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CHAPTER 7 TRAITS AND TYPES AND GNARLY STUFF FOR ARCHITECTS
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// 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) }) }
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We define the default instance of Rabbit with 10 life points and 3 bombs.
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object Rabbit extends Rabbit(10, 3)
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Next, we define a Monster trait, which is a Creature[Monster]. It gets its name from its class and some regular expression magic. We create a new Monster instance by creating an instance of DupMonster with updated life and the same everything else.
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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 val weapon: Int = old.weapon override val name: String = old.name } }
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Let s define some weapons that a Monster, and only a Monster, can have.
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trait Tail { this: Monster => def ---< = Weapon((me, it) => round(me, it, rand(me.strength + me.life) + me.weapon)) }
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CHAPTER 7 TRAITS AND TYPES AND GNARLY STUFF FOR ARCHITECTS
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trait Axe { this: Monster => def |^ = Weapon((me, it) => round(me, it, me.weapon + 45)) }
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And we define our Monsters. Some of them have weapon traits mixed in.
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 } object TeethDeer extends Monster { def life = 655 def strength = 192 def charisma = 19 def weapon = 109 }
CHAPTER 7 TRAITS AND TYPES AND GNARLY STUFF FOR ARCHITECTS
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 }
Finally, we define the Dwemthy s stairs. This is the List of Monsters that our Rabbit (or other Monsters) will battle.
object Dwemthy { object s { val stairs = List(ScubaArgentine, IndustrialRaverMonkey, DwarvenAngel, AssistantViceTentacleAndOmbudsman, TeethDeer, IntrepidDecomposedCyclist, Dragon) } }
What does our Rabbit look like
scala> Rabbit
res0: Rabbit.type = Rabbit(10,3)
And the Dragon
scala> Dragon
res1: Dragon.type = Dragon(1340)
CHAPTER 7 TRAITS AND TYPES AND GNARLY STUFF FOR ARCHITECTS
What happens when our Rabbit attacks the Dragon
scala> Rabbit * Dragon
Rabbit(10,2) hits with 58 points of damage! Rabbit(10,2) magick powers up 4 Dragon(1340) hits with 808 points of damage! You're dead: Rabbit(10,3) -> Rabbit(0,2) Enemy: Dragon(1340) -> Dragon(1282) res2: (Rabbit(0,2),Dragon(1282))
What about a Dragon fighting a Dragon
scala> Dragon >*< Dragon
Dragon(1340) hits with 1271 points of damage! Dragon(1340) hits with 572 points of damage! res3: (Dragon(768),Dragon(69))
Not dead this time, let s try again by applying the >*< weapon again:
scala> res3(Dragon >*<)
Dragon(768) hits with 53 points of damage! Dragon(69) hits with 662 points of damage! res4: (Dragon(106),Dragon(16))
These dragons are hardy. Let s use the tail.
scala> res4(Dragon ---<)
Dragon(106) hits with 158 points of damage! You won: Dragon(106) -> Dragon(106) Enemy: Dragon(16) -> Dragon(0) res5: (Dragon(106),Dragon(0))
CHAPTER 7 TRAITS AND TYPES AND GNARLY STUFF FOR ARCHITECTS
Let s go back to the result of the first Dragon vs. Dragon round and try to use the Rabbit s bomb:
scala> res3(Rabbit *)
<console>:6: error: type mismatch; found : Rabbit.Weapon required: Dragon.Weapon res3(Rabbit *) ^
So, Scala s type safety has saved us from dragons using bombs. That s good. Next, let s see how our hero does tossing bombs at all the monsters on Dwemthy s stairs.
scala> Rabbit.*.tilDeath(Dwemthy.s.stairs)
Rabbit(10,2) hits with 20 points of damage! [ScubaArgentine(46)...Dragon(1340)] hits with 29 points of damage! You're dead: Rabbit(10,3) -> Rabbit(0,2) Enemy: [ScubaArgentine(46)...] -> [ScubaArgentine(26)...Dragon(1340)] res0: (Rabbit(0,2),[ScubaArgentine(26)...Dragon(1340)])
Our Rabbit did not do so well. How about a dragon
scala> Dragon.---<.tilDeath(Dwemthy.s.stairs)
[ScubaArgentine(46)...Dragon(1340)] magick powers up 13 Dragon(1340) hits with 1722 points of damage! [ScubaArgentine(46)...Dragon(1340)] hits with 31 points of damage! Dragon(296) hits with 816 points of damage! [Dragon(1340)] hits with 84 points of damage! Dragon(212) hits with 1061 points of damage! You won: Dragon(1340) -> Dragon(212) Enemy: [ScubaArgentine(46)...Dragon(1340)] -> [] res6: (Dragon.Us, Creature.Them) with Dragon.Rebattle = (Dragon(212),[])
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