Assign4 setup, fix package name issue

main
Brett 2023-04-04 15:58:32 -04:00
parent e20d1a73f1
commit 02683303dd
121 changed files with 2565 additions and 115 deletions

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package ca.cosc3p91.a3;
package ca.cosc3p91.a4;
import ca.cosc3p91.a3.game.GameEngine;
import ca.cosc3p91.a3.gameobjects.Stage;
import ca.cosc3p91.a4.game.GameEngine;
import ca.cosc3p91.a4.gameobjects.Stage;
public class Main {

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package ca.cosc3p91.a3.game;
package ca.cosc3p91.a4.game;
import ca.cosc3p91.a3.gameobjects.*;
import ca.cosc3p91.a3.player.*;
import ca.cosc3p91.a3.util.Print;
import ca.cosc3p91.a3.util.Time;
import ca.cosc3p91.a3.util.Util;
import ca.cosc3p91.a4.gameobjects.*;
import ca.cosc3p91.a4.player.*;
import ca.cosc3p91.a4.util.Print;
import ca.cosc3p91.a4.util.Time;
import ca.cosc3p91.a4.util.Util;
import java.io.BufferedReader;
import java.io.IOException;

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package ca.cosc3p91.a3.game;
package ca.cosc3p91.a4.game;
import ca.cosc3p91.a3.gameobjects.*;
import ca.cosc3p91.a4.gameobjects.*;
import java.util.ArrayList;
import java.util.List;

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
public class Archer extends Infantry {

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
public class ArcherTower extends DefenseBuilding {

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
import java.util.ArrayList;

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
public class Cannon extends DefenseBuilding {

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
public class CasaDeNarino extends Building {

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
public class Catapult extends Infantry {

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
public class Collector implements Inhabitant {

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
public abstract class DefenseBuilding extends Building {

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
import ca.cosc3p91.a3.util.Time;
import ca.cosc3p91.a4.util.Time;
class DefenseStage extends Stage {

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
import ca.cosc3p91.a3.util.Time;
import ca.cosc3p91.a4.util.Time;
public class DefenseStages {

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
public class Farm extends ResourceBuilding {

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
public abstract class Infantry implements Inhabitant {

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
import ca.cosc3p91.a3.game.Map;
import ca.cosc3p91.a4.game.Map;
public interface Inhabitant {

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
public class IronMine extends ResourceBuilding {

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
public class Knight extends Infantry {

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
public class LumberMine extends ResourceBuilding {

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
import ca.cosc3p91.a3.util.Time;
import ca.cosc3p91.a4.util.Time;
public abstract class ResourceBuilding extends Building {

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
import ca.cosc3p91.a3.util.Time;
import ca.cosc3p91.a4.util.Time;
public class ResourceStage extends Stage {

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
import ca.cosc3p91.a3.util.Time;
import ca.cosc3p91.a4.util.Time;
public class ResourceStages {

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
public class SaulGoodMine extends ResourceBuilding {

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
public class Soldier extends Infantry {

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
import ca.cosc3p91.a3.util.Time;
import ca.cosc3p91.a4.util.Time;
import java.util.HashMap;

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
import java.util.List;

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
import ca.cosc3p91.a3.util.Time;
import ca.cosc3p91.a4.util.Time;
public class VillageHallStages {

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
import ca.cosc3p91.a3.util.Time;
import ca.cosc3p91.a4.util.Time;
public class VillageStage extends Stage {

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
public class Worker implements Inhabitant {

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package ca.cosc3p91.a3.player;
package ca.cosc3p91.a4.player;
public class Player {

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package ca.cosc3p91.a3.userinterface;
package ca.cosc3p91.a4.userinterface;
public class GuiManager {
}

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package ca.cosc3p91.a3.util;
package ca.cosc3p91.a4.util;
import java.util.ArrayList;
import java.util.Arrays;

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package ca.cosc3p91.a3.util;
package ca.cosc3p91.a4.util;
public class Time {

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package ca.cosc3p91.a3.util;
package ca.cosc3p91.a4.util;
import java.util.Random;

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package ca.cosc3p91.a3;
package ca.cosc3p91.a4;
import ca.cosc3p91.a3.game.GameEngine;
import ca.cosc3p91.a4.game.GameEngine;
public class Main {

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package ca.cosc3p91.a3.game;
package ca.cosc3p91.a4.game;
import ca.cosc3p91.a3.gameobjects.*;
import ca.cosc3p91.a3.gameobjects.factory.BuildingFactory;
import ca.cosc3p91.a3.gameobjects.factory.InhabitantFactory;
import ca.cosc3p91.a3.player.*;
import ca.cosc3p91.a3.userinterface.GameDisplay;
import ca.cosc3p91.a3.util.ChallengeAdapter;
import ca.cosc3p91.a4.gameobjects.*;
import ca.cosc3p91.a4.gameobjects.factory.BuildingFactory;
import ca.cosc3p91.a4.gameobjects.factory.InhabitantFactory;
import ca.cosc3p91.a4.player.*;
import ca.cosc3p91.a4.userinterface.GameDisplay;
import ca.cosc3p91.a4.util.ChallengeAdapter;
import java.beans.XMLEncoder;
import java.io.BufferedOutputStream;

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package ca.cosc3p91.a3.game;
package ca.cosc3p91.a4.game;
import ca.cosc3p91.a3.gameobjects.*;
import ca.cosc3p91.a4.gameobjects.*;
import java.util.ArrayList;
import java.util.List;

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
public class Archer extends Infantry {

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
public class ArcherTower extends DefenseBuilding {

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
import java.io.Serializable;
import java.util.ArrayList;

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
public class Cannon extends DefenseBuilding {

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
public class CasaDeNarino extends Building {

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
public class Catapult extends Infantry {

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
public class Collector implements Inhabitant {

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
public abstract class DefenseBuilding extends Building {

