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# Fourth Assignment - Java Knight ⚔️
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A turn-based RPG with Roguelike elements which can be run in the terminal.
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# Java Knight - Turn-Based RPG
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### **Prologue: The Legend of Javanest**
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*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!*
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## Introduction
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### **Introduction**
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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**.
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Java Knight is a turn-based RPG that runs in the terminal. The land of Javanest is cursed by a Dragon. People have turned into Goblins, Skeletons, and Vampires. You must defeat these monsters, collect their three keys, and finally kill the Dragon to break the curse.
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⚠️ **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.
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## How to Compile and Run
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🎯 **Your goal is not just to complete the assignment but to learn and apply OOP effectively!**
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### Prerequisites
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### **What is a Turn-Based Game?**
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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.
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- Java Development Kit (JDK) 8 or later
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### **Core Mechanics:**
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- **Turn-based combat** – Players and monsters take turns attacking each other.
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- **Character classes with Unique Traits** – Players can choose from archetypes like **Knight, Assassin, or Wizard**, each starting with distinctly different base stats.
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- **Unified Mana/Stamina System** – All player classes use a unified resource (Mana/Stamina) to perform actions.
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- **Standardized Action Set** – Every player character has exactly 5 specific actions available during their turn.
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- **Experience & Leveling System** – Earn XP based on enemy strength to automatically level up and increase your base stats.
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- **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.
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### Compilation
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---
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Open a terminal in the root folder of the project (where the `org` folder is located). Run this command:
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## Tasks 📝
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### 1️⃣ Step 1: Fork & Setup 🍴
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1. **Fork** this repository and clone it to your local machine.
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```bash
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git clone https://git.meshcomp.ir/AdvancedProgramming1404/HW-04-JAVA-KNIGHT.git
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```
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2. Create a new branch named `develop` and switch to it.
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```bash
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git checkout -b develop
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```
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### 2️⃣ Step 2: Implement the Class Hierarchy 🌲
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A well-structured OOP hierarchy is crucial. Avoid duplicating code by placing shared logic in abstract classes.
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- **Entities & Locations:** You have `Entity`, `Item`(Bonus) , and `Location`.
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- **Players:** `Player` is an abstract class implementing `Entity`. Subclasses: `Wizard`, `Knight`, `Assassin`.
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- **Base Stat Differences:** Each class must have distinct starting stats. For example:
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- **Knight:** Highest Base Damage.
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- **Wizard:** Highest Max Health (HP).
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- **Assassin:** Highest Max Stamina/Mana.
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- **Enemies:** `Enemy` is an abstract class implementing `Entity`. Subclasses: `Skeleton`, `Goblin`, `Vampire`, and **`Dragon`**.
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- **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.
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- **Item (Bonus):** `Consumable`, `Armor`, `Weapon` are abstract classes implementing `Item`. example :
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- KnightArmor extends Armor - you can add more subclasses of Armor for extra score
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- Sword extends Weapon - you can add more subclasses of Weapon for extra score
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- Flask extends Consumable - you can add more subclasses of Consumable for extra score
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### 3️⃣ Step 3: Implement Player & Monster Methods 🏹
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**Player Actions (The Rule of Five):**
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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.
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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.)
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2. **Heavy Attack:** Deals high damage, medium Mana cost.
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3. **Defend:** Completely blocks or significantly reduces the damage of the enemy's *next* strike. Medium Mana cost.
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4. **Heal:** Restores a portion of the player's HP. Medium-high Mana cost.
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5. **Special Ability:** A unique class-based ultimate move (Highest Mana cost):
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- **Wizard** 🧙♂️: Casts a devastating spell that damages the enemy while simultaneously replenishing some HP.
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- **Assassin** 🗡️: Turns invisible, dodging the next incoming attack completely and guaranteeing a *Critical Hit* on their next turn.
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- **Knight** ⚔️: Performs a shield bash that stuns the enemy, forcing them to skip their next turn while dealing heavy damage.
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**Monster Abilities:**
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- **Goblin** 👹: High critical hit chance but low health.
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- **Skeleton** ☠️: Can resurrect once per battle with 50% HP.
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- **Vampire** 🦇: Lifesteal ability – a portion of the damage it deals to the player is added back to its own health.
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- **Dragon (Final Boss)** 🐉: Immune to normal defense. Its fiery breath bypasses shields and deals massive damage.
