starting work on file manager. reorganized project.

This commit is contained in:
Joshua-Ashton01
2022-11-08 17:48:05 -07:00
parent b06a6021c8
commit a1589f627d
48 changed files with 662 additions and 2458 deletions
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<component name="InspectionProjectProfileManager">
<profile version="1.0">
<option name="myName" value="Project Default" />
<inspection_tool class="FieldMayBeFinal" enabled="false" level="WARNING" enabled_by_default="false" />
<inspection_tool class="SpellCheckingInspection" enabled="false" level="TYPO" enabled_by_default="false">
<option name="processCode" value="true" />
<option name="processLiterals" value="true" />
<option name="processComments" value="true" />
</inspection_tool>
</profile>
</component>
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<?xml version="1.0" encoding="UTF-8"?>
<!-- You may freely edit this file. See commented blocks below for -->
<!-- some examples of how to customize the build. -->
<!-- (If you delete it and reopen the project it will be recreated.) -->
<!-- By default, only the Clean and Build commands use this build script. -->
<!-- Commands such as Run, Debug, and Test only use this build script if -->
<!-- the Compile on Save feature is turned off for the project. -->
<!-- You can turn off the Compile on Save (or Deploy on Save) setting -->
<!-- in the project's Project Properties dialog box.-->
<project name="DiceRoller" default="default" basedir=".">
<description>Builds, tests, and runs the project DiceRoller.</description>
<import file="nbproject/build-impl.xml"/>
<!--
There exist several targets which are by default empty and which can be
used for execution of your tasks. These targets are usually executed
before and after some main targets. They are:
-pre-init: called before initialization of project properties
-post-init: called after initialization of project properties
-pre-compile: called before javac compilation
-post-compile: called after javac compilation
-pre-compile-single: called before javac compilation of single file
-post-compile-single: called after javac compilation of single file
-pre-compile-test: called before javac compilation of JUnit tests
-post-compile-test: called after javac compilation of JUnit tests
-pre-compile-test-single: called before javac compilation of single JUnit test
-post-compile-test-single: called after javac compilation of single JUunit test
-pre-jar: called before JAR building
-post-jar: called after JAR building
-post-clean: called after cleaning build products
(Targets beginning with '-' are not intended to be called on their own.)
Example of inserting an obfuscator after compilation could look like this:
<target name="-post-compile">
<obfuscate>
<fileset dir="${build.classes.dir}"/>
</obfuscate>
</target>
For list of available properties check the imported
nbproject/build-impl.xml file.
Another way to customize the build is by overriding existing main targets.
The targets of interest are:
-init-macrodef-javac: defines macro for javac compilation
-init-macrodef-junit: defines macro for junit execution
-init-macrodef-debug: defines macro for class debugging
-init-macrodef-java: defines macro for class execution
-do-jar: JAR building
run: execution of project
-javadoc-build: Javadoc generation
test-report: JUnit report generation
An example of overriding the target for project execution could look like this:
<target name="run" depends="DiceRoller-impl.jar">
<exec dir="bin" executable="launcher.exe">
<arg file="${dist.jar}"/>
</exec>
</target>
Notice that the overridden target depends on the jar target and not only on
the compile target as the regular run target does. Again, for a list of available
properties which you can use, check the target you are overriding in the
nbproject/build-impl.xml file.
-->
</project>
@@ -1,4 +0,0 @@
#Thu, 06 Oct 2022 17:08:15 -0600
C\:\\Users\\Christopher\\Documents\\NetBeansProjects\\DiceRoller=
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========================
BUILD OUTPUT DESCRIPTION
========================
When you build an Java application project that has a main class, the IDE
automatically copies all of the JAR
files on the projects classpath to your projects dist/lib folder. The IDE
also adds each of the JAR files to the Class-Path element in the application
JAR files manifest file (MANIFEST.MF).
To run the project from the command line, go to the dist folder and
type the following:
java -jar "DiceRoller.jar"
To distribute this project, zip up the dist folder (including the lib folder)
and distribute the ZIP file.
Notes:
* If two JAR files on the project classpath have the same name, only the first
JAR file is copied to the lib folder.
* Only JAR files are copied to the lib folder.
If the classpath contains other types of files or folders, these files (folders)
are not copied.
* If a library on the projects classpath also has a Class-Path element
specified in the manifest,the content of the Class-Path element has to be on
the projects runtime path.
* To set a main class in a standard Java project, right-click the project node
in the Projects window and choose Properties. Then click Run and enter the
class name in the Main Class field. Alternatively, you can manually type the
class name in the manifest Main-Class element.
