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85 lines
2.4 KiB
Rust
85 lines
2.4 KiB
Rust
use crate::weapon::Weapon;
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/// # Character
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///
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/// Originally, there were two python classes: `Heroes`
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/// and `Monster`. However there were extremely similar
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/// and not very useful, so they were merged into a
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/// single struct nammed `Character`.
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///
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/// It consists of:
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/// - `life` as unsigned 8-bit integer
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/// - `weapon` as Option heap weapon struct
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/// - `name` as rodata str (string stored in
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/// read-only memory)
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///
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/// It also provides the following methods:
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/// - `new(u8, &'static str, Option<Box<Weapon>>)`
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/// function is used to be a static constructor of
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/// `Character` that return the struct initialized.
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/// - `attack(&mut self, &mut self)` function removes
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/// other's life based on self damage and return self
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/// for method chaining.
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/// - `get_name` is only an accessor of `name`
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pub struct Character {
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life: u8,
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name: &'static str,
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weapon: Option<Box<Weapon>>,
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}
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impl Character {
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/// Creates a new `Character` with the given attributes.
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/// Acts as a "static constructor" returning the
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/// initialized struct.
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pub fn new(life: u8, name: &'static str, weapon: Option<Box<Weapon>>) -> Self {
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Character { life, name, weapon }
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}
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pub fn new_no_weapon(life: u8, name: &'static str) -> Self {
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Character { life, name, weapon: None }
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}
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/// Attacks another character, reducing their `life` by
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/// self.damage. Returns `self` to allow method chaining.
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pub fn attack(&mut self, other: &mut Self) -> &mut Self {
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if let Some(w) = &mut self.weapon {
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w.if_not_broken(|damage: u8| other.life -= damage);
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w.consume();
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}
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self
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}
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/// Returns the character's name.
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pub fn get_name(&self) -> &str {
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self.name
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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#[test]
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/// Tests that a character is correctly initialized.
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fn character_build() {
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let c = Character::new_no_weapon(100, "test");
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assert_eq!(c.life, 100);
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assert_eq!(c.name, c.get_name());
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}
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#[test]
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/// Tests that attacking reduces the target's life correctly.
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fn character_attack() {
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let w = Box::new(Weapon::new("test", 10, 100));
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let mut c1 = Character::new(100, "test1", Option::Some(w));
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let mut c2 = Character::new_no_weapon(200, "test2");
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c1.attack(&mut c2);
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assert_eq!(c2.life, 190);
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Character::attack(&mut c2, &mut c1);
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assert_eq!(c1.life, 100);
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}
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}
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