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SkillToken.java
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package project_rpg;
/** Controls the behavior for skills.
* @author S. Chewi, A. Tran
*/
public class SkillToken extends Token {
/** Creates a new spell with IMAGE at (POSITIONX, POSITIONY) which moves in the direction
* (DIRX, DIRY) representing a SKILL.
*/
public SkillToken(
String image,
int positionX,
int positionY,
BattleGrid grid,
int dirX,
int dirY,
Skill skill
) {
super(grid, positionX, positionY, image);
this.dirX = dirX;
this.dirY = dirY;
this.skill = skill;
}
/** Controls behavior for earth based spells. */
private void earthAttack() {
while (true) {
if (isReadyForAction(250)) {
int newX = getX() + dirX;
int newY = getY() + dirY;
if (!getGrid().inBounds(newX, newY)) {
disappear();
return;
} else if (getGrid().monsterAt(newX, newY)) {
int damage = skill.attack();
getGrid().reduceHealth(newX, newY, damage, skill.getName());
block();
disappear();
return;
} else if (getGrid().getTokenAt(newX, newY) != null) {
disappear();
return;
} else {
move(newX, newY);
takeAction();
}
}
}
}
/** Controls behavior for spells with lightning attacks. */
private void lightningAttack() {
int monsterCount = 3;
while (true) {
if (monsterCount == 0) {
disappear();
return;
}
if (isReadyForAction(250)) {
int newX = getX() + dirX;
int newY = getY() + dirY;
if (!getGrid().inBounds(newX, newY)) {
disappear();
return;
} else if (getGrid().monsterAt(newX, newY)) {
int damage = skill.attack();
getGrid().reduceHealth(newX, newY, damage, skill.getName());
monsterCount = monsterCount - 1;
move(newX + dirX, newY + dirY);
takeAction();
} else if (getGrid().getTokenAt(newX, newY) != null) {
disappear();
return;
} else {
move(newX, newY);
takeAction();
}
}
}
}
/** Controls behavior for spells that don't attack. */
private void nothing() {
disappear();
}
@Override
public void run() {
getGrid().getPlayer().reduceMana(skill.getCost());
if (skill.getBehavior().equals("straightLine")) {
straightLine();
}
if (skill.getBehavior().equals("nothing")) {
nothing();
}
if (skill.getBehavior().equals("earthAttack")) {
earthAttack();
}
if (skill.getBehavior().equals("windAttack")) {
windAttack();
}
}
/** Controls behavior for spells that move in a straight line. */
private void straightLine() {
while (true) {
if (isReadyForAction(250)) {
int newX = getX() + dirX;
int newY = getY() + dirY;
if (!getGrid().inBounds(newX, newY)) {
disappear();
return;
} else if (getGrid().monsterAt(newX, newY)) {
int damage = skill.attack();
getGrid().reduceHealth(newX, newY, damage, skill.getName());
disappear();
return;
} else if (getGrid().getTokenAt(newX, newY) != null) {
disappear();
return;
} else {
move(newX, newY);
takeAction();
}
}
}
}
/** Controls behavior for spells with wind elements. */
private void windAttack() {
while (true) {
if (isReadyForAction(250)) {
int newX = getX() + dirX;
int newY = getY() + dirY;
if (!getGrid().inBounds(newX, newY)) {
disappear();
return;
} else if (getGrid().monsterAt(newX, newY)) {
int damage = skill.attack();
getGrid().reduceHealth(newX, newY, damage, skill.getName());
int knockX = newX + 3 * dirX;
int knockY = newY + 3 * dirY;
Token monsterToken = getGrid().getTokenAt(newX, newY);
monsterToken.forceMove(knockX, knockY);
disappear();
return;
} else if (getGrid().getTokenAt(newX, newY) != null) {
disappear();
return;
} else {
move(newX, newY);
takeAction();
}
}
}
}
/** The direction of movement of the spell. */
private int dirX;
private int dirY;
/** The skill that the token represents. */
private Skill skill;
}