bleeding and bandages
This commit is contained in:
@@ -1,8 +1,8 @@
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Enemy Name: Henry Pellatt
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Enemy Name: Henry Pellatt
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Description: The owner of the Castle
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Description: The owner of the Castle
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Starting Room: Apple Hallway
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Starting Room: Billiard Room
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Damage Given: 25
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Damage Given: 25
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Loot: Crowbar
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Loot: Point
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Enemy Name: Lady Pellatt
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Enemy Name: Lady Pellatt
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Description: The wife to the owner of the Castle
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Description: The wife to the owner of the Castle
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Starting Room: Lady Pellatt's Bedroom
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Starting Room: Lady Pellatt's Bedroom
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@@ -114,7 +114,7 @@ Room name: Sir Henry Mill Pellatt's Bathroom
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Room Description: You are now in Sir Henry Mill Pellatt's Bathroom. The floor mat is still quite wet.<br>Perhaps someone just took a shower. A half-empty shaving cream bottle lies on the counter, along with a toothbrush and some toothpaste.
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Room Description: You are now in Sir Henry Mill Pellatt's Bathroom. The floor mat is still quite wet.<br>Perhaps someone just took a shower. A half-empty shaving cream bottle lies on the counter, along with a toothbrush and some toothpaste.
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Locked: false
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Locked: false
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Boarded: false
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Boarded: false
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Items: Shavingcream, Toothbrush, Toothpaste
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Items: Shavingcream, Toothbrush, Toothpaste, Bandage
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Riddler:
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Riddler:
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Exit Rooms: N-Sir Henry Mill Pellatt's Bedroom
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Exit Rooms: N-Sir Henry Mill Pellatt's Bedroom
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@@ -122,7 +122,7 @@ Room name: Linen Closet
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Room Description: A whiff of lavender-scented laundry detergent enters your nostrils as you step into<br>a dark room. Ah, you must be in the Linen Closet. No one really comes in here other than the servants. I'm pretty sure Sir Pellatt and<br>Lady Pellatt don't even know this room exists.
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Room Description: A whiff of lavender-scented laundry detergent enters your nostrils as you step into<br>a dark room. Ah, you must be in the Linen Closet. No one really comes in here other than the servants. I'm pretty sure Sir Pellatt and<br>Lady Pellatt don't even know this room exists.
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Locked: false
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Locked: false
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Boarded: false
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Boarded: false
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Items: Clothes
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Items: Clothes, Bandage
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Riddler:
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Riddler:
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Exit Rooms: E-Sir Henry Mill Pellatt's Bedroom, W-Guest Bedroom, S-Willow Bedroom
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Exit Rooms: E-Sir Henry Mill Pellatt's Bedroom, W-Guest Bedroom, S-Willow Bedroom
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@@ -202,7 +202,7 @@ Room name: Supply Closet
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Room Description: You are in the Supply Closet. A mop, bucket and a few towels lay on the ground. The space is quite small<br>and can only hold around 3 people. Nothing interesting seems to be happening in here.
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Room Description: You are in the Supply Closet. A mop, bucket and a few towels lay on the ground. The space is quite small<br>and can only hold around 3 people. Nothing interesting seems to be happening in here.
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Locked: false
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Locked: false
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Boarded: false
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Boarded: false
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Items:Mop,Bucket,Towels
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Items:Mop,Bucket,Towels, Robes
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Riddler:
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Riddler:
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Exit Rooms: E-Silver Stairs (1st Floor), S-Kitchen, N-Serving and Breakfast Room
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Exit Rooms: E-Silver Stairs (1st Floor), S-Kitchen, N-Serving and Breakfast Room
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@@ -66,3 +66,5 @@ lightbulb, item
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craft, verb
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craft, verb
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batteringram, item
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batteringram, item
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ladypellatt, enemy
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ladypellatt, enemy
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use, verb
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bandage, item
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@@ -36,7 +36,7 @@ public class Combat {
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System.out.println("You missed!");
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System.out.println("You missed!");
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}else if(rand<0.15) {
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}else if(rand<0.20) {
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enemy.setHealth(enemy.getHealth()-object.getDamage()*1.5);
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enemy.setHealth(enemy.getHealth()-object.getDamage()*1.5);
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if(enemy.getHealth() < 0)
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if(enemy.getHealth() < 0)
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enemy.setHealth(0);
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enemy.setHealth(0);
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@@ -68,11 +68,13 @@ public class Combat {
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}
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}
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else if(rand<0.1) {
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else if(rand<0.1) {
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System.out.println(enemy.getName() + " missed!");
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System.out.println(enemy.getName() + " missed!");
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}else if(rand < 0.15) {
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}else if(rand < 0.50) {
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player.setHealth(player.getHealth()-enemy.getDamage()*1.5);
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player.setHealth(player.getHealth()-enemy.getDamage()*1.5);
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if(player.getHealth() < 0)
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if(player.getHealth() < 0)
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player.setHealth(0);
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player.setHealth(0);
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System.out.println(enemy.getName() + " hit you with a critical hit, doing " + enemy.getDamage()*1.5 + " damage! Your health is now " + player.getHealth() + "%");
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System.out.println(enemy.getName() + " hit you with a critical hit, doing " + enemy.getDamage()*1.5 + " damage! Your health is now " + player.getHealth() + "%");
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System.out.println("You are now bleeding.");
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player.setBleeding(true);
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}
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}
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else {
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else {
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player.setHealth(player.getHealth()-enemy.getDamage());
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player.setHealth(player.getHealth()-enemy.getDamage());
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@@ -9,6 +9,7 @@ public class Player extends Entity{
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private ArrayList<Item> inventory = new ArrayList<Item>();
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private ArrayList<Item> inventory = new ArrayList<Item>();
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private final int INVENTORY_CAPACITY = 120;
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private final int INVENTORY_CAPACITY = 120;
