using character and monster sheets
This commit is contained in:
parent
1f02ffc36e
commit
0431d872e4
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@ -0,0 +1,138 @@
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use rand::Rng;
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pub fn do_challenge(stat: u8) -> bool {
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if stat <= 20 {
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let mut rng = rand::thread_rng();
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let dice_roll = rng.gen_range(1..21);
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return match dice_roll {
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20 => { false }
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1 => { true }
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_ => dice_roll <= stat
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};
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}
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true
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}
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pub struct PlayerStats {
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// dungeon slayer attributes
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pub(crate) body: u8,
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pub(crate) agility: u8,
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pub(crate) mind: u8,
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// dungeon slayer properties
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// for body
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pub(crate) strength: u8,
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pub(crate) toughness: u8,
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// for agility
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pub(crate) movement: u8,
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pub(crate) dexterity: u8,
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// for mind
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pub(crate) wisdom: u8,
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// TODO maybe the wrong translation of Verstand
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pub(crate) aura: u8,
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}
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impl PlayerStats {
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/// create random values for the 3 attributes of the dungeon slayer character
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/// Each attribute is between 4 and 8, not over 20 in sum.
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fn create_random_attributes() -> (u8, u8, u8) {
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let mut values: [u8; 3] = [8, 8, 8];
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let mut rng = rand::thread_rng();
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while values[0] + values[1] + values[2] > 20 {
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let i = rng.gen_range(0..3);
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values[i] = values[i].saturating_sub(1);
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}
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(values[0], values[1], values[2])
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}
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/// create random values for the 6 properties of the dungeon slayer character
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/// Each property is between 0 and 4, not over 8 in sum.
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fn create_random_properties() -> (u8, u8, u8, u8, u8, u8) {
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let mut values: [u8; 6] = [4, 4, 4, 4, 4, 4];
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let mut rng = rand::thread_rng();
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while values[0] + values[1] + values[2] + values[3] + values[4] + values[5] > 8 {
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let i = rng.gen_range(0..6);
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values[i] = values[i].saturating_sub(1);
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}
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(values[0], values[1], values[2], values[3], values[4], values[5])
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}
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/// create a set of player stats containing attributes and properties according to the
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/// dungeon slayer rules.
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pub fn create_random() -> PlayerStats {
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let attributes = PlayerStats::create_random_attributes();
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let properties = PlayerStats::create_random_properties();
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PlayerStats {
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body: attributes.0,
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agility: attributes.1,
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mind: attributes.2,
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strength: properties.0,
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toughness: properties.1,
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movement: properties.2,
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dexterity: properties.3,
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wisdom: properties.4,
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aura: properties.5,
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}
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}
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/// calculate the max life based on this player stats.
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pub fn get_max_life(&self) -> u8 {
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self.body + self.toughness + 10
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}
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pub fn get_defense(&self) -> u8 {
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self.body + self.toughness // TODO + self.armor
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}
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}
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pub struct MonsterStats {
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// dungeon slayer attributes
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pub(crate) body: u8,
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pub(crate) agility: u8,
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pub(crate) mind: u8,
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// dungeon slayer properties
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// for body
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pub(crate) strength: u8,
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pub(crate) toughness: u8,
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// for agility
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pub(crate) movement: u8,
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pub(crate) dexterity: u8,
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// for mind
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pub(crate) wisdom: u8,
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// TODO maybe the wrong translation of Verstand
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pub(crate) aura: u8,
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pub(crate) max_life: u8,
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pub(crate) defense: u8,
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pub(crate) initiative: u8,
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pub(crate) walk: u8,
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pub(crate) hit: u8,
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pub(crate) shoot: u8,
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pub(crate) cast: u8,
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pub(crate) targeted_cast: u8,
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}
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#[test]
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fn test_create_random_attributes() {
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for _ in 0..1000 {
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let attributes = PlayerStats::create_random_attributes();
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assert!(attributes.0 <= 8);
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assert!(attributes.1 <= 8);
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assert!(attributes.2 <= 8);