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🔹 Make sure each entity **prints messages** when performing actions. example output (while in combat) :
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```bash
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You chose to FIGHT!
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[Ser Duncan - 45/45 HP | 40/40 Mana]
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[Goblin - 30/30 HP]
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---
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Your Turn:
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1. Light Attack | 2. Heavy Attack (-8 Mana) | 3. Defend (-6 Mana) | 4. Heal (-12 Mana) | 5. Shield Bash (-15 Mana)
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```
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```bash
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→ Chose: Light Attack
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⚔️ Ser Duncan (Knight) used Light Attack! (0 Mana)
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Goblin took 10 damage!
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Goblin has 20/30 HP remaining.
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Ser Duncan Mana: 40/40
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```
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```
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Goblin's Turn :
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👹 Goblin used Critical Strike!
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💥 Critical hit! Ser Duncan took 20 damage!
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Ser Duncan has 25/45 HP remaining.
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```
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🔹 *Narrative Console:* Use ANSI escape codes to print colorful narrative logs (e.g., Red for damage, Blue for Mana usage, Green for healing).
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javac org/project/**/.java org/project/.java
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### 4️⃣ Step 4: Implement the Game Loop & Progression 🎮
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### Execution
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1. **The Core Loop:** The game starts with the player entering a location. A random standard enemy (`Goblin`, `Skeleton`, or `Vampire`) spawns immediately.
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2. **Player Choices:** Before engaging, the player is presented with the following options:
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- **1. Fight the enemy:** Enter the turn-based combat sequence.
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- **2. Move to another location:** Skip the current enemy and spawn a new random one.
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- **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).*
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3. **The Key Drop Logic (RNG Gatekeeping):**
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- 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).
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- **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.
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- The player **must collect all 3 distinct keys** to unlock Option 3 and enter the Castle.
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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.
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5. **Experience & Leveling System:**
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- Defeating an enemy grants **XP**. The amount of XP must scale proportionally to the enemy's power level.
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- 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.
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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**.
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After compilation, run:
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🔹 Example game loop structure:
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java org.project.Main
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```java
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while (player.isAlive() && enemy.isAlive())
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player.attack(enemy);
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if (enemy.isAlive()) {
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enemy.attack(player);
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}
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}
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```
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## OOP Principles and Design
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The project uses the following object-oriented principles:
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### 5️⃣ Step 5: Extra Features & Bonus Tasks ⭐
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*(Optional for extra credit)*
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- **Encapsulation** – Fields like `hp`, `mp`, `damage` are private or protected. Access is done through getter methods.
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- **Inheritance** – `Player` (abstract) is extended by `Knight`, `Assassin`, `Wizard`. `Enemy` (abstract) is extended by `Goblin`, `Skeleton`, `Vampire`, `Dragon`.
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- **Polymorphism** – The `Entity` interface allows the game to treat players and enemies the same way. The `SpecialAbility()` method works differently for each class.
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- **Abstraction** – `Player` and `Enemy` have abstract methods that subclasses must implement, like `SpecialAbility()`.
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- **Method Overriding** – Every subclass overrides `SpecialAbility()`, `LightAttack()`, `heal()`, etc.
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✅ **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.
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✅ **Multiple Weapons & Inventory:** Players can buy, store, and swap between multiple weapons or use consumables mid-combat.
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✅ **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.
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✅ **PvP Mode:** Implement a **Player vs. Player** combat system.
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### Design Patterns
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### 6️⃣ Step 6: Write a Comprehensive README 📄
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As the final mandatory step of your development, you must replace the default `README.md` with your own comprehensive documentation. Your README should include:
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- A brief introduction to the game.
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- How to compile and run your project from the terminal.
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- An explanation of the classes, design patterns, and OOP principles you used.
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- A brief guide on how to play (controls, stats, classes).
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- **Template Method Pattern** – The combat loop in `Main` defines the basic turn structure, while specific actions are handled by overridden methods.
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- **Factory Method Pattern** – The method `spawnRandomEnemyForLocation()` creates different enemy types without exposing the creation logic.
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- **Strategy Pattern** – The five player actions (Light Attack, Heavy Attack, Defend, Heal, Special Ability) are interchangeable strategies chosen at runtime.