-3
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@@ -1,3 +0,0 @@
Manifest-Version: 1.0
X-COMMENT: Main-Class will be added automatically by build
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@@ -1,8 +0,0 @@
build.xml.data.CRC32=f2725b83
build.xml.script.CRC32=6fed2c27
build.xml.stylesheet.CRC32=f85dc8f2@1.101.0.48
# This file is used by a NetBeans-based IDE to track changes in generated files such as build-impl.xml.
# Do not edit this file. You may delete it but then the IDE will never regenerate such files for you.
nbproject/build-impl.xml.data.CRC32=f2725b83
nbproject/build-impl.xml.script.CRC32=6f5873d9
nbproject/build-impl.xml.stylesheet.CRC32=12e0a6c2@1.101.0.48
@@ -1,2 +0,0 @@
compile.on.save=true
user.properties.file=C:\\Users\\Christopher\\AppData\\Roaming\\NetBeans\\12.6\\build.properties
@@ -1,9 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<project-private xmlns="http://www.netbeans.org/ns/project-private/1">
<editor-bookmarks xmlns="http://www.netbeans.org/ns/editor-bookmarks/2" lastBookmarkId="0"/>
<open-files xmlns="http://www.netbeans.org/ns/projectui-open-files/2">
<group>
<file>file:/C:/Users/Christopher/Documents/NetBeansProjects/DiceRoller/src/diceroller/DiceRoller.java</file>
</group>
</open-files>
</project-private>
@@ -1,95 +0,0 @@
annotation.processing.enabled=true
annotation.processing.enabled.in.editor=false
annotation.processing.processor.options=
annotation.processing.processors.list=
annotation.processing.run.all.processors=true
annotation.processing.source.output=${build.generated.sources.dir}/ap-source-output