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private int currentInventoryWeight;
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private int currentInventoryWeight;
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private boolean isBleeding;
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public Player() {
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public Player() {
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super(100.0, 100.0);
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super(100.0, 100.0);
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@@ -40,10 +41,18 @@ public class Player extends Entity{
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}
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}
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public void eat() {
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public void eat() {
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health+=5;
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health+=25;
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if(health > 100.0) {
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if(health > 100.0) {
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health = 100.0;
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health = 100.0;
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}
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}
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}
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}
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public void setBleeding(boolean bleeding) {
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this.isBleeding = bleeding;
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}
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public boolean getBleeding() {
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return isBleeding;
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}
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}
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}
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@@ -245,12 +245,28 @@ class Game {
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System.out.println(
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System.out.println(
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"Poof! You looked pretty banged up there, so I brought you back to the circle room. Your items are where you died.");
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"Poof! You looked pretty banged up there, so I brought you back to the circle room. Your items are where you died.");
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player.setHealth(100.0);
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player.setHealth(100.0);
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player.setBleeding(false);
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try {
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currentCombat.getEnemy().setHealth(100.0);
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currentCombat.getEnemy().setHealth(100.0);
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currentCombat = null;
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currentCombat = null;
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}
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}catch (Exception e) {
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}
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}
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}
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}
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}
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}
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if(player.getBleeding()) {
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player.setHealth(player.getHealth()-2);
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System.out.println("You are bleeding. Find, and use bandages to stop bleeding.");
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System.out.println("Your health is now " + player.getHealth() + "%");
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}
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if(player.getHealth() <= 0) {
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currentRoom = masterRoomMap.get("CIRCLE_ROOM");
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System.out.println(
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"Poof! You looked pretty banged up there, so I brought you back to the circle room. Your items are where you died.");
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player.setHealth(100.0);
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player.setBleeding(false);
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}
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Command command = parser.getCommand();
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Command command = parser.getCommand();
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finished = processCommand(command);
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finished = processCommand(command);
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}
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}
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@@ -589,6 +605,8 @@ class Game {
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} else {
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} else {
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System.out.println("You do not have that weapon!");
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System.out.println("You do not have that weapon!");
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}
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}
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}else {
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System.out.println("Attack with what?");
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}
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}
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}
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}
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break;
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break;
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@@ -637,6 +655,36 @@ class Game {
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System.out.println("Craft what?");
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System.out.println("Craft what?");
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}
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}
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break;
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break;
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case "use":
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if(command.hasItem()) {
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Class<?> clazz;
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Item object;
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try {
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clazz = Class.forName(
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"com.bayviewglen.zork.Items." + command.getItem().substring(0, 1).toUpperCase().trim()
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+ command.getItem().substring(1).trim());
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Constructor<?> ctor = clazz.getConstructor();
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object = (Item) ctor.newInstance();
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if(!object.equals(new Bandage()))
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throw new Exception();
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boolean hasBandage = false;
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for(Item i : player.getInventory()) {
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if(i.equals(new Bandage())) {
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hasBandage = true;
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}
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}
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if(hasBandage) {
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System.out.println("You are no longer bleeding.");
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player.setBleeding(false);
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}else {
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System.out.println("You do not have a bandage!");
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}
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}catch (Exception e) {
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System.out.println("You cannot use that item!");
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}
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}else {
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System.out.println("Use what?");
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}
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default:
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default:
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return false;
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return false;
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}
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}
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9
src/com/bayviewglen/zork/Items/Bandage.java
Normal file
9
src/com/bayviewglen/zork/Items/Bandage.java
Normal file
@@ -0,0 +1,9 @@
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package com.bayviewglen.zork.Items;
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public class Bandage extends CraftableItem{
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public Bandage() {
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super(98, "Bandage", "A bandage to stop bleeding", false, 100, 1);
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super.addMaterial(new Robes());
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}
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}
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