randomize content of chests and potions
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@ -1,3 +1,4 @@
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use rand::Rng;
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use ratatui::style::Color;
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use crate::player::Player;
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@ -22,11 +23,11 @@ pub struct Chest {
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impl Chest {
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pub fn new(position: Position) -> Self {
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let level = position.get_level();
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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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// TODO maybe randomize this?
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gold: (level + 1) * 10,
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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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@ -61,9 +62,11 @@ pub struct Potion {
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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: 5,
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health: rand::thread_rng().gen_range(min_health_gain..=max_health_gain),
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}
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}
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}
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@ -164,7 +164,6 @@ impl Game {
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match m {
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None => {}
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Some(m) => {
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// TODO fight the monster
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let player_dmg = self.player.damage();
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m.decrease_life(player_dmg);
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if m.is_dead() {
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@ -147,7 +147,6 @@ impl Level {
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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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{
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// TODO handle fight between monster and player
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let monster_dmg = self.monsters[index].damage() as i16;
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player.change_life(-monster_dmg);
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messages.insert(
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@ -45,7 +45,7 @@ impl StatefulWidget for LevelWidget {
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self.set_cell(buf, x, y, "Ω", Color::Black, Color::Gray);
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}
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StructureElement::Wall => {
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// TODO add fancy walls
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// TODO add fancy walls with https://en.wikipedia.org/wiki/Box-drawing_characters
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self.set_cell(buf, x, y, "#", FG_BROWN, Color::Gray);
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}
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StructureElement::Floor => {
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@ -8,7 +8,7 @@ pub trait HasPosition {
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fn get_immutable_position(&self) -> &Position;
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}
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#[derive(PartialEq, Debug)]
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#[derive(PartialEq, Debug, Clone, Copy)]
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pub struct Position {
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level: usize,
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x: usize,
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