updated deps

fixed clippy remarks
This commit is contained in:
2024-10-20 14:59:20 +02:00
parent 210d590e38
commit efc4cdd363
12 changed files with 515 additions and 221 deletions

View File

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