Adds a new type of NPC

This commit is contained in:
Kristian Knarvik 2018-03-09 23:18:00 +01:00
parent 5ec539fda2
commit 478a8f02a3
7 changed files with 300 additions and 4 deletions

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@ -0,0 +1,182 @@
package inf101.v18.rogue101.enemies;
import inf101.v18.grid.GridDirection;
import inf101.v18.rogue101.game.IGame;
import inf101.v18.rogue101.objects.IItem;
import inf101.v18.rogue101.objects.INonPlayer;
import inf101.v18.rogue101.shared.NPC;
import inf101.v18.rogue101.states.Age;
import inf101.v18.rogue101.states.Occupation;
import inf101.v18.rogue101.states.Personality;
import java.util.Collections;
import java.util.List;
import java.util.Random;
public class Girl implements INonPlayer {
private String name = randomName();
private Age age = Age.getRandom();
private Personality personality = Personality.getRandom();
private Occupation occupation = Occupation.getRandom();
private int maxhp;
private int hp;
private int attack;
private int defence;
private int visibility;
private IItem equipped;
private static Random random = new Random();
public Girl() {
setStats();
}
private void setStats() {
switch (age) {
case TODDLER:
maxhp = 100;
attack = 10;
defence = 50;
visibility = 1;
break;
case CHILD:
maxhp = 150;
attack = 20;
defence = 40;
visibility = 2;
break;
case TEEN:
maxhp = 200;
attack = 25;
defence = 30;
visibility = 3;
break;
case ADULT:
maxhp = 250;
attack = 30;
defence = 20;
visibility = 4;
break;
case ELDER:
maxhp = 200;
attack = 15;
defence = 35;
visibility = 2;
break;
}
if (occupation == Occupation.MAGE) {
attack += 10; //Knights are quite powerful.
}
if (occupation == Occupation.MAGE) {
attack += 5; // Mages have lesser range than bowsmen, but more damage.
}
maxhp += (int)(random.nextGaussian() * 10);
hp = maxhp;
attack += (int)(random.nextGaussian() * 5);
defence += (int)(random.nextGaussian() * 5);
}
private String randomName() {
//TODO: Choose from a list of names, or generate name.
return "Girl";
}
@Override
public void doTurn(IGame game) {
if (equipped == null) {
//TODO: Check if there is a item on the ground to pick up.
}
boolean attack = false;
switch (personality) {
case CALM:
if (hp < maxhp) {
attack = true;
}
break;
case AFRAID:
if (!NPC.flee(game)) {
return;
} else {
attack = true;
}
break;
case AGRESSIVE:
attack = true;
break;
}
if (attack) {
switch (occupation) {
case KNIGHT:
if (NPC.tryAttack(game)) {
return;
}
break;
case MAGE:
if (NPC.tryAttackRanged(game, 2)) {
return;
}
case BOWSMAN:
if (NPC.tryAttackRanged(game, 4)) {
return;
}
}
}
List<GridDirection> possibleMoves = game.getPossibleMoves();
if (!possibleMoves.isEmpty()) {
Collections.shuffle(possibleMoves);
game.move(possibleMoves.get(0));
}
}
@Override
public int getAttack() {
return attack;
}
@Override
public int getDamage() {
return 5;
}
@Override
public int getCurrentHealth() {
return hp;
}
@Override
public int getDefence() {
return defence;
}
@Override
public int getMaxHealth() {
return maxhp;
}
@Override
public String getName() {
return name;
}
@Override
public int getSize() {
return 8;
}
@Override
public String getSymbol() {
return "G";
}
@Override
public int getVision() {
return visibility;
}
@Override
public int handleDamage(IGame game, IItem source, int amount) {
hp -= amount;
return amount;
}
}

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@ -27,7 +27,6 @@ public class Rabbit implements INonPlayer {
return;
}
//TODO: It seems the rabbit moves twice. We don't want that.
if (NPC.tryAttack(game)) {
return;
}
@ -39,8 +38,7 @@ public class Rabbit implements INonPlayer {
if (eaten > 0) {
System.out.println("ate carrot worth " + eaten + "!");
food += eaten;
game.displayMessage("You hear a faint crunching (" + getName() + " eats " + item.getArticle() + " "
+ item.getName() + ")");
game.displayMessage("You hear a faint crunching (" + getName() + " eats " + item.getArticle() + " " + item.getName() + ")");
return;
}
}

