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|
module Rooms
class Room
def initialize engine
@engine = engine
end
def resolve command
case @command
when 'a'
@engine.xp -= 50
@engine.magic_armor += 1
@message = "You've upgraded your magic armor!"
when 'w'
@engine.xp -= 50
@engine.magic_weapon += 1
@message = "You've upgraded your magic weapon!"
else
do_invalid
end
end
def to_s
'store'
end
end
class Empty < Room
def instant_resolve
false
end
def do_resolve
case @command
when 'r'
@engine.update_hex 1, 3, 0
when 's'
@engine.update_hex 3, -1, 0
when 'm'
else
do_invalid
end
end
def enter_message
'You enter an empty room. Nothing dangerous or interesting happening here.'
end
def success_message
case @command
when 'r'
'You rest for a bit. You feel refreshed!'
when 's'
'After a while, you find some dried meat. It looks good to eat'
when 'm'
"You decide there's no time to waste. You continue down the corridor."
end
end
def options
[
'rest (+1 H, +3 E)',
'scavenge for food (+3 H, -1 E)'
]
end
def to_s
'empty'
end
end
class Trap < Room
def instant_resolve
false
end
def do_resolve
case @command
when 't'
@engine.update_hex -@engine.level, 0, 0
when 'd'
@engine.update_hex 0, -@engine.level, 0
else
do_invalid
end
end
def success_message
case @command
when 't'
'Ouch!'
when 'd'
'Very carefully, you manage to disable the trap.'
end
end
def enter_message
'You stop yourself short. Your foot was about to brush a tripwire!'
end
def options
[
"trigger trap (-#{@engine.level} H)",
"disable trap (-#{@engine.level} E)"
]
end
def to_s
'trap'
end
end
class Monster < Room
def instant_resolve
false
end
def do_resolve
case @command
when 'r'
when 'f'
@engine.update_hex -@engine.level, -@engine.level, @engine.level
else
do_invalid
end
end
def enter_message
'You turn the corner and see an ugly monster!'
end
def success_message
case @command
when 'r'
'You book it from there, heart beating fast. But you manage to lose the monster.'
when 'f'
'The monster is defeated, your clothes still wet with blood, its and yours.'
end
end
def options
[
"run away",
"fight (-#{@engine.level} H, -#{@engine.level} E, #{@engine.level} X)"
]
end
def to_s
'monster'
end
end
class Treasure < Room
def instant_resolve
true
end
def do_instant_resolve
roll = 1 + rand(6)
case roll + @engine.level
when 1..3
@found = 'key'
@engine.keys += 1
else
@found = 'gold'
@engine.update_hex 0, 0, @engine.level
end
end
def enter_message
'You enter a dusty room. Something shiny on the ground catches your eye.'
end
def success_message
case @found
when 'key'
'You find a key!'
when 'gold'
"You found some gold! (+#{@engine.level} X)"
end
end
def to_s
'treasure'
end
end
class Stairs < Room
def instant_resolve
true
end
def do_instant_resolve
@engine.level += 1
end
def enter_message
'You come across a set of cracked stairs.'
end
def success_message
'You journey downwards.'
end
def to_s
'stairs'
end
end
class Boss < Room
def instant_resolve
true
end
def do_instant_resolve
@engine.update_hex -2 * @engine.level, -2 * @engine.level, 2 * @engine.level
end
def enter_message
"You encounter a giant boss monster. There's no escape routes, it's live or die!"
end
def success_message
'You defeat the fiend!'
end
def to_s
'boss'
end
end
class Exit < Room
def instant_resolve
true
end
def do_instant_resolve
@engine.state = 'win'
end
def success_message
'You won! Congratulations!'
end
def to_s
'exit'
end
end
end
|