add mechanism for level gain

This commit is contained in:
2024-11-06 14:29:30 +01:00
parent 3249529f94
commit a542e4b1c0
6 changed files with 113 additions and 25 deletions

View File

@@ -149,41 +149,64 @@ impl Level {
{
let monster_dmg = self.monsters[index].damage() as i16;
player.change_life(-monster_dmg);
messages.insert(
0,
format!(
"{} hits you for {} damage.",
self.monsters[index].get_name(),
monster_dmg
)
.to_string(),
);
let player_dmg = player.damage();
self.monsters[index].decrease_life(player_dmg);
// if the attack did not kill the opponent, back down
if !player.is_dead() {
if player.is_dead() {
messages.insert(
0,
format!(
"you hit {} for {} damage and kill it.",
"{} hits you for {} damage and kills you.",
self.monsters[index].get_name(),
player_dmg
monster_dmg
)
.to_string(),
);
self.monsters[index].get_position().change(-dx, -dy);
} else {
messages.insert(
0,
format!(
"you hit {} for {} damage.",
"{} hits you for {} damage.",
self.monsters[index].get_name(),
player_dmg
monster_dmg
)
.to_string(),
);
// player not dead => monster can occupy new position
self.monsters[index].get_position().change(-dx, -dy);
// player fights back
let player_dmg = player.damage();
self.monsters[index].decrease_life(player_dmg);
if self.monsters[index].is_dead() {
let level_up: bool = player
.gain_experience(self.monsters[index].get_experience_gain());
messages.insert(
0,
format!(
"you hit {} for {} damage and kill it.",
self.monsters[index].get_name(),
player_dmg
)
.to_string(),
);
if level_up {
messages.insert(
0,
format!(
"you reach a new experience level, it's now {}",
player.get_experience_level(),
)
.to_string(),
);
}
} else {
messages.insert(
0,
format!(
"you hit {} for {} damage.",
self.monsters[index].get_name(),
player_dmg
)
.to_string(),
);
}
}
}
break;