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CHAPTER 7 TRAITS AND TYPES AND GNARLY STUFF FOR ARCHITECTS
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case up if up % 9 == 7 => println(this+" magick powers up "+(up / 4)) f(setLife(life + up / 4)) case _ => f(this) } private def calcHit(damage: Int) = { val hit = rand(strength + damage) println(this+" hits with "+hit+" points of damage!") hit } def >*< = Weapon((u, t) => round(u, t, u.weapon)) } object Creature { type Them = Creature[_] implicit def fromSeq(in: Seq[Them]): Them = CreatureCons(in.firstOption, in.drop(1)) case class CreatureCons(head: Option[Them], tail: Seq[Them]) extends Creature[CreatureCons] { def setLife(n: Int) = if (n <= 0) CreatureCons(tail.firstOption, tail.drop(1)) else CreatureCons(head.map(_.setLife(n)), tail) def def def def life = head.map(_.life) getOrElse 0 strength = head.map(_.strength) getOrElse 0 charisma = head.map(_.charisma) getOrElse 0 weapon = head.map(_.weapon) getOrElse 0
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override def toString = "["+ (head.map(_.toString) getOrElse "")+ (if (tail.isEmpty) "" else "..." + tail.last) + "]" } } case class Rabbit(life: Int, bombs: Int) extends Creature[Rabbit] { val strength = 2 val charisma = 44 val weapon = 4
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CHAPTER 7 TRAITS AND TYPES AND GNARLY STUFF FOR ARCHITECTS
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def setLife(life: Int) = new Rabbit(life, bombs) // lettuce will build your strength and extra ruffage // will fly in the face of your opponent!! def % = Weapon((r, e) => { val lettuce = rand(charisma) println("[Healthy lettuce gives you "+lettuce+" life points!!]") round(r.setLife(r.life + lettuce), e, 0) }) // little boomerang def ^ = Weapon((r, e) => round(r, e, 13 )) // the hero's sword is unlimited!! def / = Weapon((r, e) => round(r, e, rand(4 + ((e.life % 10) * (e.life % 10))))) // bombs, but you only have three!! def * = Weapon((r, e) => r.bombs match { case 0 => println("[UHN!! You're out of bombs!!]") round(r, e, 0) case n => round(Rabbit(r.life, r.bombs - 1), e, 86) }) } object Rabbit extends Rabbit(10, 3) trait Monster extends Creature[Monster] { def name = "\\w*\\$$".r.findFirstIn(this.getClass.getName). flatMap("\\w*".r.findFirstIn) getOrElse " " def setLife(newLife: Int): Monster = new DupMonster(this, newLife) override def toString = name+"("+life+")" private class DupMonster(old: Monster, val life: Int) extends Monster { val strength: Int = old.strength val charisma: Int = old.charisma
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CHAPTER 7 TRAITS AND TYPES AND GNARLY STUFF FOR ARCHITECTS
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val weapon: Int = old.weapon override val name: String = old.name } } trait Tail { this: Monster => def ---< = Weapon((me, it) => round(me, it, rand(me.strength + me.life) + me.weapon)) } trait Axe { this: Monster => def |^ = Weapon((me, it) => round(me, it, me.weapon + 45)) } object ScubaArgentine extends Monster with Axe { def life = 46 def strength = 35 def charisma = 91 def weapon = 2 } object IndustrialRaverMonkey extends Monster { def life = 46 def strength = 35 def charisma = 91 def weapon = 2 } object DwarvenAngel extends Monster with Axe { def life = 540 def strength = 6 def charisma = 144 def weapon = 50 } object AssistantViceTentacleAndOmbudsman extends Monster { def life = 320 def strength = 6 def charisma = 144 def weapon = 50 }
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CHAPTER 7 TRAITS AND TYPES AND GNARLY STUFF FOR ARCHITECTS
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object TeethDeer extends Monster { def life = 655 def strength = 192 def charisma = 19 def weapon = 109 } object IntrepidDecomposedCyclist extends Monster { def life = 901 def strength = 560 def charisma = 422 def weapon = 105 } object Dragon extends Monster with Tail { def life = 1340 def strength = 451 def charisma = 1020 def weapon = 939 } object Dwemthy { object s { val stairs = List(ScubaArgentine, IndustrialRaverMonkey, DwarvenAngel, AssistantViceTentacleAndOmbudsman, TeethDeer, IntrepidDecomposedCyclist, Dragon) } }
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First, we create a random number helper because we don t want every battle to come out the same:
object Random extends Random
CHAPTER 7 TRAITS AND TYPES AND GNARLY STUFF FOR ARCHITECTS
We re going to define our type-safe Creature. We ll define Creature[Rabbit], Creature[Monster], and so on. These declarations will allow the compiler to enforce what kind of weapons can be mixed into our characters. Further, the self type BaseType with Creature[BaseType] will ensure that the Creature is mixed into its BaseType.
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