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import java.util.Set;
import java.util.HashMap;
import java.io.PrintStream;
import java.io.Serializable;
import java.util.HashMap;
import java.util.Iterator;
import java.util.Set;
import java.util.ArrayList;
/**
* Class Room - a room in an adventure game.
*
* This class is part of the "Ground Zeroes" application.
* "Ground Zeroes" is an advanced, text based adventure game.
*
* A "Room" represents one location in the scenery of the game. It is
* connected to other rooms via exits. For each existing exit, the room
* stores a reference to the neighboring room.
*
* This class also modifies the rooms in several different ways, including having guards, adding items, and more.
*
* @author Oskar Klear
* @version 2018.02.16
*/
public class Room
{
private String description;
private HashMap<String, Room> exits; // stores exits of this room.
private boolean canShoot;
private boolean canInterrogate;
private String name;
private boolean hasItem;
private String item;
private boolean hasGuard;
/**
* Create a room described "description". Initially, it has
* no exits. "description" is something like "a kitchen" or
* "an open court yard".
* @param description The room's description.
*/
public Room(String description)
{
this.description = description;
exits = new HashMap<String, Room>();
hasItem = false;
}
/**
* Define an exit from this room.
* @param direction The direction of the exit.
* @param neighbor The room to which the exit leads.
*/
public void setExit(String direction, Room neighbor)
{
exits.put(direction, neighbor);
}
/**
* @return The short description of the room
* (the one that was defined in the constructor).
*/
public String getShortDescription()
{
return description;
}
/**
* Return a description of the room in the form:
* You are in the kitchen.
* Exits: north west
* @return A long description of this room
*/
public String getLongDescription()
{
return "You are " + description + ".\n" + getExitString();
}
/**
* Sets the current room to be able to be shot.
*/
public void setCanShoot(boolean shootable)
{
canShoot = shootable;
}
/**
* Returns true if you can shoot an object in the current room.
*/
public boolean getCanShoot()
{
return canShoot;
}
/**
* Sets the current room to 'interrogateable', simply a boolean check.
*/
public void setCanInterrogate(boolean interrogateable)
{
canInterrogate = interrogateable;
}
/**
* Returns a value depending on whether or not the current room can be interrogated, only true if the current room has a guard in it (determined by the Game class.)
*/
public boolean getCanInterrogate()
{
return canInterrogate;
}
/**
* Return a string describing the room's exits, for example
* "Exits: north west".
* @return Details of the room's exits.
*/
private String getExitString()
{
String returnString = "Exits:";
Set<String> keys = exits.keySet();
for(String exit : keys) {
returnString += " " + exit;
}
return returnString;
}
/**
* Return the room that is reached if we go from this room in direction
* "direction". If there is no room in that direction, an error is printed through the Game class.
* @param direction The exit's direction.
* @return The room in the given direction.
*/
public Room getExit(String direction)
{
return exits.get(direction);
}
/**
* Creates an item in a room
*/
public void setItem(String itemName)
{
hasItem = true;
item = itemName;
}
/**
* Sets if a room has an item.
*/
public void setHasItem(boolean hasItm)
{
hasItem = hasItm;
}
/**
* Returns if the current room has an item.
*/
public boolean hasItem()
{
return hasItem;
}
/**
* Returns the item string.
*/
public String getItem()
{
return item;
}
/**
* Sets a room to have a guard in it.
*/
public void setHasGuard(boolean hasguard)
{
hasGuard = hasguard;
}
/**
* Returns if the current room has a guard in it.
*/
public boolean hasGuard()
{
return hasGuard;
}
}