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@ -17,6 +17,7 @@ import inf101.v18.grid.GridDirection;
import inf101.v18.grid.IGrid;
import inf101.v18.grid.ILocation;
import inf101.v18.rogue101.Main;
import inf101.v18.rogue101.enemies.Girl;
import inf101.v18.rogue101.examples.Carrot;
import inf101.v18.rogue101.items.Manga;
import inf101.v18.rogue101.examples.Rabbit;
@ -258,6 +259,7 @@ public class Game implements IGame {
itemFactories.put("C", Carrot::new);
itemFactories.put("R", Rabbit::new);
itemFactories.put("M", Manga::new);
itemFactories.put("G", Girl::new);
itemFactories.put(".", Dust::new);
}
@ -435,7 +437,21 @@ public class Game implements IGame {
@Override
public ILocation rangedAttack(GridDirection dir, IItem target) {
return currentLocation;
ILocation loc = currentLocation;
int damage = (currentActor.getAttack() + random.nextInt(20) + 1)
/ loc.gridDistanceTo(map.getLocation(target)); //Close attacks will take more damage.
if (damage >= target.getDefence() + 10) {
int actualDamage = target.handleDamage(this, target, damage);
formatMessage("%s hits %s for %d damage", currentActor.getName(), target.getName(), actualDamage);
} else {
displayMessage("The attack missed.");
}
map.clean(loc);
if (target.isDestroyed() && map.has(currentLocation.go(dir), target)) {
return move(dir);
} else {
return currentLocation;
}
}
@Override

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@ -35,6 +35,40 @@ public class NPC {
return false;
}
/**
* Performs a ranged attack on the closest actor (if any) observable by the current actor.
*
* @param game An IGame object
* @param range The range of the equipped weapon
* @return True if an attack or a move towards an enemy was successful. False otherwise
*/
public static boolean tryAttackRanged(IGame game, int range) {
// Ranged attacks don't care about walls.
List<ILocation> neighbours = game.getMap().getNeighbourhood(game.getLocation(), game.getActor().getVision());
for (ILocation neighbour : neighbours) {
if (game.getMap().hasActors(neighbour)) {
ILocation current = game.getLocation();
GridDirection dir = game.locationDirection(current, neighbour);
IActor actor = game.getMap().getActors(neighbour).get(0); //We assume there is only one actor.
if (current.gridDistanceTo(neighbour) <= range && !actor.isDestroyed()) {
game.rangedAttack(dir, actor);
return true;
} else if (game.canGo(dir)) {
game.move(dir);
return true;
}
}
}
return false;
}
/**
* Tries to find and reach an item of a specified class.
*
* @param game An IGame object
* @param element The class of the objects we are looking for
* @return True if an appropriate item was found in the range of the current actor. False otherwise.
*/
public static boolean trackItem(IGame game, Class<?> element) {
List<ILocation> neighbours = game.getVisible();
for (ILocation neighbour : neighbours) {
@ -55,4 +89,31 @@ public class NPC {
}
return false;
}
public static boolean flee(IGame game) {
List<ILocation> neighbours = game.getVisible();
for (ILocation neighbour : neighbours) {
if (game.getMap().hasActors(neighbour)) {
ILocation current = game.getLocation();
GridDirection dir = reverseDir(game.locationDirection(current, neighbour));
if (game.canGo(dir)) {
game.move(dir);
return true;
}
}
}
return false;
}
private static GridDirection reverseDir(GridDirection dir) {
if (dir == GridDirection.SOUTH) {
return GridDirection.NORTH;
} else if (dir == GridDirection.NORTH) {
return GridDirection.SOUTH;
} else if (dir == GridDirection.WEST) {
return GridDirection.EAST;
} else {
return GridDirection.WEST;
}
}
}

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@ -0,0 +1,13 @@
package inf101.v18.rogue101.states;
import java.util.Random;
public enum Age {
TODDLER, CHILD, TEEN, ADULT, ELDER;
private static Random random = new Random();
public static Age getRandom() {
return values()[random.nextInt(values().length)];
}
}

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@ -0,0 +1,13 @@
package inf101.v18.rogue101.states;
import java.util.Random;
public enum Occupation {
KNIGHT, MAGE, BOWSMAN;
private static Random random = new Random();
public static Occupation getRandom() {
return values()[random.nextInt(values().length)];
}
}

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@ -0,0 +1,13 @@
package inf101.v18.rogue101.states;
import java.util.Random;
public enum Personality {
AGRESSIVE, CALM, AFRAID;
private static Random random = new Random();
public static Personality getRandom() {
return values()[random.nextInt(values().length)];
}
}