add mechanism for level gain

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

View File

@ -167,7 +167,7 @@ impl Game {
let player_dmg = self.player.damage(); let player_dmg = self.player.damage();
m.decrease_life(player_dmg); m.decrease_life(player_dmg);
if m.is_dead() { if m.is_dead() {
self.player.gain_experience(m.get_experience_gain()); let level_up: bool = self.player.gain_experience(m.get_experience_gain());
self.messages.insert( self.messages.insert(
0, 0,
format!( format!(
@ -177,6 +177,16 @@ impl Game {
) )
.to_string(), .to_string(),
); );
if level_up {
self.messages.insert(
0,
format!(
"you reach a new experience level, it's now {}",
self.player.get_experience_level(),
)
.to_string(),
);
}
} else { } else {
self.messages.insert( self.messages.insert(
0, 0,

View File

@ -149,6 +149,17 @@ impl Level {
{ {
let monster_dmg = self.monsters[index].damage() as i16; let monster_dmg = self.monsters[index].damage() as i16;
player.change_life(-monster_dmg); player.change_life(-monster_dmg);
if player.is_dead() {
messages.insert(
0,
format!(
"{} hits you for {} damage and kills you.",
self.monsters[index].get_name(),
monster_dmg
)
.to_string(),
);
} else {
messages.insert( messages.insert(
0, 0,
format!( format!(
@ -158,12 +169,14 @@ impl Level {
) )
.to_string(), .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(); let player_dmg = player.damage();
self.monsters[index].decrease_life(player_dmg); self.monsters[index].decrease_life(player_dmg);
if self.monsters[index].is_dead() {
// if the attack did not kill the opponent, back down let level_up: bool = player
if !player.is_dead() { .gain_experience(self.monsters[index].get_experience_gain());
messages.insert( messages.insert(
0, 0,
format!( format!(
@ -173,7 +186,16 @@ impl Level {
) )
.to_string(), .to_string(),
); );
self.monsters[index].get_position().change(-dx, -dy); if level_up {
messages.insert(
0,
format!(
"you reach a new experience level, it's now {}",
player.get_experience_level(),
)
.to_string(),
);
}
} else { } else {
messages.insert( messages.insert(
0, 0,
@ -186,6 +208,7 @@ impl Level {
); );
} }
} }
}
break; break;
} }
} }

View File

@ -540,12 +540,12 @@ fn test_create_mst() {
rooms[3][3].kind = RoomType::BasicRoom; rooms[3][3].kind = RoomType::BasicRoom;
let res = LevelGenerator::create_mst(&rooms); let res = LevelGenerator::create_mst(&rooms);
assert_eq!(res.node_count(), 4); assert_eq!(res.node_count(), 4);
assert_eq!(res.edge_count(), 3); assert_eq!(res.edge_count(), 4);
rooms[3][5].kind = RoomType::BasicRoom; rooms[3][5].kind = RoomType::BasicRoom;
let res = LevelGenerator::create_mst(&rooms); let res = LevelGenerator::create_mst(&rooms);
assert_eq!(res.node_count(), 5); assert_eq!(res.node_count(), 5);
assert_eq!(res.edge_count(), 4); assert_eq!(res.edge_count(), 5);
} }
#[test] #[test]

30
src/level_ladder.rs Normal file
View File

@ -0,0 +1,30 @@
pub struct LevelLadder {
curr: usize,
next: usize,
}
impl Iterator for LevelLadder {
type Item = usize;
fn next(&mut self) -> Option<Self::Item> {
let current = self.curr;
self.curr = self.next;
self.next = current + self.next;
// Since there's no endpoint to a Fibonacci sequence, the `Iterator`
// will never return `None`, and `Some` is always returned.
Some(current * 30)
}
}
// Returns a Fibonacci sequence generator
pub fn get_level_ladder() -> LevelLadder {
LevelLadder { curr: 1, next: 2 }
}
#[test]
fn test_level_ladder() {
let mut iter = get_level_ladder();
assert_eq!(iter.next(), Some(30));
}

View File

@ -37,6 +37,7 @@ mod monster;
mod player; mod player;
mod position; mod position;
mod room; mod room;
mod level_ladder;
// //
fn main() -> Result<()> { fn main() -> Result<()> {

View File

@ -2,6 +2,7 @@ use rand::Rng;
use std::cmp::{max, min}; use std::cmp::{max, min};
use crate::artifacts::Potion; use crate::artifacts::Potion;
use crate::level_ladder::get_level_ladder;
use crate::position::{HasPosition, Position}; use crate::position::{HasPosition, Position};
pub struct Player { pub struct Player {
@ -13,6 +14,7 @@ pub struct Player {
experience: usize, experience: usize,
inventory: Vec<Potion>, inventory: Vec<Potion>,
inventory_slots: usize, inventory_slots: usize,
level: usize,
} }
impl Player { impl Player {
@ -26,6 +28,7 @@ impl Player {
experience: 0, experience: 0,
inventory: vec![], inventory: vec![],
inventory_slots: 2, inventory_slots: 2,
level: 1,
} }
} }
pub fn get_name(&self) -> String { pub fn get_name(&self) -> String {
@ -59,8 +62,26 @@ impl Player {
self.gold self.gold
} }
pub fn gain_experience(&mut self, amount: usize) { pub fn gain_experience(&mut self, amount: usize) -> bool {
self.experience += amount let mut result = false;
for (i, level_step) in get_level_ladder().enumerate() {
if self.experience <= level_step && self.experience + amount > level_step {
self.level += 1;
self.max_life += 5;
self.life = self.max_life;
result = true;
break;
}
if i > self.level {
break;
}
}
self.experience += amount;
result
}
pub fn get_experience_level(&self) -> usize {
self.level
} }
pub fn get_experience(&self) -> usize { pub fn get_experience(&self) -> usize {
@ -116,6 +137,7 @@ fn test_get_name() {
experience: 0, experience: 0,
inventory: vec![], inventory: vec![],
inventory_slots: 1, inventory_slots: 1,
level: 0,
}; };
assert_eq!(p.get_name(), "Teddy Tester"); assert_eq!(p.get_name(), "Teddy Tester");
} }
@ -141,6 +163,7 @@ fn test_change_life() {
experience: 0, experience: 0,
inventory: vec![], inventory: vec![],
inventory_slots: 1, inventory_slots: 1,
level: 0,
}; };
assert_eq!(p.get_life(), 5); assert_eq!(p.get_life(), 5);
p.change_life(-2); p.change_life(-2);
@ -176,6 +199,7 @@ fn test_max_life() {
experience: 0, experience: 0,
inventory: vec![], inventory: vec![],
inventory_slots: 1, inventory_slots: 1,
level: 0,
}; };
assert_eq!(p.get_max_life(), 10); assert_eq!(p.get_max_life(), 10);
} }