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Battle.rb
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Battle.rb
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class Unit
attr_accessor :stat,:name
def initialize(name, stat, action)
@name = name
@stat = UnitStat.new(stat)
@action = BattleAction.new(action)
end
def attack!(unit)
raise "not implemented"
end
def damage!(dmg)
for key in dmg.keys
if dmg.has_key?(key)
temp_dmg = @stat.get(key) - dmg[key]
if temp_dmg < 0
temp_dmg = 0
end
@stat.set(key, temp_dmg)
end
end
end
# need refactor...
def cost!(cost)
for key in dmg.keys
if dmg.has_key?(key)
temp_dmg = @stat.get(key) - dmg[key]
@stat.set(key, temp_dmg)
end
end
end
def status
return "\n%s\n%s\n%s" % [@name,"-"*10, @stat.get_status_str]
end
def get_dex
return @stat.get(:DEX)
end
def alive?
if (@stat.get :HP) <= 0
return false
end
return true
end
end
class Hero < Unit
def attack!(unit)
action = @action.getAction
self.damage!(action.cost)
return action.dmg.call(@stat, unit.stat)
end
end
class Enemy < Unit
def attack!(unit)
action = @action.getAction
self.damage!(action.cost)
return action.dmg.call(@stat, unit.stat)
end
end
class BattleAction
class Result
attr_accessor :cost, :dmg
def initialize(cost, dmg)
@cost = cost
@dmg = dmg
end
end
def self.result(cost, dmg)
return Result.new(cost, dmg)
end
# need validate?
def initialize(actions)
@pattern = actions
end
def getAction
key = @pattern.keys.shuffle[0]
return @pattern[key]
end
end
class UnitStat
def initialize(hash)
@stat_max = {
HP: 100,
MP: 100,
EXP: 100
}
@stat = {
HP: 100,
MP: 100,
EXP: 100,
LV: 1,
STR: 70,
DEF: 50,
DEX: 40
}
set_stat(hash)
end
def set_max(key, value)
if not @stat_max.has_key?(key)
raise key +"is not member of stat_max"
end
@stat_max[key] = value
end
def set(key, value)
if not @stat.has_key?(key)
raise key +"is not member of stat"
end
if value < 0
raise "cannot set negative value"
end
if @stat_max.has_key?(key) and value > @stat_max[key]
@stat[key] = @stat_max[key]
return
# raise "cannot set value grater than max"
end
temp_value = value
if @stat[key] < value
temp_value = 0
end
@stat[key] = temp_value
end
def get_max(key)
return @stat_max[key]
end
def get(key)
return @stat[key]
end
def get_status_str
str= ""
for stat in @stat.keys
str += "%s : %d" % [stat, @stat[stat]]
if @stat_max.has_key?(stat)
str+= " / %d" % [@stat_max[stat]]
end
str += "\n"
end
return str
end
def set_stat(hash)
for stat in hash.keys
if !@stat.has_key?(stat)
next
end
if @stat_max.has_key?(stat)
@stat_max[stat] = hash[stat]
end
@stat[stat] = hash[stat]
end
end
end
class Battle
TURN_COST = 30
class Turn
attr_accessor :attacker,:defender
def initialize(attacker, defender)
@attacker = attacker
@defender = defender
end
def start
dmg = @attacker.attack!(@defender)
@defender.damage!(dmg)
return dmg
end
def continue?
return @defender.alive?
end
end
def initialize(attacker, defender)
@attacker = attacker
@attacker_cost = attacker.get_dex
@defender = defender
@defender_cost = defender.get_dex
@turn = make_turn
end
def start
puts "battle start!!"
while (@turn.continue?)
@turn = make_turn
result = @turn.start
if result.has_key?(:HP)
puts "\n%s는 %s에게 %d의 데미지를 입혔다!" % [@turn.attacker.name, @turn.defender.name, result[:HP]]
puts @attacker.status
puts @defender.status
else
puts "\n%s는 %s에게 데미지를 입히지 못했다!" % [@turn.attacker.name, @turn.defender.name]
end
end
puts "battle end!!"
puts "\n%s가 %s를 쓰러뜨렸다!" % [@turn.attacker.name, @turn.defender.name]
end
def decrese_cost(target, target_cost)
cost = target_cost
if cost > TURN_COST
cost -= TURN_COST
else
cost = 0
end
return cost
end
def make_turn
if @attacker_cost == 0
end
if @attacker_cost >= @defender_cost
if @defender_cost == 0
@defender_cost = TURN_COST
end
@attacker_cost = decrese_cost(@attacker, @attacker_cost)
return Turn.new(@attacker, @defender)
else
if @attacker_cost == 0
@attacker_cost = TURN_COST
end
@attacker_cost < @defender_cost
@defender_cost = decrese_cost(@defender, @defender_cost)
return Turn.new(@defender, @attacker)
end
end
end
def main
hero_stat = {
HP: 150,
MP: 150,
DEX: 50
}
hero_action = {
ATTACK: BattleAction.result({}, lambda { |self_stat, enemy_stat|
return {HP: self_stat.get(:STR) - enemy_stat.get(:DEF)}
}),
HEAL: BattleAction.result({HP: -50, MP: 20}, lambda { |self_stat, enemy_stat|
return {}
}),
SKILL: BattleAction.result({MP: -30}, lambda { |self_stat, enemy_stat|
return {HP: 50}
})
}
monster_action = {
1 => BattleAction.result({}, lambda { |self_stat, enemy_stat|
return {HP: self_stat.get(:STR) - enemy_stat.get(:DEF)}
})
}
hero = Hero.new("hero", hero_stat, hero_action)
enemy = Enemy.new("monster", {}, monster_action)
battle = Battle.new(hero, enemy)
battle.start
end
main