programmieren-in-rust/aufgaben/sheet03/sol2/poki.rs

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//! Task 3.2: Pokemon
fn main() {
// Let both players choose their Pokemon
let model_red = choose_pokemon("Player Red");
let mut poki_red = Pokemon::with_level(model_red, 5);
let model_blue = choose_pokemon("Player Blue");
let mut poki_blue = Pokemon::with_level(model_blue, 5);
loop {
fn check_dead(poki: &Pokemon) -> bool {
if poki.is_alive() {
false
} else {
println!(">>>>> {} fainted!", poki.name());
true
}
}
// Print status
println!(
">>>>> Status: {} has {} HP, {} has {} HP",
poki_red.name(),
poki_red.stats().hp,
poki_blue.name(),
poki_blue.stats().hp,
);
// Execute both attack
if poki_red.stats().speed > poki_blue.stats().speed {
// Red attacks blue
execute_round(&poki_red, &mut poki_blue);
if check_dead(&poki_blue) {
break;
}
// BLue attacks red
execute_round(&poki_blue, &mut poki_red);
if check_dead(&poki_red) {
break;
}
} else {
// BLue attacks red
execute_round(&poki_blue, &mut poki_red);
if check_dead(&poki_red) {
break;
}
// Red attacks blue
execute_round(&poki_red, &mut poki_blue);
if check_dead(&poki_blue) {
break;
}
}
}
}
/// Executes one round of one player:
///
/// - the player chooses one attack to execute
/// - the attack is excuted and the enemy's HP
fn execute_round(attacker: &Pokemon, defender: &mut Pokemon) {
// Tell the user to choose an attack
println!(
">>>>> {} is about to attack! Which move shall it execute?",
attacker.model().name
);
// Print a list of available attacks
let num_attacks = attacker.model().attacks.len();
for i in 0..num_attacks {
println!(" {}: {}", i, attacker.model().attacks[i].name);
}
println!(" !!! Please give me the attack ID:");
// Read attack ID from the user
let attack_id;
loop {
let input = read_usize();
if input >= num_attacks {
println!(" !!! There is no attack with index {}!", input);
} else {
attack_id = input;
break;
}
}
// Execute attack
let attack = *attacker.model().attacks[attack_id];
defender.endure_attack(attacker, attack);
// Status update
println!(
">>>>> {} uses {}! ({} has {} HP left)",
attacker.model().name,
attack.name,
defender.model().name,
defender.stats().hp,
);
}
/// Let's the player choose a Pokemon from the database.
fn choose_pokemon(player: &str) -> &'static PokemonModel {
// Loop forever until the user has chosen a Pokemon
loop {
println!(
"{}, please choose a Pokemon (or type '?' to get a complete list)",
player,
);
let input = read_string();
if input == "?" {
print_pokemon_list();
} else {
// Try to find a Pokemon with the given name
match find_pokemon_by_name(&input) {
Some(poki) => return poki,
None => {
println!("No pokemon with the name '{}' was found!", input);
}
}
}
}
}
/// Prints a list of all Pokemon in the database.
fn print_pokemon_list() {
for poki in POKEDEX {
// This strange formatter will print the pokemon ID with three digits,
// filling in 0 from the left if necessary (#003).
println!("#{:0>3} {}", poki.id, poki.name);
}
}
/// Fetches a Pokemon model from the Pokedex specified by its name. If there
/// is no Pokemon with the given name in the Pokedex, `None` is returned.
fn find_pokemon_by_name(name: &str) -> Option<&'static PokemonModel> {
for model in POKEDEX {
if model.name == name {
return Some(model);
}
}
None
}
/// Represents a Pokemon.
#[derive(Debug, Clone, Copy)]
struct Pokemon {
/// Reference to the kind of the Pokemon, which contains the name, base
/// stats, id and more global data.
model: &'static PokemonModel,
/// These are the actual stats of the pokemon, that fit to the current
/// level
stats: Stats,
/// The current level of the Pokemon.
level: u8,
}
impl Pokemon {
/// Creates a new living Pokemon of the given Pokemon kind (model) with the
/// specified level.
pub fn with_level(model: &'static PokemonModel, level: u8) -> Self {
Pokemon {
model: model,
stats: Stats::at_level(model.base_stats, level),
level: level,
}
}
/// Returns the current stats.
