diff options
Diffstat (limited to 'src/esieequest/game/Game.java')
-rw-r--r-- | src/esieequest/game/Game.java | 98 |
1 files changed, 49 insertions, 49 deletions
diff --git a/src/esieequest/game/Game.java b/src/esieequest/game/Game.java index 92bc99f..9851607 100644 --- a/src/esieequest/game/Game.java +++ b/src/esieequest/game/Game.java | |||
@@ -29,7 +29,7 @@ public class Game implements SerialisableObject { | |||
29 | public static final int DEFAULT_INVENTORY_LIMIT = 10; | 29 | public static final int DEFAULT_INVENTORY_LIMIT = 10; |
30 | public static final int DEFAULT_STEPS_LIMIT = 0; | 30 | public static final int DEFAULT_STEPS_LIMIT = 0; |
31 | public static final int CHALLENGE_STEPS_LIMIT = 50; | 31 | public static final int CHALLENGE_STEPS_LIMIT = 50; |
32 | public static final Direction DEFAULT_DIRECTION = Direction.NORTH; | 32 | public static final Direction DEFAULT_DIRECTION = Direction.WEST; |
33 | public static final Room DEFAULT_ROOM = Room.AMPHITHEATER_SEAT; | 33 | public static final Room DEFAULT_ROOM = Room.AMPHITHEATER_SEAT; |
34 | public static final Quest DEFAULT_QUEST = Quest.WHAT_HAPPENED; | 34 | public static final Quest DEFAULT_QUEST = Quest.WHAT_HAPPENED; |
35 | 35 | ||
@@ -83,52 +83,52 @@ public class Game implements SerialisableObject { | |||
83 | * Connects Room-s together using Door-s. | 83 | * Connects Room-s together using Door-s. |
84 | */ | 84 | */ |
85 | public void connectRooms() { | 85 | public void connectRooms() { |
86 | this.d(Room.AMPHITHEATER_SEAT, Direction.NORTH, Room.AMPHITHEATER_STAGE); | 86 | this.d(Room.AMPHITHEATER_SEAT, Direction.WEST, Room.AMPHITHEATER_STAGE); |
87 | this.d(Room.AMPHITHEATER_STAGE, Direction.WEST, Room.CAFETERIA); | 87 | this.d(Room.AMPHITHEATER_STAGE, Direction.SOUTH, Room.CAFETERIA); |
88 | this.d(Room.CAFETERIA, Direction.NORTH, Room.CAFETERIA_STREET); | 88 | this.d(Room.CAFETERIA, Direction.WEST, Room.CAFETERIA_STREET); |
89 | this.d(Room.CAFETERIA_STREET, Direction.EAST, Room.ESIEESPACE_STREET); | 89 | this.d(Room.CAFETERIA_STREET, Direction.NORTH, Room.ESIEESPACE_STREET); |
90 | 90 | ||
91 | this.d(Room.ESIEESPACE_STREET, Direction.SOUTH, Room.ESIEESPACE_FRONT); | 91 | this.d(Room.ESIEESPACE_STREET, Direction.EAST, Room.ESIEESPACE_FRONT); |
92 | this.d(Room.ESIEESPACE_FRONT, Direction.EAST, Room.ESIEESPACE_ENTRANCE); | 92 | this.d(Room.ESIEESPACE_FRONT, Direction.NORTH, Room.ESIEESPACE_ENTRANCE); |
93 | this.d(Room.ESIEESPACE_ENTRANCE, Direction.NORTH, Room.ESIEESPACE); | 93 | this.d(Room.ESIEESPACE_ENTRANCE, Direction.WEST, Room.ESIEESPACE); |
94 | 94 | ||
95 | this.d(Room.ESIEESPACE_STREET, Direction.EAST, Room.ENTRANCE_STREET); | 95 | this.d(Room.ESIEESPACE_STREET, Direction.NORTH, Room.ENTRANCE_STREET); |
96 | this.d(Room.ENTRANCE_STREET, Direction.SOUTH, Room.ENTRANCE_STAIRS); | 96 | this.d(Room.ENTRANCE_STREET, Direction.EAST, Room.ENTRANCE_STAIRS); |
97 | this.d(Room.ENTRANCE_STAIRS, Direction.SOUTH, Room.ENTRANCE_ROUNDABOUT); | 97 | this.d(Room.ENTRANCE_STAIRS, Direction.EAST, Room.ENTRANCE_ROUNDABOUT); |
98 | 98 | ||
99 | this.d(Room.ENTRANCE_STREET, Direction.EAST, Room.WING_STREET); | 99 | this.d(Room.ENTRANCE_STREET, Direction.NORTH, Room.WING_STREET); |