build.classes.dir=${build.dir}/classes
build.classes.excludes=**/*.java,**/*.form
# This directory is removed when the project is cleaned:
build.dir=build
build.generated.dir=${build.dir}/generated
build.generated.sources.dir=${build.dir}/generated-sources
# Only compile against the classpath explicitly listed here:
build.sysclasspath=ignore
build.test.classes.dir=${build.dir}/test/classes
build.test.results.dir=${build.dir}/test/results
# Uncomment to specify the preferred debugger connection transport:
#debug.transport=dt_socket
debug.classpath=\
${run.classpath}
debug.modulepath=\
${run.modulepath}
debug.test.classpath=\
${run.test.classpath}
debug.test.modulepath=\
${run.test.modulepath}
# Files in build.classes.dir which should be excluded from distribution jar
dist.archive.excludes=
# This directory is removed when the project is cleaned:
dist.dir=dist
dist.jar=${dist.dir}/DiceRoller.jar
dist.javadoc.dir=${dist.dir}/javadoc
dist.jlink.dir=${dist.dir}/jlink
dist.jlink.output=${dist.jlink.dir}/DiceRoller
excludes=
includes=**
jar.compress=false
javac.classpath=
# Space-separated list of extra javac options
javac.compilerargs=
javac.deprecation=false
javac.external.vm=true
javac.modulepath=
javac.processormodulepath=
javac.processorpath=\
${javac.classpath}
javac.source=17
javac.target=17
javac.test.classpath=\
${javac.classpath}:\
${build.classes.dir}
javac.test.modulepath=\
${javac.modulepath}
javac.test.processorpath=\
${javac.test.classpath}
javadoc.additionalparam=
javadoc.author=false
javadoc.encoding=${source.encoding}
javadoc.html5=false
javadoc.noindex=false
javadoc.nonavbar=false
javadoc.notree=false
javadoc.private=false
javadoc.splitindex=true
javadoc.use=true
javadoc.version=false
javadoc.windowtitle=
# The jlink additional root modules to resolve
jlink.additionalmodules=
# The jlink additional command line parameters
jlink.additionalparam=
jlink.launcher=true
jlink.launcher.name=DiceRoller
main.class=diceroller.DiceRoller
manifest.file=manifest.mf
meta.inf.dir=${src.dir}/META-INF
mkdist.disabled=false
platform.active=default_platform
run.classpath=\
${javac.classpath}:\
${build.classes.dir}
# Space-separated list of JVM arguments used when running the project.
# You may also define separate properties like run-sys-prop.name=value instead of -Dname=value.
# To set system properties for unit tests define test-sys-prop.name=value:
run.jvmargs=
run.modulepath=\
${javac.modulepath}
run.test.classpath=\
${javac.test.classpath}:\
${build.test.classes.dir}
run.test.modulepath=\
${javac.test.modulepath}
source.encoding=UTF-8
src.dir=src
test.src.dir=test
@@ -1,15 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<project xmlns="http://www.netbeans.org/ns/project/1">
<type>org.netbeans.modules.java.j2seproject</type>
<configuration>
<data xmlns="http://www.netbeans.org/ns/j2se-project/3">
<name>DiceRoller</name>
<source-roots>
<root id="src.dir"/>
</source-roots>
<test-roots>
<root id="test.src.dir"/>
</test-roots>
</data>
</configuration>
</project>
@@ -1,4 +1,4 @@
package AbilityScores;
package Character.AbilityScores;
public class Charisma extends Stats {
@@ -1,4 +1,4 @@
package AbilityScores;
package Character.AbilityScores;
public class Constitution extends Stats {
@@ -1,4 +1,4 @@
package AbilityScores;
package Character.AbilityScores;
public class Dexterity extends Stats {
@@ -1,4 +1,4 @@
package AbilityScores;
package Character.AbilityScores;
public class Intelligence extends Stats{
@@ -1,4 +1,4 @@
package AbilityScores;
package Character.AbilityScores;
public abstract class Stats {
@@ -1,4 +1,4 @@
package AbilityScores;
package Character.AbilityScores;
public class Strength extends Stats {
@@ -1,4 +1,4 @@
package AbilityScores;
package Character.AbilityScores;
public class Wisdom extends Stats {
@@ -1,156 +1,156 @@
package dnd;
import java.util.Arrays;
public class Background {
private String name;
private boolean[] proficientStatus;
private String[] skills;
private String feature;
private String skillProficiencies;
int backgroundIndex;
/**
* @param name
* @param skillProficiences
* @param feature
*/
public Background(String name, boolean[] proficientStatus, String[] skills, String feature) {
this.name = name;
this.proficientStatus = proficientStatus;
this.skills = skills;
this.feature = feature;
skillProficiencies = null;
}
public void setAcolyte(){
name = "Acolyte";
proficientStatus[5] = true;
proficientStatus[14] = true;
skillProficiencies = skills[5] + ", " + skills[14];
feature = "Shelter of the Faithful"+ "\nAs an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle."
+ "\nYou might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.";
}
public void setCharlatan(){
name = "Charlatan";
proficientStatus[4] = true;
proficientStatus[15] = true;
skillProficiencies = skills[4] + ", " + skills[15];
feature = "False Identity" + "\nYou have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.";
}
public void setCriminal(){
name = "Criminal";
proficientStatus[4] = true;
proficientStatus[16] = true;
skillProficiencies = skills[4] + ", " + skills[16];
feature = "Feature: Criminal Contact" + "\nYou have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.";
}
public void setSpy(){
name = "Spy";
proficientStatus[4] = true;
proficientStatus[16] = true;
skillProficiencies = skills[4] + ", " + skills[16];
feature = "Criminal Contact" + "\nYou have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.";
}
public void setEntertainer(){
name = "Entertainer";
proficientStatus[0] = true;
proficientStatus[12] = true;
skillProficiencies = skills[0] + ", " + skills[12];
feature = "By Popular Demand" + "\nYou can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.";
}
public void setFolkHero(){
name = "Folk Hero";
proficientStatus[1] = true;
proficientStatus[17] = true;
skillProficiencies = skills[1] + ", " + skills[17];
feature = "Rustic Hospitality" + "\nSince you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.";
}
public void setGladiator(){
name = "Gladiator";
proficientStatus[0] = true;
proficientStatus[12] = true;
skillProficiencies = skills[0] + ", " + skills[12];
feature = "By Popular Demand" + "\nYou can always find a place to perform in any place that features combat for entertainment — perhaps a gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.";
}
public void setGuildArtisan(){
name = "Guild Artisan";
proficientStatus[6] = true;
proficientStatus[13] = true;
skillProficiencies = skills[6] + ", " + skills[13];
feature = "Guild Membership" + "\nAs an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings."
+"\nGuilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guilds coffers."
+"\nYou must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guilds good graces.";
}
public void setGuildMerchant(){
name = "Guild Merchant";
proficientStatus[6] = true;
proficientStatus[13] = true;
skillProficiencies = skills[6] + ", " + skills[13];
feature = "Guild Membership" + "\nAs an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings."
+"\nGuilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guilds coffers."
