Battlefield 0.0.9 → 0.1.0.pre
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- checksums.yaml +4 -4
- data/lib/battlefield.rb +20 -17
- metadata +4 -4
checksums.yaml
CHANGED
@@ -1,7 +1,7 @@
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---
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SHA1:
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-
metadata.gz:
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data.tar.gz:
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metadata.gz: 7db41d3f12bc6be854fb8390b3cae6b7000acd8b
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4
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data.tar.gz: a7edebab8e1c6c34b4866d7c801338237cdc5169
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SHA512:
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metadata.gz:
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data.tar.gz:
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metadata.gz: 926c60085b735bf4bbd292525cd8dcb0482cb270556385e0630a499abe4ab397a2f5b3d6efd4191ab9a53aa0b7588a886f2b142e5197eae38c8ba22f86fd591c
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7
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data.tar.gz: 04f99b38c4ab5fd75b0ccef0bb243ae402f5a587821e2803bd709d7a2d71689f42c4eae7cc44e29ee5c83653ae56a0aecb0a5caaadd7b741abef0863b0820416
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data/lib/battlefield.rb
CHANGED
@@ -1,10 +1,10 @@
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=begin
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If you want to make a new enemy, you have two ways to do it:
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1. Directly initialize it
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-
Creature.new
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_enemy_ = Creature.new(rand(100))
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-
2. Create
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-
class
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2. Create a new class
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class _Insert enemy name here_ < Creature
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def initialize; @health = _insert health here_; end
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end
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@@ -13,39 +13,38 @@ Common ancestor of any battle-able objects
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=end
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class Creature
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attr_accessor :health
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#
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def initialize(health
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# Initializes a Creature. Parameter health sets the Creature's health.
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def initialize(health)
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@health = health
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end
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# Damage function
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def damage(amt)
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@health -= amt
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end
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#
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# Rolling function - higher # = more power.
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def roll
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(1..6).to_a.sample; end
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# roll twice
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def droll
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self.roll + self.roll
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end
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# The 1st argument is your attack power. The other is the enemy's. You heal c1 - c2 health
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# The 1st argument is your attack power. The other is the enemy's. You heal c1 - c2 health.
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def heal(c1, c2)
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@health += c1 - c2
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end
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end
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#
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# The Hero is the main character in any story. Works great for the player's avatar.
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class Hero < Creature
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#
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def initialize
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@health = 100
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# Initializes a new Hero. Sets health to 100.
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def initialize; @health = 100
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end
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end
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#
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class
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# ArmouredCreatures take a reduced amount of damage.
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class ArmouredCreature < Creature
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attr_reader = :armour
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#
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def initialize(health
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# Reduces damage by multiplying it by armour
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# Initializes an ArmoredCreature. Parameter armour sets the damage reduction rate. It should be a float.
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def initialize(health, armour); @health, @armour = health, armor; end
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# Reduces damage by multiplying it by armour.
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def damage(amt)
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@health -= (amt*@armour)
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end
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@@ -78,4 +77,8 @@ def battle(hero, enemy, heal = false)
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end
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sleep 2
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end
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-
end
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end
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# Initializes a new Creature. If no arguments are given, health is set to 0.
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def Creature(health = 0); Creature.new health; end
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# Initializes a new ArmouredCreature. By default, health is set to 0 and armour is set to 0.5
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def ArmouredCreature(health=0, armour=0.5); ArmouredCreature.new health, armour; end
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metadata
CHANGED
@@ -1,7 +1,7 @@
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--- !ruby/object:Gem::Specification
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name: Battlefield
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version: !ruby/object:Gem::Version
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version: 0.0.
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version: 0.1.0.pre
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platform: ruby
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authors:
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- Zachary Perlmutter
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@@ -28,14 +28,14 @@ require_paths:
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- lib
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required_ruby_version: !ruby/object:Gem::Requirement
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requirements:
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-
- -
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- - '>='
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- !ruby/object:Gem::Version
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version: 1.9.3
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required_rubygems_version: !ruby/object:Gem::Requirement
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requirements:
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-
- -
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- - '>'
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- !ruby/object:Gem::Version
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version:
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version: 1.3.1
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requirements: []
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rubyforge_project:
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rubygems_version: 2.3.0
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