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
import ca.cosc3p91.a3.util.Time;
import ca.cosc3p91.a4.util.Time;
class DefenseStage extends Stage {

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
import ca.cosc3p91.a3.util.Time;
import ca.cosc3p91.a4.util.Time;
public class DefenseStages {

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
public class Farm extends ResourceBuilding {

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
public abstract class Infantry implements Inhabitant {

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
import java.io.Serializable;

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
public class IronMine extends ResourceBuilding {

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
public class Knight extends Infantry {

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
public class LumberMine extends ResourceBuilding {

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
import ca.cosc3p91.a3.util.Time;
import ca.cosc3p91.a4.util.Time;
public abstract class ResourceBuilding extends Building {

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
import ca.cosc3p91.a3.util.Time;
import ca.cosc3p91.a4.util.Time;
public class ResourceStage extends Stage {

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
import ca.cosc3p91.a3.util.Time;
import ca.cosc3p91.a4.util.Time;
public class ResourceStages {

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
public class SaulGoodMine extends ResourceBuilding {

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
public class Soldier extends Infantry {

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
import ca.cosc3p91.a3.util.Time;
import ca.cosc3p91.a4.util.Time;
import java.io.Serializable;

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
public class Tile {

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
import ca.cosc3p91.a3.util.Time;
import ca.cosc3p91.a4.util.Time;
public class VillageHallStages {

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
import ca.cosc3p91.a3.util.Time;
import ca.cosc3p91.a4.util.Time;
public class VillageStage extends Stage {

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package ca.cosc3p91.a3.gameobjects;
package ca.cosc3p91.a4.gameobjects;
public class Worker implements Inhabitant {

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package ca.cosc3p91.a3.gameobjects.factory;
package ca.cosc3p91.a4.gameobjects.factory;
import ca.cosc3p91.a3.gameobjects.*;
import ca.cosc3p91.a3.util.Util;
import ca.cosc3p91.a4.gameobjects.*;
import ca.cosc3p91.a4.util.Util;
public class BuildingFactory {
public Building getBuilding(String buildingName) {

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package ca.cosc3p91.a3.gameobjects.factory;
package ca.cosc3p91.a4.gameobjects.factory;
import ca.cosc3p91.a3.gameobjects.*;
import ca.cosc3p91.a3.util.Util;
import ca.cosc3p91.a4.gameobjects.*;
import ca.cosc3p91.a4.util.Util;
public class InhabitantFactory {
public Inhabitant getInhabitant(String inhabitantName) {

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package ca.cosc3p91.a3.player;
package ca.cosc3p91.a4.player;
public class Player {

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package ca.cosc3p91.a3.userinterface;
package ca.cosc3p91.a4.userinterface;
import ca.cosc3p91.a3.game.Map;
import ca.cosc3p91.a3.gameobjects.Building;
import ca.cosc3p91.a3.gameobjects.Inhabitant;
import ca.cosc3p91.a3.util.Print;
import ca.cosc3p91.a4.game.Map;
import ca.cosc3p91.a4.gameobjects.Building;
import ca.cosc3p91.a4.gameobjects.Inhabitant;
import ca.cosc3p91.a4.util.Print;
import java.io.BufferedReader;
import java.io.IOException;

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package ca.cosc3p91.a3.util;
package ca.cosc3p91.a4.util;
import ChallengeDecision.*;
import ca.cosc3p91.a3.game.Map;
import ca.cosc3p91.a3.gameobjects.*;
import ca.cosc3p91.a4.game.Map;
import ca.cosc3p91.a4.gameobjects.*;
import java.util.ArrayList;
import java.util.List;

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package ca.cosc3p91.a3.util;
package ca.cosc3p91.a4.util;
import java.util.ArrayList;
import java.util.Arrays;

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package ca.cosc3p91.a3.util;
package ca.cosc3p91.a4.util;
import java.io.Serializable;

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package ca.cosc3p91.a3.util;
package ca.cosc3p91.a4.util;
import java.util.Random;

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/*
* To change this license header, choose License Headers in Project Properties.
* To change this template file, choose Tools | Templates
* and open the template in the editor.
*/
package ChallengeDecision;
import java.util.ArrayList;
import java.util.List;
import java.util.concurrent.ThreadLocalRandom;
/**
*
* @author robson
*/
public class Arbitrer {
public static ChallengeResult challengeDecide( ChallengeEntitySet<Double,Double> challenger, ChallengeEntitySet<Double,Double> challengee ) {
ChallengeResult challengeResult = new ChallengeResult( false );
int i = 0, j = 0, challengerSize, challengeeSize;
FightResult fr;
ChallengeEntity tempCE;
Boolean challengerTurn = true;
double challengerPower = 0;
List<ChallengeResource<Double,Double>> resultingResources = new ArrayList<>();
challengerSize = challenger.getEntityAttackList().size();
challengeeSize = challengee.getEntityDefenseList().size();
for ( ChallengeAttack ce : challenger.getEntityAttackList() )
challengerPower += ce.getProperty().doubleValue();
if ( challengerSize > 0 ) {
tempCE = challenger.getEntityAttackList().get( i++ );
while ( i < challengerSize && j < challengeeSize ) {
if ( challengerTurn ) { //tempCE is the challenger
fr = tempCE.fight( challengee.entityDefenseList.get( j ) );
challengerTurn = fr.getResult();
tempCE = fr.getChallengeEntity();
if ( challengerTurn )
j++;
else i++;
} else { //tempCE is the challengee
fr = challenger.getEntityAttackList().get( i ).fight( tempCE );
challengerTurn = fr.getResult();
tempCE = fr.getChallengeEntity();
if ( challengerTurn )
j++;
else i++;
}
}
// check what is remaining
if ( i < challengerSize ) { // 1 - there are still reamaining challengers
double sum = 0;
double proportion;
while ( i < challengerSize ) {
sum += challenger.getEntityAttackList().get( i++ ).getProperty().doubleValue();
}
proportion = sum / challengerPower;
challengee.getEntityResourceList().forEach((ce) -> {
resultingResources.add( new ChallengeResource( ce.getProperty().doubleValue() * ( proportion * getLootChance() ) ) );
});
challengeResult = new ChallengeResult( true, resultingResources );
} else if ( j < challengerSize ) { // 2 - there are still reamaining challengees
// no resources got back from attack
challengeResult = new ChallengeResult( false );
}
}
return challengeResult;
}
private static double getLootChance() {
return ( ThreadLocalRandom.current().nextInt(1, 10 ) + 10 ) / 20.0;
}
}