pub fn stats(&self) -> &Stats {
&self.stats
}
/// Returns the Pokemon kind of this Pokemon.
pub fn model(&self) -> &'static PokemonModel {
self.model
}
/// Returns the name.
pub fn name(&self) -> &str {
self.model.name
}
/// Returns the current level.
pub fn level(&self) -> u8 {
self.level
}
/// Decreases the Pokemon's HP according to the given attack and attacker.
pub fn endure_attack(&mut self, attacker: &Pokemon, attack: Attack) {
let damage = attack_damage(attacker, self, attack);
self.stats.hp = self.stats.hp.saturating_sub(damage);
}
/// Returns whether or not the Pokemon is still alive (more than 0 HP).
pub fn is_alive(&self) -> bool {
self.stats.hp > 0
}
}
/// Describes an attack with all its properties. This type is similar to
/// `PokemonModel`, as there are finite many, immutable instances of this type
/// in a database. This is not a type whose instances change over time.
#[derive(Debug, Clone, Copy)]
struct Attack {
category: AttackCategory,
name: &'static str,
/// Base power of the move. The actual inflicted damage is calculated with
/// a formula using the move's power and a few other parameters.
base_power: u8,
type_: Type,
}
/// Category of an attack.
///
/// Note: currently, the category 'status' is missing.
#[derive(Debug, Clone, Copy)]
enum AttackCategory {
/// Attacks with body contact, like "Tackle" or "Bite"
Physical,
/// Attacks without body contact, like "Bubble Beam" or "Thunderbolt"
Special,
}
/// Describes how effective an attack of one type is on a Pokemon of another
/// type.
///
/// Note that a Pokemon can have two types. In order to determine the
/// effectiveness, the multipliers of the effectivenesses on both types
/// are multiplied. As such, there can be 0.25 and 4.0 multipliers!
#[derive(Debug, Clone, Copy)]
enum TypeEffectiveness {
NotEffective,
NotVeryEffective,
Normal,
SuperEffective,
}
impl TypeEffectiveness {
/// Returns the type effectiveness of an attack from one attacker type
/// on one defender type.
fn of_attack(attacker: Type, defender: Type) -> Self {
use Type::*;
use TypeEffectiveness as Te;
// TODO: complete this
match (attacker, defender) {
(Fire, Water) => Te::NotVeryEffective,
(Fire, Grass) => Te::SuperEffective,
(Water, Fire) => Te::SuperEffective,
(Water, Grass) => Te::NotVeryEffective,
(Grass, Fire) => Te::NotVeryEffective,
(Grass, Water) => Te::SuperEffective,
_ => Te::Normal,
}
}
/// Returns the corresponding multiplier for the damage formula.
fn multiplier(&self) -> f64 {
match *self {
TypeEffectiveness::NotEffective => 0.0,
TypeEffectiveness::NotVeryEffective => 0.5,
TypeEffectiveness::Normal => 1.0,
TypeEffectiveness::SuperEffective => 2.0,
}
}
}
/// Types (sometimes called "elements") of the Pokemon universe. Each
/// attack-move has exactly one type, Pokemons can have one or two types.
#[derive(Debug, Clone, Copy)]
#[allow(dead_code)]
enum Type {
Normal,
Fire,
Fighting,
Water,
Flying,
Grass,
Poison,
Electric,
Ground,
Psychic,
Rock,
Ice,
Bug,
Dragon,
Ghost,
Dark,
Steel,
Fairy,
}
/// Describes the type of a Pokemon. Pokemon can have one or two types.
#[derive(Debug, Clone, Copy)]
enum PokemonType {
One(Type),
Two(Type, Type),
}
/// Describes a kind of Pokemon, e.g. "Pikachu".
///
/// This is different than an actual, living Pokemon. This struct just
/// describes properties that are the same for every creature of this
/// Pokemon kind.
#[derive(Debug, Clone, Copy)]
struct PokemonModel {
/// Name of the Pokemon
name: &'static str,
/// ID in the international Pokedex
id: u16,
type_: PokemonType,
base_stats: Stats,
/// This is different from the real Pokemon games: attacks are not part
/// of the Pokemon model, but of the Pokemon itself (as they change over
/// time). A pokemon just has an abstract learnset of potential attacks.
