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//! contains the interface exposed to the player for controlling the Warrior
use crate::{
actions::{Action, Direction},
floor::Tile,
};
use std::cell::RefCell;
/// An interface the player can interact with to control the Warrior in the
/// game. An instance is passed to [`Player`](crate::player::Player) via the
/// `play_turn` method.
/// The player must pick one [`Action`](crate::actions::Action) to perform
/// each turn. Not all abilities are an `Action`.
/// Warrior abilities are unlocked as the player progresses through the levels.
///
/// ### Level Guide
///
/// **Level 1**
///
/// Available abilities:
///
/// * [`walk`](crate::warrior::Warrior::walk)
///
/// **Level 2**
///
/// New abilities unlocked at this level:
///
/// * [`check`](crate::warrior::Warrior::check)
/// * [`attack`](crate::warrior::Warrior::attack)
///
/// **Level 3**
///
/// New abilities unlocked at this level:
///
/// * [`health`](crate::warrior::Warrior::health)
/// * [`rest`](crate::warrior::Warrior::rest)
///
/// **Level 4**
///
/// *No new abilities unlocked at this level!*
///
/// **Level 5**
///
/// New abilities unlocked at this level:
///
/// * [`rescue`](crate::warrior::Warrior::rescue)
///
/// **Level 6**
///
/// The following abilities now have a *directional* counterpart:
///
/// * `walk` -> [`walk_toward`](crate::warrior::Warrior::walk_toward)
/// * `check` -> [`check_toward`](crate::warrior::Warrior::check_toward)
/// * `attack` -> [`attack_toward`](crate::warrior::Warrior::attack_toward)
/// * `rescue` -> [`rescue_toward`](crate::warrior::Warrior::rescue_toward)
///
/// **Level 7**
///
/// New abilities unlocked at this level:
///
/// * [`pivot`](crate::warrior::Warrior::pivot)
///
/// **Level 8**
///
/// New abilities (and *directional* counterparts) unlocked at this level:
///
/// * [`look`](crate::warrior::Warrior::look) -> [`look_toward`](crate::warrior::Warrior::look_toward)
/// * [`shoot`](crate::warrior::Warrior::shoot) -> [`shoot_toward`](crate::warrior::Warrior::shoot_toward)
///
/// **Level 9**
///
/// *No new abilities unlocked at this level!*
pub struct Warrior {
level: usize,
ahead: Vec<Tile>,
behind: Vec<Tile>,
health: i32,
facing: Direction,
action: RefCell<Option<Action>>,
warnings: RefCell<Vec<String>>,
}
impl Warrior {
pub fn new(
level: usize,
ahead: Vec<Tile>,
behind: Vec<Tile>,
health: i32,
facing: Direction,
) -> Warrior {
Warrior {
level,
ahead,
behind,
health,
facing,
action: RefCell::new(None),
warnings: RefCell::new(Vec::new()),
}
}
/// Walk forward one tile.
/// This is an [`Action`](crate::actions::Action).
/// This ability is available at **Level 1**.
pub fn walk(&self) {
self.perform_walk(Direction::Forward);
}
/// Walk one tile toward specified `direction`.
/// This is an [`Action`](crate::actions::Action).
/// This ability is unlocked at **Level 6**.
pub fn walk_toward(&self, direction: Direction) {
if self.level < 6 {
panic!("You have not yet learned `walk_toward`! Perhaps you meant `walk`?")
}
self.perform_walk(direction);
}
// private helper for `walk` and `walk_toward`
fn perform_walk(&self, direction: Direction) {
self.perform(Action::Walk(direction));
}
/// Check the tile in front of the Warrior.
/// Returns a [`Tile`](crate::Tile).
/// This ability is unlocked at **Level 2**.
pub fn check(&self) -> Tile {
if self.level < 2 {
panic!("You have not yet learned `check`!");
}
self.perform_check(Direction::Forward)
}
/// Check the tile toward specified `direction`.
/// Returns a [`Tile`](crate::Tile).
/// This ability is unlocked at **Level 6**.
pub fn check_toward(&self, direction: Direction) -> Tile {
if self.level < 6 {
panic!("You have not yet learned `check_toward`! Perhaps you meant `check`?")
}
self.perform_check(direction)
}
// private helper for `check` and `check_toward`
fn perform_check(&self, direction: Direction) -> Tile {
match direction {
Direction::Forward => match self.ahead.first() {
Some(tile) => *tile,
None => Tile::Wall,
},
Direction::Backward => match self.behind.first() {
Some(tile) => *tile,
None => Tile::Wall,
},
}
}
/// Check three tiles in front of the Warrior.
/// Returns a vector of up to three [`Tile`](crate::Tile)s.
