107 lines
1.7 KiB
Go
107 lines
1.7 KiB
Go
package entity
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type Class int
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const (
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ClassWarrior Class = iota
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ClassMage
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ClassHealer
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ClassRogue
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)
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func (c Class) String() string {
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return [...]string{"Warrior", "Mage", "Healer", "Rogue"}[c]
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}
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type classStats struct {
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HP, ATK, DEF int
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}
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var classBaseStats = map[Class]classStats{
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ClassWarrior: {120, 12, 8},
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ClassMage: {70, 20, 3},
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ClassHealer: {90, 8, 5},
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ClassRogue: {85, 15, 4},
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}
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type Player struct {
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Name string
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Fingerprint string
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Class Class
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HP, MaxHP int
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ATK, DEF int
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Gold int
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Inventory []Item
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Relics []Relic
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Dead bool
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}
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func NewPlayer(name string, class Class) *Player {
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stats := classBaseStats[class]
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return &Player{
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Name: name,
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Class: class,
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HP: stats.HP,
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MaxHP: stats.HP,
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ATK: stats.ATK,
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DEF: stats.DEF,
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}
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}
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func (p *Player) TakeDamage(dmg int) {
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p.HP -= dmg
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if p.HP <= 0 {
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p.HP = 0
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p.Dead = true
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}
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}
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func (p *Player) Heal(amount int) {
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p.HP += amount
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if p.HP > p.MaxHP {
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p.HP = p.MaxHP
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}
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}
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func (p *Player) IsDead() bool {
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return p.Dead
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}
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func (p *Player) Revive(hpPercent float64) {
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p.Dead = false
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p.HP = int(float64(p.MaxHP) * hpPercent)
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if p.HP < 1 {
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p.HP = 1
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}
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}
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func (p *Player) EffectiveATK() int {
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atk := p.ATK
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for _, item := range p.Inventory {
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if item.Type == ItemWeapon {
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atk += item.Bonus
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}
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}
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for _, r := range p.Relics {
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if r.Effect == RelicATKBoost {
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atk += r.Value
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}
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}
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return atk
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}
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func (p *Player) EffectiveDEF() int {
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def := p.DEF
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for _, item := range p.Inventory {
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if item.Type == ItemArmor {
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def += item.Bonus
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}
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}
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for _, r := range p.Relics {
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if r.Effect == RelicDEFBoost {
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def += r.Value
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}
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}
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return def
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}
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