/// But this is easier for now.
attacks: &'static [&'static Attack]
}
/// Describes the basic stats of a Pokemon.
///
/// Each living Pokemon has an actual stat value, but each Pokemon kind also
/// has so called "base stats". These base stats are used to calculate the
/// actual stats, whose depend on the Pokemon's current level. Stronger Pokemon
/// have higher base stats.
#[derive(Debug, Clone, Copy)]
struct Stats {
/// Health points
hp: u16,
/// Speed, sometimes called initiative (INIT)
speed: u16,
/// Strength of physical attacks (like "Tackle")
attack: u16,
/// Strength of special attacks (like "Bubble Beam")
special_attack: u16,
/// Defense power against physical attacks (like "Tackle")
defense: u16,
/// Defense power against special attacks (like "Bubble Beam")
special_defense: u16,
}
impl Stats {
/// Given the base stats and a level, this function returns the actual
/// stats for that level.
///
/// This function doesn't implement the correct formula used by Pokemon
/// games. It is a simplified version of the original formula for now: we
/// ignore IVs, EVs and the Pokemon's nature). The complete formula can be
/// found [here (HP)][1] and [here (other stats)][2].
///
/// [1]: http://bulbapedia.bulbagarden.net/wiki/File:HPStatCalcGen34.png
/// [2]: http://bulbapedia.bulbagarden.net/wiki/File:OtherStatCalcGen34.png
fn at_level(base: Self, level: u8) -> Self {
/// The formula is the same for all stats != hp
fn stat_formula(base: u16, level: u8) -> u16 {
((base as f64 * level as f64) / 50.0 + 5.0) as u16
}
let hp = (
(base.hp as f64 * level as f64) / 50.0
+ level as f64
+ 10.0
) as u16;
Stats {
hp: hp,
speed: stat_formula(base.speed, level),
attack: stat_formula(base.attack, level),
special_attack: stat_formula(base.special_attack, level),
defense: stat_formula(base.defense, level),
special_defense: stat_formula(base.special_defense, level),
}
}
}
// ===========================================================================
// ===========================================================================
// ===========================================================================
// Formulas to calculate stuff
// ===========================================================================
// ===========================================================================
// ===========================================================================
/// Calculates the damage of an attack. We don't use the exact formula, but
/// a simplified version of it. In particular, we simplified the "Modifier"
/// term quite a bit. The correct and complete formula can be found [here][1].
///
/// [1]: http://bulbapedia.bulbagarden.net/wiki/Damage#Damage_formula
fn attack_damage(attacker: &Pokemon, defender: &Pokemon, attack: Attack) -> u16 {
// Depending on the attack category, get the correct stats
let (attack_mod, defense_mod) = match attack.category {
AttackCategory::Physical => {
(attacker.stats().attack, defender.stats().defense)
}
AttackCategory::Special => {
(attacker.stats().special_attack, defender.stats().special_defense)
}
};
// Cast everything to f64 to reduce noise in actual formula
let (attack_mod, defense_mod) = (attack_mod as f64, defense_mod as f64);
let base_power = attack.base_power as f64;
let attacker_level = attacker.level() as f64;
// The modifier only depends on the type effectiveness (in our simplified
// version!).
let modifier = match defender.model().type_ {
PokemonType::One(ty) => {
TypeEffectiveness::of_attack(attack.type_, ty).multiplier()
}
PokemonType::Two(ty_a, ty_b) => {
TypeEffectiveness::of_attack(attack.type_, ty_a).multiplier()
* TypeEffectiveness::of_attack(attack.type_, ty_b).multiplier()
}
};
// With every parameter prepared above, here is the formula
(
(
((2.0 * attacker_level + 10.0) / 250.0)
* (attack_mod / defense_mod)
* base_power
+ 2.0
) * modifier
) as u16
}
// ===========================================================================
// ===========================================================================
// ===========================================================================
// This is just constant data!
// ===========================================================================
// ===========================================================================
// ===========================================================================
/// The Pokemon database!
