attack(target);
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}
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@Override
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public String getName() {
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return "Skeleton";
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}
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@Override
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public void makeDie() {
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if (deathCounter == 0){
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@@ -2,6 +2,7 @@ package org.project.entity.enemies;
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import org.project.entity.Entity;
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import org.project.entity.players.Player;
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import org.project.item.weapons.Bite;
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import org.project.item.weapons.Weapon;
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public class Vampire extends Enemy{
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@@ -11,7 +12,13 @@ public class Vampire extends Enemy{
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private static final int HP = 350;
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public Vampire(){
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super(HP, null); // vampire doesn't need a weapon.
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Weapon vampBite = new Bite();
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super(HP, vampBite);
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}
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@Override
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public String getName() {
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return "Vampire";
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}
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@Override
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@@ -11,6 +11,7 @@ public class Assassin extends Player{
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private static final int MAX_HP = 300;
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private static final int MAX_MP = 50;
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private static final int SPECIAL_ABILITY_MANA_COST = 5;
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public Assassin(String name){
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Weapon assassinSaber = new LightSaber("Green"); // idk why but i gave assassin a light saber.
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@@ -20,8 +21,14 @@ public class Assassin extends Player{
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@Override
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public void specialAbility(Enemy target) {
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mp -= SPECIAL_ABILITY_MANA_COST;
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System.out.println("Turning invisible...");
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this.defend();
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this.makeCritical(true);
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}
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@Override
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public int specialAblMPCost() {
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return SPECIAL_ABILITY_MANA_COST + DEFEND_MP_COST;
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}
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}
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@@ -11,6 +11,7 @@ public class Knight extends Player {
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private static final int MAX_HP = 400;
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private static final int MAX_MP = 40;
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private static final int SPECIAL_ABILITY_MANA_COST = 20;
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public Knight(String name){
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Weapon knightSword = new Sword();
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@@ -25,4 +26,9 @@ public class Knight extends Player {
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target.stun(true);
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target.takeDamage(50);
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}
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@Override
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public int specialAblMPCost() {
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return SPECIAL_ABILITY_MANA_COST;
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}
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}
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@@ -11,17 +11,23 @@ public abstract class Player extends Entity {
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Armor armor;
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private int hp;
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private int maxHP;
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private int mp;
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protected int mp;
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private int maxMP;
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private int experiencePoint = 0;
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private int level = 1;
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private boolean stunned = false;
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private boolean isDefending = false;
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private boolean critical = false;
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private boolean dead = false;
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private boolean hasGoblinKey = false;
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private boolean hasVampKey = false;
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private boolean hasSkelKey = false;
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private int xpToNextLevel = 100;
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private static final double DAMAGE_MODIFIER = 1.5; // Used for critical hits
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private static final int LIGHT_ATTACK_DAMAGE = 10;
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private static final int DEFEND_MP_COST = 5;
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private static final int HEAL_MP_COST = 10;
