Minor changes for the game. New README.md implemented
This commit is contained in:
@@ -19,9 +19,7 @@ public interface Entity {
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int getHealManaCost();
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int getDefendManaCost();
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void skipNextTurn();
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void skipTurn();
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/*
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TODO: ADD OTHER REQUIRED AND BONUS METHODS
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*/
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// void skipNextTurn(); /disabled
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// void skipTurn(); /disabled
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}
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@@ -3,16 +3,14 @@ package org.project.entity.enemies;
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import org.project.entity.Entity;
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import org.project.item.weapons.Weapon;
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// TODO: UPDATE IMPLEMENTATION
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public abstract class Enemy implements Entity {
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Weapon weapon;
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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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private int maxMP;
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private boolean canPlayThisTurn = true;
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// private boolean canPlayThisTurn = true;
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private boolean isDefendingThisTurn = false;
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private boolean isAlive;
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private int healManaCost;
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private int defendManaCost;
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public Enemy(int hp, int mp, Weapon weapon,
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@@ -65,14 +63,14 @@ public abstract class Enemy implements Entity {
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mp = 0;
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}
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}
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@Override
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public void skipNextTurn() {
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this.canPlayThisTurn = false;
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}
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@Override
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public void skipTurn() {
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this.canPlayThisTurn = true;
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}
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// @Override //disabled
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// public void skipNextTurn() {
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// this.canPlayThisTurn = false;
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// }
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// @Override //disabled
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// public void skipTurn() {
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// this.canPlayThisTurn = true;
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// }
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@Override
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public String getType() {
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return "Enemy";
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@@ -5,7 +5,6 @@ import org.project.item.weapons.Weapon;
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import java.util.Random;
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// TODO: UPDATE IMPLEMENTATION
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public class Skeleton extends Enemy implements Key {
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private static int DEFAULT_HP = 100;
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private static int DEFAULT_MP = 100;
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@@ -61,5 +60,4 @@ public class Skeleton extends Enemy implements Key {
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keysRemaining = 1;
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}
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// TODO: DESIGN ENEMY AND IMPLEMENT THE CONSTRUCTOR
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}
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@@ -3,7 +3,6 @@ package org.project.entity.players;
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import org.project.item.weapons.Sword;
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import org.project.item.weapons.Weapon;
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// TODO: UPDATE IMPLEMENTATION
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public class Knight extends Player {
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private static int DEFAULT_HP = 100;
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private static int DEFAULT_MP = 80;
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@@ -35,5 +34,4 @@ public class Knight extends Player {
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// TODO: DESIGN KNIGHT'S WEAPON AND ARMOR AND IMPLEMENT THE CONSTRUCTOR
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}
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@@ -6,7 +6,6 @@ import org.project.item.weapons.Weapon;
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import java.util.ArrayList;
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// TODO: UPDATE IMPLEMENTATION
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public abstract class Player implements Entity{
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protected String name;
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Weapon weapon;
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@@ -86,14 +85,14 @@ public abstract class Player implements Entity{
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}
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}
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@Override
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public void skipNextTurn() {
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this.canPlayThisTurn = false;
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}
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@Override
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public void skipTurn() {
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this.canPlayThisTurn = true;
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}
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// @Override
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// public void skipNextTurn() {
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// this.canPlayThisTurn = false;
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// }
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// @Override
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// public void skipTurn() {
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// this.canPlayThisTurn = true;
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// }
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public String getName() {
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return name;
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}
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@@ -1,42 +0,0 @@
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package org.project.item.armors;
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// TODO: UPDATE IMPLEMENTATION
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public abstract class Armor {
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private int defense;
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private int maxDefense;
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private int durability;
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private int maxDurability;
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private boolean isBroke;
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public Armor(int defense, int durability) {
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this.defense = defense;
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this.durability = durability;
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}
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public void checkBreak() {
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if (durability <= 0) {
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isBroke = true;
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defense = 0;
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}
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}
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// TODO: (BONUS) UPDATE THE REPAIR METHOD
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public void repair() {
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isBroke = false;
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defense = maxDefense;
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durability = maxDurability;
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}
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public int getDefense() {
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return defense;
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}
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public int getDurability() {
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return durability;
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}
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public boolean isBroke() {