100 | this.d(Room.WING_STREET, Direction.NORTH, Room.WING_FLOOR_ONE); | 100 | this.d(Room.WING_STREET, Direction.WEST, Room.WING_FLOOR_ONE); |
101 | this.d(Room.WING_FLOOR_ONE, Direction.WEST, Room.WING_STAIRS_ONE); | 101 | this.d(Room.WING_FLOOR_ONE, Direction.SOUTH, Room.WING_STAIRS_ONE); |
102 | this.d(Room.WING_STAIRS_ONE, Direction.SOUTH, new Door(Room.WING_STAIRS_TWO)); | 102 | this.d(Room.WING_STAIRS_ONE, Direction.EAST, new Door(Room.WING_STAIRS_TWO)); |
103 | this.d(Room.WING_STAIRS_TWO, Direction.SOUTH, new Door(Room.WING_STAIRS_ONE)); | 103 | this.d(Room.WING_STAIRS_TWO, Direction.EAST, new Door(Room.WING_STAIRS_ONE)); |
104 | this.d(Room.WING_STAIRS_ONE, Direction.UP, new HiddenDoor(Room.WING_STAIRS_TWO)); | 104 | this.d(Room.WING_STAIRS_ONE, Direction.UP, new HiddenDoor(Room.WING_STAIRS_TWO)); |
105 | this.d(Room.WING_STAIRS_TWO, Direction.DOWN, new HiddenDoor(Room.WING_STAIRS_ONE)); | 105 | this.d(Room.WING_STAIRS_TWO, Direction.DOWN, new HiddenDoor(Room.WING_STAIRS_ONE)); |
106 | this.d(Room.WING_STAIRS_TWO, Direction.EAST, Room.WING_FLOOR_TWO); | 106 | this.d(Room.WING_STAIRS_TWO, Direction.NORTH, Room.WING_FLOOR_TWO); |
107 | this.d(Room.WING_FLOOR_TWO, Direction.NORTH, Room.WING_OFFICE_CORRIDOR); | 107 | this.d(Room.WING_FLOOR_TWO, Direction.WEST, Room.WING_OFFICE_CORRIDOR); |
108 | this.d(Room.WING_OFFICE_CORRIDOR, Direction.EAST, Room.WING_OFFICE); | 108 | this.d(Room.WING_OFFICE_CORRIDOR, Direction.NORTH, Room.WING_OFFICE); |
109 | 109 | ||
110 | this.d(Room.WING_STREET, Direction.EAST, Room.CLUBNIX_STREET); | 110 | this.d(Room.WING_STREET, Direction.NORTH, Room.CLUBNIX_STREET); |
111 | this.d(Room.CLUBNIX_STREET, Direction.SOUTH, Room.CLUBNIX_FRONT); | 111 | this.d(Room.CLUBNIX_STREET, Direction.EAST, Room.CLUBNIX_FRONT); |
112 | this.d(Room.CLUBNIX_FRONT, Direction.EAST, Room.CLUBNIX_ENTRANCE); | 112 | this.d(Room.CLUBNIX_FRONT, Direction.NORTH, Room.CLUBNIX_ENTRANCE); |
113 | this.d(Room.CLUBNIX_ENTRANCE, Direction.NORTH, Room.CLUBNIX); | 113 | this.d(Room.CLUBNIX_ENTRANCE, Direction.WEST, Room.CLUBNIX); |
114 | 114 | ||
115 | this.d(Room.WING_FLOOR_ONE, Direction.EAST, new HiddenDoor(Room.SECRET_CORRIDOR_ENTRANCE)); | 115 | this.d(Room.WING_FLOOR_ONE, Direction.NORTH, new HiddenDoor(Room.SECRET_CORRIDOR_ENTRANCE)); |
116 | this.d(Room.SECRET_CORRIDOR_ENTRANCE, Direction.WEST, new Door(Room.WING_FLOOR_ONE)); | 116 | this.d(Room.SECRET_CORRIDOR_ENTRANCE, Direction.SOUTH, new Door(Room.WING_FLOOR_ONE)); |
117 | this.d(Room.SECRET_CORRIDOR_ENTRANCE, Direction.NORTH, Room.STORAGE_ROOM); | 117 | this.d(Room.SECRET_CORRIDOR_ENTRANCE, Direction.WEST, Room.STORAGE_ROOM); |
118 | this.d(Room.SECRET_CORRIDOR_ENTRANCE, Direction.SOUTH, Room.SECRET_LAB); | 118 | this.d(Room.SECRET_CORRIDOR_ENTRANCE, Direction.EAST, Room.SECRET_LAB); |
119 | this.d(Room.SECRET_CORRIDOR_ENTRANCE, Direction.EAST, Room.SECRET_CORRIDOR_END); | 119 | this.d(Room.SECRET_CORRIDOR_ENTRANCE, Direction.NORTH, Room.SECRET_CORRIDOR_END); |
120 | this.d(Room.SECRET_CORRIDOR_END, Direction.NORTH, new TrapDoor(Room.DEAD_END)); | 120 | this.d(Room.SECRET_CORRIDOR_END, Direction.WEST, new TrapDoor(Room.DEAD_END)); |
121 | 121 | ||
122 | final LockedDoor lockedDoorEnter = new LockedDoor(Room.LOCKED_ROOM); | 122 | final LockedDoor lockedDoorEnter = new LockedDoor(Room.LOCKED_ROOM); |