+"\nYou must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guilds good graces.";
}
public void setGuildHermit(){
name = "Hermit";
proficientStatus[9] = true;
proficientStatus[14] = true;
skillProficiencies = skills[9] + ", " + skills[14];
feature = "Discovery" + "\nThe quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society."
+ "\nWork with your DM to determine the details of your discovery and its impact on the campaign.";
}
public void setKnight(){
name = "Knight";
proficientStatus[5] = true;
proficientStatus[11] = true;
skillProficiencies = skills[5] + ", " + skills[11];
feature = "Retainers" + "\nYou have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.";
}
/**
* @return the name
*/
public String getName() {
return name;
}
/**
* @return the skillProficiencies
*/
public String getskillProficiences() {
return skillProficiencies;
}
/**
* @return the feature
*/
public String getDescription() {
return feature;
}
/**
* @return the proficientStatus
*/
public boolean[] getProficientStatus() {
return proficientStatus;
}
@Override
public String toString() {
return "Background: " + name + "\nSkill Proficiencies: " + skillProficiencies + "\nFeature: "
+ feature;
}
}
package Character;
import java.util.Arrays;
public class Background {
private String name;
private boolean[] proficientStatus;
private String[] skills;
private String feature;
private String skillProficiencies;
int backgroundIndex;
/**
* @param name
* @param skillProficiences
* @param feature
*/
public Background(String name, boolean[] proficientStatus, String[] skills, String feature) {
this.name = name;
this.proficientStatus = proficientStatus;
this.skills = skills;
this.feature = feature;
skillProficiencies = null;
}
public void setAcolyte(){
name = "Acolyte";
proficientStatus[5] = true;
proficientStatus[14] = true;
skillProficiencies = skills[5] + ", " + skills[14];
feature = "Shelter of the Faithful"+ "\nAs an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle."
+ "\nYou might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.";
}
public void setCharlatan(){
name = "Charlatan";
proficientStatus[4] = true;
proficientStatus[15] = true;
skillProficiencies = skills[4] + ", " + skills[15];
feature = "False Identity" + "\nYou have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.";
}
public void setCriminal(){
name = "Criminal";
proficientStatus[4] = true;
proficientStatus[16] = true;
skillProficiencies = skills[4] + ", " + skills[16];
feature = "Feature: Criminal Contact" + "\nYou have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.";
}
public void setSpy(){
name = "Spy";
proficientStatus[4] = true;
proficientStatus[16] = true;
skillProficiencies = skills[4] + ", " + skills[16];
feature = "Criminal Contact" + "\nYou have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.";
}
public void setEntertainer(){
name = "Entertainer";
proficientStatus[0] = true;
proficientStatus[12] = true;
skillProficiencies = skills[0] + ", " + skills[12];
feature = "By Popular Demand" + "\nYou can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.";
}
public void setFolkHero(){
name = "Folk Hero";
proficientStatus[1] = true;
proficientStatus[17] = true;
skillProficiencies = skills[1] + ", " + skills[17];
feature = "Rustic Hospitality" + "\nSince you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.";
}
public void setGladiator(){
name = "Gladiator";
proficientStatus[0] = true;
proficientStatus[12] = true;
skillProficiencies = skills[0] + ", " + skills[12];
feature = "By Popular Demand" + "\nYou can always find a place to perform in any place that features combat for entertainment — perhaps a gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.";
}
public void setGuildArtisan(){
name = "Guild Artisan";
proficientStatus[6] = true;
proficientStatus[13] = true;
skillProficiencies = skills[6] + ", " + skills[13];
feature = "Guild Membership" + "\nAs an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings."
+"\nGuilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guilds coffers."
+"\nYou must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guilds good graces.";
}
public void setGuildMerchant(){
name = "Guild Merchant";
proficientStatus[6] = true;
proficientStatus[13] = true;
skillProficiencies = skills[6] + ", " + skills[13];
feature = "Guild Membership" + "\nAs an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings."
+"\nGuilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guilds coffers."
+"\nYou must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guilds good graces.";
}
public void setGuildHermit(){
name = "Hermit";
proficientStatus[9] = true;
proficientStatus[14] = true;
skillProficiencies = skills[9] + ", " + skills[14];
feature = "Discovery" + "\nThe quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society."
