updated deps
fixed clippy remarks
This commit is contained in:
91
src/game.rs
91
src/game.rs
@@ -9,14 +9,13 @@ pub const LEVELS: usize = 10;
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/// represents a state of a game
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pub enum GameState {
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/// the game is ongoing (neither won or lost)
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RUNNING,
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Running,
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/// the player died
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LOST,
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Lost,
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/// the player reached the Ω
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WON,
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Won,
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}
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/// the main structure to hold all information about the ongoing game
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pub struct Game {
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/// the player
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@@ -37,11 +36,12 @@ impl Game {
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levels: v,
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messages: Vec::with_capacity(10),
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};
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let start = {
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g.get_level(0).start
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};
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g.get_mutable_player().get_position().set(0, start.0, start.1);
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g.get_mutable_level(0).discover(&Position::new(0, start.0, start.1));
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let start = { g.get_level(0).start };
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g.get_mutable_player()
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.get_position()
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.set(0, start.0, start.1);
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g.get_mutable_level(0)
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.discover(&Position::new(0, start.0, start.1));
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g
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}
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@@ -49,11 +49,8 @@ impl Game {
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fn player_reached_goal(&mut self) -> bool {
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match self.next_element(0, 0) {
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None => {}
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Some(a) => {
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match a {
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StructureElement::End => { return true; }
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_ => {}
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}
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Some(a) => if a == StructureElement::End {
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return true
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}
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};
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false
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@@ -61,12 +58,12 @@ impl Game {
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/// returns the state of the game (depending on player's life and position)
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pub fn get_game_state(&mut self) -> GameState {
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if self.player.is_dead() {
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return GameState::LOST;
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return GameState::Lost;
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}
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if self.player_reached_goal() {
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return GameState::WON;
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return GameState::Won;
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}
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GameState::RUNNING
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GameState::Running
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}
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pub fn get_player(&self) -> &Player {
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&self.player
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@@ -74,8 +71,12 @@ impl Game {
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pub fn get_mutable_player(&mut self) -> &mut Player {
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&mut self.player
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}
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pub fn get_level(&self, level: usize) -> &Level { &self.levels[level] }
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pub fn get_mutable_level(&mut self, level: usize) -> &mut Level { &mut self.levels[level] }
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pub fn get_level(&self, level: usize) -> &Level {
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&self.levels[level]
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}
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pub fn get_mutable_level(&mut self, level: usize) -> &mut Level {
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&mut self.levels[level]
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}
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/// check if the player can move in the given direction. This only checks for structure element
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/// limitation as walls.
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fn can_move(&mut self, dx: i16, dy: i16) -> bool {
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@@ -120,32 +121,36 @@ impl Game {
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let structure = self.next_element(dx, dy);
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// use stairs if walked onto one
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match structure {
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Some(e) => {
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match e {
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StructureElement::StairDown => {
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(dx, dy) = (0, 0);
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let (next_level, x, y) = self.next_start();
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player_level = next_level;
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self.messages.insert(0, format!("you climb down to level {}.", next_level));
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self.get_mutable_player().get_position().set(next_level, x, y);
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}
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StructureElement::StairUp => {
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(dx, dy) = (0, 0);
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let (next_level, x, y) = self.prev_end();
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player_level = next_level;
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self.messages.insert(0, format!("you climb up to level {}.", next_level));
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self.get_mutable_player().get_position().set(next_level, x, y);
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}
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_ => {}
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if let Some(e) = structure {
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match e {
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StructureElement::StairDown => {
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(dx, dy) = (0, 0);
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let (next_level, x, y) = self.next_start();
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player_level = next_level;
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self.messages
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.insert(0, format!("you climb down to level {}.", next_level));
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self.get_mutable_player()
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.get_position()
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.set(next_level, x, y);
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}
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StructureElement::StairUp => {
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(dx, dy) = (0, 0);
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let (next_level, x, y) = self.prev_end();
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player_level = next_level;
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self.messages
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.insert(0, format!("you climb up to level {}.", next_level));
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self.get_mutable_player()
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.get_position()
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.set(next_level, x, y);
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}
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_ => {}
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}
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_ => {}
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}
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};
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// update position and discover area on new position
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let (new_x, new_y) = self.get_mutable_player().get_position().change(dx, dy);
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self.get_mutable_level(player_level).discover(&Position::new(player_level, new_x, new_y));
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self.get_mutable_level(player_level)
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.discover(&Position::new(player_level, new_x, new_y));
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(-dx, -dy)
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}
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pub fn player_fights_monster(&mut self) -> bool {
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@@ -159,8 +164,10 @@ impl Game {
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// TODO fight the monster
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self.player.change_life(-1);
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m.decrease_life(1);
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self.messages.insert(0, format!("{} hits you.", m.get_name()).to_string());
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self.messages.insert(0, format!("you hit {}.", m.get_name()).to_string());
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self.messages
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.insert(0, format!("{} hits you.", m.get_name()).to_string());
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self.messages
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.insert(0, format!("you hit {}.", m.get_name()).to_string());
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// monster died, player gains experience
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if m.is_dead() {
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self.player.gain_experience(m.get_experience_gain());
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