123 | lockedDoorEnter.setKey(Item.KEYCARD); | 123 | lockedDoorEnter.setKey(Item.KEYCARD); |
124 | this.d(Room.SECRET_CORRIDOR_END, Direction.SOUTH, lockedDoorEnter); | 124 | this.d(Room.SECRET_CORRIDOR_END, Direction.EAST, lockedDoorEnter); |
125 | 125 | ||
126 | final LockedDoor lockedDoorExit = new LockedDoor(Room.SECRET_CORRIDOR_END); | 126 | final LockedDoor lockedDoorExit = new LockedDoor(Room.SECRET_CORRIDOR_END); |
127 | lockedDoorExit.setKey(Item.KEYCARD); | 127 | lockedDoorExit.setKey(Item.KEYCARD); |
128 | this.d(Room.LOCKED_ROOM, Direction.NORTH, lockedDoorExit); | 128 | this.d(Room.LOCKED_ROOM, Direction.WEST, lockedDoorExit); |
129 | 129 | ||
130 | this.d(Room.SECRET_CORRIDOR_END, Direction.EAST, new Door(Room.TRANSPORTER_ROOM)); | 130 | this.d(Room.SECRET_CORRIDOR_END, Direction.NORTH, new Door(Room.TRANSPORTER_ROOM)); |
131 | this.d(Room.TRANSPORTER_ROOM, Direction.WEST, new TransporterDoor(Room.values())); | 131 | this.d(Room.TRANSPORTER_ROOM, Direction.SOUTH, new TransporterDoor(Room.values())); |
132 | } | 132 | } |
133 | 133 | ||
134 | /** | 134 | /** |
@@ -166,19 +166,19 @@ public class Game implements SerialisableObject { | |||
166 | public void addItems() { | 166 | public void addItems() { |
167 | 167 | ||
168 | // secret corridor | 168 | // secret corridor |
169 | this.i(Room.STORAGE_ROOM, Direction.WEST, Item.STORAGE_CUBE); | 169 | this.i(Room.STORAGE_ROOM, Direction.SOUTH, Item.STORAGE_CUBE); |
170 | this.i(Room.STORAGE_ROOM, Direction.EAST, Item.SAFETY_CUBE); | 170 | this.i(Room.STORAGE_ROOM, Direction.NORTH, Item.SAFETY_CUBE); |
171 | this.i(Room.STORAGE_ROOM, Direction.NORTH, Item.BLACK_HOLE); | 171 | this.i(Room.STORAGE_ROOM, Direction.WEST, Item.BLACK_HOLE); |
172 | 172 | ||
173 | this.i(Room.SECRET_LAB, Direction.SOUTH, Item.BEAMER); | 173 | this.i(Room.SECRET_LAB, Direction.EAST, Item.BEAMER); |
174 | 174 | ||
175 | this.i(Room.DEAD_END, Direction.NORTH, Item.KEYCARD); | 175 | this.i(Room.DEAD_END, Direction.WEST, Item.KEYCARD); |
176 | 176 | ||
177 | // scenario | 177 | // scenario |
178 | this.i(Room.AMPHITHEATER_STAGE, Direction.SOUTH, Item.NOTE); | 178 | this.i(Room.AMPHITHEATER_STAGE, Direction.EAST, Item.NOTE); |
179 | this.i(Room.CAFETERIA, Direction.WEST, Item.BANANA); | 179 | this.i(Room.CAFETERIA, Direction.SOUTH, Item.BANANA); |
180 | this.i(Room.ESIEESPACE, Direction.NORTH, Item.PORTABLE_CONSOLE); | 180 | this.i(Room.ESIEESPACE, Direction.WEST, Item.PORTABLE_CONSOLE); |
181 | this.i(Room.CLUBNIX, Direction.NORTH, Item.DISK); | 181 | this.i(Room.CLUBNIX, Direction.WEST, Item.DISK); |
182 | 182 | ||
183 | } | 183 | } |
184 | 184 | ||
@@ -202,10 +202,10 @@ public class Game implements SerialisableObject { | |||
202 | public void addCharacters() { | 202 | public void addCharacters() { |
203 | 203 | ||
204 | // secret corridor | 204 | // secret corridor |
205 | this.c(Room.LOCKED_ROOM, Direction.SOUTH, Character.SUMOBOT); | 205 | this.c(Room.LOCKED_ROOM, Direction.EAST, Character.SUMOBOT); |
206 | 206 | ||
207 | // scenario | 207 | // scenario |
208 | this.c(Room.WING_OFFICE, Direction.EAST, Character.ATHANASE); | 208 | this.c(Room.WING_OFFICE, Direction.NORTH, Character.ATHANASE); |
209 | 209 | ||
210 | } | 210 | } |
211 | 211 | ||