+ "\nWork with your DM to determine the details of your discovery and its impact on the campaign.";
}
public void setKnight(){
name = "Knight";
proficientStatus[5] = true;
proficientStatus[11] = true;
skillProficiencies = skills[5] + ", " + skills[11];
feature = "Retainers" + "\nYou have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.";
}
/**
* @return the name
*/
public String getName() {
return name;
}
/**
* @return the skillProficiencies
*/
public String getskillProficiences() {
return skillProficiencies;
}
/**
* @return the feature
*/
public String getDescription() {
return feature;
}
/**
* @return the proficientStatus
*/
public boolean[] getProficientStatus() {
return proficientStatus;
}
@Override
public String toString() {
return "Background: " + name + "\nSkill Proficiencies: " + skillProficiencies + "\nFeature: "
+ feature;
}
}
@@ -1,107 +1,109 @@
package dnd;
public class Character {
private String name;
private int age;
private int heightFeet;
private int heightInch;
private int weight;
private String eye;
private String hair;
private Race race;
private CharacterStats stats;
/**
* @param name
* @param age
* @param heightFeet
* @param heightInch
* @param weigth
* @param eye
* @param hair
*/
public Character(String name, int age,
int heightFeet, int heightInch,
int weight, String eye, String hair,
Race race, CharacterStats stats) {
this.name = name;
this.age = age;
this.heightFeet = heightFeet;
this.heightInch = heightInch;
this.weight = weight;
this.eye = eye;
this.hair = hair;
this.race = race;
this.stats = stats;
}
/**
* Default constructor
*/
public Character() {
this.name = "null";
this.age = 0;
this.heightFeet = 0;
this.heightInch = 0;
this.weight = 0;
this.eye = "null";
this.hair = "null";
}
/**
* @return the name
*/
public String getName() {
return name;
}
/**
* @return the age
*/
public int getAge() {
return age;
}
/**
* @return the heightFeet
*/
public int getHeightFeet() {
return heightFeet;
}
/**
* @return the heightInch
*/
public int getHeightInch() {
return heightInch;
}
/**
* @return the weigth
*/
public int getWeight() {
return weight;
}
/**
* @return the eye
*/
public String getEye() {
return eye;
}
/**
* @return the hair
*/
public String getHair() {
return hair;
}
public CharacterStats getStats() {
return stats;
}
@Override
public String toString() {
return "name: " + name + " | age: " + age + " | height: "
+ heightFeet + "\'" + heightInch + "\" | weight: "
+ weight + " | eye: " + eye + " | hair: " + hair
+ " | race: " + race.toString() + " | stats: " + stats.toString();
}
}
package Character;
import Character.Races.*;
public class CharacterSheet {
private String name;
private int age;
private int heightFeet;
private int heightInch;
private int weight;
private String eye;
private String hair;
private Race race;
private CharacterStats stats;
/**
* @param name
* @param age
* @param heightFeet
* @param heightInch
* @param weight
* @param eye
* @param hair
*/
public CharacterSheet(String name, int age,
int heightFeet, int heightInch,
int weight, String eye, String hair,
Race race, CharacterStats stats) {
this.name = name;
this.age = age;
this.heightFeet = heightFeet;
this.heightInch = heightInch;
this.weight = weight;
this.eye = eye;
this.hair = hair;
this.race = race;
this.stats = stats;
}
/**
* Default constructor
*/
public CharacterSheet() {
this.name = "null";
this.age = 0;
this.heightFeet = 0;
this.heightInch = 0;
this.weight = 0;
this.eye = "null";
this.hair = "null";
}
/**
* @return the name
*/
public String getName() {
return name;
}
/**
* @return the age
*/
public int getAge() {
return age;
}
/**
* @return the heightFeet
*/
public int getHeightFeet() {
return heightFeet;
}
/**
* @return the heightInch
*/
public int getHeightInch() {
return heightInch;
}
/**
* @return the weigth
*/
public int getWeight() {
return weight;
}
/**
* @return the eye
*/
public String getEye() {
return eye;
}
/**
* @return the hair
*/
public String getHair() {
return hair;
}
public CharacterStats getStats() {
return stats;
}
@Override
public String toString() {
return "name: " + name + " | age: " + age + " | height: "
+ heightFeet + "\'" + heightInch + "\" | weight: "
+ weight + " | eye: " + eye + " | hair: " + hair
+ " | race: " + race.toString() + " | stats: " + stats.toString();
}
}
@@ -1,4 +1,4 @@
package dnd;
package Character;
public class CharacterStats {
private Stats[] stats;
@@ -1,4 +1,6 @@
package Classes;
package Character.Classes;