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/*
* To change this license header, choose License Headers in Project Properties.
* To change this template file, choose Tools | Templates
* and open the template in the editor.
*/
package ChallengeDecision;
import java.util.concurrent.ThreadLocalRandom;
/**
*
* @author robson
* @param <T>
*/
public class ChallengeAttack <T extends Number, V extends Number> extends ChallengeEntity<T,V> {
T attack;
V hit;
public ChallengeAttack( T attack, V hit ) {
this.attack = attack;
this.hit = hit;
}
public ChallengeAttack( T attack ) {
this.attack = attack;
}
@Override
public T getProperty() {
return this.attack;
}
@Override
public void setProperty( T attack ) {
this.attack = attack;
}
@Override
public V getHitPoints() {
return hit;
}
@Override
public void setHitPoints( V value ) {
hit = value;
}
@Override
public int compare( ChallengeEntity ce ) {
double result;
result = this.attack.doubleValue() - ce.getProperty().doubleValue();
if ( result == 0 )
return 0;
else if ( result > 0 )
return 1;
else return -1;
}
@Override
public double checkDifference( ChallengeEntity ce ) {
return this.attack.doubleValue() - ce.getProperty().doubleValue();
}
public FightResult fight( ChallengeEntity<T,V> ce ) {
Boolean fightOutcome = false;
ChallengeEntity<Double,Double> re;
double result;
result = ( attack.doubleValue() + hit.doubleValue() ) - ( ce.getProperty().doubleValue() + ce.getHitPoints().doubleValue() );
if ( result > 0 ) {
if ( result / ( attack.doubleValue() + hit.doubleValue() ) > 0.2 ) { // it won by a large difference
fightOutcome = ThreadLocalRandom.current().nextInt(1, 100) > 10; //attack success
if ( fightOutcome ) { //attack success -> attacker remains
re = new ChallengeAttack<>( attack.doubleValue() );
re.setHitPoints( ce.getHitPoints().doubleValue() * 0.75 );
} else { //attack fail -> defense remains
re = new ChallengeDefense<>( ce.getProperty().doubleValue() );
re.setHitPoints( ce.getHitPoints().doubleValue() * 0.3 );
}
} else { // it won by a small difference
fightOutcome = ThreadLocalRandom.current().nextInt(1, 100) > 50; //attack success
if ( fightOutcome ) { //attack success -> attacker remains
re = new ChallengeAttack<>( attack.doubleValue() );
re.setHitPoints( ce.getHitPoints().doubleValue() * 0.5 );
} else { //attack fail -> defense remains
re = new ChallengeDefense<>( ce.getProperty().doubleValue() );
re.setHitPoints( ce.getHitPoints().doubleValue() * 0.5 );
}
}
} else { // attack fail
re = new ChallengeDefense<>( ce.getProperty().doubleValue() );
if ( ( result * -1 ) / ( ce.getProperty().doubleValue() + ce.getHitPoints().doubleValue() ) > 0.5 ) { // it defended by a large difference -> it keeps 80% of health
re.setHitPoints( ce.getHitPoints().doubleValue() * 0.75 );
} else { // it defended by a small difference -> it keeps 505 of health
re.setHitPoints( ce.getHitPoints().doubleValue() * 0.5 );
}
}
return new FightResult( fightOutcome, re );
}
}

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/*
* To change this license header, choose License Headers in Project Properties.
* To change this template file, choose Tools | Templates
* and open the template in the editor.
*/
package ChallengeDecision;
/**
*
* @author robson
* @param <T>
*/
public class ChallengeDefense <T extends Number, V extends Number> extends ChallengeEntity<T,V> {
T defense;
V hit;
public ChallengeDefense( T defense ) {
this.defense = defense;
}
public ChallengeDefense( T defense, V hit ) {
this.defense = defense;
this.hit = hit;
}
@Override
public T getProperty() {
return this.defense;
}
@Override
public void setProperty( T defense ) {
this.defense = defense;
}
@Override
public V getHitPoints() {
return hit;
}
@Override
public void setHitPoints( V value ) {
hit = value;
}
@Override
public int compare( ChallengeEntity ce ) {
double result;
result = this.defense.doubleValue() - ce.getProperty().doubleValue();
if ( result == 0 )
return 0;
else if ( result > 0 )
return 1;
else return -1;
}
@Override
public double checkDifference( ChallengeEntity ce ) {
return this.defense.doubleValue() - ce.getProperty().doubleValue();
}
@Override
public FightResult fight(ChallengeEntity<T, V> ce) {
return new FightResult( false, new ChallengeDefense( 0 ) );
}
}

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/*
* To change this license header, choose License Headers in Project Properties.
* To change this template file, choose Tools | Templates
* and open the template in the editor.
*/
package ChallengeDecision;
/**
*
* @author robson
*/
public abstract class ChallengeEntity<T extends Number, V extends Number> {
public abstract T getProperty();
public abstract void setProperty( T property );
public abstract V getHitPoints();
public abstract void setHitPoints( V value );
public abstract int compare( ChallengeEntity ce );
public abstract FightResult fight( ChallengeEntity<T,V> ce );
public abstract double checkDifference( ChallengeEntity ce );
}

