add defense attribute to player and monster
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51123ecd8e
commit
62e13ace4c
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@ -24,6 +24,7 @@ pub fn create_monsters(input: TokenStream) -> TokenStream {
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experience_gain: usize,
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experience_gain: usize,
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ticks_between_steps: u128,
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ticks_between_steps: u128,
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damage_range: RangeInclusive<usize>,
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damage_range: RangeInclusive<usize>,
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defense: usize,
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}
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}
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impl Monster for #variant_name {
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impl Monster for #variant_name {
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fn get_name(&self) -> &str { &self.name }
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fn get_name(&self) -> &str { &self.name }
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@ -35,7 +36,7 @@ pub fn create_monsters(input: TokenStream) -> TokenStream {
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}
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}
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fn get_ticks_between_steps(&self) -> u128 { self.ticks_between_steps }
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fn get_ticks_between_steps(&self) -> u128 { self.ticks_between_steps }
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fn damage(&self) -> usize { rand::thread_rng().gen_range(self.damage_range.clone()) }
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fn damage(&self) -> usize { rand::thread_rng().gen_range(self.damage_range.clone()) }
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fn defense(&self) -> usize { self.defense }
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#[cfg(test)]
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#[cfg(test)]
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fn get_life(&self) -> usize { self.life }
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fn get_life(&self) -> usize { self.life }
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}
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}
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@ -164,7 +164,7 @@ impl Game {
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match m {
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match m {
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None => {}
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None => {}
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Some(m) => {
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Some(m) => {
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let player_dmg = self.player.damage();
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let player_dmg = self.player.damage().saturating_sub(m.defense());
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m.decrease_life(player_dmg);
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m.decrease_life(player_dmg);
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if m.is_dead() {
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if m.is_dead() {
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let level_up: bool = self.player.gain_experience(m.get_experience_gain());
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let level_up: bool = self.player.gain_experience(m.get_experience_gain());
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@ -192,8 +192,8 @@ impl Game {
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0,
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0,
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format!("you hit {} for {} damage.", m.get_name(), player_dmg).to_string(),
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format!("you hit {} for {} damage.", m.get_name(), player_dmg).to_string(),
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);
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);
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let monster_dmg = m.damage() as i16;
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let monster_dmg =m.damage().saturating_sub(self.player.defense());
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self.player.change_life(-monster_dmg);
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self.player.change_life(-(monster_dmg as i16));
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self.messages.insert(
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self.messages.insert(
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0,
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0,
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@ -147,8 +147,8 @@ impl Level {
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if player.get_immutable_position().get_x() == new_x
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if player.get_immutable_position().get_x() == new_x
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&& player.get_immutable_position().get_y() == new_y
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&& player.get_immutable_position().get_y() == new_y
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{
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{
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let monster_dmg = self.monsters[index].damage() as i16;
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let monster_dmg =self.monsters[index].damage().saturating_sub(player.defense());
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player.change_life(-monster_dmg);
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player.change_life(-(monster_dmg as i16));
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if player.is_dead() {
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if player.is_dead() {
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messages.insert(
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messages.insert(
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0,
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0,
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@ -172,7 +172,7 @@ impl Level {
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// player not dead => monster can occupy new position
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// player not dead => monster can occupy new position
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self.monsters[index].get_position().change(-dx, -dy);
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self.monsters[index].get_position().change(-dx, -dy);
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// player fights back
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// player fights back
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let player_dmg = player.damage();
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let player_dmg = player.damage().saturating_sub(self.monsters[index].defense());
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self.monsters[index].decrease_life(player_dmg);
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self.monsters[index].decrease_life(player_dmg);
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if self.monsters[index].is_dead() {
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if self.monsters[index].is_dead() {
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let level_up: bool = player
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let level_up: bool = player
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@ -109,9 +109,10 @@ fn main() -> Result<()> {
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.style(Style::default().bg(Color::Blue));
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.style(Style::default().bg(Color::Blue));
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frame.render_widget(
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frame.render_widget(
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Paragraph::new(format!(
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Paragraph::new(format!(
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"Health: {} of {}\nExp: {}\nGold: {}\nLevel: {} of {}\nInventory used: {} of {}",
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"Health: {} of {}\nDefense: {}\nExp: {}\nGold: {}\nLevel: {} of {}\nInventory used: {} of {}",
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game.get_player().get_life(),
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game.get_player().get_life(),
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game.get_player().get_max_life(),
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game.get_player().get_max_life(),
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game.get_player().defense(),
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game.get_player().get_experience(),
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game.get_player().get_experience(),
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game.get_player().get_gold(),
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game.get_player().get_gold(),
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game.get_player().get_immutable_position().get_level() + 1,
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game.get_player().get_immutable_position().get_level() + 1,
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@ -16,6 +16,7 @@ pub trait Monster: HasPosition {
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#[cfg(test)]
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#[cfg(test)]
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fn get_life(&self) -> usize;
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fn get_life(&self) -> usize;
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fn damage(&self) -> usize;
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fn damage(&self) -> usize;
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fn defense(&self) -> usize;
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}
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}
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#[derive(CreateMonsters, PartialEq, Eq, Hash, Clone, Copy)]
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#[derive(CreateMonsters, PartialEq, Eq, Hash, Clone, Copy)]
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@ -49,6 +50,7 @@ create_monster!(
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experience_gain: 5,
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experience_gain: 5,
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ticks_between_steps: 5,
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ticks_between_steps: 5,
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damage_range: 1..=2,
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damage_range: 1..=2,
