Battlefield 1.2.0 → 2.0.0
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- checksums.yaml +4 -4
- data/bin/battle +8 -2
- data/lib/battlefield.rb +93 -46
- data/lib/battlestruct.rb +8 -0
- metadata +5 -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: b5b802002ffaef02c5d8439cf65bb4623d36dc4c
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data.tar.gz: acf7ee523ece0f4b6a0cecb2823e0942cff5bc35
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SHA512:
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metadata.gz:
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data.tar.gz:
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metadata.gz: ddcee7797f335bb2b80e81decd91dcfe5adaa278c284dc6806ef26803b94518bc64ef590768dc3c895131c548517e15d28838b2ac3cd846e6882e16cbec63bb1
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data.tar.gz: f5ce7e75f38dc6720870be08e8d176fb58075ad30fa52a873f44dbeff233ff84b8c1f30e1225e0033159432bc70efa20b28a038bf7f3d31da1e4b6da12850d76
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data/bin/battle
CHANGED
@@ -1,4 +1,10 @@
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#!/usr/bin/env/ruby
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-
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require 'Battlefield'
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4
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-
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for code in ARGV; code = instance_exec {code}; end
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4
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case ARGV.length
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6
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when 0 then battle
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when 1 then battle ARGV[0]
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when 2 then battle ARGV[0], ARGV[1]
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else; battle ARGV[0], ARGV[1], ARGV[2]
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end
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data/lib/battlefield.rb
CHANGED
@@ -1,89 +1,136 @@
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require_relative 'battlestruct.rb'
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=begin
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Used with Creature and its subclasses.
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Armour decreases damage taken in Creature#damage.
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There are two ways of initialization:
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1. Direct
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_armour_ = Armour
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_armour_ = Armour _protection_
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2. Create a subclass
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class _Platemail_ < Armour
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def initialize; @protection = _5_; end
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end
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You can change @protection at any time.
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=end
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class Armour
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attr_accessor :protection
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# Initializes a new Armour. Set original protection here. Alias: Armour()
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def initialize(protection); @protection = protection; end
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end
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=begin
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Used w/ Creature and its subclasses.
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Weapons add to the attacking power of Creature#attack.
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There are two ways to create one:
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1. Directly initialize it
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_weapon_ = Weapon()
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_weapon_ = Weapon _power_
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2. Create a subclass
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class _Dragonfire_ < Weapon
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def initialize; @power = _1000_; end
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end
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You can change your power after initialization:
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(Lets say your weapon was damaged)
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_weapon_.power -= _lostPower_
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(Now you get it improved)
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_weapon_.power += _gainedPower_
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=end
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class Weapon
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attr_accessor :power
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# Creates a new Weapon. Set the original power of the Weapon here. Aliases: Weapon()
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def initialize(power); @power = power; end
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end
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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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-
_enemy_ = Creature
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-
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_enemy_ = Creature _health_
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_enemy_ = Creature _health_, _armour_
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_enemy_ = Creature _health_, _armour_, _weapon_
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2. Create a new class
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class Goblin
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-
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end
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-
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-
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class Goblin
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def initialize; @health, @armour, @weapon = _5_, _Armour()_, _Weapon()_; end
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end
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You can change weapons and armour after initialization as well.
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Common ancestor of any battle-able objects
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=end
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class Creature
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attr_reader :health
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-
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-
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#
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def
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attr_accessor :armour, :weapon
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protected :damage
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# Initializes a Creature. Parameter health sets the Creature's health. Parameter armour sets the Creature's armour, which reduces damage taken and should be a kind of Armour. Parameter weapon sets the Creature's weapon, which increases the damage taken on others and should be a kind of Weapon.
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def initialize(health, armour, weapon); @health, @armour, @weapon = health, armour, weapon; end
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# Damage function. Takes into account armour.
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def damage(amt); @health -= (amt - armour.protection); end
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# Rolling function - higher # = more power.
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def roll; (1..6).to_a.sample; end
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# Roll twice
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def droll; self.roll + self.roll; end
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# The 1st argument is your attack power. The other is the enemy's. self heals c1 - c2 health.
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-
def heal(
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def heal(c1, c2)
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@health += c1 - c2
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end
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# Attacking function. Takes into account @weapon.
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def attack(enemy, amt); enemy.damage amt + weapon.power; end
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end
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# Any error you get during a battle. If you get a different one, wait for the next update.
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class BattleError < Exception; end
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=begin
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ArmouredCreatures take a reduced amount of damage.
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This is a great superclass if you want damage reductions.
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=end
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class ArmouredCreature < Creature
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attr_reader = :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, armour; 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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end
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# The Hero is the main character in any story. Works great for the player's avatar and can have armour.
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class Hero <
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# Initializes a new Hero. Sets health to 100.
