Question: UML diagram transformed into JAVA CODES! Need help with it. Only the human class and it's subclasses (player and NonPlayableCharacter - you can only code

UML diagram transformed into JAVA CODES! Need help with it. Only the human class and it's subclasses (player and NonPlayableCharacter - you can only code one of them if you want - since it will all be similar for the npc) needs to be coded. The door, room, and other classes do not, It has been already taken care off. I have attached them just so incase you needed some reference. UML diagram transformed into JAVA CODES! Need help with it. Only the

human class and it's subclasses (player and NonPlayableCharacter - you can only

code one of them if you want - since it will all

Human name String maxHealth: int currentHealth: int damage: int armor: int cooldown int//speed effects : ArrayList-Effect> + attack(opponent Human) void +getName): String +getMaxHealth int +getCurrentHealth int +getDamage0: int +getArmor: int +getEffects): ArrayList +heal(healAmount: int): void +takeDamage(damageAmount: int): void tisDead) boolean +play(): void attack /play is abstract in Attack, add a new effect object to the opponent Player abstract NonPlayerCharacter BASE_HP int BASE_DMG int BASE ARMOR: int currentRoom:Room Recruit Adept + Player(startingRoom Room) + getCurrentRoom: Room + unlockDoor() void + look() void + useltem(thing: Thing): void + moveNorth void + moveSouth(): void + moveEast): void +moveWest): void BASE HP int BASE_DMG int BASE ARMOR int BOSS BONUS: int BASE HP int BASE_DMG int BASE ARMOR int BOSS BONUS int Veteran Elite BASE HP int BASE_DMG int BASE ARMOR int BOSS BONUS: int BASE_HP int BASE_DMG int BASE ARMOR int BOSS BONUS: int Human name String maxHealth: int currentHealth: int damage: int armor: int cooldown int//speed effects : ArrayList-Effect> + attack(opponent Human) void +getName): String +getMaxHealth int +getCurrentHealth int +getDamage0: int +getArmor: int +getEffects): ArrayList +heal(healAmount: int): void +takeDamage(damageAmount: int): void tisDead) boolean +play(): void attack /play is abstract in Attack, add a new effect object to the opponent Player abstract NonPlayerCharacter BASE_HP int BASE_DMG int BASE ARMOR: int currentRoom:Room Recruit Adept + Player(startingRoom Room) + getCurrentRoom: Room + unlockDoor() void + look() void + useltem(thing: Thing): void + moveNorth void + moveSouth(): void + moveEast): void +moveWest): void BASE HP int BASE_DMG int BASE ARMOR int BOSS BONUS: int BASE HP int BASE_DMG int BASE ARMOR int BOSS BONUS int Veteran Elite BASE HP int BASE_DMG int BASE ARMOR int BOSS BONUS: int BASE_HP int BASE_DMG int BASE ARMOR int BOSS BONUS: int

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