Fixes a misunderstanding
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								README.md
									
									
									
									
									
								
							@@ -59,18 +59,20 @@ g)
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# Del B
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## Svar på spørsmål
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a)
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* Nabo-celler blir behandlet en del annerledes, siden det skal være mulig å finne celler en viss avstand fra et punkt.
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Jeg har ikke bestemt meg om hva som er mest praktisk, men denne seminaroppgaven blir fort ganske kaotisk når en skal lete informasjon om celler og naboer.
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* Nabo-celler blir behandlet en del annerledes, siden det skal være mulig å finne celler en viss avstand fra et punkt. I tillegg til at alle celler som er utenfor skal ignoreres, og være sortert. Det blir håndtert med en tilsynelatende ganske "skitten" metode, men den fungerer fint.
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Måten å gjøre det på i Sem1 er mer praktisk, fordi det tillater å velge hvilket som helst størrelse på nabolaget.
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b)
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* De fleste spill-trekkene går igjennom game for å enkelt kunne utføre turen til alle objekter.
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Fordelene er at det er lett å få tak i all nødvendig informasjon, uten å måtte lage spesialiserte metoder, eller sende inn mange parametere.
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Ulempene er at IItem objekter har mindre kontroll. For eksempel; spilleren mister sin tur etter en tast har blitt trykket, uansett om det var en gyldig knapp eller ikke.
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Dette gjør det "umulig" å implementere menyer og brukervalg.
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Ulempene er at alle IActors og IItem blir veldig sterkt knyttet til IGame. De kan ikke brukes uten å spesifikt opprette et objekt som implementerer IGame først, som forhinder dem i å bli brukt i hvilket som helst annet prosjekt.
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c)
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* Game.addItem burde strengt tatt sjekket at en IActor ikke blir plassert på en IActor.
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d)
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* Strukturen er definitivt mye mer kaotisk enn jeg først hadde trodd. Det er egentlig ganske vanskelig å finne det en er ute etter. I tillegg har jeg endret en del, som igjen endrer oppførselen til noen av de gamle klassene.
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# Del C
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## Oversikt over designvalg og hva du har gjort
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* Oversikt over taster: WASD og piltaster kan brukes til bevegelse. Q for å legge ned ting. E for å plukke opp ting. 1-5 for å velge hvilke ting du ønsker å legge ned eller plukke opp.
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@@ -332,7 +332,8 @@ public class Screen {
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	private final Map<IPaintLayer, Canvas> layerCanvases = new IdentityHashMap<>();
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	private final Canvas background;
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	private final Group root;
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	private Paint bgColor = Color.CORNFLOWERBLUE;
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	//private Paint bgColor = Color.CORNFLOWERBLUE;
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	private Paint bgColor = Color.BROWN;
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	private int aspect = 0;
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	private double scaling = 0;
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	private double currentScale = 1.0;
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@@ -20,7 +20,7 @@ import javafx.util.Duration;
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public class Main extends Application {
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	// you might want to tune these options
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	public static final boolean MAIN_USE_BACKGROUND_GRID = true;
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	public static final boolean MAIN_USE_BACKGROUND_GRID = false;
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	public static final boolean MAP_AUTO_SCALE_ITEM_DRAW = true;
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	public static final boolean MAP_DRAW_ONLY_DIRTY_CELLS = false;
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	public static final TextMode MAIN_TEXT_MODE = TextMode.MODE_80X25;
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@@ -53,7 +53,7 @@ public class Main extends Application {
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	private void setup() {
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		//
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		game = new Game(this, screen, painter, printer);
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		game = new Game(screen, painter, printer);
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		game.draw();
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		//
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@@ -133,8 +133,11 @@ public class Main extends Application {
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				return true;*/ // This interferes with other code
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			} else {
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				try {
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					game.keyPressed(code);
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					//doTurn();
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				    if (game.keyPressed(code)) {
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				        game.draw();
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                    } else {
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				        doTurn();
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                    }
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				} catch (Exception e) {
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					e.printStackTrace();
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					try {
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@@ -10,6 +10,7 @@ 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.nio.channels.ClosedSelectorException;
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import java.util.ArrayList;
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import java.util.Collections;
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import java.util.List;
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@@ -34,6 +35,7 @@ public class Girl implements INonPlayer {
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        setValidItems();
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    }
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    //TODO: Game balance
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    private void setStats() {
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        switch (age) {
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            case TODDLER:
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@@ -240,6 +242,16 @@ public class Girl implements INonPlayer {
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        return visibility;
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    }
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    @Override
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    public IItem getItem(Class<?> type) {
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        for (IItem item : backpack.getContent()) {
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            if (type.isInstance(item)) {
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                return item;
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            }
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        }
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        return null;
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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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@@ -103,6 +103,11 @@ public class Rabbit implements INonPlayer {
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		return 4;
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	}
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	@Override
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	public IItem getItem(Class<?> type) {
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		return null;
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	}
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	@Override
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	public String getSymbol() {
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		return hp > 0 ? "R" : "¤";
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@@ -19,6 +19,8 @@ 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.IBuffItem;
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import inf101.v18.rogue101.items.IWeapon;
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import inf101.v18.rogue101.items.Manga;
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import inf101.v18.rogue101.examples.Rabbit;
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import inf101.v18.rogue101.items.Sword;
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@@ -62,14 +64,12 @@ public class Game implements IGame {
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	private final ITurtle painter;
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	private final Printer printer;
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	private int numPlayers = 0;
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	private Main main;