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return isBroke;
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}
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}
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@@ -1,6 +0,0 @@
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package org.project.item.armors;
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// TODO: UPDATE IMPLEMENTATION
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public class KnightArmor {
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// TODO: DESIGN ARMOR'S ATTRIBUTES IMPLEMENT THE CONSTRUCTOR
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}
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@@ -23,7 +23,6 @@ public class BoneHarpoon extends Weapon{
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@Override
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public String getExplanation() {
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return "Melee slashing tool for skeletons.\n"+
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"Damage: "+ this.getDamage() +" Mana cost: " + this.getManaCost() +
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"\nSpecial ability: When used by the skeleton, it resurrects with 50% hp.";
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"Damage: "+ this.getDamage() +" Mana cost: " + this.getManaCost();
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}
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}
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@@ -24,7 +24,6 @@ public class Dagger extends Weapon{
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@Override
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public String getExplanation() {
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return "Melee piercing for Assassins.\n"+
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"Damage: "+ this.getDamage() +" Mana cost: " + this.getManaCost() +
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"\nSpecial ability: Inflicts 40 damage";
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"Damage: "+ this.getDamage() +" Mana cost: " + this.getManaCost();
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}
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}
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@@ -23,7 +23,6 @@ public class Fireball extends Weapon{
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@Override
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public String getExplanation() {
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return "Magical balls of fire for Wizards.\n"+
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"Damage: "+ this.getDamage() +" Mana cost: " + this.getManaCost() +
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"\nSpecial ability: Throws 3 fireballs at once inflicting 3 times the normal damage.\n";
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"Damage: "+ this.getDamage() +" Mana cost: " + this.getManaCost();
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}
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}
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@@ -24,8 +24,7 @@ public class GoblinSickle extends Weapon {
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@Override
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public String getExplanation() {
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return "Melee slashing tool for goblins. Causes bleeding over time.\n" +
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"Damage: "+ this.getDamage() +" Mana cost: " + this.getManaCost() +
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"Special ability: The target takes twice the normal damage.";
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"Damage: "+ this.getDamage() +" Mana cost: " + this.getManaCost();
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}
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}
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@@ -25,7 +25,6 @@ public class MirrorClaws extends Weapon{
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@Override
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public String getExplanation() {
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return "Melee slashing weapon for vampires. Inflicts \"reflection\" debuff.\n" +
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"Damage: "+ this.getDamage() +" Mana cost: " + this.getManaCost() +
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"\nSpecial ability: reduces target's mana by 30 on top of normal damage.";
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"Damage: "+ this.getDamage() +" Mana cost: " + this.getManaCost();
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}
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}
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@@ -26,6 +26,6 @@ public class Sword extends Weapon {
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}
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@Override
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public String getExplanation() {
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return "Melee piercing/bludgeoning for knights. Ignores armor on critical hits.";
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return "Melee piercing/bludgeoning for knights.";
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}
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}
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@@ -16,7 +16,7 @@ public class TailScythe extends Weapon{
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public void useSpecialAbility(Entity attacker, Entity target) {
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target.takeDamage(this.getDamage() + 20);
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attacker.reduceMana(this.getManaCost() + 5);
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target.skipNextTurn();
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// target.skipNextTurn(); disabled
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}
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@Override
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public String getType() {
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@@ -25,7 +25,6 @@ public class TailScythe extends Weapon{
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@Override
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public String getExplanation() {
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return "Melee sweeping attack for Dragons. Hitting targets with its tail.\n" +
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"Damage: "+ this.getDamage() +" Mana cost: " + this.getManaCost() +
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"Special ability:The target takes +20 damage than normal attack. Also loses their next turn.";
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"Damage: "+ this.getDamage() +" Mana cost: " + this.getManaCost();
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}
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}
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@@ -3,16 +3,11 @@ package org.project.item.weapons;
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import org.project.entity.Entity;
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import org.project.item.Item;
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// TODO: UPDATE IMPLEMENTATION
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public abstract class Weapon implements Item {
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private int damage;
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private int manaCost;
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private int specialMana;
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/*
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TODO: ADD OTHER REQUIRED AND BONUS ATTRIBUTES
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*/
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public Weapon(int damage, int manaCost, int specialMana) {
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this.damage = damage;
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this.manaCost = manaCost;
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@@ -51,7 +46,5 @@ public abstract class Weapon implements Item {
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attacker.reduceMana(this.getManaCost());
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}
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public abstract void useSpecialAbility(Entity attacker, Entity target);
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/*
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TODO: ADD OTHER REQUIRED AND BONUS METHODS
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*/
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}
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@@ -1,175 +1,66 @@
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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: The Legend of Javanest
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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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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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⚠️ **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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🎯 **Your goal is not just to complete the assignment but to learn and apply OOP effectively!**
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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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### **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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Java Knight is a turn-based, console-based RPG built in Java. Players take on the role of a hero tasked with saving the land of Javanest by defeating monsters, collecting mystical keys, and ultimately slaying the Dragon.
