+ 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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