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assert_eq!(attributes.0 + attributes.1 + attributes.2, 20);
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}
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}
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#[test]
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fn test_create_random_properties() {
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for _ in 0..1000 {
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let properties = PlayerStats::create_random_properties();
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assert!(properties.0 <= 4);
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assert!(properties.1 <= 4);
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assert!(properties.2 <= 4);
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assert!(properties.3 <= 4);
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assert!(properties.4 <= 4);
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assert!(properties.5 <= 4);
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assert_eq!(properties.0 + properties.1 + properties.2 + properties.3 + properties.4 + properties.5, 8);
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}
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}
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55
src/game.rs
55
src/game.rs
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@ -1,3 +1,4 @@
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use crate::dungeon_slayer::PlayerStats;
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use crate::level::{Level, StructureElement};
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use crate::level_generator::LevelGenerator;
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use crate::player::Player;
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@ -193,14 +194,36 @@ impl Game {
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#[test]
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fn game_has_correct_number_of_levels() {
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let p = Player::new("foo", 42);
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let player_stats = PlayerStats {
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body: 8,
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agility: 8,
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mind: 4,
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strength: 3,
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toughness: 3,
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movement: 1,
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dexterity: 1,
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wisdom: 0,
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aura: 0,
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};
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let p = Player::new("foo", player_stats);
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let g = Game::new(p);
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assert_eq!(g.levels.len(), LEVELS);
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}
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#[test]
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fn game_has_player() {
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let p = Player::new("foo", 42);
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let player_stats = PlayerStats {
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body: 8,
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agility: 8,
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mind: 4,
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strength: 3,
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toughness: 3,
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movement: 1,
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dexterity: 1,
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wisdom: 0,
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aura: 0,
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};
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let p = Player::new("foo", player_stats);
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let g = Game::new(p);
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assert_eq!(g.get_player().get_name(), "foo");
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assert_eq!(g.get_player().get_immutable_position().get_level(), 0);
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@ -208,16 +231,38 @@ fn game_has_player() {
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#[test]
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fn game_has_mutable_player() {
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let p = Player::new("foo", 42);
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let player_stats = PlayerStats {
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body: 8,
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agility: 8,
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mind: 4,
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strength: 3,
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toughness: 3,
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movement: 1,
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dexterity: 1,
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wisdom: 0,
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aura: 0,
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};
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let p = Player::new("foo", player_stats);
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let mut g = Game::new(p);
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assert_eq!(g.get_player().get_name(), "foo");
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g.get_mutable_player().change_life(-1);
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assert_eq!(g.get_player().get_life(), 41);
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assert_eq!(g.get_player().get_life(), 20);
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}
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#[test]
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fn game_get_level() {
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let p = Player::new("foo", 42);
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let player_stats = PlayerStats {
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body: 8,
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agility: 8,
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mind: 4,
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strength: 3,
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toughness: 3,
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movement: 1,
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dexterity: 1,
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wisdom: 0,
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aura: 0,
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};
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let p = Player::new("foo", player_stats);
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let mut g = Game::new(p);
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g.get_level(0);
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assert_ne!(g.get_level(0).start, (0, 0));
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@ -304,9 +304,9 @@ fn test_discover_get_monster() {
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assert_eq!(elem.0.unwrap(), StructureElement::Floor);
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assert!(elem.1.is_some());
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let m = elem.1.unwrap();
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assert_eq!(m.get_life(), 2);
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assert_eq!(m.get_life(), 3);
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m.decrease_life(2);
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m.decrease_life(3);
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assert_eq!(l.get_element(10, 10).1.unwrap().get_life(), 0);
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}
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@ -342,5 +342,5 @@ fn test_discover_get_monster_can_move() {
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assert!(m.is_none());
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let m = l.get_element(11, 11).1;
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assert!(m.is_some());
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assert_eq!(m.unwrap().get_life(), 2);
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assert_eq!(m.unwrap().get_life(), 3);
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}
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@ -16,6 +16,7 @@ use ratatui::widgets::{Block, Borders, BorderType, Wrap};
