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README.org
22
README.org
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@ -13,32 +13,28 @@ That might very well be. I'm just getting back into java so clean code, standard
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* Scripts here
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This will be a short summary of what each script that I upload here is.
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** Passgen/
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Passgen (Also known as this took 5 minutes, half the code and no packaging in python) is a very simple project, actually. It generates a cryptographically secure password using a simple cli (Using picocli). This was meant to be a lot less work because I did not expect needing a third party library and maven (and as such a pom.xml file) for this to work correctly. It can generate an xkcd-style password (See [[https://xkcd.com/936][xkcd-936]] for more), a password using letters and numbers and using letters, numbers and special characters. XKCD-Style passwords as of now only work on linux and require a dictionary file at /usr/share/dict/words. The length is variable. A bit on the usage:
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+ -x --xkcd will generate an xkcd style password
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+ -s --simple will generate a password only using letters and numbers
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+ -l --length sets the length of the password. For regular passwords and simple passwords, this determines the length, for xkcd passwords the amount of words.
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** TextGame/
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This will only be here temporarily until I think of a better place. It's a text-based game, based on the D&D Combat system, with a storyline I'm not yet sure about. I haven't done yet on this, except for implementing the base classes for weapons, rolling Dice and a longbow. See Concept.org for how the rest of the development is supposed to go. Details will follow later. This will get it's own repo when development is in a later and more mature stage.
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** fizzbuzz.java
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This doesn't need much explaining. It's a simple fizzbuzz. I used this to motivate myself while feeling down and unmotivated to code. It took less than 3 minutes.
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** LuckyNumber.java
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A short, simple script that asks the user for nationality and displays a lucky number based on that input. It was a quick and dirty script that I did very early, mostly to get me familiar with String comparison and conditionals. I would probably do it a bit differently by now (use a switch statement instead of an if-else chain) and use a random number generator for people who aren't German or Polish. Part of why I did that project also just was a 2137 joke lol
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** Passgen/
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Passgen (Also known as this took 5 minutes, half the code and no packaging in python) is a very simple project, actually. It generates a cryptographically secure password using a simple cli (Using picocli). This was meant to be a lot less work because I did not expect needing a third party library and maven (and as such a pom.xml file) for this to work correctly. It can generate an xkcd-style password (See [[https://xkcd.com/936][xkcd-936]] for more), a password using letters and numbers and using letters, numbers and special characters. XKCD-Style passwords as of now only work on linux and require a dictionary file at /usr/share/dict/words. The length is variable. A bit on the usage:
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+ -x --xkcd will generate an xkcd style password
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+ -s --simple will generate a password only using letters and numbers
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+ -l --length sets the length of the password. For regular passwords and simple passwords, this determines the length, for xkcd passwords the amount of words.
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** TicTacToe.java
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The first bigger file for now. It's a TicTacToe game. Uses coordinates and an ASCII playing field. Used it to familiarize me with more complex data structures again (HashMaps, ArrayLists, an initial draft also contained a HashSet). Also the first file that actually used multiple functions, which was very useful to refamiliarize myself with how variable scope and all that is handled in java.
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** ... and more?
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For Java, I am currently working on TextGame and it's bound to become a bigger project. I also still am working on wallman, which of course is a python project. With both of these in mind, it might take some time for me to actually push something new here, but I hope it won't be too long. I also was about to work on some small commits for the python file manager ranger and all of that means that this repo might be stagnant for a while.
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I just started to lay out the technical foundation for a quite big java project, first in plain text to get an understanding of how everything actually is going to work out. What classes and interfaces do I need and more. I also still am working on wallman, which of course is a python project. With both of these in mind, it might take some time for me to actually push something new here, but I hope it won't be too long. I also was about to work on some small commits for the python file manager ranger and all of that means that this repo might be stagnant for a while.
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*** Ideas for more!
