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|
module Rooms
class Room
def initialize engine
@engine = engine
end
def damage_with_bonus damage, bonus
[damage - bonus, 0].max
end
def health_damage damage
damage_with_bonus damage, @engine.magic_armor
end
def endurance_damage damage
damage_with_bonus damage, @engine.magic_weapon
end
def resolve command
@command = command
if @engine.state == 'invalid'
@engine.state = 'play'
end
if @engine.state == 'play'
_do_resolve
end
end
def check_death
if @engine.health <= 0
@engine.state = 'dead'
elsif @engine.endurance <= 0
@engine.state = 'dead'
end
end
def _do_resolve
do_resolve
check_death
if !instant_resolve
@engine.add_message resolve_message
end
end
# TODO: limit weapon/armor levels
def do_resolve
case @command
when 'c'
else
do_invalid
end
end
def do_invalid
@engine.state = 'invalid'
@engine.add_message "Invalid command: #{@command}"
if !instant_resolve
enter
else
list_options
end
end
def resolve_message
if @engine.state == 'dead'
if @engine.health <= 0
death_message
elsif @engine.endurance <= 0
exhaust_message
end
else
success_message
end
end
def enter_message
''
end
def death_message
'You die'
end
def exhaust_message
'You fall over exhausted'
end
def success_message
''
end
def options
[
'continue',
]
end
def list_options
options.each do |option|
@engine.add_message ">[#{option[0]}]#{option[1..]}"
end
end
def enter
@engine.add_message enter_message
if instant_resolve
do_instant_resolve
check_death
@engine.add_message resolve_message
end
list_options
end
end
class Welcome < Room
def instant_resolve
false
end
def do_resolve
end
def success_message
<<~MSG.chomp
A curse has infested an ancient keep near your town.
The evil magic has filled the keep with monsters.
Can you save your home from this Hex?
MSG
end
def to_s
'welcome'
end
end
class Store < Room
def instant_resolve
false
end
def enter_message
'You have enough XP to upgrade your equipment!'
end
def options
[
'weapon upgrade (-50 X)',
'armor upgrade (-50 X)'
]
end
def do_resolve
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 initialize engine
super engine
@endurance_damage = endurance_damage 1
end
def instant_resolve
false
end
def do_resolve
case @command
when 'r'
@engine.update_hex 1, 3, 0
when 's'
@engine.update_hex 3, -@endurance_damage, 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, #{-@endurance_damage} E)"
]
end
def to_s
'empty'
end
end
class Trap < Room
def initialize engine
super engine
@health_damage = health_damage @engine.level
@endurance_damage = endurance_damage @engine.level
end
def instant_resolve
false
end
def do_resolve
case @command
when 't'
@engine.update_hex -@health_damage, 0, 0
when 'd'
@engine.update_hex 0, -@endurance_damage, 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 (#{-@health_damage} H)",
"disable trap (#{-@endurance_damage} E)"
]
end
def to_s
'trap'
end
end
class Monster < Room
def initialize engine
super engine
@health_damage = health_damage @engine.level
@endurance_damage = endurance_damage @engine.level
end
def instant_resolve
false
end
def do_resolve
case @command
when 'r'
when 'f'
@engine.update_hex -@health_damage, -@endurance_damage, @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 (#{-@health_damage} H, #{-@endurance_damage} 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 initialize engine
super engine
@health_damage = health_damage(2 * @engine.level)
@endurance_damage = endurance_damage(2 * @engine.level)
end
def instant_resolve
true
end
def do_instant_resolve
@engine.update_hex -@health_damage, -@endurance_damage, 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
|