1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
//! contains types that represent units that appear in the game

use std::fmt;

/// The Warrior (our protagonist), enemy Sludges and Archers, and Captives.
#[derive(Clone, PartialEq)]
pub enum UnitType {
    Warrior(String),
    Sludge,
    ThickSludge,
    Archer,
    Captive,
}

impl UnitType {
    /// A character (`&str` for convenience) representation of the unit type
    pub fn draw(self) -> &'static str {
        match self {
            UnitType::Warrior(_) => "@",
            UnitType::Sludge => "s",
            UnitType::ThickSludge => "S",
            UnitType::Archer => "a",
            UnitType::Captive => "C",
        }
    }
}

impl fmt::Debug for UnitType {
    fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
        match self {
            UnitType::Warrior(name) => write!(f, "{}", name),
            UnitType::Sludge => write!(f, "Sludge"),
            UnitType::ThickSludge => write!(f, "ThickSludge"),
            UnitType::Archer => write!(f, "Archer"),
            UnitType::Captive => write!(f, "Captive"),
        }
    }
}

/// The state of a unit: its `position`, current/max `hp`, and `atk` power.
#[derive(Clone, Debug)]
pub struct Unit {
    pub unit_type: UnitType,
    pub position: (i32, i32),
    pub hp: (i32, i32),
    pub atk: i32,
}

impl Unit {
    /// Create a unit of type `unit_type` at `position`.
    pub fn new(unit_type: UnitType, position: (i32, i32)) -> Unit {
        match unit_type {
            UnitType::Warrior(name) => Unit::warrior(position, name),
            UnitType::Sludge => Unit::sludge(position),
            UnitType::ThickSludge => Unit::thick_sludge(position),
            UnitType::Archer => Unit::archer(position),
            UnitType::Captive => Unit::captive(position),
        }
    }

    /// Create a unit of type Warrior (20 HP, 5 ATK) at `position`.
    pub fn warrior(position: (i32, i32), name: String) -> Unit {
        Unit {
            unit_type: UnitType::Warrior(name),
            position,
            hp: (20, 20),
            atk: 5,
        }
    }

    /// Create a unit of type Sludge (12 HP, 3 ATK) at `position`.
    pub fn sludge(position: (i32, i32)) -> Unit {
        Unit {
            unit_type: UnitType::Sludge,
            position,
            hp: (12, 12),
            atk: 3,
        }
    }

    /// Create a unit of type ThickSludge (18 HP, 3 ATK) at `position`.
    pub fn thick_sludge(position: (i32, i32)) -> Unit {
        Unit {
            unit_type: UnitType::ThickSludge,
            position,
            hp: (18, 18),
            atk: 3,
        }
    }

    /// Create a unit of type Archer (7 HP, 3 ATK) at `position`.
    pub fn archer(position: (i32, i32)) -> Unit {
        Unit {
            unit_type: UnitType::Archer,
            position,
            hp: (7, 7),
            atk: 3,
        }
    }

    /// Create a unit of type Captive (1 HP, 0 ATK) at `position`.
    pub fn captive(position: (i32, i32)) -> Unit {
        Unit {
            unit_type: UnitType::Captive,
            position,
            hp: (1, 1),
            atk: 0,
        }
    }
}