2024-10-21 08:27:55 +02:00
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use rand::Rng;
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2023-12-09 20:05:39 +01:00
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use ratatui::style::Color;
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2023-12-18 16:11:19 +01:00
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2023-12-03 23:59:05 +01:00
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use crate::player::Player;
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2023-12-18 16:11:19 +01:00
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use crate::position::Position;
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2023-12-03 13:44:29 +01:00
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2023-12-03 23:59:05 +01:00
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pub trait Artifact {
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//! An artifact that can be collected by the player
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/// get the character and color used to draw the artifact into the level
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2023-12-09 20:05:39 +01:00
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fn get_representation(&self) -> (&str, Color);
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2023-12-03 23:59:05 +01:00
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/// get the position of the artifact in the level
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fn get_immutable_position(&self) -> &Position;
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/// call to apply the effects of the artifact to the player
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2023-12-31 15:59:52 +01:00
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fn collect(&mut self, player: &mut Player, messages: &mut Vec<String>);
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2023-12-17 22:00:42 +01:00
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/// returns if the artifact was collected and can be removed from the level
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2023-12-17 16:14:17 +01:00
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fn was_collected(&self) -> bool;
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2023-12-03 23:59:05 +01:00
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}
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2024-10-23 15:53:04 +02:00
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/// An artifact that contains a random amount of gold pieces.
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2023-12-03 23:59:05 +01:00
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pub struct Chest {
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/// the chests position
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position: Position,
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/// the chests value
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gold: usize,
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}
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impl Chest {
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/// create a chest at the given position with a random amount of gold.
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/// The gold amount depends on the level, the deeper you go, the more you get.
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pub fn new(position: Position) -> Self {
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2024-10-21 20:37:52 +02:00
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let min_gold = 10 * (position.get_level() + 1);
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let max_gold = min_gold + 10 * position.get_level();
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Self {
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position,
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gold: rand::thread_rng().gen_range(min_gold..=max_gold),
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}
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}
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}
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impl Artifact for Chest {
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2023-12-09 20:05:39 +01:00
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fn get_representation(&self) -> (&str, Color) {
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("C", Color::Blue)
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}
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2024-10-20 14:59:20 +02:00
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fn get_immutable_position(&self) -> &Position {
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&self.position
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}
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2023-12-31 15:59:52 +01:00
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fn collect(&mut self, player: &mut Player, messages: &mut Vec<String>) {
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player.retrieve_gold(self.gold);
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2024-10-20 14:59:20 +02:00
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messages.insert(
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0,
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format!("opened chest and collected {} gold.", self.gold).to_string(),
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);
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self.gold = 0;
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}
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2023-12-17 16:14:17 +01:00
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fn was_collected(&self) -> bool {
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self.gold == 0
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}
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}
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2024-10-21 21:52:07 +02:00
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#[derive(Clone, Copy)]
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/// An artifact that gives the player some health on consumption.
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pub struct Potion {
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/// a potion that restores some health
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position: Position,
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health: usize,
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was_collected: bool,
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}
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impl Potion {
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pub fn new(position: Position) -> Self {
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let min_health_gain = 5 + position.get_level();
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let max_health_gain = min_health_gain + 3 * position.get_level();
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Self {
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position,
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health: rand::thread_rng().gen_range(min_health_gain..=max_health_gain),
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was_collected: false,
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}
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}
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2024-10-22 13:39:43 +02:00
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pub fn get_health(&self) -> usize {
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self.health
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}
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}
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impl Artifact for Potion {
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fn get_representation(&self) -> (&str, Color) {
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("P", Color::Green)
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}
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2024-10-22 13:39:43 +02:00
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2024-10-20 14:59:20 +02:00
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fn get_immutable_position(&self) -> &Position {
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&self.position
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}
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2024-10-22 13:39:43 +02:00
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2023-12-31 15:59:52 +01:00
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fn collect(&mut self, player: &mut Player, messages: &mut Vec<String>) {
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//! called when the player walked on to a potion.
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//!
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//! Depending on health status and inventory usage the potion will
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//! be consumed directly or moved to inventory.
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if !player.is_healthy() {
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let old = player.get_life();
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player.change_life(self.health.try_into().unwrap());
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let new = player.get_life();
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messages.insert(
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0,
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format!("picked up potion and gained {} health.", new - old).to_string(),
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);
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self.health = 0;
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self.was_collected = true;
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} else if player.add_to_inventory(self) {
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messages.insert(0, "move potion to inventory.".to_string());
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self.was_collected = true;
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} else {
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messages.insert(0, "inventory is full.".to_string());
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2023-12-30 16:44:23 +01:00
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}
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2023-12-03 23:59:05 +01:00
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}
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2023-12-17 16:14:17 +01:00
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fn was_collected(&self) -> bool {
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2024-10-21 21:52:07 +02:00
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self.was_collected
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}
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}
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