import Character.AbilityScores.*;
public interface ClassTemplate {
@@ -1,4 +1,6 @@
package Classes;
package Character.Classes;
import Character.AbilityScores.*;
public class Cleric implements ClassTemplate {
@@ -1,4 +1,6 @@
package Classes;
package Character.Classes;
import Character.AbilityScores.*;
public class Fighter implements ClassTemplate {
@@ -1,5 +1,6 @@
package Classes;
package Character.Classes;
import Character.AbilityScores.*;
public class Wizard implements ClassTemplate {
private int HP;
@@ -1,4 +1,4 @@
package Races;
package Character.Races;
public class Dragonborn implements Race{
private String[] traits;
@@ -1,4 +1,4 @@
package Races;
package Character.Races;
public class Dwarf implements Race{
private String[] traits;
@@ -1,4 +1,4 @@
package Races;
package Character.Races;
public class Elf implements Race{
private String[] traits;
@@ -1,4 +1,4 @@
package Races;
package Character.Races;
public class Gnome implements Race{
private String[] traits;
@@ -1,4 +1,4 @@
package Races;
package Character.Races;
public class HalfElf implements Race{
private String[] traits;
@@ -1,4 +1,4 @@
package Races;
package Character.Races;
public class HalfOrc implements Race{
private String[] traits;
@@ -1,4 +1,4 @@
package Races;
package Character.Races;
public class Halfling implements Race{
private String[] traits;
@@ -1,4 +1,4 @@
package Races;
package Character.Races;
public class Human implements Race {
@@ -1,50 +1,48 @@
package Races;
import java.util.ArrayList;
public interface Race {
String getRace();
int maxAge();
int getSpeed();
String[] getTraits();
String[] getSkills();
String[] getLanguages();
String[] getProficiencies();
int[] getASI();
// private ArrayList<String> traits;
// private ArrayList<String> skills;
// private ArrayList<String> laugnuage;
// //private Subrace subrase;
// private ArrayList<String> proficiencies;
// /**
// * @param raceName
// * @param ageRange
// * @param speed
// * @param traits
// * @param skills
// * @param laugnuage
// * @param proficiencies
// */
// public Race(String raceName, String ageRange, int speed, ArrayList<String> traits, ArrayList<String> skills,
// ArrayList<String> laugnuage, ArrayList<String> proficiencies) {
// this.raceName = raceName;
// this.ageRange = ageRange;
// this.speed = speed;
// this.traits = traits;
// this.skills = skills;
// this.laugnuage = laugnuage;
// this.proficiencies = proficiencies;
// }
}
package Character.Races;
public interface Race {
String getRace();
int maxAge();
int getSpeed();
String[] getTraits();
String[] getSkills();
String[] getLanguages();
String[] getProficiencies();
int[] getASI();
// private ArrayList<String> traits;
// private ArrayList<String> skills;
// private ArrayList<String> laugnuage;
// //private Subrace subrase;
// private ArrayList<String> proficiencies;
// /**
// * @param raceName
// * @param ageRange
// * @param speed
// * @param traits
// * @param skills
// * @param laugnuage
// * @param proficiencies
// */
// public Race(String raceName, String ageRange, int speed, ArrayList<String> traits, ArrayList<String> skills,
// ArrayList<String> laugnuage, ArrayList<String> proficiencies) {
// this.raceName = raceName;
// this.ageRange = ageRange;
// this.speed = speed;
// this.traits = traits;
// this.skills = skills;
// this.laugnuage = laugnuage;
// this.proficiencies = proficiencies;
// }
}
@@ -1,4 +1,4 @@
package Races;
package Character.Races;
public class Tiefling implements Race{
private String[] traits;
@@ -1,4 +1,4 @@
package dnd;
package Character;
/**
*
@@ -1,72 +1,72 @@
/*
* Click nbfs://nbhost/SystemFileSystem/Templates/Licenses/license-default.txt to change this license
* Click nbfs://nbhost/SystemFileSystem/Templates/Classes/Main.java to edit this template
*/
package diceroller;
import java.util.Arrays;
import javax.swing.JComboBox;
import javax.swing.JOptionPane;
import javax.swing.JTextField;
public class DiceRoller
{
public static void main(String[] args)
{
JTextField diceNum = new JTextField();
JTextField diceMod = new JTextField();
String[] diceTypes = { "4", "6", "8", "10", "12", "20", "100"};
JComboBox diceSize = new JComboBox(diceTypes);
Object[] fields = {"Number of dice", diceNum, "Type of dice", diceSize, "Modifier", diceMod};
JOptionPane.showConfirmDialog(null, fields, "Dice Roller",JOptionPane.OK_CANCEL_OPTION);
int numberOfDice = Integer.parseInt(diceNum.getText());
int sizeOfDice = Integer.parseInt(diceSize.getSelectedItem().toString());
