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Code already provided... package question1; /** * A class to describe a basic villan. * @author Aaron * */ public class Goblin { private int

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Code already provided...

package question1;

/** * A class to describe a basic villan. * @author Aaron * */

public class Goblin {

private int health; /** * Constructor */ public Goblin(){ this.health = (int)(Math.random()*15)+45; } /** * Accessor for health. * @return Goblin's current health. */ public int getHealth() { return health; } /** * Goblin takes damage from enemy. * @param damage how much damage to take. */ public void takeDamage(int damage){ this.health -= damage; if(health

}

package question1;

/** * An abstract class to describe a basic hero. * @author Aaron * */

public abstract class Hero { private String name; private int health; /** * Argumented constructor * @param name Hero's name. */ public Hero(String name){ if(name == "" || name.length() == 0) this.name = "anonymous"; else this.name = name; this.health = 100; } /** * Accessor for health. * @return Hero's current health. */ public int getHealth() { return health; } /** * Accessor for Name * @return Hero's name. */ public String getName() { return name; } /** * Add to the hero's health. * @param addHealth how much health to add. */ public void heal(int addHealth){ this.health += addHealth; } /** * Hero takes damage from enemy. * @param damage how much damage to take. */ public void takeDamage(int damage){ this.health -= damage; if(health

}

Question 1. (Magician.java, Healer.java, Fighter.java, HeroTester.java) Consider the abstract hero class and the three subclasses shown below Hero -health He ro (naneString deal Damage I nt Magieian Fighter Healer -manai int atrengthi int FighteE beraerkOnt *addstLongth(addstcength: dexteritys int Magician Realer O 1nL) # .totuing() #String tostring)1 String Review the hero class to see how it works (it's in the project/package for you already). Your job is to implement the following subclasses. Each of the subclasses has an extra data field that relates to their specific hero talent. Some help with these special talents and other methods are below Fighter The fighter has an extra data field called Strength and a method called Berserk. When the fighter calls Berserk they do damage equal to 1/3 of their existing health BUT they lose 1/4 of their existing health (round to integer values). Using Berserk costs one Strength point. When a fighter is constructed they have 3 strength points. the dealDamage() method for the fighter does between 7 and 10 points of damage Magician Magician: The magician has an extra data field called Mana and a method called Lightning. When the magician calls Lightning the damage they inflict is quadruple what it would have been otherwise. Call the existing dealDamage function and quadruple the value before dealing it to the enemy. Using Lightning costs 1 Mana point and a magician has 4 Mana points to start with the dealDamage() method for the magician does between 4 and 6 points of damage Healer -The healer has an extra data field called Dexterity and a method called Heal. When the healer calls Heal each LIVING member of the party receives between 5 and 10 health points (not to pass 100) and each receives one point back to their special skill (dexterity, mana or strength). Calling Heal costs 2 Dexterity points and a healer starts with 4 Dexterity. Hint: The heal method determines how many points are restored to each party member's health. Let your main method do the actual work of healing the surviving heroes. -the dealDamage() method for the Healer does between 3 and 5 points of damage If your hero is out of special skill points they can only call the base dea!Damage() method (i.e., they cannot use their special skill. Once a hero is dead, they can't do anything. because, they're dead. In addition to any extra accessors and mutators you should override the toString method for easy printing of the hero state. Write a tester class that does the following Option 1: Write a hard-coded tester that does the following: Write a tester class that does the following: Option 1: Write a hard-coded tester that does the following: Create an array of three heroes (one of each type) Create an array of 10 goblins (already in the project/package) .Wage an epic battle between the groups o Heroes attack first in sequence (i.e., herolol attacks first, then herol1] and so on) They attack the goblins in sequence (each hero attacks the first goblin in the array until it is vanquished and then they move onto the next) . o Goblins attack next in order (goblin[o], then goblin[1] and so on) but they attack a random hero. If a hero dies it cannot attack nor be attacked any further, skip it in the rotation. Same for ex-goblins " At any point, if all the heroes have met their doom, the goblins win. If any of the heroes live and the goblins are all dispatched, then yay! Your tester should keep you updated on how the battle is progressing by telling you how many goblins are left, what is the state of your heroes after the round, who has died (if anyone) and when there is a win condition. Heroes have a 40% chance of using their special skill. The other 60% is regular damage. If a hero tries to use their special skill but they have no special skill points left, they simply do regular damage. f you're stuck, try a battle between 1 hero and 1 goblin to get the mechanics figured out, then move onto the arrays. Question 1. (Magician.java, Healer.java, Fighter.java, HeroTester.java) Consider the abstract hero class and the three subclasses shown below Hero -health He ro (naneString deal Damage I nt Magieian Fighter Healer -manai int atrengthi int FighteE beraerkOnt *addstLongth(addstcength: dexteritys int Magician Realer O 1nL) # .totuing() #String tostring)1 String Review the hero class to see how it works (it's in the project/package for you already). Your job is to implement the following subclasses. Each of the subclasses has an extra data field that relates to their specific hero talent. Some help with these special talents and other methods are below Fighter The fighter has an extra data field called Strength and a method called Berserk. When the fighter calls Berserk they do damage equal to 1/3 of their existing health BUT they lose 1/4 of their existing health (round to integer values). Using Berserk costs one Strength point. When a fighter is constructed they have 3 strength points. the dealDamage() method for the fighter does between 7 and 10 points of damage Magician Magician: The magician has an extra data field called Mana and a method called Lightning. When the magician calls Lightning the damage they inflict is quadruple what it would have been otherwise. Call the existing dealDamage function and quadruple the value before dealing it to the enemy. Using Lightning costs 1 Mana point and a magician has 4 Mana points to start with the dealDamage() method for the magician does between 4 and 6 points of damage Healer -The healer has an extra data field called Dexterity and a method called Heal. When the healer calls Heal each LIVING member of the party receives between 5 and 10 health points (not to pass 100) and each receives one point back to their special skill (dexterity, mana or strength). Calling Heal costs 2 Dexterity points and a healer starts with 4 Dexterity. Hint: The heal method determines how many points are restored to each party member's health. Let your main method do the actual work of healing the surviving heroes. -the dealDamage() method for the Healer does between 3 and 5 points of damage If your hero is out of special skill points they can only call the base dea!Damage() method (i.e., they cannot use their special skill. Once a hero is dead, they can't do anything. because, they're dead. In addition to any extra accessors and mutators you should override the toString method for easy printing of the hero state. Write a tester class that does the following Option 1: Write a hard-coded tester that does the following: Write a tester class that does the following: Option 1: Write a hard-coded tester that does the following: Create an array of three heroes (one of each type) Create an array of 10 goblins (already in the project/package) .Wage an epic battle between the groups o Heroes attack first in sequence (i.e., herolol attacks first, then herol1] and so on) They attack the goblins in sequence (each hero attacks the first goblin in the array until it is vanquished and then they move onto the next) . o Goblins attack next in order (goblin[o], then goblin[1] and so on) but they attack a random hero. If a hero dies it cannot attack nor be attacked any further, skip it in the rotation. Same for ex-goblins " At any point, if all the heroes have met their doom, the goblins win. If any of the heroes live and the goblins are all dispatched, then yay! Your tester should keep you updated on how the battle is progressing by telling you how many goblins are left, what is the state of your heroes after the round, who has died (if anyone) and when there is a win condition. Heroes have a 40% chance of using their special skill. The other 60% is regular damage. If a hero tries to use their special skill but they have no special skill points left, they simply do regular damage. f you're stuck, try a battle between 1 hero and 1 goblin to get the mechanics figured out, then move onto the arrays

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