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---
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## Tasks 📝
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## 🚀 Quick Start
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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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**Prerequisites:** Java JDK 8 or higher.
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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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1. **Navigate to the source root:**
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```bash
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cd your-project-folder/src
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||||
```
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2. **Compile the project:**
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||||
```bash
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javac org/project/Main.java
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||||
```
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3. **Run the game:**
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||||
```bash
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java org.project.Main
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||||
```
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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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## ⚙️ Game Mechanics
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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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||||
|
||||
|
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### 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.
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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**.
|
||||
|
||||
🔹 Example game loop structure:
|
||||
|
||||
```java
|
||||
while (player.isAlive() && enemy.isAlive())
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||||
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).
|
||||
- **Progression & XP:** After each victory, your HP and Mana are fully recovered. Defeating enemies grants Experience Points (XP).
|
||||
- **The Shop:** Between fights, you can visit the inventory to convert XP into permanent stat upgrades. 1 XP can be exchanged for either 1 Max HP or 1 Max MP.
|
||||
- **The Hunt for Keys:** To reach the end-game, you must collect three unique keys (Goblin, Skeleton, and Vampire). These have a chance to drop after defeating the respective enemy type.
|
||||
- **The Castle:** The path to the final boss is locked until all three keys are in your possession. Only then can you enter the castle to face the Dragon.
|
||||
|
||||
---
|
||||
|
||||
## Evaluation Criteria ⚖
|
||||
## 🎮 How to Play
|
||||
|
||||
| **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** |
|
||||
### Hero Classes
|
||||
- **Knight:** Balanced stats with high-damage melee capabilities.
|
||||
- **Assassin:** High stamina/mana efficiency with lower costs for defending.
|
||||
- **Wizard:** High mana pool and powerful magical abilities.
|
||||
|
||||
## 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.
|
||||
### Combat Actions
|
||||
On your turn, choose one of the following:
|
||||
1. **Light Attack:** Moderate damage; costs **0 Mana**.
|
||||
2. **Heavy Attack:** High damage; costs Mana.
|
||||
3. **Special Ability:** Unique class-based move; highest Mana cost.
|
||||
4. **Defend:** Reduces or blocks the next enemy attack; costs Mana.
|
||||
5. **Heal:** Restores HP during combat; costs Mana.
|
||||
|
||||
## 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.
|
||||
---
|
||||
|
||||
## 🛠 Technical Architecture & OOP Principles
|
||||
|
||||
This project demonstrates core Object-Oriented Programming principles:
|
||||
|
||||
|
||||
- **Inheritance:** Uses hierarchies for `Player` (Knight/Wizard/Assassin) and `Enemy` (Goblin/Skeleton/Vampire/Dragon) to share common logic while allowing unique overrides.
|
||||
- **Polymorphism:** The combat engine handles any `Entity` implementation. The `Weapon` system allows different damage behaviors to be executed through a single interface.
|
||||
- **Encapsulation:** Core stats like HP, Mana, and XP are protected. Data integrity is maintained through getters, setters, and specialized methods like `takeDamage()` and `reduceMana()`.
|
||||
- **Abstraction:** The `Weapon`, `Enemy`, and `Player` classes are abstract, ensuring that specific game entities must follow a strict template while hiding the complexity of underlying calculations.
|
||||
- **Interfaces:** The `Entity`, `Item`, and `Key` interfaces decouple behaviors from the class hierarchy, allowing for flexible interaction between different game objects.
|
||||
|
||||
<br/>
|
||||
|
||||

|
||||
###### - Born of God and Void. You shall seal the blinding light that plagues their dreams. You are the Vessel. You are the Java Knight.
|
||||
Reference in New Issue
Block a user