/// This ability is unlocked at **Level 8**.
pub fn look(&self) -> &Vec<Tile> {
if self.level < 8 {
panic!("You have not yet learned `look`!")
}
self.look_toward(Direction::Forward)
}
/// Check three tiles toward specified `direction`.
/// Returns a vector of up to three [`Tile`](crate::Tile)s.
/// This ability is unlocked at **Level 8**.
pub fn look_toward(&self, direction: Direction) -> &Vec<Tile> {
if self.level < 8 {
panic!("You have not yet learned `look_toward`!")
}
match direction {
Direction::Forward => &self.ahead,
Direction::Backward => &self.behind,
}
}
/// Attempt to attack an enemy in the tile in front of the Warrior.
/// This is an [`Action`](crate::actions::Action).
/// This ability is unlocked at **Level 2**.
pub fn attack(&self) {
if self.level < 2 {
panic!("You have not yet learned `attack`!");
}
self.perform_attack(Direction::Forward);
}
/// Attempt to attack an enemy one tile away in specified `direction`.
/// This is an [`Action`](crate::actions::Action).
/// This ability is unlocked at **Level 6**.
pub fn attack_toward(&self, direction: Direction) {
if self.level < 6 {
panic!("You have not yet learned `attack_toward`! Perhaps you meant `attack`?")
}
self.perform_attack(direction);
}
// private helper for `attack` and `attack_toward`
fn perform_attack(&self, direction: Direction) {
self.perform(Action::Attack(direction));
}
/// Check the current health of the Warrior.
/// This ability is unlocked at **Level 3**.
pub fn health(&self) -> i32 {
if self.level < 3 {
panic!("You have not yet learned `health`!");
}
self.health
}
/// Rest and regain 10% of the Warrior's HP.
/// This is an [`Action`](crate::actions::Action).
/// This ability is unlocked at **Level 3**.
pub fn rest(&self) {
if self.level < 3 {
panic!("You have not yet learned `rest`!");
}
self.perform(Action::Rest);
}
/// Attempt to rescue a Captive in front of the Warrior.
/// This is an [`Action`](crate::actions::Action).
/// This ability is unlocked at **Level 5**.
pub fn rescue(&self) {
if self.level < 5 {
panic!("You have not yet learned `rescue`!");
}
self.perform_rescue(Direction::Forward);
}
/// Attempt to rescue a Captive one tile away in specified `direction`.
/// This is an [`Action`](crate::actions::Action).
/// This ability is unlocked at **Level 6**.
pub fn rescue_toward(&self, direction: Direction) {
if self.level < 6 {
panic!("You have not yet learned `rescue_toward`! Perhaps you meant `rescue`?")
}
self.perform_rescue(direction);
}
// private helper for `rescue` and `rescue_toward`
fn perform_rescue(&self, direction: Direction) {
self.perform(Action::Rescue(direction));
}
/// Rotate 180 degrees.
/// This is an [`Action`](crate::actions::Action).
/// This ability is unlocked at **Level 7**.
pub fn pivot(&self) {
if self.level < 7 {
panic!("You have not yet learned `pivot`!")
}
let direction = match self.facing {
Direction::Forward => Direction::Backward,
Direction::Backward => Direction::Forward,
};
self.perform(Action::Pivot(direction));
}
/// Fire an arrow up to three tiles in front of the Warrior.
/// This is an [`Action`](crate::actions::Action).
/// This ability is unlocked at **Level 8**.
pub fn shoot(&self) {
if self.level < 8 {
panic!("You have not yet learned `shoot`!")
}
self.shoot_toward(Direction::Forward);
}
/// Fire an arrow up to three tiles toward specified `direction`.
/// This is an [`Action`](crate::actions::Action).
/// This ability is unlocked at **Level 8**.
pub fn shoot_toward(&self, direction: Direction) {
if self.level < 8 {
panic!("You have not yet learned `shoot_toward`!")
}
self.perform(Action::Shoot(direction));
}
/// Some [`Action`](crate::actions::Action) the Warrior has performed;
/// None if no action has been performed.
pub fn action(&self) -> Option<Action> {
*self.action.borrow()
}
fn perform(&self, action: Action) {
if let Some(prev) = *self.action.borrow() {
let warnings = &mut *self.warnings.borrow_mut();
warnings.push(format!("WARNING: Already performed action: {:?}", prev));
warnings.push(format!(
"WARNING: Unable to perform additional action: {:?}",
action
));
return;
}
*self.action.borrow_mut() = Some(action);
}
pub fn warnings(&self) -> Vec<String> {
let warnings = &*self.warnings.borrow();
warnings.clone()
}
}