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use ratatui::widgets::block::{Position, Title};
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use whoami::realname;
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use crate::dungeon_slayer::PlayerStats;
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use crate::game::{Game, GameState};
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use crate::level_widget::LevelWidget;
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use crate::player::Player;
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mod level_generator;
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mod artifacts;
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mod monster;
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mod dungeon_slayer;
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/// length of a game frame in ms
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pub const FRAME_LENGTH: u64 = 100;
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//
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fn main() -> Result<()> {
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let mut game = Game::new(Player::new(realname().as_str(), 10));
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let player_stats = PlayerStats::create_random();
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let mut game = Game::new(Player::new(realname().as_str(), player_stats));
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stdout().execute(EnterAlternateScreen)?;
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enable_raw_mode()?;
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use ratatui::prelude::Color;
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use crate::dungeon_slayer::MonsterStats;
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use crate::position::{HasPosition, Position};
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pub trait Monster: HasPosition {
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color: Color,
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experience_gain: usize,
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ticks_between_steps: u128,
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monster_stats: MonsterStats,
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}
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impl Rat {
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pub fn new_with_position(position: Position) -> Self {
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let monster_stats = MonsterStats {
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body: 2,
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agility: 4,
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mind: 1,
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strength: 1,
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toughness: 0,
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movement: 2,
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dexterity: 0,
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wisdom: 0,
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aura: 0,
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max_life: 3,
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defense: 2,
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initiative: 6,
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walk: 3,
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hit: 4,
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shoot: 0,
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cast: 0,
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targeted_cast: 0,
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};
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Self {
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name: "rat".to_string(),
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life: 2,
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life: 3,
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position,
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symbol: String::from("R"),
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color: Color::Black,
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experience_gain: 5,
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ticks_between_steps: 5,
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monster_stats,
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}
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}
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}
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@ -73,18 +95,39 @@ pub struct Orc {
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color: Color,
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experience_gain: usize,
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ticks_between_steps: u128,
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monster_stats: MonsterStats,
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}
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impl Orc {
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pub fn new_with_position(position: Position) -> Self {
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let monster_stats = MonsterStats {
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body: 10,
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agility: 6,
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mind: 2,
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strength: 2,
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toughness: 3,
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movement: 0,
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dexterity: 3,
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wisdom: 1,
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aura: 0,
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max_life: 23,
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defense: 14,
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initiative: 1,
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walk: 4,
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hit: 13,
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shoot: 10,
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cast: 0,
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targeted_cast: 0,
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};
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Self {
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name: "orc".to_string(),
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life: 4,
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life: 23,
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position,
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symbol: String::from("O"),
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color: Color::DarkGray,
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experience_gain: 10,
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ticks_between_steps: 10,
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monster_stats
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}
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}
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}
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@ -108,11 +151,17 @@ fn monsters_can_move() {
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#[test]
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fn monsters_can_die() {
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let mut m = Rat::new_with_position(Position::new(0, 0, 0));
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assert_eq!(m.get_life(), 2);
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assert_eq!(m.get_life(), 3);
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assert_eq!(m.is_dead(), false);
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m.decrease_life(1);
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assert_eq!(m.get_life(), 1);
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m.decrease_life(2);
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assert_eq!(m.get_life(), 2);
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m.decrease_life(3);
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assert_eq!(m.get_life(), 0);
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assert_eq!(m.is_dead(), true);
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}
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#[test]
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fn test_rat_values() {
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let mut m = Rat::new_with_position(Position::new(0, 0, 0));
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assert_eq!(m.monster_stats.max_life, 3);
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}
