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Add sheet3
https://www.youtube.com/watch?v=Z0GFRcFm-aY #election #murica
This commit is contained in:
163
aufgaben/sheet3/task2/README.md
Executable file
163
aufgaben/sheet3/task2/README.md
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Aufgabe 3.2: Pokemon
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====================
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In dieser Aufgabe soll ein kleines, Terminal-basiertes Pokemon-Spiel
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programmiert werden.
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Dieses Spiel werden wir in den nächsten Übungszetteln stetig erweitern.
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Um direkt mal etwas zu zeigen: *In etwa* so wird das Ergebnis dieser Aufgabe
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aussehen:
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```
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Player Red, please choose a Pokemon (or type '?' to get a complete list)
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?
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#001 Bulbasaur
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#002 Ivysaur
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#003 Venusaur
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#004 Charmander
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#005 Charmeleon
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#006 Charizard
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#007 Squirtle
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#008 Wartortle
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#009 Blastoise
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Player Red, please choose a Pokemon (or type '?' to get a complete list)
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Charmander
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Player Blue, please choose a Pokemon (or type '?' to get a complete list)
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Wartortle
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>>>>> Status: Charmander has 18 HP, Wartortle has 20 HP
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>>>>> Charmander is about to attack! Which move shall it execute?
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0: Tackle
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!!! Please give me the attack ID:
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0
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>>>>> Charmander uses Tackle! (Wartortle has 15 HP left)
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Wartortle is about to attack! Which move shall it execute?
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0: Tackle
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1: Water Gun
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!!! Please give me the attack ID:
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1
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>>>>> Wartortle uses Water Gun! (Charmander has 7 HP left)
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>>>>> Status: Charmander has 7 HP, Wartortle has 15 HP
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Charmander is about to attack! Which move shall it execute?
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0: Tackle
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!!! Please give me the attack ID:
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0
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>>>>> Charmander uses Tackle! (Wartortle has 10 HP left)
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Wartortle is about to attack! Which move shall it execute?
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0: Tackle
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1: Water Gun
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!!! Please give me the attack ID:
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0
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>>>>> Wartortle uses Tackle! (Charmander has 1 HP left)
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>>>>> Status: Charmander has 1 HP, Wartortle has 10 HP
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Charmander is about to attack! Which move shall it execute?
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0: Tackle
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!!! Please give me the attack ID:
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0
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>>>>> Charmander uses Tackle! (Wartortle has 5 HP left)
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Wartortle is about to attack! Which move shall it execute?
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0: Tackle
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1: Water Gun
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!!! Please give me the attack ID:
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1
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>>>>> Wartortle uses Water Gun! (Charmander has 0 HP left)
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>>>>> Charmander fainted!
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```
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## Umfang und Art der Aufgabe
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In dieser Aufgabe wird bereits recht viel Code bereitgestellt und insgesamt
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wird die Lösung eher lang. Derzeit ist der komplette Code noch in einer Datei;
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das wird sich aber in der nächsten Woche ändern, wenn wir Module kennenlernen.
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Trotzdem soll diese Aufgabe schulen, sich in Rust-Code zurechtzufinden. Falls
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einige Sachen unklar sein sollten, zögert nicht, auf Piazza zu fragen! Viele
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gute Fragen auf Piazza helfen auch den anderen.
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Außerdem geht es in dieser Aufgabe natürlich um Pokemon. Ich habe versucht,
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alles so zu formulieren, dass es auch Menschen verstehen, die nie etwas mit
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Pokemon am Hut hatten. Falls mir das irgendwo nicht gelungen ist, sagt mir
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bitte Bescheid oder fragt direkt auf Piazza. "Pokemon" stand nämlich nicht als
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Voraussetzung in der Kursbeschreibung :P
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Aber grob beschrieben: In Pokemon gibt es komische Tiere/Monster, die "Pokemon"
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genannt werden. Diese Pokemon können von Menschen gefangen werden, meist um
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damit gegen andere "Pokemon-Trainer" zu kämpfen. Es gibt unterschiedliche
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Pokemon und unterschiedliche Attacken.
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In der bereitgestellten Datei gibt es bereits diversen Code. Davon besteht ein
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größerer Teil nur aus Konstanten. Das sind einfach Daten über Pokemon und
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Attacken, die nicht weiter verstanden werden müssen. Wichtig ist aber, dass
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all diese Daten direkt in der Executable gespeichert sind und daher immer die
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`'static` Lifetime haben.