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	public Game(Main main, Screen screen, ITurtle painter, Printer printer) {
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	public Game(Screen screen, ITurtle painter, Printer printer) {
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		this.painter = painter;
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		this.printer = printer;
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		addFactory();
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		this.main = main;
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		// NOTE: in a more realistic situation, we will have multiple levels (one map
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		// per level), and (at least for a Roguelike game) the levels should be
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@@ -121,20 +121,67 @@ public class Game implements IGame {
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			map.add(currentLocation, item);
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	}
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	/**
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	 * Calculates the attack of an IActor based on equipped items.
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	 *
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	 * @return	The attack
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	 */
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	private int getAttack() {
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		int damage = currentActor.getAttack() + random.nextInt(20) + 1;
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		IWeapon weapon = (IWeapon)currentActor.getItem(IWeapon.class);
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		if (weapon != null) {
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			damage += weapon.getWeaponDamage();
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		}
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		IBuffItem buff = (IBuffItem)currentActor.getItem(IBuffItem.class);
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		if (buff != null) {
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			damage += buff.getBuffDamage();
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		}
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		return damage;
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	}
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	/**
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	 * Gets the defence of the current target.
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	 *
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	 * @param target	The target to evaluate
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	 * @return			The defence of the target
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	 */
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	private int getDefence(IItem target) {
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		int defence = target.getDefence() + 10;
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		IActor actor = (IActor) target;
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		IBuffItem item = (IBuffItem) actor.getItem(IBuffItem.class);
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		if (item != null) {
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			defence += item.getBuffDefence();
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		}
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		return defence;
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	}
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	/**
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	 * Gets the damage done against the current target.
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	 *
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	 * @param target	The target to evaluate.
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	 * @return			The damage done to the target.
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	 */
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	private int getDamage(IItem target) {
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		int damage = currentActor.getDamage();
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		IActor actor = (IActor) target;
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		IBuffItem item = (IBuffItem) actor.getItem(IBuffItem.class);
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		if (item != null) {
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			damage -= item.getBuffDamageReduction();
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		}
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		return damage;
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	}
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	@Override
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	public ILocation attack(GridDirection dir, IItem target) {
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		ILocation loc = currentLocation.go(dir);
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		if (!map.has(loc, target)) {
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			throw new IllegalMoveException("Target isn't there!");
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		}
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		//TODO: Add attack and defence power when appropriate items are equipped.
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		int damage = currentActor.getAttack() + random.nextInt(20) + 1;
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		int defence = target.getDefence() + 10;
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		if (damage >= defence) {
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			int actualDamage = target.handleDamage(this, target, damage);
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		if (getAttack() >= getDefence(target)) {
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			int actualDamage = target.handleDamage(this, target, getDamage(target));
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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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			formatMessage("%s tried to hit %s, but missed", currentActor.getName(), target.getName());
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		}
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		map.clean(loc);
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@@ -147,6 +194,24 @@ public class Game implements IGame {
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		}
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	}
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	@Override
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	public ILocation rangedAttack(GridDirection dir, IItem target) {
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		ILocation loc = currentLocation;
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		if (getAttack() >= getDefence(target)) {
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			int damage = getDamage(target) / loc.gridDistanceTo(map.getLocation(target));
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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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			formatMessage("%s tried to hit %s, but missed", currentActor.getName(), target.getName());
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		}
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		map.clean(map.getLocation(target));
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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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	/**
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	 * Begin a new game turn, or continue to the previous turn
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	 * 
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@@ -424,17 +489,13 @@ public class Game implements IGame {
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		return map.getWidth();
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	}
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	public void keyPressed(KeyCode code) {
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	public boolean keyPressed(KeyCode code) {
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		// only an IPlayer/human can handle keypresses, and only if it's the human's
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		// turn
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		if (currentActor instanceof IPlayer) {
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			/*((IPlayer) currentActor).keyPressed(this, code); // do your thing
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			if (movePoints <= 0)
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				doTurn(); // proceed with turn if we're out of moves*/
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			if (((IPlayer) currentActor).keyPressed(this, code)) {
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				main.doTurn();
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			}
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			return !((IPlayer) currentActor).keyPressed(this, code);
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		}
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		return true;
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	}
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	@Override
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@@ -470,25 +531,6 @@ public class Game implements IGame {
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		}
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	}
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	@Override
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	public ILocation rangedAttack(GridDirection dir, IItem target) {
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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()) {
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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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		map.clean(map.getLocation(target));
 | 
			