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/*
* To change this license header, choose License Headers in Project Properties.
* To change this template file, choose Tools | Templates
* and open the template in the editor.
*/
package ChallengeDecision;
import java.util.ArrayList;
import java.util.List;
/**
*
* @author robson
*/
public class ChallengeEntitySet <T extends Number, V extends Number> {
List<ChallengeAttack<T,V>> entityAttackList;
List<ChallengeDefense<T,V>> entityDefenseList;
List<ChallengeResource<T,V>> entityResourceList;
public ChallengeEntitySet( List<ChallengeAttack<T,V>> entityAttackList, List<ChallengeDefense<T,V>> entityDefenseList, List<ChallengeResource<T,V>> entityResourceList ) {
this.entityAttackList = entityAttackList;
this.entityDefenseList = entityDefenseList;
this.entityResourceList = entityResourceList;
}
public ChallengeEntitySet() {
entityAttackList = new ArrayList();
entityDefenseList = new ArrayList();
entityResourceList = new ArrayList();
}
public void setEntityAttackList( List<ChallengeAttack<T,V>> entityAttackList ) {
this.entityAttackList = entityAttackList;
}
public void setEntityDefenseList( List<ChallengeDefense<T,V>> entityDefenseList ) {
this.entityDefenseList = entityDefenseList;
}
public void setEntityResourceList( List<ChallengeResource<T,V>> entityResourceList ) {
this.entityResourceList = entityResourceList;
}
public List<ChallengeAttack<T,V>> getEntityAttackList(){
return this.entityAttackList;
}
public List<ChallengeDefense<T,V>> getEntityDefenseList(){
return this.entityDefenseList;
}
public List<ChallengeResource<T,V>> getEntityResourceList(){
return this.entityResourceList;
}
}

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/*
* To change this license header, choose License Headers in Project Properties.
* To change this template file, choose Tools | Templates
* and open the template in the editor.
*/
package ChallengeDecision;
/**
*
* @author robson
* @param <T>
*/
public class ChallengeResource <T extends Number, V extends Number> extends ChallengeEntity<T,V> {
T resource;
V hit;
public ChallengeResource() {
}
public ChallengeResource( T resource ) {
this.resource = resource;
}
public ChallengeResource( T resource, V hit ) {
this.resource = resource;
this.hit = hit;
}
@Override
public T getProperty() {
return this.resource;
}
@Override
public void setProperty( T resource ) {
this.resource = resource;
}
@Override
public V getHitPoints() {
return hit;
}
@Override
public void setHitPoints( V value ) {
hit = value;
}
@Override
public int compare( ChallengeEntity ce ) {
double result;
result = this.resource.doubleValue() - ce.getProperty().doubleValue();
if ( result == 0 )
return 0;
else if ( result > 0 )
return 1;
else return -1;
}
@Override
public double checkDifference( ChallengeEntity ce ) {
return this.resource.doubleValue() - ce.getProperty().doubleValue();
}
@Override
public FightResult fight(ChallengeEntity<T, V> ce) {
return new FightResult( false, new ChallengeDefense( 0 ) );
}
public void print() {
System.out.println( "Resource: " + resource + " / Hit: " + hit );
}
}

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/*
* To change this license header, choose License Headers in Project Properties.
* To change this template file, choose Tools | Templates
* and open the template in the editor.
*/
package ChallengeDecision;
import java.util.ArrayList;
import java.util.List;
/**
*
* @author robson
*/
public class ChallengeResult {
Boolean challengeWon;
List<ChallengeResource<Double,Double>> loot;
public ChallengeResult( Boolean won, List<ChallengeResource<Double,Double>> loot ) {
challengeWon = won;
this.loot = loot;
}
public ChallengeResult( Boolean won ) {
challengeWon = won;
loot = new ArrayList<>();
}
public Boolean getChallengeWon() {
return challengeWon;
}
public List<ChallengeResource<Double,Double>> getLoot() {
return loot;
}
public void print() {
System.out.println( "Result: " + challengeWon );
for ( ChallengeResource e : loot ) {
e.print();
}
}
}

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/*
* To change this license header, choose License Headers in Project Properties.
* To change this template file, choose Tools | Templates
* and open the template in the editor.
*/
package ChallengeDecision;
/**
*
* @author robson
*/
class FightResult {
Boolean result;
ChallengeEntity<Double, Double> ce;
public FightResult( Boolean result, ChallengeEntity ce ) {
this.result = result;
this.ce = ce;
}
public Boolean getResult() {
return this.result;
}
public ChallengeEntity<Double, Double> getChallengeEntity() {
return ce;
}
}

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package ca.cosc3p91.a4;
import ca.cosc3p91.a4.game.GameEngine;
public class Main {
public static void main(String[] args) {
new GameEngine().run();
}
}

