Building
parent
b087a47015
commit
5b59d9f930
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@ -1,6 +1,7 @@
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package ca.cosc3p91.a2;
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import ca.cosc3p91.a2.game.GameEngine;
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import ca.cosc3p91.a2.gameobjects.Stage;
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public class Main {
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@ -4,10 +4,12 @@ import ca.cosc3p91.a2.gameobjects.*;
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import ca.cosc3p91.a2.player.*;
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import ca.cosc3p91.a2.util.Print;
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import ca.cosc3p91.a2.util.Time;
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import ca.cosc3p91.a2.util.Util;
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import java.io.BufferedReader;
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import java.io.IOException;
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import java.io.InputStreamReader;
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import java.util.Random;
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import java.util.Scanner;
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public class GameEngine implements Runnable {
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@ -23,11 +25,13 @@ public class GameEngine implements Runnable {
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private int currentTime;
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private final Random random = new Random(System.nanoTime());
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public Map map;
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public GameEngine() {
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player = new Player();
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map = generateMap();
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map = generateInitialMap();
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}
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private void printState() {
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@ -86,7 +90,70 @@ public class GameEngine implements Runnable {
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public Map generateMap() {
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Map initialMap = generateInitialMap();
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initialMap.getTownHall().upgrade(VillageHallStages.villageStages[this.map.getTownHall().getLevel()]);
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// generate a similar town hall
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int levelChange = random.nextInt(2) - 1;
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int nextLevel = this.map.getTownHall().getLevel() + levelChange;
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// only need to change if the new village level is higher than initial
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if (nextLevel > 0)
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initialMap.getTownHall().upgrade(VillageHallStages.villageStages[nextLevel]);
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int buildingCount = this.map.contains.size();
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int saulGoodMines = 0;
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int ironMines = 0;
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int woodMines = 0;
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int archerTowers = 0;
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int cannons = 0;
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// count buildings in our map
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for (Building b : this.map.contains){
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if (b instanceof SaulGoodMine)
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saulGoodMines++;
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else if (b instanceof IronMine)
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ironMines++;
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else if (b instanceof LumberMine)
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woodMines++;
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else if (b instanceof ArcherTower)
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archerTowers++;
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else if (b instanceof Cannon)
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cannons++;
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}
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// variate
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saulGoodMines += random.nextInt();;
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ironMines += random.nextInt();
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woodMines += random.nextInt();
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archerTowers += random.nextInt();
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cannons += random.nextInt();
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// generate a map with a similar number of buildings
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for (int i = 0; i < Math.max(buildingCount + random.nextInt(5) - 2, 1); i++) {
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int selection = random.nextInt(5);
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// select a random building. Doing it this way because if we build based on buildings we have
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// then the maps will be VERY boring as they would be all the same
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switch (selection) {
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case 0:
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initialMap.contains.add(new LumberMine(ResourceStages.woodStages[random.nextInt(ResourceStages.woodStages.length)]));
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break;
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case 1:
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if (ironMines > 0)
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initialMap.contains.add(new IronMine(ResourceStages.ironStages[random.nextInt(ResourceStages.ironStages.length)]));
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break;
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case 2:
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if (saulGoodMines > 0)
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initialMap.contains.add(new SaulGoodMine(ResourceStages.goldStages[random.nextInt(ResourceStages.goldStages.length)]));
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break;
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case 3:
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initialMap.contains.add(new ArcherTower());
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break;
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case 4:
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initialMap.contains.add(new Cannon());
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break;
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default:
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break;
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}
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}
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return initialMap;
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}
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@ -113,14 +180,28 @@ public class GameEngine implements Runnable {
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//System.out.println("Updating");
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try {
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if (rd.ready()) {
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char in = sc.next().charAt(0);
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switch (in) {
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String in = sc.nextLine();
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String[] args = in.split(" ");
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System.out.println("Your Input: ");
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System.out.println("\t->" + in);
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switch (in.charAt(0)) {
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case 'p':
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printState();
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break;
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case 'q':
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System.exit(0);
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break;
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case 'b':
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if (args.length < 2) {
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System.err.println("Args must include type!");
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} else {
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Building type = determineType(args[1]);
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if (type == null)
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System.err.println("Args are not a valid building!");
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else
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map.build(new Tile(), type);
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}
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break;
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default:
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break;
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}
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@ -130,4 +211,23 @@ public class GameEngine implements Runnable {
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}
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}
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}
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private static Building determineType(String building){
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building = building.toLowerCase();
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char c = ' ';
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if (building.trim().length() == 1)
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c = building.charAt(0);
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if (building.contains("gold") || building.contains("good") || c == 'g') {
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return new SaulGoodMine(ResourceStages.goldStages[0]);
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} else if (building.contains("iron") || c == 'i') {
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return new IronMine(ResourceStages.ironStages[0]);
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} else if (building.contains("wood") || building.contains("lumber") || c == 'w' || c == 'l') {
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return new LumberMine(ResourceStages.woodStages[0]);
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} else if (building.contains("archer") || c == 'a') {
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return new ArcherTower();
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} else if (building.contains("can") || c == 'c'){
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return new Cannon();
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}
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return null;
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}
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}
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@ -34,8 +34,20 @@ public class Map {
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}
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public void build(Tile t, Building b) {
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int goldCost = b.getStage().getCost(SaulGoodMine.resource);
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int ironCost = b.getStage().getCost(SaulGoodMine.resource);
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int woodCost = b.getStage().getCost(SaulGoodMine.resource);
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CasaDeNarino hall = getTownHall();
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if (hall.getCurrentGold() >= goldCost && hall.getCurrentIron() >= ironCost && hall.getCurrentWood() >= woodCost) {
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if(!hall.addGold(-goldCost))
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throw new RuntimeException("Unable to subtract gold despite valid check!");
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if(!hall.addIron(-ironCost))
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throw new RuntimeException("Unable to subtract iron despite valid check!");
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if(!hall.addWood(-woodCost))
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throw new RuntimeException("Unable to subtract wood despite valid check!");
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contains.add(b);
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}
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}
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public int getGuardTime() {
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return guardTime;
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@ -4,8 +4,7 @@ public class IronMine extends ResourceBuilding {
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public static String resource = "iron";
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public IronMine(int lvl, ResourceStage baseStage) {
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setLevel(lvl);
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public IronMine(ResourceStage baseStage) {
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upgrade(baseStage);
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}
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@ -4,8 +4,7 @@ public class LumberMine extends ResourceBuilding {
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public static String resource = "wood";
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public LumberMine(int lvl, ResourceStage baseStage) {
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setLevel(lvl);
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public LumberMine(ResourceStage baseStage) {
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upgrade(baseStage);
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}
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@ -4,8 +4,7 @@ public class SaulGoodMine extends ResourceBuilding {
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public static String resource = "gold";
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public SaulGoodMine(int lvl, ResourceStage baseStage) {
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setLevel(lvl);
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public SaulGoodMine(ResourceStage baseStage) {
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upgrade(baseStage);
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}
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@ -2,7 +2,9 @@ package ca.cosc3p91.a2.gameobjects;
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import ca.cosc3p91.a2.util.Time;
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abstract class Stage {
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import java.util.HashMap;
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public abstract class Stage {
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protected int dHealth;
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@ -0,0 +1,15 @@
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package ca.cosc3p91.a2.util;
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import java.util.Random;
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public class Util {
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public static int randomInt(int min, int max, Random random) {
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return random.nextInt(max - min) + min;
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}
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public static int clamp(int min, int max, int i){
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return Math.min(Math.max(i, min), max);
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}
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}
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