Adds a new type of NPC
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src/inf101/v18/rogue101/enemies/Girl.java
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182
src/inf101/v18/rogue101/enemies/Girl.java
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package inf101.v18.rogue101.enemies;
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import inf101.v18.grid.GridDirection;
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import inf101.v18.rogue101.game.IGame;
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import inf101.v18.rogue101.objects.IItem;
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import inf101.v18.rogue101.objects.INonPlayer;
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import inf101.v18.rogue101.shared.NPC;
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import inf101.v18.rogue101.states.Age;
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import inf101.v18.rogue101.states.Occupation;
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import inf101.v18.rogue101.states.Personality;
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import java.util.Collections;
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import java.util.List;
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import java.util.Random;
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public class Girl implements INonPlayer {
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private String name = randomName();
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private Age age = Age.getRandom();
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private Personality personality = Personality.getRandom();
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private Occupation occupation = Occupation.getRandom();
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private int maxhp;
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private int hp;
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private int attack;
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private int defence;
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private int visibility;
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private IItem equipped;
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private static Random random = new Random();
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public Girl() {
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setStats();
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}
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private void setStats() {
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switch (age) {
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case TODDLER:
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maxhp = 100;
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attack = 10;
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defence = 50;
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visibility = 1;
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break;
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case CHILD:
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maxhp = 150;
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attack = 20;
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defence = 40;
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visibility = 2;
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break;
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case TEEN:
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maxhp = 200;
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attack = 25;
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defence = 30;
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visibility = 3;
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break;
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case ADULT:
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maxhp = 250;
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attack = 30;
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defence = 20;
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visibility = 4;
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break;
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case ELDER:
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maxhp = 200;
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attack = 15;
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defence = 35;
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visibility = 2;
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break;
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}
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if (occupation == Occupation.MAGE) {
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attack += 10; //Knights are quite powerful.
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}
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if (occupation == Occupation.MAGE) {
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attack += 5; // Mages have lesser range than bowsmen, but more damage.
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}
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maxhp += (int)(random.nextGaussian() * 10);
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hp = maxhp;
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attack += (int)(random.nextGaussian() * 5);
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defence += (int)(random.nextGaussian() * 5);
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}
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private String randomName() {
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//TODO: Choose from a list of names, or generate name.
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return "Girl";
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}
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@Override
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public void doTurn(IGame game) {
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if (equipped == null) {
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//TODO: Check if there is a item on the ground to pick up.
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}
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boolean attack = false;
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switch (personality) {
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case CALM:
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if (hp < maxhp) {
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attack = true;
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}
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break;
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case AFRAID:
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if (!NPC.flee(game)) {
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return;
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} else {
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attack = true;
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}
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break;
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case AGRESSIVE:
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attack = true;
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break;
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}
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if (attack) {
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switch (occupation) {
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case KNIGHT:
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if (NPC.tryAttack(game)) {
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return;
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}
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break;
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case MAGE:
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if (NPC.tryAttackRanged(game, 2)) {
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return;
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}
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case BOWSMAN:
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if (NPC.tryAttackRanged(game, 4)) {
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return;
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}
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}
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}
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List<GridDirection> possibleMoves = game.getPossibleMoves();
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if (!possibleMoves.isEmpty()) {
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Collections.shuffle(possibleMoves);
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game.move(possibleMoves.get(0));
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}
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}
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@Override
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public int getAttack() {
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return attack;
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}
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@Override
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public int getDamage() {
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return 5;
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}
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@Override
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public int getCurrentHealth() {
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return hp;
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}
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@Override
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public int getDefence() {
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return defence;
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}
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@Override
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public int getMaxHealth() {
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return maxhp;
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}
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@Override
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public String getName() {
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return name;
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}
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@Override
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public int getSize() {
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return 8;
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}
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@Override
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public String getSymbol() {
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return "G";
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}
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@Override
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public int getVision() {
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return visibility;
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}
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@Override
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public int handleDamage(IGame game, IItem source, int amount) {
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hp -= amount;
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return amount;
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}
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}
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@ -27,7 +27,6 @@ public class Rabbit implements INonPlayer {
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return;
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}
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//TODO: It seems the rabbit moves twice. We don't want that.
