Base files added.
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@@ -39,7 +39,7 @@ git checkout -b develop
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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`, `Object`, and `Location`.
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- **Entities & Locations:** You have `Entity`, `Object`(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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@@ -47,7 +47,11 @@ A well-structured OOP hierarchy is crucial. Avoid duplicating code by placing sh
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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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- **Objects:** `Consumable`, `Armor`, `Weapon` are abstract classes implementing `Object`.
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- **Objects (Bonus):** `Consumable`, `Armor`, `Weapon` are abstract classes implementing `Object`. 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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### 3️⃣ Step 3: Implement Player & Monster Methods 🏹
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