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## a) Pokemon wählen lassen
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In diesem Teil geht es darum, die beiden Spieler zu fragen, welches Pokemon sie
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benutzen möchten. Dazu sollt ihr ein paar Funktionen erstellen:
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- `print_pokemon_list`: Druckt eine Liste aller verfügbaren Pokemon (in der
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`POKEDEX` Konstante gespeichert) auf dem Terminal.
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- `find_pokemon_by_name`: Bekommt einen Namen und sucht nach einem PokemonModel
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mit diesem Namen im `POKEDEX`. Gibt das PokemonModel zurück, oder `None`,
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wenn der Name nicht gefunden wurde. Die Suche darf gerne in O(n) sein.
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- `choose_pokemon`: Fordert den Spieler auf, den Namen eines Pokemon einzugeben.
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Bietet außerdem an, alle Pokemon aufzulisten, wenn der Spieler '?' eingibt.
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Diese Funktion liefert dann ein PokemonModel zurück (falls der Spieler
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einen ungültigen Namen eingibt, erneut auffordern, einen richtigen Namen
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einzugeben). Hierfür ist die Funktion `read_string()` nützlich!
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Wenn diese Funktionen funktionieren, soll `choose_pokemon()` in der `main()`-
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Funktion aufgerufen werden, sodass beide Spieler ein Pokemon wählen können.
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## b) `Pokemon` Typ implementieren
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Bis jetzt gibt es nur einen Typ `PokemonModel`, der globale Eigenschaften von
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einer Pokemon-Art speichert (wie z.B.: "Pferde haben vier Beine").
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Allerdings brauchen wir noch einen Typ, der eine Instanz eines Pokemon
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darstellt (wie z.B. "dieses Tier ist ein Pferd und hat braunes Fell").
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Dazu soll ein neuer Typ `Pokemon` angelegt werden.
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Dieser Typ speichert sich folgende Daten:
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- Zu welcher Pokemon-Art er gehört (Referenz auf ein `PokemonModel`; wichtig:
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alle PokemonModels haben eine `'static` Lifetime).
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- Die derzeitigen "stats" (Typ `Stats`), also z.B. auch die HP
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- Das derzeitige Level (mögliche Level: 1 bis 100)
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Der Typ soll folgende Funktionen und Methoden besitzen:
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- Konstruktor-Funktion `with_level`: Gegeben wird ein PokemonModel und ein
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Level, eine gültige `Pokemon`-Instanz soll zurückgegeben werden. Hinweis:
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Nützlich ist die Funktoin `Stats::at_level()`.
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- Getter-Methoden (in Rust verzichtet man auf `get_`, also nicht `get_foo`,
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sondern oft nur `foo`):
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- `stats()`
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- `model()`
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- `name() `
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- `level()`
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- `is_alive()`
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- `endure_attack()`: Bekommt eine Referenz auf ein anderes Pokemon und auf
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eine Attacke. Abhängig davon werden die HP von dem jetzigen Pokemon
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angepasst. Ihr braucht die Funktion `attack_damage()` dafür.
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## c) Kampfsystem
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Zuletzt müssen wir nur noch das eigentliche Kampfsystem bauen. Dazu sollen
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abwechselnd beide Spieler aufgefordert werden, eine Attacke auszusuchen.
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Diese Attacke wird dann vom Pokemon ausgeführt und so das andere Pokemon
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verletzt. Die ungefähren Anforderungen:
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- Beide Spieler werden abwechselnd gefragt
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- Es werden die verfügbaren Attacken aufgelistet
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- Die gewählte Attacke wird ausgeführt
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- Der Status beider Pokemon wird regelmäßig angezeigt
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- Wenn ein Pokemon stirbt, soll sich das Programm beenden
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Euer Programm muss nicht genau so aussehen, wie oben im Beispiel gezeigt.
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Bonusaufgabe: Zuerst darf das Pokemon mit dem höheren `speed` Wert angreifen.
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aufgaben/sheet3/task2/poki.rs
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446
aufgaben/sheet3/task2/poki.rs
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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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||||
// ===========================================================================
|
||||
// ===========================================================================
|
||||
// ===========================================================================
|
||||
// Formulas to calculate stuff
|
||||
// ===========================================================================
|
||||
// ===========================================================================
|
||||
// ===========================================================================
|
||||
|
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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"
|
||||
/// term quite a bit. The correct and complete formula can be found [here][1].
|
||||
///
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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
|
||||
// let (attack_mod, defense_mod) = match attack.category {
|
||||
// AttackCategory::Physical => {
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||||
// (attacker.stats().attack, defender.stats().defense)
|
||||
// }
|
||||
// AttackCategory::Special => {
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||||
// (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)
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||||
// * base_power
|
||||
// + 2.0
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||||
// ) * 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!"),
|
||||
}
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user