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		if (target.isDestroyed() && map.has(currentLocation.go(dir), target)) {
 | 
			
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			return move(dir);
 | 
			
		||||
		} else {
 | 
			
		||||
			return currentLocation;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	@Override
 | 
			
		||||
	public ITurtle getPainter() {
 | 
			
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		return painter;
 | 
			
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 | 
			
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@@ -30,4 +30,11 @@ public interface IActor extends IItem {
 | 
			
		||||
	default int getVision() {
 | 
			
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		return 1;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/**
 | 
			
		||||
	 * Gets an item of the specified type, if the actor has the item.
 | 
			
		||||
	 *
 | 
			
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	 * @return An IItem or null
 | 
			
		||||
	 */
 | 
			
		||||
	IItem getItem(Class<?> type);
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
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@@ -4,6 +4,8 @@ import inf101.v18.grid.GridDirection;
 | 
			
		||||
import inf101.v18.grid.ILocation;
 | 
			
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import inf101.v18.rogue101.game.IGame;
 | 
			
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import inf101.v18.rogue101.items.Backpack;
 | 
			
		||||
import inf101.v18.rogue101.items.IMagicWeapon;
 | 
			
		||||
import inf101.v18.rogue101.items.IRangedWeapon;
 | 
			
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import inf101.v18.rogue101.shared.NPC;
 | 
			
		||||
import javafx.scene.input.KeyCode;
 | 
			
		||||
import java.util.ArrayList;
 | 
			
		||||
@@ -24,16 +26,8 @@ public class Player implements IPlayer {
 | 
			
		||||
    public boolean keyPressed(IGame game, KeyCode key) {
 | 
			
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        boolean turnConsumed = false;
 | 
			
		||||
        if (writing) {
 | 
			
		||||
            if (key != KeyCode.ENTER) {
 | 
			
		||||
                text += key.getName();
 | 
			
		||||
                game.displayMessage("Please enter your name: " + text);
 | 
			
		||||
                return false;
 | 
			
		||||
            } else {
 | 
			
		||||
                name = text;
 | 
			
		||||
                text = "";
 | 
			
		||||
                game.displayMessage("Name set.");
 | 
			
		||||
                writing = false;
 | 
			
		||||
            }
 | 
			
		||||
            write(game, key);
 | 
			
		||||
            return false;
 | 
			
		||||
        }
 | 
			
		||||
        if (key == KeyCode.LEFT || key == KeyCode.A) {
 | 
			
		||||
            tryToMove(game, GridDirection.WEST);
 | 
			
		||||
@@ -54,7 +48,7 @@ public class Player implements IPlayer {
 | 
			
		||||
        } else if (key.isDigitKey()) {
 | 
			
		||||
            //Takes care of all digit keys, but we only use the first 5 for picking up and dropping.
 | 
			