///
/// Apart from the "attacks" field, all values are correct.
const POKEDEX: &'static [PokemonModel] = &[
PokemonModel {
name: "Bulbasaur",
id: 001,
type_: PokemonType::Two(Type::Poison, Type::Grass),
base_stats: Stats {
hp: 45,
attack: 49,
defense: 49,
special_attack: 65,
special_defense: 65,
speed: 45,
},
attacks: &[TACKLE],
},
PokemonModel {
name: "Ivysaur",
id: 002,
type_: PokemonType::Two(Type::Poison, Type::Grass),
base_stats: Stats {
hp: 60,
attack: 62,
defense: 63,
special_attack: 80,
special_defense: 80,
speed: 60,
},
attacks: &[TACKLE, VINE_WHIP],
},
PokemonModel {
name: "Venusaur",
id: 003,
type_: PokemonType::Two(Type::Poison, Type::Grass),
base_stats: Stats {
hp: 80,
attack: 82,
defense: 83,
special_attack: 100,
special_defense: 100,
speed: 80,
},
attacks: &[TACKLE, VINE_WHIP],
},
PokemonModel {
name: "Charmander",
id: 004,
type_: PokemonType::One(Type::Fire),
base_stats: Stats {
hp: 39,
attack: 52,
defense: 43,
special_attack: 60,
special_defense: 50,
speed: 65,
},
attacks: &[TACKLE],
},
PokemonModel {
name: "Charmeleon",
id: 005,
type_: PokemonType::One(Type::Fire),
base_stats: Stats {
hp: 58,
attack: 64,
defense: 58,
special_attack: 80,
special_defense: 65,
speed: 80,
},
attacks: &[TACKLE, EMBER],
},
PokemonModel {
name: "Charizard",
id: 006,
type_: PokemonType::Two(Type::Fire, Type::Flying),
base_stats: Stats {
hp: 78,
attack: 84,
defense: 78,
special_attack: 109,
special_defense: 85,
speed: 100,
},
attacks: &[TACKLE, EMBER],
},
PokemonModel {
name: "Squirtle",
id: 007,
type_: PokemonType::One(Type::Water),
base_stats: Stats {
hp: 44,
attack: 48,
defense: 65,
special_attack: 50,
special_defense: 64,
speed: 43,
},
attacks: &[TACKLE],
},
PokemonModel {
name: "Wartortle",
id: 008,
type_: PokemonType::One(Type::Water),
base_stats: Stats {
hp: 59,
attack: 63,
defense: 80,
special_attack: 65,
special_defense: 80,
speed: 58,
},
attacks: &[TACKLE, WATER_GUN],
},
PokemonModel {
name: "Blastoise",
id: 009,
type_: PokemonType::One(Type::Water),
base_stats: Stats {
hp: 79,
attack: 83,
defense: 100,
special_attack: 85,
special_defense: 105,
speed: 78,
},
attacks: &[TACKLE, WATER_GUN],
},
];
/// List of all attacks.
///
/// Of course, these are not all attacks. We will probably provide a much
/// bigger database with the next sheet.
const ATTACK_DB: &'static [Attack] = &[
Attack {
category: AttackCategory::Physical,
name: "Tackle",
base_power: 50,
type_: Type::Normal,
},
Attack {
category: AttackCategory::Special,
name: "Vine Whip",
base_power: 45,
type_: Type::Grass,
},
Attack {
category: AttackCategory::Special,
name: "Ember",
base_power: 40,
type_: Type::Fire,
},
Attack {
category: AttackCategory::Special,
name: "Water Gun",
base_power: 40,
type_: Type::Water,
},
];
// These are just some easy names to be more expressive in the Pokedex.
const TACKLE: &'static Attack = &ATTACK_DB[0];
const VINE_WHIP: &'static Attack = &ATTACK_DB[1];
const EMBER: &'static Attack = &ATTACK_DB[2];
const WATER_GUN: &'static Attack = &ATTACK_DB[3];
// ===========================================================================
// ===========================================================================
// ===========================================================================
// Helper functions (you don't need to understand how they work yet)
// ===========================================================================
// ===========================================================================
// ===========================================================================
/// Reads a string from the terminal/user.
fn read_string() -> String {
let mut buffer = String::new();
std::io::stdin()
.read_line(&mut buffer)
.expect("something went horribly wrong...");
// Discard trailing newline
let new_len = buffer.trim_right().len();
buffer.truncate(new_len);
buffer
}
/// Reads a valid `usize` integer from the terminal/user.
fn read_usize() -> usize {
loop {
match read_string().parse() {
Ok(res) => return res,
Err(_) => println!("That was not an integer! Please try again!"),
}
}
}