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package ca.cosc3p91.a4.game;
import ca.cosc3p91.a4.gameobjects.*;
import ca.cosc3p91.a4.gameobjects.factory.BuildingFactory;
import ca.cosc3p91.a4.gameobjects.factory.InhabitantFactory;
import ca.cosc3p91.a4.player.*;
import ca.cosc3p91.a4.userinterface.GameDisplay;
import ca.cosc3p91.a4.util.ChallengeAdapter;
import java.beans.XMLEncoder;
import java.io.BufferedOutputStream;
import java.nio.file.Files;
import java.nio.file.Paths;
import java.util.Random;
public class GameEngine implements Runnable {
public static final double GOLD_FACTOR = 5;
public static final double IRON_FACTOR = 1;
public static final double WOOD_FACTOR = 0.1;
private Player player;
boolean running = true;
private float pillageFactor = 0.5f;
private int currentTime;
private final Random random = new Random(System.nanoTime());
public Map map;
public GameDisplay view;
public GameEngine() {
player = new Player();
map = generateInitialMap();
}
public void attackVillage(Map map) {
// int defenseiveCounter = 1;
// int inhabCounter = 0;
// for (Building b : map.contains)
// if (b instanceof DefenseBuilding)
// defenseiveCounter++;
// for (Inhabitant i : map.inhabitants)
// if (i instanceof Infantry)
// inhabCounter++;
// pillageFactor = (float) inhabCounter / (float) defenseiveCounter;
// if (pillageFactor < 0)
// pillageFactor = 0;
// if (pillageFactor > 1)
// pillageFactor = 1;
// this.map.getTownHall().addWood((int) (map.getTownHall().getCurrentWood() * pillageFactor));
// this.map.getTownHall().addIron((int) (map.getTownHall().getCurrentIron() * pillageFactor));
// this.map.getTownHall().addGold((int) (map.getTownHall().getCurrentGold() * pillageFactor));
ChallengeAdapter adapter = new ChallengeAdapter(this.map);
adapter.attack(map);
}
private Map generateInitialMap(){
return new Map(new CasaDeNarino(1, VillageHallStages.villageStages[0]), 30);
}
public Map generateMap() {
Map initialMap = generateInitialMap();
CasaDeNarino hall = initialMap.getTownHall();
// generate a similar town hall
int levelChange = random.nextInt(2) - 1;
int nextLevel = this.map.getTownHall().getLevel() + levelChange;
// only need to change if the new village level is higher than initial
if (nextLevel > 0)
hall.upgrade(VillageHallStages.villageStages[nextLevel]);
hall.addWood(this.map.getTownHall().getCurrentWood() + random.nextInt(500) - 150);
hall.addIron(this.map.getTownHall().getCurrentIron() + random.nextInt(500) - 150);
hall.addGold(this.map.getTownHall().getCurrentGold() + random.nextInt(500) - 150);
int buildingCount = this.map.contains.size();
int saulGoodMines = 0;
int ironMines = 0;
int woodMines = 0;
int archerTowers = 0;
int cannons = 0;
// count buildings in our map
for (Building b : this.map.contains){
if (b instanceof SaulGoodMine)
saulGoodMines++;
else if (b instanceof IronMine)
ironMines++;
else if (b instanceof LumberMine)
woodMines++;
else if (b instanceof ArcherTower)
archerTowers++;
else if (b instanceof Cannon)
cannons++;
}
// variate
saulGoodMines += random.nextInt();;
ironMines += random.nextInt();
woodMines += random.nextInt();
archerTowers += random.nextInt();
cannons += random.nextInt();
// generate a map with a similar number of buildings
for (int i = 0; i < Math.max(buildingCount + random.nextInt(5) - 2, 1); i++) {
int selection = random.nextInt(5);
// select a random building. Doing it this way because if we build based on buildings we have
// then the maps will be VERY boring as they would be all the same
switch (selection) {
case 0:
initialMap.contains.add(new LumberMine(ResourceStages.woodStages[random.nextInt(ResourceStages.woodStages.length)]));
break;
case 1:
if (ironMines > 0)
initialMap.contains.add(new IronMine(ResourceStages.ironStages[random.nextInt(ResourceStages.ironStages.length)]));
break;
case 2:
if (saulGoodMines > 0)
initialMap.contains.add(new SaulGoodMine(ResourceStages.goldStages[random.nextInt(ResourceStages.goldStages.length)]));
break;
case 3:
initialMap.contains.add(new ArcherTower());
break;
case 4:
initialMap.contains.add(new Cannon());
break;
default:
break;
}
}
return initialMap;
}
public int getScore(Map map) {
CasaDeNarino hall = map.getTownHall();
int score = (int)(hall.getCurrentGold() * GOLD_FACTOR + hall.getCurrentIron() * IRON_FACTOR + hall.getCurrentWood() * WOOD_FACTOR);
score += map.contains.size();
score += map.inhabitants.size();
return score;
}
@Override
public void run() {
String in;
view = new GameDisplay();
view.printVillageState(this.map,"Current Village State");
view.printGameMenu();
Map exploringMap = null;
boolean deleteMyHeart = true;
while (running) {
for (Building b : this.map.contains){
if ((b instanceof ResourceBuilding)) {
((ResourceBuilding) b).update(this.map.getTownHall());
}
}
try {
if ((in = view.nextInput()) != null) {
String[] args = in.split(" ");
view.printLastInput();
// reset the map if they aren't exploring
if (in.charAt(0) != '4')
deleteMyHeart = true;
switch (in.charAt(0)) {
case '1':
if (args.length < 2) {
System.err.println("Args must include type!");
} else {
BuildingFactory bfactory = new BuildingFactory();
Building type = bfactory.getBuilding(args[1]);
if (type == null)
System.err.println("Args are not a valid building!");
else if (this.map.build(new Tile(), type) ) {
System.out.println(type.getClass().getSimpleName()+" successfully built\n");
} else
System.out.println("Missing resources to build "+type.getClass().getSimpleName());
}
break;
case '2':
if (args.length < 2) {
System.err.println("Args must include type!");
} else {
InhabitantFactory ifactory = new InhabitantFactory();
Inhabitant type = ifactory.getInhabitant(args[1]);
if (type == null)
System.err.println("Args are not a valid inhabitant!");
else if (this.map.train(type) ) {
System.out.println("successfully trained a(n) "+type.getClass().getSimpleName());
} else System.out.println("Missing gold to train "+type.getClass().getSimpleName());
}
break;
case '3':
if (args.length < 2) {
System.err.println("Args must include type!");
} else {
int unitIndex = Integer.parseInt(args[1].substring(1));
if (unitIndex < 0) {
System.err.println("Invalid Index");
break;
}
if (args[1].contains("i") && (unitIndex < map.inhabitants.size()) ) {
if ( map.upgradeInhabitant(unitIndex) ) {
System.out.println("successfully upgraded a(n) "+map.inhabitants.get(unitIndex).getClass().getSimpleName());
} else System.out.println("Missing Resources to upgrade "+map.inhabitants.get(unitIndex).getClass().getSimpleName());
} else if (args[1].contains("b") && (unitIndex < map.contains.size()) ) {
if ( map.upgradeBuilding(unitIndex) ) {
System.out.println("successfully upgraded a(n) "+map.contains.get(unitIndex).getClass().getSimpleName());
} else System.out.println("Missing Resources to upgrade "+map.contains.get(unitIndex).getClass().getSimpleName());
} else {
System.err.println("Args are not a valid unit!");
}
}
break;
case '4':
deleteMyHeart = false;
exploringMap = generateMap();
view.printVillageState(exploringMap,"Other Village");
break;
case '7':
if (exploringMap != null)
attackVillage(exploringMap);
else
System.out.println("Error: Explored map is null. Have you explored last command?");
break;
case '5':
view.printVillageState(this.map,"Home Village");
break;
case '6':
System.exit(0);
break;
default:
break;
}
view.printGameMenu();
}
} catch (Exception e) {
throw new RuntimeException(e);
}
if (deleteMyHeart)
exploringMap = null;
}
save("test.xml", this.map);
}
public void save(String file, Map map){
try (XMLEncoder encoder = new XMLEncoder(new BufferedOutputStream(Files.newOutputStream(Paths.get(file))))) {
map.contains.forEach(encoder::writeObject);
map.inhabitants.forEach(encoder::writeObject);
System.out.println("Wrote map");
} catch (Exception e) {
e.printStackTrace();
}
}
}