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@ -1,32 +1,33 @@
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use std::cmp::{max, min};
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use crate::dungeon_slayer::PlayerStats;
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use crate::position::{HasPosition, Position};
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pub struct Player {
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name: String,
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position: Position,
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life: i16,
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max_life: i16,
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gold: usize,
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experience: usize,
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pub(crate) player_stats: PlayerStats,
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}
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impl Player {
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pub fn new(name: &str, max_life: i16) -> Player {
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pub fn new(name: &str, player_stats: PlayerStats) -> Player {
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Player {
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name: name.to_string(),
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position: Position::new(0, 0, 0),
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life: max_life,
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max_life,
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life: player_stats.get_max_life() as i16,
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gold: 0,
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experience: 0,
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player_stats,
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}
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}
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pub fn get_name(&self) -> String {
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return self.name.clone();
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}
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pub fn change_life(&mut self, by: i16) {
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self.life = max(0, min(self.max_life, self.life + by));
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self.life = max(0, min(self.get_max_life(), self.life + by));
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}
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pub fn get_life(&self) -> i16 {
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self.life
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@ -34,9 +35,9 @@ impl Player {
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/// returns true if the player is dead (life <= 0)
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pub fn is_dead(&self) -> bool { self.life <= 0 }
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/// returns true if the player's life is at maximum
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pub fn is_healthy(&self) -> bool { self.life == self.max_life }
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pub fn is_healthy(&self) -> bool { self.life == self.get_max_life() }
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pub fn get_max_life(&self) -> i16 {
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self.max_life
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self.player_stats.get_max_life() as i16
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}
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/// add the given amount to the players gold stash
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@ -65,16 +66,37 @@ fn test_get_name() {
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name: "Teddy Tester".to_string(),
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position: Position::new(0, 1, 1),
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life: 5,
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max_life: 10,
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gold: 0,
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experience: 0,
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player_stats: PlayerStats {
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body: 0,
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agility: 0,
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mind: 0,
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strength: 0,
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toughness: 0,
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movement: 0,
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dexterity: 0,
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wisdom: 0,
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aura: 0,
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},
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};
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assert_eq!(p.get_name(), "Teddy Tester");
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}
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#[test]
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fn test_can_receive_gold() {
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let mut p = Player::new("Teddy Tester", 10);
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let player_stats = PlayerStats {
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body: 8,
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agility: 8,
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mind: 4,
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strength: 3,
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toughness: 3,
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movement: 1,
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dexterity: 1,
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wisdom: 0,
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aura: 0,
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};
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let mut p = Player::new("Teddy Tester", player_stats);
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assert_eq!(p.get_gold(), 0);
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p.retrieve_gold(13);
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@ -88,9 +110,19 @@ fn test_change_life() {
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name: "Teddy Tester".to_string(),
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position: Position::new(0, 1, 1),
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life: 5,
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max_life: 10,
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gold: 0,
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experience: 0,
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player_stats: PlayerStats {
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body: 0,
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agility: 0,
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mind: 0,
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strength: 0,
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toughness: 0,
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movement: 0,
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dexterity: 0,
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wisdom: 0,
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aura: 0,
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},
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};
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assert_eq!(p.get_life(), 5);
|
||||
p.change_life(-2);
|
||||
|
@ -103,7 +135,18 @@ fn test_change_life() {
|
|||
|
||||
#[test]
|
||||
fn player_can_move() {
|
||||
let mut p = Player::new("Teddy Tester", 10);
|
||||
let player_stats = PlayerStats {
|
||||
body: 8,
|
||||
agility: 8,
|
||||
mind: 4,
|
||||
strength: 3,
|
||||
toughness: 3,
|
||||
movement: 1,
|
||||
dexterity: 1,
|
||||
wisdom: 0,
|
||||
aura: 0,
|
||||
};
|
||||
let mut p = Player::new("Teddy Tester", player_stats);
|
||||
assert_eq!(p.get_position(), &Position::new(0, 0, 0));
|
||||
p.get_position().change(1, 2);
|
||||
assert_eq!(p.get_position(), &Position::new(0, 1, 2));
|
||||
|
@ -121,9 +164,19 @@ fn test_max_life() {
|
|||
name: "Teddy Tester".to_string(),
|
||||
position: Position::new(0, 1, 1),
|
||||
life: 5,
|
||||
max_life: 10,
|
||||
gold: 0,
|
||||
experience: 0,
|
||||
player_stats: PlayerStats {
|
||||
body: 0,
|
||||
agility: 0,
|
||||
mind: 0,
|
||||
strength: 0,
|
||||
toughness: 0,
|
||||
movement: 0,
|
||||
dexterity: 0,
|
||||
wisdom: 0,
|
||||
aura: 0,
|
||||
},
|
||||
};
|
||||
assert_eq!(p.get_max_life(), 10);
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue