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|
use std::cmp;
use crate::tiling::{Tile, TileType};
use crate::world::{apply_movement, Movement, Point};
pub trait Entity {
/// Get information about the entity
fn info(&self) -> String;
/// Initial placement of the entity
fn place(&mut self, location: Point);
/// Get the tiletype for the entity
fn tile(&self) -> &Tile;
/// Get the entity's current location
fn location(&self) -> &Point;
/// Get the entity's previous location (before it moved)
fn previous_location(&self) -> &Point;
/// Move the entity to another point
fn move_to(&mut self, location: Point);
/// Move the entity with a movement differential
fn move_by(&mut self, movement: Movement) -> Result<(), String>;
/// Know if the entity needs to be re-rendered
fn is_dirty(&self) -> bool;
/// Declare the entity clean
fn clean(&mut self);
fn visibility(&mut self, visible: bool);
fn is_visible(&self) -> bool;
}
#[derive(Clone)]
pub struct Character {
pub name: String,
pub class: String,
pub health: i32,
pub level: i32,
location: Point,
previous_location: Point,
dirty: bool,
max_health: i32,
attack: i32,
dodge: i32,
luck: i32,
xp: i32,
tile: Tile,
}
pub trait Enemy {
fn new(
class: String,
health: i32,
attack: i32,
dodge: i32,
luck: i32,
location: Point,
tile_str: &'static str,
) -> Self;
fn set_tile(&mut self, tile: Tile);
}
pub trait Player {
fn new(name: String, class: String, health: i32, attack: i32, dodge: i32, luck: i32) -> Self;
fn damage(&mut self, damage_amount: i32);
fn heal(&mut self, heal_amount: i32);
fn attack(&self) -> i32;
fn dodge(&self) -> i32;
fn stats(&self) -> String;
}
impl Entity for Character {
fn place(&mut self, location: Point) {
self.location = location;
self.previous_location = location;
self.dirty = true;
}
fn info(&self) -> String {
format!(
"{} \thp: {} attack: {} dodge: {} luck: {}",
self.class, self.health, self.attack, self.dodge, self.luck
)
}
fn tile(&self) -> &Tile {
&self.tile
}
fn location(&self) -> &Point {
&self.location
}
fn previous_location(&self) -> &Point {
&self.previous_location
}
fn move_to(&mut self, location: Point) {
self.previous_location = self.location;
self.location = location;
self.dirty = true;
}
fn move_by(&mut self, movement: Movement) -> Result<(), String> {
self.previous_location = self.location;
self.location = apply_movement(self.location, movement)?;
Ok(())
}
fn is_dirty(&self) -> bool {
self.dirty
}
fn clean(&mut self) {
self.dirty = false;
}
fn visibility(&mut self, visible: bool) {
if visible != self.is_visible() {
self.dirty = true;
}
self.tile.visibility(visible)
}
fn is_visible(&self) -> bool {
self.tile.is_visible()
}
}
impl Enemy for Character {
fn new(
class: String,
health: i32,
attack: i32,
dodge: i32,
luck: i32,
location: Point,
tile_str: &'static str,
) -> Character {
Character {
name: class.clone(),
class: class.clone(),
max_health: health,
health,
attack,
dodge,
luck,
level: 0,
xp: 0,
location,
previous_location: location,
tile: Tile::from(TileType::Character(tile_str)),
dirty: false,
}
}
fn set_tile(&mut self, tile: Tile) {
self.tile = tile
}
}
impl Player for Character {
fn new(
name: String,
class: String,
health: i32,
attack: i32,
dodge: i32,
luck: i32,
) -> Character {
Character {
name,
class,
max_health: health,
health,
attack,
dodge,
luck,
xp: 0,
level: 0,
location: (0, 0),
previous_location: (0, 0),
tile: Tile::new(
TileType::Player,
true, // player is visible by default
),
dirty: false,
}
}
fn damage(&mut self, damage_amount: i32) {
self.health = cmp::max(0, self.health - damage_amount);
self.xp += 2;
}
fn heal(&mut self, heal_amount: i32) {
if (self.health) <= self.max_health {
self.health = cmp::min(self.health + heal_amount, self.max_health);
self.xp += 1;
}
}
fn attack(&self) -> i32 {
self.xp + self.attack + self.luck / 2
}
fn dodge(&self) -> i32 {
self.xp + self.dodge + self.luck / 2
}
fn stats(&self) -> String {
format!(
"{}({}) - hp: {}/{} attack: {} dodge: {} luck: {} experience: {}",
self.name,
self.class,
self.health,
self.max_health,
self.attack,
self.dodge,
self.luck,
self.xp
)
}
}
|