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I don't have too many small project ideas for java right now, because I would most likely just... Do them. I want to improve the AI for TicTacToe though, as it currently just does random moves. That will probably be about as much code as the project took already though, so it's not a high priority. There are some other, smaller, non-concrete ideas I have in mind but it's not at the point where it'd be ready yet. I'll give a small list in bullet points though:
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+ Better TicTacToe AI
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+ Password strength checker (and potentially checker if the passwords are in any known leaks), would be integrated into passgen
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+ Password manager (Would incorporate Passgen)
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+ Password strength checker (and potentially checker if the passwords are in any known leaks), would be integrated with passgen
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+ Password manager (Would incorporate the password generator)
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+ Rock-Paper-Scissors-Lizard-Spock; wouldn't take too long, just don't really want to do it right now.
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+ Basic Webserver; I just really want very basic processing of information so it shouldn't become too massive.
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+ ... And obviously TextGame
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+ ... And obviously the other project I mentioned in "... and more?"
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@ -1,46 +0,0 @@
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#+title: Concept
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#+author: Emma Nora Ada Theuer
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* !!!!!MOST OF THIS IS CURRENTLY STILL SUBJECT TO CHANGE!!!!!
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* Storyline
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** So essentially, I have absolutely no idea.
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* Implementation Details
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** Technical foundation
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*** Software details
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+ Java 17, will potentially try to maintain compatibility with Java 8.
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+ Lanterna (Curses) based TUI interface.
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+ org.json based settings to maintain player position in the story, as well as player data before it's loaded into memory.
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+ Most other mechanics should be mostly implemented barebones, to aid as a learning project.
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+ Auto-Saving after every battle and main story moment, as well as a save option in hubs
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*** Players, Enemies and Combat
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**** The Player
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+ Players can choose a name, or choose to forego a name.
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+ The Player has basic RPG stats. in this case, for now: Health, Strength and Dexterity, Attunement, Mana and luck.
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+ There is a fundamental Level System, where the Player can increase individual stats by one point for every level they reach.
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+ The level system is XP-Based. XP is mostly gained by combat. Pursuing a passion or profession also can give XP. Important story events should also have large XP rewards.
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+ There will be an underlying Benevolence/Malevolence system, where points are increasing or decreasing based on specific actions the player takes. It should always be a number. Ranges <=-5 are Malevolent, [-4; 4] is neutral and >=5 is benevolent (/NUMBERS ARE SUBJECT TO CHANGE/)
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+ Players should have basic battle abilities, such as Attacking with the main weapon, magic, using an item and running from the battle.
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+ Players have an inventory. It stores Armor and weapons, as well as consumables, collectibles and key items
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+ Playerdata is stored in a JSON file. This file stores every stat of the player, including XP and benevolence, as well as the last finished mission and a Tally of all optional missions and bosses and the Player's name, or, if they don't have one, that they don't. This is also where the player's inventory is located.
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+ Players should be mostly a single class. The actions the player can take in battle are defined within that class and HP is that way also stored in memory and can easily be safed into the save.json. For that purpose, players can have a maximum HP value and a current HP value. Through special story events, shield spells and other actions, the player's current HP can sometimes exceed their maximum HP. This would be indicated as "temporary HP". A player will always have their current HP Value set to the Maximum HP value after sleeping in a hub.
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+ The combat system is D20 based.
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+ Player Damage is calculated like in D&D. All weapons deal a flat amount of bonus damage. A 20 is a crit and a 1 is a crit fail.
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+ D&Ds Armor Class model is transferred to this game.
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**** Enemies
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+ All enemies use an ABC.
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+ Enemies should always drop some kind of currency or crafting material as well as XP.
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+ Most enemies should be reusable and have simple movesets, that can still be varied. Normal enemies should normally be fought alone.
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+ Boss enemies are a lot stronger, have unique movesets and are usually fought with a companion. Bosses should drop very large amounts of XP and currency and potentially Key items.
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**** Combat
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+ Combat is essentially a while (true) loop, that checks if either creature is on 0 HP after a turn, and if so, breaks and then proceeds appropriately.
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+ Combat order is decided on initiative rolls. Inititive is a D20 rolls + DEX + Other modifiers, if applicable.
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+ Combat mostly proceeds like in D&D.
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+ Spells don't have range restraints.
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+ Spells either hit a set amount of targets, all enemies, all allies, oneself, or all creatures on the battlefield, except oneself.