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package ca.cosc3p91.a4.game;
import ca.cosc3p91.a4.gameobjects.*;
import java.util.ArrayList;
import java.util.List;
public class Map {
static int MAXSIZE = 50;
private CasaDeNarino townHall;
private int guardTime;
public List<Building> contains;
public List<Inhabitant> inhabitants;
public Map(CasaDeNarino casaDeNarino, int gTime) {
contains = new ArrayList<>();
inhabitants = new ArrayList<>();
this.townHall = casaDeNarino;
this.contains.add(casaDeNarino);
this.inhabitants.add(new Worker()); this.inhabitants.add(new Worker());
this.inhabitants.add(new Collector());
this.guardTime = gTime;
}
public void move(Infantry i, Tile t) {
}
public void inRange(Infantry i, Building b) {
}
public boolean build(Tile t, Building b) {
int goldCost = b.getStage().getCost(SaulGoodMine.resource);
int ironCost = b.getStage().getCost(IronMine.resource);
int woodCost = b.getStage().getCost(LumberMine.resource);
CasaDeNarino hall = getTownHall();
if (hall.getCurrentGold() >= goldCost && hall.getCurrentIron() >= ironCost && hall.getCurrentWood() >= woodCost) {
if(!hall.addGold(-goldCost))
throw new RuntimeException("Unable to subtract gold despite valid check!");
if(!hall.addIron(-ironCost))
throw new RuntimeException("Unable to subtract iron despite valid check!");
if(!hall.addWood(-woodCost))
throw new RuntimeException("Unable to subtract wood despite valid check!");
contains.add(b);
return true;
} else
return false;
}
public boolean upgradeBuilding(int buildingIndex) {
if (buildingIndex >= contains.size()) return false;
Building b = contains.get(buildingIndex);
int currentLevel = b.getLevel();
CasaDeNarino hall = getTownHall();
if (currentLevel >= 2) return false;
else if (b instanceof Farm) return true;
int goldCost = b.getUpgradeStage().getCost(SaulGoodMine.resource);
int ironCost = b.getUpgradeStage().getCost(IronMine.resource);
int woodCost = b.getUpgradeStage().getCost(LumberMine.resource);
if (hall.getCurrentGold() >= goldCost && hall.getCurrentIron() >= ironCost && hall.getCurrentWood() >= woodCost) {
if (b instanceof DefenseBuilding) {
((DefenseBuilding) b).upgrade(
(b instanceof ArcherTower) ? (DefenseStages.archerTowerStages[currentLevel + 1]) :
(DefenseStages.cannonStages[currentLevel + 1])
);
} else if (b instanceof ResourceBuilding) {
((ResourceBuilding) b).upgrade(
(b instanceof IronMine) ? (ResourceStages.ironStages[currentLevel + 1]) :
(b instanceof SaulGoodMine) ? (ResourceStages.goldStages[currentLevel + 1]) :
(ResourceStages.woodStages[currentLevel + 1])
);
} else {
b.upgrade(VillageHallStages.villageStages[currentLevel + 1]);
}
} else return false;
return true;
}
public boolean upgradeInhabitant(int inhabitantIndex) {
if (inhabitantIndex >= inhabitants.size()) return false;
Inhabitant i = inhabitants.get(inhabitantIndex);
int currentLevel = i.getLevel();
CasaDeNarino hall = getTownHall();
if (currentLevel >= 2 || hall.getCurrentGold() < 5) return false;
i.setLevel(++currentLevel);
hall.addGold(-5);
if (i instanceof Infantry) {
((Infantry) i).setHealth(((Infantry) i).getHealth() + 1);
((Infantry) i).setDamage(((Infantry) i).getDamage() + 1);
((Infantry) i).setRange(((Infantry) i).getRange() + 1);
} else if (i instanceof Collector) {
((Collector) i).setCollectionRate(((Collector) i).getCollectionRate() + 1);
}
return true;
}
public boolean train(Inhabitant i) {
CasaDeNarino hall = getTownHall();
int goldCost = i.getCost();
if (hall.getCurrentGold() >= goldCost) {
if(!hall.addGold(-goldCost))
throw new RuntimeException("Unable to subtract gold despite valid check!");
inhabitants.add(i);
return true;
} else return false;
}
public int getGuardTime() {
return guardTime;
}
public void setGuardTime(int gTime) {
this.guardTime = gTime;
}
public CasaDeNarino getTownHall(){
return townHall;
}
}

