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public class Actor {
	private final String name;

	// TODO: enemy should not be binary (ex clans / groups / factions)	
	private boolean isEnemy;
	private int hp;

	private int x;
	private int y;

	public class SkillSet {
		public int agility = 0;
		// public int strenght;
		// public int defense;
	} 

	public SkillSet skills;
	
	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 isEnemy, int agility) {
		this.name = name;
		this.hp = hp;	
		this.isEnemy = isEnemy;

		this.skills = new SkillSet();
		this.skills.agility = agility;
		
		// TODO: puch should have infinite durability
		this.weapon = new Weapon("fist", 1, 1, 10000000);

		this.resetActions();
	}

	public String getName() { return this.name; }

	public int getX() { return this.x; }
	public int getY() { return this.y; }

	public Weapon getWeapon() { return this.weapon; }
	public void equipWeapon(Weapon weapon) { this.weapon = weapon; }

	public void setHP(int hp) { this.hp = hp; }
	public int getHP() { return this.hp; }	

	public final SkillSet getSkills() { return this.skills; }

	public int getActionsLeft() { return this.actionsLeft; }

	public void resetActions() {
		this.actionsLeft = this.actions;
	}

	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 boolean isAlive() {
		return this.hp > 0;
	}


	public boolean isEnemy() {
		return this.isEnemy;
	}

	public void damage(int dmg) {
		this.hp -= dmg;
	}

	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;

	}
}