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+ Every Spell will have an ABC
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+ All weapons will be based on an ABC that implements an interface.
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@ -1,94 +0,0 @@
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import java.util.Map;
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interface Weapon {
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Dice dice = new Dice();
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// Retrieve the to-hit-bonus every time
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int getHitBonus(int bonus);
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// get the damage Bonus every time
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int getDamageBonus(int bonus);
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// get the weapon's range every time
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int getRange(int range);
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// Have the weapon roll for damange every
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default int rollToHit(int bonus) {
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int diceResult = dice.rollD20();
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switch (diceResult) {
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case 1:
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return 0;
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case 20:
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return 100;
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default:
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return diceResult + bonus;
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}
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}
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// Have the weapon role for damage
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int rollDamage(int bonus);
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}
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abstract class Sword implements Weapon {
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Map<String, Integer> requirements;
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String infoDamageBonus;
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int playerStrength;
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int playerDex;
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String type = "Melee";
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String name;
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String rarity;
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int range;
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int hitBonus;
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int damageBonus;
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@Override
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public int getRange(int range){
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return range;
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}
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public int getRange() {
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return getRange(5);
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}
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@Override
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public int getHitBonus(int bonus) {
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return bonus;
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}
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public int getHitBonus(){
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return getHitBonus(0);
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}
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@Override
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public int getDamageBonus(int bonus) {
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return bonus;
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}
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public int getDamageBonus(){
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return getHitBonus(0);
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}
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}
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abstract class Bow implements Weapon {
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Map<String, Integer> requirements;
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String infoDamageBonus;
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int playerStrength;
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int playerDex;
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String type = "Ranged";
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String name;
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String rarity;
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int range;
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int hitBonus;
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int damageBonus;
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@Override
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public int getRange(int range){
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return range;
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}
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public int getRange() {
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return getRange(300);
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}
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@Override
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public int getHitBonus(int bonus) {
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return bonus;
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}
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public int getHitBonus(){
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return getHitBonus(0);
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}
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@Override
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public int getDamageBonus(int bonus) {
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return bonus;
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}
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public int getDamageBonus(){
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return getHitBonus(0);
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}
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}
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@ -1,25 +0,0 @@
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import java.util.concurrent.ThreadLocalRandom;
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class Dice {
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int rollD4() {
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return ThreadLocalRandom.current().nextInt(1, 5);
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}
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int rollD6() {
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return ThreadLocalRandom.current().nextInt(1, 7);
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}
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int rollD8() {
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return ThreadLocalRandom.current().nextInt(1, 9);
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}
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int rollD10() {
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return ThreadLocalRandom.current().nextInt(1, 11);
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}
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int rollD12() {
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return ThreadLocalRandom.current().nextInt(1, 13);
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}
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int rollD20() {
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return ThreadLocalRandom.current().nextInt(1, 21);
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}
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int rollD100() {
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return ThreadLocalRandom.current().nextInt(1, 101);
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}
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}
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@ -1,49 +0,0 @@
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import java.util.HashMap;
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class Longbow extends Bow {
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public Longbow(int distance, int strength, int dex) {
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requirements = new HashMap<>();
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requirements.put("Dex", 14);
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requirements.put("Str", 8);
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playerStrength = strength;
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playerDex = dex;
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infoDamageBonus = "0-2";
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name = "Longbow";
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rarity = "Common";
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range = getRange(500);
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hitBonus = getHitBonus();
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damageBonus = getDamageBonus(distance);
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}
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@Override
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public int getDamageBonus(int distance) {
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if (playerDex < requirements.get("Dex") || playerStrength < requirements.get("Str")) {
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return -20;
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}
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if (distance > 20 && distance <= 165) {
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return 2;
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}
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else if (distance > 165 && distance <= 300) {
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return 1;
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}
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else {
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return 0;
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}
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}
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@Override
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public int rollToHit(int bonus) {
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return dice.rollD20();
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}
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@Override
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public int rollDamage(int bonus) {
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int dieResult = dice.rollD10();
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if (dieResult + bonus < 0) {
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return 0;
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} else {
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return dieResult + bonus;
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}
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}
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}
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