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440 lines (341 loc) · 12.2 KB
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# encoding: UTF-8
#
# To change this license header, choose License Headers in Project Properties.
# To change this template file, choose Tools | Templates
# and open the template in the editor.
#
# Hecho por Braulio Vargas López
# Todos los derechos reservados, usa esto bajo tu propia responsabilidad.
require_relative 'bad_consequence.rb'
require_relative 'monster.rb'
require_relative 'treasure.rb'
require_relative 'treasure_kind.rb'
require_relative 'dice.rb'
module NapakalakyGame
class Player
attr_accessor :name, :level, :pendingBadConsequence, :visibleTreasures, :hiddenTreasures, :dead
def initialize(name)
@name = name
@level = 1
@dead = true
@visibleTreasures = Array.new
@hiddenTreasures = Array.new
@pendingBadConsequence = BadConsequence.newBadConsequenceN("", 0, -1, -1)
end
# => Constructor de copia
def copia(p)
@name = p.name
@level = p.level
@dead = p.dead
@visibleTreasures = p.visibleTreasures
@hiddenTreasures = p.hiddenTreasures
@pendingBadConsequence = p.pendingBadConsequence
end
def getOponentLevel(m)
return m.getBasicValue
end
def shouldConvert
should = false
dice = Dice.instance
if dice.nextNumber == 6
should = true
end
return should
end
def isDead
return @dead
end
def combat(m)
myLevel = getCombatLevel
monsterLevel = getOponentLevel(m)
return m.getBasicValue
if myLevel > monsterLevel
applyPrize(m)
if @level >= 10
combatResult = CombatResult::WINANDWINGAME
else
combatResult = CombatResult::WIN
end
else
dice = Dice.instance
escape = dice.nextNumber
if escape < 5
amIDead = false
amIDead = m.kills
if amIDead
die
combatResult = CombatResult::LOSEANDDIE
else
bad = m.badConsequence
applyBadConsequence(bad)
combatResult = CombatResult::LOSE
if shouldConvert
combatResult = CombatResult::LOSEANDCONVERT
end
end
else
combatResult = CombatResult::LOSEANDESCAPE
end
end
discardNecklaceIfVisible
return combatResult
end
def makeTreasureVisible(t)
canI = canMakeTreasureVisible(t)
if canI
@visibleTreasures << t
@hiddenTreasures.delete(t)
end
end
def discardVisibleTreasure(t)
@visibleTreasures.delete(t)
if (@pendingBadConsequence != nil && !@pendingBadConsequence.isEmpty)
@pendingBadConsequence.substractVisibleTreasure(t)
end
dieIfNoTreasures
end
def discardHiddenTreasure(t)
@hiddenTreasures.delete(t)
if(@pendingBadConsequence != nil && !@pendingBadConsequence.isEmpty)
@pendingBadConsequence.substractHiddenTreasure(t)
end
dieIfNoTreasures
end
def buyLevels(visible, hidden)
levelsMayBought = computeGoldCoinsValue(visible)
puts "computeGoldCoinsValue(visible) = #{levelsMayBought}"
levelsMayBought = levelsMayBought + computeGoldCoinsValue(hidden)
puts "computeGoldCoinsValue(hidden) += #{levelsMayBought}"
levels = levelsMayBought/1000
puts "level = #{levels}"
canI = canIBuyLevels(levels)
if canI
incrementLevels(levels)
end
@visibleTreasures = @visibleTreasures - visible
@hiddenTreasures = @hiddenTreasures - hidden
dealer = CardDealer.instance
visible.each do |t|
dealer.giveTreasureBack(t)
end
hidden.each do |t|
dealer.giveTreasureBack(t)
end
end
def validState
validState = false
if @pendingBadConsequence.isEmpty && @hiddenTreasures.size <= 4
validState = true
end
return validState
end
def initTreasures
dealer = CardDealer.instance
dice = Dice.instance
bringToLife
treasure = dealer.nextTreasure
@hiddenTreasures << treasure
number = dice.nextNumber
if number > 1
treasure = dealer.nextTreasure
@hiddenTreasures << treasure
end
if number == 6
treasure = dealer.nextTreasure
@hiddenTreasures << treasure
end
end
def hasVisibleTreasures
hasVisible = false
if @visibleTreasures.size > 0
hasVisible = true
end
return hasVisible
end
def getVisibleTreasures
return @visibleTreasures
end
def getHiddenTreasures
return @hiddenTreasures
end
def to_s
"Name: #{@name}\tLevel: #{@level}"
end
private
def bringToLife
@death = false
end
def getCombatLevel
combatLevel = @level
dice = Dice.instance
tieneCollar = false
@visibleTreasures.each do |t|
if t.type == TreasureKind::NECKLACE
tieneCollar == true
end
end
if tieneCollar
for t in @visibleTreasures
combatLevel = combatLevel + t.maxBonus
end
else
for t in @visibleTreasures
combatLevel = combatLevel + t.minBonus
end
end
return combatLevel
end
def incrementLevels(l)
@level = @level + l
if (@level > 10)
@level = 10
end
end
def decrementLevels(l)
@level = @level - l
if(@level < 1)
@level = 1
end
end
def setPendingBadConsequence(b)
@pendingBadConsequence = b
end
def dieIfNoTreasures
if @visibleTreasures.empty? && @hiddenTreasures.empty?
