Java tutorial
/* * Dice heroes is a turn based rpg-strategy game where characters are dice. * Copyright (C) 2016 Vladislav Protsenko * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ package com.vlaaad.dice.game.actions.imp; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.utils.Array; import com.vlaaad.common.util.MapHelper; import com.vlaaad.common.util.Numbers; import com.vlaaad.common.util.futures.Future; import com.vlaaad.common.util.futures.IFuture; import com.vlaaad.common.util.futures.IFutureListener; import com.vlaaad.dice.game.actions.AttackType; import com.vlaaad.dice.game.actions.CreatureAction; import com.vlaaad.dice.game.actions.results.IActionResult; import com.vlaaad.dice.game.actions.results.imp.FireballResult; import com.vlaaad.dice.game.actions.results.imp.GiveExpResult; import com.vlaaad.dice.game.actions.results.imp.SequenceResult; import com.vlaaad.dice.game.config.abilities.Ability; import com.vlaaad.dice.game.config.attributes.Attribute; import com.vlaaad.dice.game.objects.Creature; import com.vlaaad.dice.game.objects.WorldObject; import com.vlaaad.dice.game.util.ExpHelper; import com.vlaaad.dice.game.world.World; import com.vlaaad.dice.game.world.behaviours.BehaviourRequest; import com.vlaaad.dice.game.world.behaviours.params.AbilityCreatureParams; import com.vlaaad.dice.game.world.controllers.BehaviourController; import java.util.HashMap; /** * Created 09.01.14 by vlaaad */ public class Fireball extends CreatureAction { private static Vector2 tmp1 = new Vector2(); private static Vector2 tmp2 = new Vector2(); public AttackType attackType; public int attackLevel; public int distance; public Fireball(Ability owner) { super(owner); } @Override protected void doInit(Object setup) { HashMap data = (HashMap) setup; attackType = AttackType.valueOf(MapHelper.get(data, "type", "weapon")); attackLevel = MapHelper.get(data, "level", Numbers.ONE).intValue(); distance = MapHelper.get(data, "distance", Numbers.ONE).intValue(); } @Override public IFuture<IActionResult> apply(final Creature creature, World world) { Array<Creature> targets = findTargets(creature, Creature.CreatureRelation.enemy, creature.getX(), creature.getY(), world, distance); if (targets.size == 0) return Future.completed(IActionResult.NOTHING); else if (targets.size == 1) { return Future.completed(calcResult(owner, creature, targets.first(), attackType, attackLevel)); } else { final Future<IActionResult> future = new Future<IActionResult>(); world.getController(BehaviourController.class).get(creature) .request(BehaviourRequest.CREATURE, new AbilityCreatureParams(creature, owner, targets)) .addListener(new IFutureListener<Creature>() { @Override public void onHappened(Creature target) { future.happen(calcResult(owner, creature, target, attackType, attackLevel)); } }); return future; } } public static IActionResult calcResult(Ability owner, Creature creature, Creature target, AttackType attackType, int attackLevel) { int defenceLevel = target.get(Attribute.<Integer>valueOf(attackType.toString() + Attribute.DEFENCE_SUFFIX)); if (defenceLevel < attackLevel) { //success attack return new SequenceResult(new FireballResult(true, creature, target, attackType, attackLevel, owner), new GiveExpResult(creature, ExpHelper.expForKill(creature, target))); } return new SequenceResult(new FireballResult(false, creature, target, attackType, attackLevel, owner), new GiveExpResult(target, ExpHelper.expForDefence(creature, target))); } public static Array<Creature> findTargets(Creature creature, Creature.CreatureRelation relation, int x, int y, World world, int distance) { Vector2 creaturePos = tmp1.set(x, y); Array<Creature> result = new Array<Creature>(); for (WorldObject object : world) { if (!(object instanceof Creature)) continue; Creature check = (Creature) object; if (!check.get(Attribute.canBeSelected) || !creature.inRelation(relation, check)) continue; Vector2 checkPos = tmp2.set(check.getX(), check.getY()); if (checkPos.dst(creaturePos) > distance) continue; result.add(check); } return result; } }