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defense: 0,
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);
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);
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create_monster!(
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create_monster!(
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@ -60,6 +62,7 @@ create_monster!(
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experience_gain: 7,
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experience_gain: 7,
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ticks_between_steps: 7,
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ticks_between_steps: 7,
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damage_range: 2..=3,
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damage_range: 2..=3,
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defense: 0,
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);
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);
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create_monster!(
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create_monster!(
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@ -71,6 +74,7 @@ create_monster!(
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experience_gain: 10,
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experience_gain: 10,
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ticks_between_steps: 10,
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ticks_between_steps: 10,
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damage_range: 2..=3,
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damage_range: 2..=3,
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defense: 0,
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);
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);
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create_monster!(
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create_monster!(
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@ -82,6 +86,7 @@ create_monster!(
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experience_gain: 10,
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experience_gain: 10,
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ticks_between_steps: 20,
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ticks_between_steps: 20,
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damage_range: 1..=4,
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damage_range: 1..=4,
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defense: 0,
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);
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);
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create_monster!(
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create_monster!(
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@ -93,6 +98,7 @@ create_monster!(
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experience_gain: 20,
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experience_gain: 20,
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ticks_between_steps: 10,
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ticks_between_steps: 10,
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damage_range: 1..=5,
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damage_range: 1..=5,
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defense: 0,
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);
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);
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pub fn create_monster_by_type(monster_type: &MonsterTypes, position: Position) -> Box<dyn Monster> {
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pub fn create_monster_by_type(monster_type: &MonsterTypes, position: Position) -> Box<dyn Monster> {
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@ -15,6 +15,7 @@ pub struct Player {
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inventory: Vec<Potion>,
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inventory: Vec<Potion>,
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inventory_slots: usize,
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inventory_slots: usize,
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level: usize,
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level: usize,
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defense: usize,
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}
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}
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impl Player {
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impl Player {
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@ -29,6 +30,7 @@ impl Player {
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inventory: vec![],
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inventory: vec![],
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inventory_slots: 2,
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inventory_slots: 2,
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level: 1,
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level: 1,
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defense: 0,
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}
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}
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}
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}
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pub fn get_name(&self) -> String {
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pub fn get_name(&self) -> String {
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@ -67,7 +69,9 @@ impl Player {
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for (i, level_step) in get_level_ladder().enumerate() {
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for (i, level_step) in get_level_ladder().enumerate() {
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if self.experience <= level_step && self.experience + amount > level_step {
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if self.experience <= level_step && self.experience + amount > level_step {
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self.level += 1;
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self.level += 1;
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// make life gain depend on level?
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self.max_life += 5;
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self.max_life += 5;
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self.defense += 1;
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self.life = self.max_life;
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self.life = self.max_life;
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result = true;
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result = true;
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break;
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break;
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@ -92,6 +96,10 @@ impl Player {
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rand::thread_rng().gen_range(1..4)
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rand::thread_rng().gen_range(1..4)
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}
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}
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pub fn defense(&self) -> usize {
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self.defense
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}
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pub fn add_to_inventory(&mut self, potion: &Potion) -> bool {
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pub fn add_to_inventory(&mut self, potion: &Potion) -> bool {
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if self.inventory.len() < self.inventory_slots {
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if self.inventory.len() < self.inventory_slots {
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self.inventory.push(*potion);
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self.inventory.push(*potion);
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@ -138,6 +146,7 @@ fn test_get_name() {
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inventory: vec![],
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inventory: vec![],
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inventory_slots: 1,
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inventory_slots: 1,
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level: 0,
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level: 0,
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defense: 0,
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};
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};
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assert_eq!(p.get_name(), "Teddy Tester");
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assert_eq!(p.get_name(), "Teddy Tester");
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}
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}
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@ -164,6 +173,7 @@ fn test_change_life() {
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inventory: vec![],
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inventory: vec![],
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inventory_slots: 1,
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inventory_slots: 1,
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level: 0,
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level: 0,
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defense: 0,
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};
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};
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assert_eq!(p.get_life(), 5);
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assert_eq!(p.get_life(), 5);
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p.change_life(-2);
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p.change_life(-2);
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@ -200,6 +210,7 @@ fn test_max_life() {
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inventory: vec![],
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inventory: vec![],
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inventory_slots: 1,
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inventory_slots: 1,
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level: 0,
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level: 0,
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defense: 0,
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};
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};
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assert_eq!(p.get_max_life(), 10);
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assert_eq!(p.get_max_life(), 10);
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}
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}
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