@dead = true
end
end
def discardNecklaceIfVisible()
@visibleTreasures.each do |t|
if(t.type == TreasureKind::NECKLACE)
cd = CardDealer.instance
cd.giveTreasureBack(t)
@visibleTreasures.delete(t)
end
end
end
def die
@level = 1
d = CardDealer.instance
@visibleTreasures.each do |t|
d.giveTreasureBack(t)
end
@hiddenTreasures.each do |t|
d.giveTreasureBack(t)
end
@visibleTreasures.clear
@hiddenTreasures.clear
dieIfNoTreasures
end
def computeGoldCoinsValue(t)
monedas = 0
t.each do |tr|
monedas = monedas + tr.goldCoins
end
return monedas
end
def canIBuyLevels(l)
canI = false
if (@level + l < 10)
canI = true
end
return canI
end
def applyPrize(currentMonster)
nLevels = currentMonster.getLevelsGained
incrementLevels(nLevels)
nTreasures = currentMonster.getTreasuresGained
if nTreasures > 0
dealer = CardDealer.instance
i = 0
while i < nTreasures
treasure = dealer.nextTreasure
@hiddenTreasures << treasure
i += 1
end
end
end
def applyBadConsequence(bad)
nLevels = bad.levels
decrementLevels(nLevels)
pendingBad = bad.adjustToFitTreasureList(@visibleTreasures, @hiddenTreasures)
@pendingBadConsequence = pendingBad
@pendingBadConsequence.levels = 0
if pendingBad.nVisibleTreasures >= @visibleTreasures.size
@visibleTreasures.clear
@pendingBadConsequence.nVisibleTreasures = 0
end
if pendingBad.nHiddenTreasures >= @hiddenTreasures.size
@hiddenTreasures.clear
@pendingBadConsequence.nHiddenTreasures = 0
end
if (!@pendingBadConsequence.specificHiddenTreasures.empty?)
for tk in @pendingBadConsequence.specificHiddenTreasures
for t in @hiddenTreasures
if (t.type == tk)
@hiddenTreasures.delete(t)
@pendingBadConsequence.specificHiddenTreasures.delete(tk)
end
end
end
end
if(!@pendingBadConsequence.specificVisibleTreasures.empty?)
for tk in @pendingBadConsequence.specificVisibleTreasures
for t in @visibleTreasures
if (t.type == tk)
@visibleTreasures.delete(t)
@pendingBadConsequence.specificVisibleTreasures.delete(tk)
end
end
end
end
end
def canMakeTreasureVisible(t)
canI = false
arm = 0
sh = 0
helm = 0
oneH = 0
bothH = 0
neck = 0
@visibleTreasures.each do |tr|
if(tr.type == TreasureKind::ARMOR)
arm = arm+1
elsif(tr.type == TreasureKind::HELMET)
helm = helm+1
elsif(tr.type == TreasureKind::ONEHAND)
oneH = oneH+1
elsif(tr.type == TreasureKind::BOTHHAND)
bothH = bothH+1
elsif(tr.type == TreasureKind::SHOE)
sh = sh+1
elsif(tr.type == TreasureKind::NECKLACE)
neck = neck+1
end
end
if(t.type == TreasureKind::ARMOR && arm == 0)
canI = true
elsif(t.type == TreasureKind::SHOE && sh == 0)
canI = true
elsif(t.type == TreasureKind::HELMET && helm == 0)
canI = true
elsif(t.type == TreasureKind::BOTHHAND && bothH == 0 && oneH == 0)
canI = true
elsif(t.type == TreasureKind::ONEHAND && oneH < 2 && bothH == 0)
canI = true
elsif(t.type == TreasureKind::NECKLACE && neck == 0)
canI = true
end
return canI
end
def howManyVisibleTreasures(tKind)
nTreasures = 0
for t in @visibleTreasures
if t.type == tKind
nTresaures = nTreasures + 1
end
end
return nTreasures
end
end
end