mirror of
https://github.com/LukasKalbertodt/programmieren-in-rust.git
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447 lines
14 KiB
Rust
447 lines
14 KiB
Rust
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//! Task 3.2: Pokemon
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fn main() {}
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/// Describes an attack with all its properties. This type is similar to
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/// `PokemonModel`, as there are finite many, immutable instances of this type
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/// in a database. This is not a type whose instances change over time.
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#[derive(Debug, Clone, Copy)]
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struct Attack {
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category: AttackCategory,
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name: &'static str,
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/// Base power of the move. The actual inflicted damage is calculated with
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/// a formula using the move's power and a few other parameters.
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base_power: u8,
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type_: Type,
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}
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/// Category of an attack.
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///
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/// Note: currently, the category 'status' is missing.
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#[derive(Debug, Clone, Copy)]
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enum AttackCategory {
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/// Attacks with body contact, like "Tackle" or "Bite"
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Physical,
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/// Attacks without body contact, like "Bubble Beam" or "Thunderbolt"
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Special,
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}
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/// Describes how effective an attack of one type is on a Pokemon of another
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/// type.
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///
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/// Note that a Pokemon can have two types. In order to determine the
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/// effectiveness, the multipliers of the effectivenesses on both types
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/// are multiplied. As such, there can be 0.25 and 4.0 multipliers!
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#[derive(Debug, Clone, Copy)]
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enum TypeEffectiveness {
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NotEffective,
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NotVeryEffective,
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Normal,
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SuperEffective,
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}
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impl TypeEffectiveness {
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/// Returns the type effectiveness of an attack from one attacker type
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/// on one defender type.
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fn of_attack(attacker: Type, defender: Type) -> Self {
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use Type::*;
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use TypeEffectiveness as Te;
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// TODO: complete this
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match (attacker, defender) {
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(Fire, Water) => Te::NotVeryEffective,
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(Fire, Grass) => Te::SuperEffective,
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(Water, Fire) => Te::SuperEffective,
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(Water, Grass) => Te::NotVeryEffective,
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(Grass, Fire) => Te::NotVeryEffective,
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(Grass, Water) => Te::SuperEffective,
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_ => Te::Normal,
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}
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}
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/// Returns the corresponding multiplier for the damage formula.
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fn multiplier(&self) -> f64 {
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match *self {
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TypeEffectiveness::NotEffective => 0.0,
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TypeEffectiveness::NotVeryEffective => 0.5,
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TypeEffectiveness::Normal => 1.0,
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TypeEffectiveness::SuperEffective => 2.0,
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}
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}
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}
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/// Types (sometimes called "elements") of the Pokemon universe. Each
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/// attack-move has exactly one type, Pokemons can have one or two types.
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#[derive(Debug, Clone, Copy)]
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#[allow(dead_code)]
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enum Type {
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Normal,
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Fire,
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Fighting,
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Water,
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Flying,
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Grass,
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Poison,
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Electric,
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Ground,
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Psychic,
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Rock,
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Ice,
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Bug,
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Dragon,
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Ghost,
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Dark,
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Steel,
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Fairy,
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}
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/// Describes the type of a Pokemon. Pokemon can have one or two types.
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#[derive(Debug, Clone, Copy)]
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enum PokemonType {
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One(Type),
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Two(Type, Type),
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}
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/// Describes a kind of Pokemon, e.g. "Pikachu".
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///
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/// This is different than an actual, living Pokemon. This struct just
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/// describes properties that are the same for every creature of this
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/// Pokemon kind.
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#[derive(Debug, Clone, Copy)]
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struct PokemonModel {
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/// Name of the Pokemon
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name: &'static str,
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/// ID in the international Pokedex
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id: u16,
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type_: PokemonType,
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base_stats: Stats,
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/// This is different from the real Pokemon games: attacks are not part
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/// of the Pokemon model, but of the Pokemon itself (as they change over
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/// time). A pokemon just has an abstract learnset of potential attacks.
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/// But this is easier for now.
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attacks: &'static [&'static Attack]
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}
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/// Describes the basic stats of a Pokemon.
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///
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/// Each living Pokemon has an actual stat value, but each Pokemon kind also
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/// has so called "base stats". These base stats are used to calculate the
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/// actual stats, whose depend on the Pokemon's current level. Stronger Pokemon
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/// have higher base stats.