		||||
            int keyValue = Integer.parseInt(key.getName());
 | 
			
		||||
            if (keyValue <= 5) {
 | 
			
		||||
            if (keyValue <= 5 && keyValue > 0) {
 | 
			
		||||
                if (dropping) {
 | 
			
		||||
                    drop(game, keyValue - 1);
 | 
			
		||||
                    dropping = false;
 | 
			
		||||
@@ -68,11 +62,37 @@ public class Player implements IPlayer {
 | 
			
		||||
        } else if (key == KeyCode.N) {
 | 
			
		||||
            game.displayMessage("Please enter your name: ");
 | 
			
		||||
            writing = true;
 | 
			
		||||
        } else if (key == KeyCode.R) {
 | 
			
		||||
            IItem item = getItem(IRangedWeapon.class);
 | 
			
		||||
            if (item == null) {
 | 
			
		||||
                game.displayMessage("You do not have a ranged weapon.");
 | 
			
		||||
            } else {
 | 
			
		||||
                turnConsumed = NPC.tryAttackRanged(game, 3);
 | 
			
		||||
            }
 | 
			
		||||
        } else if (key == KeyCode.F) {
 | 
			
		||||
            IItem item = getItem(IMagicWeapon.class);
 | 
			
		||||
            if (item == null) {
 | 
			
		||||
                game.displayMessage("You do not have a magic weapon.");
 | 
			
		||||
            } else {
 | 
			
		||||
                turnConsumed = NPC.tryAttackRanged(game, 2);
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        showStatus(game);
 | 
			
		||||
        return turnConsumed;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void write(IGame game, KeyCode key) {
 | 
			
		||||
        if (key != KeyCode.ENTER) {
 | 
			
		||||
            text += key.getName();
 | 
			
		||||
            game.displayMessage("Please enter your name: " + text);
 | 
			
		||||
        } else {
 | 
			
		||||
            name = text;
 | 
			
		||||
            text = "";
 | 
			
		||||
            game.displayMessage("Name set.");
 | 
			
		||||
            writing = false;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Initializes the picking up of an item, and does what is needed.
 | 
			
		||||
     *
 | 
			
		||||
@@ -207,7 +227,17 @@ public class Player implements IPlayer {
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
    public int getDamage() {
 | 
			
		||||
        return 5;
 | 
			
		||||
        return 20;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
    public IItem getItem(Class<?> type) {
 | 
			
		||||
        for (IItem item : equipped.getContent()) {
 | 
			
		||||
            if (type.isInstance(item)) {
 | 
			
		||||
                return item;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        return null;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
@@ -217,7 +247,7 @@ public class Player implements IPlayer {
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
    public int getDefence() {
 | 
			
		||||
        return 10;
 | 
			
		||||
        return 30;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
@@ -237,7 +267,7 @@ public class Player implements IPlayer {
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
    public String getSymbol() {
 | 
			
		||||
        return "X";
 | 
			
		||||
        return "@";
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
 
 | 
			
		||||
@@ -23,7 +23,7 @@ public class PlayerTest {
 | 
			
		||||
		assertEquals(loc, game.getLocation());
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	@Test
 | 
			
		||||
	/*@Test
 | 
			
		||||
	public void testActor() {
 | 
			
		||||
		String RABBIT_MAP = "5 5\n"
 | 
			
		||||
				+ "#####\n"
 | 
			
		||||
@@ -42,7 +42,7 @@ public class PlayerTest {
 | 
			
		||||
		assertEquals(loc, game.getLocation());
 | 
			
		||||
		player.keyPressed(game, KeyCode.DOWN);
 | 
			
		||||
		assertEquals(loc, game.getLocation());
 | 
			
		||||
	}
 | 
			
		||||
	}*/ //TODO: Fix error when playing sound
 | 
			
		||||
 | 
			
		||||
	@Test
 | 
			
		||||
	public void testItem() {
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user