int modifier = Integer.parseInt(diceMod.getText());
int[] diceRolls = rollDice(numberOfDice, sizeOfDice);
int rollTotal = rollTotal(diceRolls, modifier);
String rollString = numberOfDice + "d" + sizeOfDice + modifierString(modifier) + "\nRolled: " + Arrays.toString(diceRolls) + "\nRoll Total";
if (modifier == 0)
rollString += ": " + rollTotal;
else
rollString += " with " + modifierString(modifier) + " modifier: " + rollTotal;
JOptionPane.showMessageDialog(null,rollString,"Dice Rolls", JOptionPane.INFORMATION_MESSAGE);
}
public static int[] rollDice(int numberOfDice, int sizeOfDice)
{
int[] diceRolls = new int[numberOfDice];
for (int rolledDice = 0; rolledDice < diceRolls.length; rolledDice++)
{
diceRolls[rolledDice] = (int) (Math.random() * sizeOfDice) + 1;
}
return diceRolls;
}
public static int rollTotal(int[] diceRolls, int modifier)
{
int rollTotal = 0;
for (int index = 0; index < diceRolls.length; index++)
{
rollTotal += diceRolls[index];
}
rollTotal += modifier;
return rollTotal;
}
public static String modifierString(int modifier)
{
String modifierString = "";
if (modifier < 0)
modifierString += modifier;
if (modifier > 0)
modifierString+= "+" + modifier;
return modifierString;
}
}
/*
* Click nbfs://nbhost/SystemFileSystem/Templates/Licenses/license-default.txt to change this license
* Click nbfs://nbhost/SystemFileSystem/Templates/Character.Classes/Main.java to edit this template
*/
package DieRoller;
import java.util.Arrays;
import javax.swing.JComboBox;
import javax.swing.JOptionPane;
import javax.swing.JTextField;
public class DiceRoller
{
public static void main(String[] args)
{
JTextField diceNum = new JTextField();
JTextField diceMod = new JTextField();
String[] diceTypes = { "4", "6", "8", "10", "12", "20", "100"};
JComboBox diceSize = new JComboBox(diceTypes);
Object[] fields = {"Number of dice", diceNum, "Type of dice", diceSize, "Modifier", diceMod};
JOptionPane.showConfirmDialog(null, fields, "Dice Roller",JOptionPane.OK_CANCEL_OPTION);
int numberOfDice = Integer.parseInt(diceNum.getText());
int sizeOfDice = Integer.parseInt(diceSize.getSelectedItem().toString());
int modifier = Integer.parseInt(diceMod.getText());
int[] diceRolls = rollDice(numberOfDice, sizeOfDice);
int rollTotal = rollTotal(diceRolls, modifier);
String rollString = numberOfDice + "d" + sizeOfDice + modifierString(modifier) + "\nRolled: " + Arrays.toString(diceRolls) + "\nRoll Total";
if (modifier == 0)
rollString += ": " + rollTotal;
else
rollString += " with " + modifierString(modifier) + " modifier: " + rollTotal;
JOptionPane.showMessageDialog(null,rollString,"Dice Rolls", JOptionPane.INFORMATION_MESSAGE);
}
public static int[] rollDice(int numberOfDice, int sizeOfDice)
{
int[] diceRolls = new int[numberOfDice];
for (int rolledDice = 0; rolledDice < diceRolls.length; rolledDice++)
{
diceRolls[rolledDice] = (int) (Math.random() * sizeOfDice) + 1;
}
return diceRolls;
}
public static int rollTotal(int[] diceRolls, int modifier)
{
int rollTotal = 0;
for (int index = 0; index < diceRolls.length; index++)
{
rollTotal += diceRolls[index];
}
rollTotal += modifier;
return rollTotal;
}
public static String modifierString(int modifier)
{
String modifierString = "";
if (modifier < 0)
modifierString += modifier;
if (modifier > 0)
modifierString+= "+" + modifier;
return modifierString;
}
}
+12 -6
View File
@@ -1,16 +1,22 @@
import GUI.*;
import Races.*;
import Classes.*;
import AbilityScores.*;
import FileManagement.*;
public class DndCharacterBuilder {
public static void main(String[] args) {
PanelHolder guiPanels = new PanelHolder();
UImanager gui = new UImanager(guiPanels);
PanelHolder guiPanels = new PanelHolder();
UImanager gui = new UImanager(guiPanels, isReturningUser());
}
private static boolean isReturningUser() {
return false;
}
}
@@ -0,0 +1,40 @@
package FileManagement;
import javax.swing.text.Document;
import java.io.File;
import Character.*;
public class FileManager {
private File[] savedCharacters;
public FileManager() {
}
public CharacterSheet readCharacter() {
return new CharacterSheet();
}
// TODO: Need to implement. Should create an array of Files corresponding to user-created characters.
private void findSavedCharacters() {
}
public void saveCharacter (Character completedCharacter) {
}
}
+33
View File
@@ -1,6 +1,18 @@
package GUI;
import javax.swing.*;
/*
NOTES:
- Implement getters for lastPanel, currentPanel, and nextPanel.
