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public class Actor {
// TODO: make final
private String name;
// TODO: could be replaced with `bool isAlive() { return this.hp > 0; }`
private boolean alive;
// TODO: enemy should not be binary (ex clans / groups / factions)
private boolean enemy;
private int hp;
// TODO: pack abilities / bonus / powers in structures
private int agility;
private int strenght;
private int defense;
private int x;
private int y;
private Weapon weapon;
private int actionsLeft;
// TODO: make final
private int actions = 2;
// TODO: make bonus / power-ups structure
public Actor(String name, int hp, boolean enemy, int agility) {
this.name = name;
this.hp = hp;
this.enemy = enemy;
this.agility = agility;
// TODO: puch should have infinite durability
this.weapon = new Weapon("fist", 1, 1, 10000000);
this.alive = true;
this.resetActions();
}
public void resetActions() {
this.actionsLeft = this.actions;
}
public int getActionsLeft() {
return this.actionsLeft;
}
public boolean hit(Actor actor, Map map) {
if (this.actionsLeft > 0) {
if (this.weapon.damage(this, actor, map)) {
this.actionsLeft--;
return true;
}
}
return false;
}
public Weapon getWeapon() {
return this.weapon;
}
public void equipWeapon(Weapon weapon) {
this.weapon = weapon;
}
// TODO: could be `return this.hp > 0` and remove member
public boolean isAlive() {
return this.alive;
}
public void setHP(int hp) {
this.hp = hp;
if (this.hp <= 0) {
this.alive = false;
}
}
public void damage(int dmg) {
this.hp -= dmg;
if (this.hp <= 0) {
this.alive = false;
}
}
public int getAgility() {
return this.agility;
}
public String getName() {
return this.name;
}
public int getHP() {
return this.hp;
}
public int getX() {
return this.x;
}
public int getY() {
return this.y;
}
public boolean isEnemy() {
return this.enemy;
}
public void move(int x, int y) {
if (this.actionsLeft > 0) {
this.x = x;
this.y = y;
this.actionsLeft--;
}
}
public void place(int x, int y) {
this.x = x;
this.y = y;
}
}
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