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#[derive(Debug, Clone, Copy)]
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struct Stats {
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/// Health points
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hp: u16,
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/// Speed, sometimes called initiative (INIT)
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speed: u16,
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/// Strength of physical attacks (like "Tackle")
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attack: u16,
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/// Strength of special attacks (like "Bubble Beam")
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special_attack: u16,
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/// Defense power against physical attacks (like "Tackle")
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defense: u16,
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/// Defense power against special attacks (like "Bubble Beam")
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special_defense: u16,
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}
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impl Stats {
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/// Given the base stats and a level, this function returns the actual
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/// stats for that level.
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///
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/// This function doesn't implement the correct formula used by Pokemon
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/// games. It is a simplified version of the original formula for now: we
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/// ignore IVs, EVs and the Pokemon's nature). The complete formula can be
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/// found [here (HP)][1] and [here (other stats)][2].
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///
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/// [1]: http://bulbapedia.bulbagarden.net/wiki/File:HPStatCalcGen34.png
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/// [2]: http://bulbapedia.bulbagarden.net/wiki/File:OtherStatCalcGen34.png
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fn at_level(base: Self, level: u8) -> Self {
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/// The formula is the same for all stats != hp
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fn stat_formula(base: u16, level: u8) -> u16 {
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((base as f64 * level as f64) / 50.0 + 5.0) as u16
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}
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let hp = (
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(base.hp as f64 * level as f64) / 50.0
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+ level as f64
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+ 10.0
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) as u16;
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Stats {
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hp: hp,
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speed: stat_formula(base.speed, level),
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attack: stat_formula(base.attack, level),
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special_attack: stat_formula(base.special_attack, level),
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defense: stat_formula(base.defense, level),
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special_defense: stat_formula(base.special_defense, level),
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}
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}
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}
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// ===========================================================================
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// ===========================================================================
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// ===========================================================================
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// Formulas to calculate stuff
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// ===========================================================================
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// ===========================================================================
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// ===========================================================================
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/// Calculates the damage of an attack. We don't use the exact formula, but
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/// a simplified version of it. In particular, we simplified the "Modifier"
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/// term quite a bit. The correct and complete formula can be found [here][1].
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///
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/// [1]: http://bulbapedia.bulbagarden.net/wiki/Damage#Damage_formula
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// fn attack_damage(attacker: &Pokemon, defender: &Pokemon, attack: Attack) -> u16 {
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// // Depending on the attack category, get the correct stats
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// let (attack_mod, defense_mod) = match attack.category {
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// AttackCategory::Physical => {
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// (attacker.stats().attack, defender.stats().defense)
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// }
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// AttackCategory::Special => {
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// (attacker.stats().special_attack, defender.stats().special_defense)
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// }
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// };
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// // Cast everything to f64 to reduce noise in actual formula
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// let (attack_mod, defense_mod) = (attack_mod as f64, defense_mod as f64);
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// let base_power = attack.base_power as f64;
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// let attacker_level = attacker.level() as f64;
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// // The modifier only depends on the type effectiveness (in our simplified
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// // version!).
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// let modifier = match defender.model().type_ {
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// PokemonType::One(ty) => {
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// TypeEffectiveness::of_attack(attack.type_, ty).multiplier()
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// }
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// PokemonType::Two(ty_a, ty_b) => {
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// TypeEffectiveness::of_attack(attack.type_, ty_a).multiplier()
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// * TypeEffectiveness::of_attack(attack.type_, ty_b).multiplier()
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// }
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// };
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// // With every parameter prepared above, here is the formula
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// (
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// (
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// ((2.0 * attacker_level + 10.0) / 250.0)
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// * (attack_mod / defense_mod)
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// * base_power
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// + 2.0
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// ) * modifier
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// ) as u16
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// }
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// ===========================================================================
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// ===========================================================================
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// ===========================================================================
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// This is just constant data!
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// ===========================================================================
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// ===========================================================================
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// ===========================================================================
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/// The Pokemon database!
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///
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/// Apart from the "attacks" field, all values are correct.