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def initialize(armour); @health, @armour = 100, armour; end
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class Hero < Creature
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# Initializes a new Hero. Sets health to 100. See Creature#new for the parameters armour and weapon
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def initialize(armour, weapon); @health, @armour, weapon = 100, armour, weapon; end
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end
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=begin
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-
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Strongly recommended keys -> :hero, :enemy
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Recommended keys -> :heal
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:hero should be a kind of Hero. This is your fighter.
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87
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-
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:enemy should be a kind of Creature. This is the enemy. If it is also a kind of Hero, use it in :hero instead.
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:heal can be set to:
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1. false(default) - allows no one to heal during the battle
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2. 'hero' - allows the hero to heal during the battle
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3. 'enemy' - allows the enemy to heal during the battle
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4.'both' - allows the hero and enemy to both heal during the battle
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This is also the name of the executable. To use the executable, treat it as the method battle.
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=end
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-
def battle(
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-
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-
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-
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def battle(arg = Hash.new)
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:hero = Hero() unless defined? :hero
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:enemy = Creature() unless defined? :enemy
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:heal = false unless defined? :enemy
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raise(BattleError, "You must specify which party to heal.") unless :heal == "both" || :heal == "hero" || :heal == "enemy" || :heal == false
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until :hero.health <= 0 || :enemy.health <= 0
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roll1, roll2 = :hero.droll, :enemy.droll
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# You hit enemy and it takes your roll amount
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if roll1 > roll2
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-
if heal == "hero" or heal == "both"
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hero.heal roll1, roll2
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if :heal == "hero" or :heal == "both"
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:hero.heal roll1, roll2
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puts "You gained #{roll1 - roll2} health"
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sleep 1
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end
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puts "The enemy took #{roll1} damage"
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-
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:hero.attack :enemy, roll1
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sleep 1
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# Enemy hits you and you take its roll amount
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elsif roll2 > roll1
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if heal == "enemy" or heal == "both"
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enemy.heal roll2, roll1
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if :heal == "enemy" or :heal == "both"
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:enemy.heal roll2, roll1
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puts "The enemy gained #{roll2 - roll1} health"
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sleep(1)
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end
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puts "You took #{roll2} damage"
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-
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:enemy.attack :hero, roll2
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sleep 1
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end
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puts "
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puts "\nYou: #{:hero.health} #{:enemy}: #{:enemy.health}\n"
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sleep 2
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end
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end
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# Initializes a new
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def
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# Initializes a new
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def
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# Initializes a new Weapon. If there are no arguments, power is set to 0.
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def Weapon(power = 0); Weapon.new power; end
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# Initializes a new Armour object. If there are no arguments, protection is set to 0.
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def Armour(protection = 0); Armour.new protection; end
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# Initializes a new Creature. If no arguments are given, health is set to 1, armour is set to Armour(0), and weapon is set to Weapon(0).
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def Creature(health = 1, armour = Armour(), weapon = Weapon()); Creature.new health, armour, weapon; end
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# Alias for Hero.new. Remember to include the ()s if you give no arguments or you will get an error!
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def Hero(armour =
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def Hero(armour = Armour(), weapon = Weapon()); Hero.new(armour); end
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data/lib/battlestruct.rb
ADDED
@@ -0,0 +1,8 @@
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# Initializes a new Weapon. If there are no arguments, power is set to 0.
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def Weapon(power = 0); Weapon.new power; end
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# Initializes a new Armour object. If there are no arguments, protection is set to 0.
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def Armour(protection = 0); Armour.new protection; end
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# Initializes a new Creature. If no arguments are given, health is set to 1, armour is set to Armour(0), and weapon is set to Weapon(0).
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def Creature(health = 1, armour = Armour(), weapon = Weapon()); Creature.new health, armour, weapon; end
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# Alias for Hero.new. Remember to include the ()s if you give no arguments or you will get an error!
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def Hero(armour = Armour(), weapon = Weapon()); Hero.new(armour); end
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metadata
CHANGED
@@ -1,14 +1,14 @@
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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:
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version: 2.0.0
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platform: ruby
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authors:
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- Zachary Perlmutter
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autorequire:
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bindir: bin
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cert_chain: []
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date: 2014-06-
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date: 2014-06-23 00:00:00.000000000 Z
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dependencies: []
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description: |
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Allows you to create combatants and let them battle. Useful for pick-your-path text games. Comes with an executable for simulating battles.
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@@ -20,6 +20,7 @@ extra_rdoc_files: []
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files:
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- bin/battle
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- lib/battlefield.rb
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- lib/battlestruct.rb
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- test/battlefield_test.rb
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homepage: https://rubygems.org/gems/Battlefield
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licenses:
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@@ -31,12 +32,12 @@ 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: 2.0.0
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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: '0'
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requirements: []
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