Java tutorial
/* * The MIT License (MIT) * * Copyright (c) 2014 Alexander Polden * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * */ package com.tehforce.sofa.logic; import com.badlogic.gdx.math.Vector2; import com.tehforce.sofa.parser.Evaluator; import com.tehforce.sofa.ui.Log; /** * Character contains all game logic regarding characters. * Including: * * Attacking * * Healing * * Moving * * Life/Death * * etc. * * @author mockillo * */ public class Character { private int hp, maxHp; private int damage; private int baseDamage; private int defense; private int baseDefense; private Vector2 position; private int range; private String name; private Evaluator evaluator; private int cdTimer; private int cdMax; private int defendTimer = Integer.MAX_VALUE; private final int defendDuration = 20; /** * @param evaluator The Evaluator object that this instance should use for token requests. * @param hp Base hit points. * @param damage Base damage. * @param defense Base defense. * @param x Starting position (X coordinate). * @param y Starting position (Y coordinate). * @param range Base range. * @param name Class name. * @param cdMax Base maximum cool down. */ public Character(Evaluator factory, int hp, int damage, int defense, float x, float y, int range, String name, int cdMax) { this.evaluator = factory; this.hp = hp; this.maxHp = hp; this.damage = damage; this.defense = defense; this.position = new Vector2(x, y); this.range = range; this.name = name; this.cdMax = cdMax; this.cdTimer = cdMax; baseDefense = defense; baseDamage = damage; } public int range() { return range; } public int getDamage() { return damage; } public int getDefense() { return defense; } public Vector2 getPosition() { return new Vector2(position); } public void setX(float x) { position.x = x; } public void setY(float y) { position.y = y; } public void setPosition(Vector2 pos) { position = new Vector2(pos); } /** * * @param c Target character for the operation. * @return The distance between this Character and c. */ public float distance(Character c) { return getPosition().dst(c.getPosition()); } /** * * @param c Target character for operation. * @return The direction vector to target from this Character instance. */ public Vector2 direction(Character c) { Vector2 direction = new Vector2(0, 0); if (c.getPosition().y > getPosition().y) direction.add(0, 1); if (c.getPosition().y < getPosition().y) direction.add(0, -1); if (c.getPosition().x > getPosition().x) direction.add(1, 0); if (c.getPosition().x < getPosition().x) direction.add(-1, 0); return direction.nor(); } /** * * @param c Target character for operation. * @return The opposite direction vector to the target. */ public Vector2 oppositeDirection(Character c) { return direction(c).sub(direction(c).scl(2)); } /** * Checks if this character is in attack range of target c. * * @param c Target character for operation. * @return */ public boolean inRange(Character c) { return (range() >= distance(c)); } /** * Checks if this character is alive. * * @return */ public boolean alive() { return (hp > 0); } /** * Checks if this character is wounded. * * @return */ public boolean wounded() { return hp < maxHp; } /** * Finds closest character based on team. * * @param t Target character team. * @return Closest character on team t. */ public Character closest(Team t) { Character nearest = null; float rangeToNearest = Float.MAX_VALUE; for (Character c : t.getCharacterList()) { if (!getName().matches(c.getName())) { if ((rangeToNearest > distance(c)) && c.alive()) { nearest = c; rangeToNearest = distance(c); } } } return nearest; } /** * Finds farthest character based on team. * * @param t Target character team. * @return farthest character on team t. */ public Character farthest(Team t) { Character nearest = null; float rangeToNearest = Float.MIN_VALUE; for (Character c : t.getCharacterList()) { if (!getName().matches(c.getName())) { if ((rangeToNearest <= distance(c)) && c.alive()) { nearest = c; rangeToNearest = distance(c); } } } return nearest; } /** * Requests token from factory, and updates cool down. */ public Token[] getNextTokens() { cdTimer++; defendTimer++; if (defendTimer > defendDuration) { damage = baseDamage; defense = baseDefense; } evaluator.updateTokens(); return evaluator.getToken(this); } public String getName() { return name; } public int getCurrentHealth() { return hp; } public int getMaxHealth() { return maxHp; } /** * Attacks target character, if this character is off cool down and if this character is in range of target. * * @param target Target character for this operation. * @return Boolean result if the attack was successful or not. */ public boolean attack(Character target) { if (cdTimer >= cdMax) { if ((distance(target) <= range()) && target.alive()) { target.takeDamage(getDamage()); Log.log("Attack", this, target); cdTimer = 0; return true; } } return false; } /** * Takes damage from attack. Reduces this characters hit points. * * @param damage Amount of damage. */ public void takeDamage(int damage) { hp -= Math.abs(damage * (1 - getDefense())); if (hp <= 0) Log.log("Dies", this); } /** * Heals target character, if this character is off cool down and in range of target character. * * @param target Target character of this operation. * @return Boolean result if the heal was successful or not. */ public boolean heal(Character target) { if (cdTimer >= cdMax) { if (distance(target) <= range() && target.wounded() && target.alive() && this.getClass().equals(Healer.class)) { target.takeHealing(getDamage()); Log.log("Heal", this, target); cdTimer = 0; return true; } } return false; } /** * Receive healing, increasing this targets hit points. * @param healing Amount of healing received. */ private void takeHealing(int healing) { if ((hp + healing) > maxHp) hp = maxHp; else hp += healing; } /** * Start defense mode, doubles defense and halves damage and healing. */ public void defend() { if (defendTimer > defendDuration) { defense *= 2; damage /= 2; defendTimer = 0; } } @Override public int hashCode() { final int prime = 31; int result = 1; result = prime * result + ((name == null) ? 0 : name.hashCode()); return result; } @Override public boolean equals(Object obj) { if (this == obj) return true; if (obj == null) return false; if (getClass() != obj.getClass()) return false; Character other = (Character) obj; if (name == null) { if (other.name != null) return false; } else if (!name.equals(other.name)) return false; return true; } }