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const POKEDEX: &'static [PokemonModel] = &[
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PokemonModel {
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name: "Bulbasaur",
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id: 001,
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type_: PokemonType::Two(Type::Poison, Type::Grass),
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base_stats: Stats {
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hp: 45,
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attack: 49,
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defense: 49,
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special_attack: 65,
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special_defense: 65,
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speed: 45,
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},
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attacks: &[TACKLE],
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},
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PokemonModel {
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name: "Ivysaur",
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id: 002,
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type_: PokemonType::Two(Type::Poison, Type::Grass),
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base_stats: Stats {
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hp: 60,
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attack: 62,
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defense: 63,
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special_attack: 80,
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special_defense: 80,
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speed: 60,
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},
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attacks: &[TACKLE, VINE_WHIP],
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},
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PokemonModel {
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name: "Venusaur",
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id: 003,
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type_: PokemonType::Two(Type::Poison, Type::Grass),
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base_stats: Stats {
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hp: 80,
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attack: 82,
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defense: 83,
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special_attack: 100,
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special_defense: 100,
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speed: 80,
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},
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attacks: &[TACKLE, VINE_WHIP],
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},
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PokemonModel {
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name: "Charmander",
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id: 004,
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type_: PokemonType::One(Type::Fire),
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base_stats: Stats {
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hp: 39,
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attack: 52,
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defense: 43,
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special_attack: 60,
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special_defense: 50,
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speed: 65,
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},
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attacks: &[TACKLE],
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},
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PokemonModel {
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name: "Charmeleon",
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id: 005,
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type_: PokemonType::One(Type::Fire),
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base_stats: Stats {
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hp: 58,
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attack: 64,
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defense: 58,
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special_attack: 80,
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special_defense: 65,
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speed: 80,
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},
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attacks: &[TACKLE, EMBER],
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},
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PokemonModel {
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name: "Charizard",
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id: 006,
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type_: PokemonType::Two(Type::Fire, Type::Flying),
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base_stats: Stats {
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hp: 78,
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attack: 84,
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defense: 78,
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special_attack: 109,
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special_defense: 85,
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speed: 100,
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},
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attacks: &[TACKLE, EMBER],
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},
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PokemonModel {
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name: "Squirtle",
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id: 007,
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type_: PokemonType::One(Type::Water),
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base_stats: Stats {
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hp: 44,
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attack: 48,
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defense: 65,
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special_attack: 50,
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special_defense: 64,
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speed: 43,
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},
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attacks: &[TACKLE],
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},
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PokemonModel {
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name: "Wartortle",
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id: 008,
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type_: PokemonType::One(Type::Water),
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base_stats: Stats {
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hp: 59,
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attack: 63,
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defense: 80,
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special_attack: 65,
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special_defense: 80,
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speed: 58,
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},
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attacks: &[TACKLE, WATER_GUN],
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},
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PokemonModel {
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name: "Blastoise",
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id: 009,
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type_: PokemonType::One(Type::Water),
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base_stats: Stats {
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hp: 79,
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attack: 83,
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defense: 100,
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special_attack: 85,
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special_defense: 105,
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speed: 78,
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},
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attacks: &[TACKLE, WATER_GUN],
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},
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];
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/// List of all attacks.
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///
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/// Of course, these are not all attacks. We will probably provide a much
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/// bigger database with the next sheet.
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const ATTACK_DB: &'static [Attack] = &[
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Attack {
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category: AttackCategory::Physical,
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name: "Tackle",
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base_power: 50,
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type_: Type::Normal,
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},
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Attack {
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category: AttackCategory::Special,
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name: "Vine Whip",
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base_power: 45,
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type_: Type::Grass,
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},
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Attack {
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category: AttackCategory::Special,
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name: "Ember",
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base_power: 40,
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type_: Type::Fire,
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},
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Attack {
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category: AttackCategory::Special,
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name: "Water Gun",
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base_power: 40,
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type_: Type::Water,
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},
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];
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// These are just some easy names to be more expressive in the Pokedex.
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const TACKLE: &'static Attack = &ATTACK_DB[0];
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const VINE_WHIP: &'static Attack = &ATTACK_DB[1];
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const EMBER: &'static Attack = &ATTACK_DB[2];
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const WATER_GUN: &'static Attack = &ATTACK_DB[3];
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// ===========================================================================
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// ===========================================================================
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// ===========================================================================
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// Helper functions (you don't need to understand how they work yet)
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// ===========================================================================
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// ===========================================================================
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// ===========================================================================
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/// Reads a string from the terminal/user.
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fn read_string() -> String {
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let mut buffer = String::new();
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std::io::stdin()
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.read_line(&mut buffer)
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.expect("something went horribly wrong...");
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// Discard trailing newline
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let new_len = buffer.trim_right().len();
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buffer.truncate(new_len);
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buffer
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}
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/// Reads a valid `usize` integer from the terminal/user.
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fn read_usize() -> usize {
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loop {
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match read_string().parse() {
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Ok(res) => return res,
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Err(_) => println!("That was not an integer! Please try again!"),
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}
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}
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}
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