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if (NPC.tryAttack(game)) {
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return;
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}
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@ -39,8 +38,7 @@ public class Rabbit implements INonPlayer {
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if (eaten > 0) {
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System.out.println("ate carrot worth " + eaten + "!");
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food += eaten;
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game.displayMessage("You hear a faint crunching (" + getName() + " eats " + item.getArticle() + " "
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+ item.getName() + ")");
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game.displayMessage("You hear a faint crunching (" + getName() + " eats " + item.getArticle() + " " + item.getName() + ")");
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return;
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}
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}
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@ -17,6 +17,7 @@ import inf101.v18.grid.GridDirection;
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import inf101.v18.grid.IGrid;
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import inf101.v18.grid.ILocation;
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import inf101.v18.rogue101.Main;
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import inf101.v18.rogue101.enemies.Girl;
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import inf101.v18.rogue101.examples.Carrot;
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import inf101.v18.rogue101.items.Manga;
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import inf101.v18.rogue101.examples.Rabbit;
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@ -258,6 +259,7 @@ public class Game implements IGame {
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itemFactories.put("C", Carrot::new);
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itemFactories.put("R", Rabbit::new);
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itemFactories.put("M", Manga::new);
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itemFactories.put("G", Girl::new);
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itemFactories.put(".", Dust::new);
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}
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@ -435,7 +437,21 @@ public class Game implements IGame {
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@Override
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public ILocation rangedAttack(GridDirection dir, IItem target) {
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return currentLocation;
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ILocation loc = currentLocation;
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int damage = (currentActor.getAttack() + random.nextInt(20) + 1)
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/ loc.gridDistanceTo(map.getLocation(target)); //Close attacks will take more damage.
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if (damage >= target.getDefence() + 10) {
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int actualDamage = target.handleDamage(this, target, damage);
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formatMessage("%s hits %s for %d damage", currentActor.getName(), target.getName(), actualDamage);
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} else {
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displayMessage("The attack missed.");
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}
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map.clean(loc);
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if (target.isDestroyed() && map.has(currentLocation.go(dir), target)) {
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return move(dir);
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} else {
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return currentLocation;
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}
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}
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@Override
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@ -35,6 +35,40 @@ public class NPC {
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return false;
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}
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/**
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* Performs a ranged attack on the closest actor (if any) observable by the current actor.
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*
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* @param game An IGame object
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* @param range The range of the equipped weapon
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* @return True if an attack or a move towards an enemy was successful. False otherwise
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*/
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public static boolean tryAttackRanged(IGame game, int range) {
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// Ranged attacks don't care about walls.
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List<ILocation> neighbours = game.getMap().getNeighbourhood(game.getLocation(), game.getActor().getVision());
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for (ILocation neighbour : neighbours) {
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if (game.getMap().hasActors(neighbour)) {
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ILocation current = game.getLocation();
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GridDirection dir = game.locationDirection(current, neighbour);
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IActor actor = game.getMap().getActors(neighbour).get(0); //We assume there is only one actor.
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if (current.gridDistanceTo(neighbour) <= range && !actor.isDestroyed()) {
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game.rangedAttack(dir, actor);
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return true;
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} else if (game.canGo(dir)) {
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game.move(dir);
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return true;
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}
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}
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}
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return false;
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}
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/**
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* Tries to find and reach an item of a specified class.
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*
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* @param game An IGame object
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* @param element The class of the objects we are looking for
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* @return True if an appropriate item was found in the range of the current actor. False otherwise.
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*/
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public static boolean trackItem(IGame game, Class<?> element) {
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List<ILocation> neighbours = game.getVisible();
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for (ILocation neighbour : neighbours) {
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@ -55,4 +89,31 @@ public class NPC {
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}
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return false;
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}
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public static boolean flee(IGame game) {
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List<ILocation> neighbours = game.getVisible();
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for (ILocation neighbour : neighbours) {
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if (game.getMap().hasActors(neighbour)) {
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ILocation current = game.getLocation();
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GridDirection dir = reverseDir(game.locationDirection(current, neighbour));
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if (game.canGo(dir)) {
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game.move(dir);
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return true;
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}
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}
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}
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return false;
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}
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private static GridDirection reverseDir(GridDirection dir) {
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if (dir == GridDirection.SOUTH) {
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return GridDirection.NORTH;
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} else if (dir == GridDirection.NORTH) {
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return GridDirection.SOUTH;
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} else if (dir == GridDirection.WEST) {
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return GridDirection.EAST;
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} else {
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return GridDirection.WEST;
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}
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}
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}
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13
src/inf101/v18/rogue101/states/Age.java
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13
src/inf101/v18/rogue101/states/Age.java
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package inf101.v18.rogue101.states;
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import java.util.Random;
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public enum Age {
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TODDLER, CHILD, TEEN, ADULT, ELDER;
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private static Random random = new Random();
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public static Age getRandom() {
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return values()[random.nextInt(values().length)];
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}
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}
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src/inf101/v18/rogue101/states/Occupation.java
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src/inf101/v18/rogue101/states/Occupation.java
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package inf101.v18.rogue101.states;
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import java.util.Random;
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public enum Occupation {
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KNIGHT, MAGE, BOWSMAN;
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private static Random random = new Random();
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public static Occupation getRandom() {
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return values()[random.nextInt(values().length)];
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}
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}
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src/inf101/v18/rogue101/states/Personality.java
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13
src/inf101/v18/rogue101/states/Personality.java
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package inf101.v18.rogue101.states;
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import java.util.Random;
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public enum Personality {
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AGRESSIVE, CALM, AFRAID;
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private static Random random = new Random();
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public static Personality getRandom() {
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return values()[random.nextInt(values().length)];
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}
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}
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