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---
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### Key Classes
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## Evaluation Criteria ⚖
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| Class | Description |
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|-------|-------------|
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| `Entity` (interface) | Defines combat methods: `LightAttack`, `HeavyAttack`, `defend`, `heal`, etc. |
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| `Player` (abstract) | Manages HP, mana, defense stance, and common actions. |
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| `Knight` | High base damage. Special: shield bash (stuns enemy). |
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| `Assassin` | Highest mana. Special: invisible (dodge next attack + guaranteed critical hit). |
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| `Wizard` | Highest HP. Special: spell that damages enemy and heals self. |
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| `Enemy` (abstract) | Base for all monsters. |
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| `Goblin` | 30% critical hit chance on light attacks. |
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| `Skeleton` | Revives once with 50% HP. |
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| `Vampire` | Lifesteals 30% of damage dealt. |
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| `Dragon` | Final boss. Fiery breath ignores defense and deals double damage. |
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| `Main` | Game loop, location navigation, key collection, victory/loss logic. |
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| **Criteria** | **Points** |
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|-------------------------------------------------------------|------------|
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| Proper use of OOP principles | **50** |
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| Working combat mechanics, Leveling System & Enemy abilities | **20** |
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| Clear and Comprehensive `README.md` | **20** |
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| Code readability, documentation, and comments | **10** |
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| Meaningful, interactive, & colored console outputs | **10** |
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| Inventory (item) and Merchant System (bonus) | **20** |
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| Other Extra features (bonus tasks) | **20** |
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| **Total Score** | **150** |
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## How to Play
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## Tips 🚀
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- **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.
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- **Test your code**: Run different scenarios (fighting, running out of mana, leveling up, dying) to ensure everything works as expected.
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- **Ask for help**: If you're stuck, reach out to your classmates or mentors.
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### Starting the Game
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## Submission ⌛
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- **Deadline**: Submit your assignment before **21 Ordibehesht (May 11th, 2026)**.
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- **Submission Format**: Push your code to your forked repository, create a PR, and ensure your comprehensive `README.md` is included in the root directory.
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Run `Main.java`. You will see a menu to choose your class:
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###### - 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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1. **Knight** – High damage, good HP, stunning special ability.
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2. **Assassin** – High mana pool, can turn invisible to dodge and land critical hits.
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3. **Wizard** – Highest HP, special ability damages enemy and heals self.
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### Location and Exploration
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You begin in a random location (Forest, Cemetery, Crypt, or Ruins). An enemy appears automatically. At each location, you have these options:
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- **1. Fight the enemy** – Start turn-based combat.
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- **2. Move to another location** – Skip the current enemy and go to a different location (a new random enemy will appear).
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- **3. Go to the Castle** – This option only appears after you collect all three keys. It starts the final boss fight against the Dragon.
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### Combat Actions (Your Turn)
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During combat, you have five actions. Mana costs are shown in the menu:
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| Action | Mana Cost | Effect |
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|--------|-----------|--------|
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| 1. Light Attack | 0 | Moderate damage |
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| 2. Heavy Attack | 8 | High damage |
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| 3. Defend | 6 | Reduces next enemy attack by 50% |
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| 4. Heal | 10 | Restores a portion of your HP |
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| 5. Special Ability | 15 | Class-unique move (see below) |
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#### Special Abilities
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- **Knight – Shield Bash** – Deals heavy damage and stuns the enemy. The enemy skips its next turn.
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- **Assassin – Invisibility** – Dodges the next enemy attack completely. Your next hit becomes a critical hit (double damage).
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- **Wizard – Devastating Spell** – Damages the enemy and heals the caster.
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### After Winning a Fight
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- Your HP and mana are fully restored.
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- The defeated enemy has a 20% chance to drop its unique key (Goblin Key, Skeleton Key, or Vampire Key).
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- Each key can be obtained only once. Killing more Goblins will not give another Goblin Key.
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### Winning the Game
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- Collect all three keys. Then the option "Go to the Castle" appears.
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- Fight the Dragon. The Dragon has 180 HP. Its normal attack deals 45 damage. Its fiery breath deals double damage and ignores your defense.
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- Defeat the Dragon to break the curse and save Javanest.
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### Losing the Game
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- If your HP reaches zero during any fight, the game ends with "Game Over".
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Good luck, hero.
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