- Implement panel creators.
- Implement button logic, which should set the lastPanel, currentPanel, and nextPanel indices.
- Extract individual classes for each JPanel field to inherit JPanel and contain additional values, such as race or class.
*/
public class PanelHolder {
private JPanel mainMenuPanel;
@@ -12,6 +24,10 @@ public class PanelHolder {
private JPanel finalizePanel;
private JPanel loadMenuPanel;
private int lastPanel;
private int currentPanel;
private int nextPanel;
public PanelHolder() {
this.mainMenuPanel = createMainMenuPanel();
@@ -22,6 +38,9 @@ public class PanelHolder {
this.equipmentPanel = createEquipmentSelectPanel();
this.finalizePanel = createFinalizePanel();
this.loadMenuPanel = createLoadMenu();
lastPanel = 0;
currentPanel = 0;
nextPanel = 0;
}
@@ -98,6 +117,8 @@ public class PanelHolder {
*/
private JPanel createRaceSelectPanel() {
currentPanel++;
return new JPanel();
}
@@ -105,6 +126,8 @@ public class PanelHolder {
// TODO: Need to implement.
private JPanel createClassSelectPanel() {
currentPanel++;
return new JPanel();
}
@@ -112,6 +135,8 @@ public class PanelHolder {
// TODO: Need to implement.
private JPanel createAbilityScoreSelectPanel() {
currentPanel++;
return new JPanel();
}
@@ -119,6 +144,8 @@ public class PanelHolder {
// TODO: Need to implement.
private JPanel createDescriptionPanel() {
currentPanel++;
return new JPanel();
}
@@ -126,6 +153,8 @@ public class PanelHolder {
// TODO: Need to implement.
private JPanel createEquipmentSelectPanel() {
currentPanel++;
return new JPanel();
}
@@ -133,6 +162,8 @@ public class PanelHolder {
// TODO: Need to implement.
private JPanel createFinalizePanel() {
currentPanel++;
return new JPanel();
}
@@ -140,6 +171,8 @@ public class PanelHolder {
// TODO: Need to implement.
private JPanel createLoadMenu() {
currentPanel = 7;
return new JPanel();
}
+2 -9
View File
@@ -8,12 +8,12 @@ public class UImanager {
private final PanelHolder guiPanels;
private int currentPanel;
public UImanager (PanelHolder guiPanels) {
public UImanager (PanelHolder guiPanels, boolean returningUser) {
this.gui = new JFrame("D&D Character Builder");
this.guiPanels = guiPanels;
if (returningUser()) {
if (returningUser) {
this.currentPanel = 0;
@@ -32,13 +32,6 @@ public class UImanager {
}
// TODO: Need to implement.
private boolean returningUser() {
return false;
}
private JPanel getNextPanel() {
@@ -1,24 +1,26 @@
package dnd;
public class dndTestClient {
public static void main(String[] args) {
// TODO Auto-generated method stub
CharacterStats stats = new CharacterStats(10, 10, 10, 10, 10, 10);
Dragonborn chosenRace = new Dragonborn();
for(int i = 0; i < chosenRace.getASI().length; i++) {
stats.increaseStat(chosenRace.getASI()[i]);
}
Character characterInfo = new Character("Generic", 50, 4, 6, 150, "brown", "black", chosenRace, stats);
System.out.println(characterInfo.toString());
}
}
package Tests;
public class dndTestClient {
// Antiquated test, need to refactor for new project setup.
/* public static void main(String[] args) {
// TODO Auto-generated method stub
CharacterStats stats = new CharacterStats(10, 10, 10, 10, 10, 10);
Dragonborn chosenRace = new Dragonborn();
for(int i = 0; i < chosenRace.getASI().length; i++) {
stats.increaseStat(chosenRace.getASI()[i]);
}
Character characterInfo = new Character("Generic", 50, 4, 6, 150, "brown", "black", chosenRace, stats);
System.out.println(characterInfo.toString());
}*/
}