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package ca.cosc3p91.a4.gameobjects;
public class Archer extends Infantry {
static int cost = 4;
private int lvl = 0;
public Archer() {
super(90, 2, 10);
}
@Override
public void move(Tile t) {
}
@Override
public void getPosition() {
}
@Override
public int getLevel() {
return lvl;
}
@Override
public int getCost() {
return cost;
}
@Override
public void setLevel(int level) {
lvl = level;
}
}

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package ca.cosc3p91.a4.gameobjects;
public class ArcherTower extends DefenseBuilding {
public ArcherTower() {
setLevel(1);
upgrade(DefenseStages.archerTowerStages[0]);
}
@Override
public Stage getUpgradeStage() {
return DefenseStages.archerTowerStages[getLevel()+1];
}
}

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package ca.cosc3p91.a4.gameobjects;
import java.io.Serializable;
import java.util.ArrayList;
public abstract class Building implements Serializable {
// members
private int level;
private int health;
private Stage stage;
private int goldCost;
private int ironCost;
private int woodCost;
private int buildTime;
public ArrayList<Tile> tiles = new ArrayList<>();
public ArrayList<Inhabitant> inhabitants = new ArrayList<>();
// functions
public int getLevel() {
return level;
}
public int getHealth() {
return health;
}
public int getCost(String type) {
return (type.equals("gold")) ? (goldCost) :
(type.equals("iron")) ? (ironCost) : woodCost;
}
public Stage getStage() {
return stage;
}
public abstract Stage getUpgradeStage();
public void setLevel(int level) {
this.level = level;
}
public void setHealth(int health) {
this.health = health;
}
public void setStage(Stage stage) {
this.stage = stage;
}
public void addInhabitant(Inhabitant newMember) {
inhabitants.add(newMember);
// newMember.setBuilding(this);
}
public void upgrade(Stage stage) {
this.stage = stage;
this.health += stage.dHealth;
// evil hack
String name = stage.getClass().getSimpleName();
this.level = Integer.parseInt(name.charAt(name.length()-1) + "") - 1;
// interact with the timer regarding Upgrade time
}
public int getBuildTime() {
return buildTime;
}
}

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package ca.cosc3p91.a4.gameobjects;
public class Cannon extends DefenseBuilding {
public Cannon() {
setLevel(1);
upgrade(DefenseStages.cannonStages[0]);
}
@Override
public Stage getUpgradeStage() {
return DefenseStages.cannonStages[getLevel()+1];
}
}

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package ca.cosc3p91.a4.gameobjects;
public class CasaDeNarino extends Building {
private int goldCapacity = 0;
private int ironCapacity = 0;
private int woodCapacity = 0;
private int currentGold = 0;
private int currentIron = 0;
private int currentWood = 50;
public CasaDeNarino(int lvl, VillageStage baseStage) {
setLevel(lvl);
upgrade(baseStage);
}
@Override
public Stage getUpgradeStage() {
return VillageHallStages.villageStages[getLevel()+1];
}
public void upgrade(VillageStage stage) {
super.upgrade(stage);
this.goldCapacity += stage.getGoldCapacityIncrease();
this.ironCapacity += stage.getIronCapacityIncrease();
this.woodCapacity += stage.getWoodCapacityIncrease();
}
public int getGoldCapacity() {
return goldCapacity;
}
public int getIronCapacity() {
return ironCapacity;
}
public int getWoodCapacity() {
return woodCapacity;
}
public int getCurrentGold() {
return currentGold;
}
public int getCurrentIron() {
return currentIron;
}
public int getCurrentWood() {return currentWood;}
public boolean addGold(int amount) {
int newGold = this.currentGold + amount;
if (newGold <= goldCapacity && this.currentGold + amount >= 0){
this.currentGold += amount;
return true;
}
return false;
}
public boolean addIron(int amount) {
int newIron = this.currentIron + amount;
if (newIron <= ironCapacity && newIron >= 0) {
this.currentIron += amount;
return true;
}
return false;
}
public boolean addWood(int amount) {
int newWood = this.currentWood + amount;
if (newWood <= woodCapacity && newWood >= 0) {
this.currentWood += amount;
return true;
}
return false;
}
}

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package ca.cosc3p91.a4.gameobjects;
public class Catapult extends Infantry {
static int cost = 6;
private int lvl = 0;
public Catapult() {
super(80, 12, 12);
}
@Override
public void move(Tile t) {
}
@Override
public void getPosition() {
}
@Override
public int getLevel() {
return lvl;
}
@Override
public int getCost() {
return cost;
}
@Override
public void setLevel(int level) {
lvl = level;
}
}

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package ca.cosc3p91.a4.gameobjects;
public class Collector implements Inhabitant {
private int averageCollectionRate;
static int cost = 2;
private int lvl = 0;
public int getCollectionRate() {
return averageCollectionRate;
}
public void setCollectionRate(int rate) {
averageCollectionRate = rate;
}
@Override
public void move(Tile t) {
}
@Override
public void getPosition() {
}
@Override
public int getLevel() {
return lvl;
}
@Override
public int getCost() {
return cost;
}
@Override
public void setLevel(int level) {
lvl = level;
}
}

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package ca.cosc3p91.a4.gameobjects;
public abstract class DefenseBuilding extends Building {
private int damage = 0;
private int range = 0;
public void upgrade(DefenseStage stage) {
super.upgrade(stage);
this.damage += stage.getDamageChange();
this.range += stage.getRangeChange();
}
public void attack(Infantry attacker) {
}
public int getDamage(){
return damage;
}
}

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package ca.cosc3p91.a4.gameobjects;
import ca.cosc3p91.a4.util.Time;
class DefenseStage extends Stage {
protected int dDamage;
protected int dRange;
public DefenseStage(int dHealth, int goldCost, int requiredVillageLevel, Time upgradeTime, int ironCost, int woodCost,
int damageIncrease, int rangeIncrease) {
super(dHealth, goldCost, requiredVillageLevel, upgradeTime, ironCost, woodCost);
this.dDamage = damageIncrease;
this.dRange = rangeIncrease;
}
public int getDamageChange() {
return dDamage;
}
public int getRangeChange() {
return dRange;
}
}