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protected static final int DEFEND_MP_COST = 5;
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protected static final int HEAL_MP_COST = 10;
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public Player(String name, int hp, int mp, Weapon weapon, Armor armor,int maxHP, int maxMP) {
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this.name = name;
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@@ -79,6 +85,10 @@ public abstract class Player extends Entity {
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isDefending = false;
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}
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if (hp <= 0){
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this.dead = true;
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}
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}
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@Override
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@@ -90,6 +100,37 @@ public abstract class Player extends Entity {
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}
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}
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public void gainXP(int amount){
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this.experiencePoint += amount;
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while (experiencePoint >= xpToNextLevel){
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levelUp();
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}
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}
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public void levelUp(){
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this.experiencePoint -= xpToNextLevel;
|
||||
this.level++;
|
||||
|
||||
int oldMaxHP = maxHP;
|
||||
int oldMaxMP = maxMP;
|
||||
|
||||
maxMP += 5;
|
||||
maxHP += 50;
|
||||
|
||||
hp = maxHP;
|
||||
mp = maxMP;
|
||||
|
||||
System.out.println("Level Up! You are now at level : " + level);
|
||||
System.out.println("Stats : HP : " + oldMaxHP + " -> " + maxHP + " , MP : " + oldMaxMP + " -> " + maxMP);
|
||||
|
||||
xpToNextLevel += xpToNextLevel / 4;
|
||||
}
|
||||
|
||||
public int getLevel(){
|
||||
return level;
|
||||
}
|
||||
|
||||
public void fillMana(int mana) {
|
||||
mp += mana;
|
||||
if (mp > maxMP) {
|
||||
@@ -97,6 +138,30 @@ public abstract class Player extends Entity {
|
||||
}
|
||||
}
|
||||
|
||||
public void fullRestore(){
|
||||
this.setHp(getMaxHP());
|
||||
this.setMp(getMaxMP());
|
||||
}
|
||||
|
||||
public void gotGoblinKey(){
|
||||
hasGoblinKey = true;
|
||||
System.out.println("Got the goblin key.");
|
||||
}
|
||||
|
||||
public void gotVampKey(){
|
||||
hasVampKey = true;
|
||||
System.out.println("Got the vampire key.");
|
||||
}
|
||||
|
||||
public void gotSkelKey(){
|
||||
hasSkelKey = true;
|
||||
System.out.println("Got the skeleton key.");
|
||||
}
|
||||
|
||||
public void setMp(int mp){
|
||||
this.mp = mp;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void makeCritical(boolean value) {
|
||||
critical = value;
|
||||
@@ -144,10 +209,15 @@ public abstract class Player extends Entity {
|
||||
return dead;
|
||||
}
|
||||
|
||||
|
||||
public int getMaxHP() {
|
||||
return maxHP;
|
||||
}
|
||||
|
||||
public int getMaxMP(){
|
||||
return maxMP;
|
||||
}
|
||||
|
||||
public int getMp() {
|
||||
return mp;
|
||||
}
|
||||
@@ -160,4 +230,21 @@ public abstract class Player extends Entity {
|
||||
return armor;
|
||||
}
|
||||
|
||||
public boolean hasGoblinKey(){
|
||||
return hasGoblinKey;
|
||||
}
|
||||
|
||||
public boolean hasSkelKey() {
|
||||
return hasSkelKey;
|
||||
}
|
||||
|
||||
public boolean hasVampKey() {
|
||||
return hasVampKey;
|
||||
}
|
||||
|
||||
public boolean hasAllKeys(){
|
||||
return (hasSkelKey && hasVampKey && hasGoblinKey);
|
||||
}
|
||||
|
||||
public abstract int specialAblMPCost();
|
||||
}
|
||||
|
||||
@@ -13,6 +13,7 @@ public class Wizard extends Player{
|
||||
private static final int MAX_MP = 30;
|
||||
private static final int SPELL_DAMAGE = 40;
|
||||
private static final int SPELL_HEAL_AMOUNT = 20;
|
||||
private static final int SPECIAL_ABILITY_MANA_COST = 11;
|
||||
|
||||
public Wizard(String name ){
|
||||
Weapon wizardWeapon = new FireBall();
|
||||
@@ -22,8 +23,14 @@ public class Wizard extends Player{
|
||||
|
||||
@Override
|
||||
public void specialAbility(Enemy target) {
|
||||
mp -= SPECIAL_ABILITY_MANA_COST;
|
||||
System.out.println("Casting spell...");
|
||||
target.takeDamage(SPELL_DAMAGE);
|
||||
this.heal(SPELL_HEAL_AMOUNT);
|
||||
}
|
||||
|
||||
@Override
|
||||
public int specialAblMPCost() {
|
||||
return SPECIAL_ABILITY_MANA_COST + HEAL_MP_COST;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,8 +0,0 @@
|
||||
package org.project.item.consumables;
|
||||
|
||||
// TODO: UPDATE IMPLEMENTATION
|
||||
public abstract class Consumable {
|
||||
/*
|
||||
TODO: ADD OTHER REQUIRED AND BONUS METHODS
|
||||
*/
|
||||
}
|
||||
@@ -1,16 +0,0 @@
|
||||
package org.project.item.consumables;
|
||||
|
||||
import org.project.entity.Entity;
|
||||
|
||||
// TODO: UPDATE IMPLEMENTATION
|
||||
public class Flask extends Consumable {
|
||||
/*
|
||||
THIS IS AN EXAMPLE OF A CONSUMABLE DESIGN.
|
||||
*/
|
||||
|
||||
// TODO: UPDATE USE METHOD
|
||||
// @Override
|
||||
// public void use(Entity target) {
|
||||
// target.heal(target.getMaxHP() / 10);
|
||||
// }
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
package org.project.item.weapons;
|
||||
|
||||
public class Bite extends Weapon{
|
||||
private static final int DAMAGE = 25;
|
||||
|
||||
public Bite(){
|
||||
super(DAMAGE, 0); // the dagger is only meant to get used by skeleton and goblin, hence it doesen't use mana.
|
||||
}
|
||||
}
|
||||
@@ -7,6 +7,7 @@ import java.util.ArrayList;
|
||||
public class Location {
|
||||
private String name;
|
||||
private Enemy enemy;
|
||||
private boolean playerInside = false;
|
||||
|
||||
public Location(String name) {
|
||||
this.name = name;
|
||||
@@ -26,6 +27,10 @@ public class Location {
|
||||
return enemy;
|
||||
}
|
||||
|
||||
public void setPlayerInside(boolean value){
|
||||
playerInside = value;
|
||||
}
|
||||
|
||||
public void setEnemy(Enemy enemy) {
|
||||
this.enemy = enemy;
|
||||
}
|
||||
@@ -34,6 +39,10 @@ public class Location {
|
||||
return enemy != null && !enemy.isDead();
|
||||
}
|
||||
|
||||
public boolean hasPlayer() {
|
||||
return playerInside;
|
||||
}
|
||||
|
||||
public void clearEnemy() {
|
||||
this.enemy = null;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user