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package ca.cosc3p91.a4.gameobjects;
import ca.cosc3p91.a4.util.Time;
public class DefenseStages {
public static class ArcherTowerStage1 extends DefenseStage {
public ArcherTowerStage1() {
super(100, 0, 0, new Time().offsetMinutes(1), 25, 75, 4,6);
}
}
public static class ArcherTowerStage2 extends DefenseStage {
public ArcherTowerStage2() {
super(150, 50, 1, new Time().offsetMinutes(15), 25, 200, 8,8);
}
}
public static class ArcherTowerStage3 extends DefenseStage {
public ArcherTowerStage3() {
super(200, 100, 2, new Time().offsetHours(1), 50, 300, 12,12);
}
}
public static class CannonStage1 extends DefenseStage {
public CannonStage1() {
super(125, 0, 0, new Time().offsetMinutes(2), 100, 25, 8,4);
}
}
public static class CannonStage2 extends DefenseStage {
public CannonStage2() {
super(175, 50, 1, new Time().offsetMinutes(20), 125, 25, 12,6);
}
}
public static class CannonStage3 extends DefenseStage {
public CannonStage3() {
super(225, 100, 2, new Time().offsetHours(1), 200, 50, 14,8);
}
}
public static DefenseStage[] archerTowerStages = {new DefenseStages.ArcherTowerStage1(), new DefenseStages.ArcherTowerStage2(), new DefenseStages.ArcherTowerStage3()};
public static DefenseStage[] cannonStages = {new DefenseStages.CannonStage1(), new DefenseStages.CannonStage2(), new DefenseStages.CannonStage3()};
}

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@ -0,0 +1,28 @@
package ca.cosc3p91.a4.gameobjects;
public class Farm extends ResourceBuilding {
public Farm(int lvl, ResourceStage baseStage) {
setLevel(lvl);
upgrade(baseStage);
}
public int getPopulationContribution() {
return getHarvestRate();
}
@Override
protected ResourceHarvestHandler getHarvestHandler() {
return hall -> {};
}
@Override
public String getResource() {
return "UNUSED";
}
@Override
public Stage getUpgradeStage() {
return ResourceStages.goldStages[getLevel()+1];
}
}

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@ -0,0 +1,43 @@
package ca.cosc3p91.a4.gameobjects;
public abstract class Infantry implements Inhabitant {
private int health;
private int damage;
private int range;
public Infantry(int hitPoints, int damage, int range) {
this.health = hitPoints;
this.damage = damage;
this.range = range;
}
public void attack(Building b) {
}
public int getHealth() {
return health;
}
public int getDamage() {
return damage;
}
public int getRange() {
return range;
}
public void setHealth(int health) {
this.health = health;
}
public void setDamage(int damage) {
this.damage = damage;
}
public void setRange(int range) {
this.range = range;
}
}

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@ -0,0 +1,17 @@
package ca.cosc3p91.a4.gameobjects;
import java.io.Serializable;
public interface Inhabitant extends Serializable {
int lvl = 0;
void move(Tile t);
void getPosition();
int getLevel();
void setLevel(int level);
int getCost();
}

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@ -0,0 +1,25 @@
package ca.cosc3p91.a4.gameobjects;
public class IronMine extends ResourceBuilding {
public static String resource = "iron";
public IronMine(ResourceStage baseStage) {
upgrade(baseStage);
}
@Override
protected ResourceHarvestHandler getHarvestHandler() {
return hall -> hall.addIron(getHarvestRate());
}
@Override
public String getResource() {
return resource;
}
@Override
public Stage getUpgradeStage() {
return ResourceStages.ironStages[getLevel()+1];
}
}

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@ -0,0 +1,37 @@
package ca.cosc3p91.a4.gameobjects;
public class Knight extends Infantry {
static int cost = 6;
private int lvl = 0;
public Knight() {
super(150, 6, 6);
}
@Override
public void move(Tile t) {
}
@Override
public void getPosition() {
}
@Override
public int getLevel() {
return lvl;
}
@Override
public int getCost() {
return cost;
}
@Override
public void setLevel(int level) {
lvl = level;
}
}

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@ -0,0 +1,25 @@
package ca.cosc3p91.a4.gameobjects;
public class LumberMine extends ResourceBuilding {
public static String resource = "wood";
public LumberMine(ResourceStage baseStage) {
upgrade(baseStage);
}
@Override
protected ResourceHarvestHandler getHarvestHandler() {
return hall -> hall.addWood(getHarvestRate());
}
@Override
public String getResource() {
return resource;
}
@Override
public Stage getUpgradeStage() {
return ResourceStages.woodStages[getLevel()+1];
}
}

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@ -0,0 +1,42 @@
package ca.cosc3p91.a4.gameobjects;
import ca.cosc3p91.a4.util.Time;
public abstract class ResourceBuilding extends Building {
protected interface ResourceHarvestHandler {
void harvest(CasaDeNarino hall);
}
public static String resource;
private final Time harvestMinTime = new Time().offsetSeconds(10);
private int harvest_rate;
private Time nextHarvestTime;
public ResourceBuilding() {
nextHarvestTime = Time.getTime().offsetTime(harvestMinTime);
}
public void upgrade(ResourceStage stage) {
super.upgrade(stage);
this.harvest_rate += stage.getHarvestRateIncrease();
}
public void update(CasaDeNarino hall){
if (nextHarvestTime.occurred()){
getHarvestHandler().harvest(hall);
nextHarvestTime = Time.getTime().offsetTime(harvestMinTime);
}
}
protected abstract ResourceHarvestHandler getHarvestHandler();
public int getHarvestRate(){
return harvest_rate;
}
public abstract String getResource();
}

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