class PoorPokemon::CLI
Attributes
difficulty[RW]
enemy[RW]
player[RW]
pokedex[RW]
Public Class Methods
new()
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# File lib/poor-pokemon/cli.rb, line 4 def initialize @player = PoorPokemon::Player.new() @pokedex = PoorPokemon::Pokedex.new() end
Public Instance Methods
beginFight()
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# File lib/poor-pokemon/cli.rb, line 177 def beginFight puts "\'Poorly Designed Boss\' wants to battle!" displayBothRosters playerSwitch until @player.allDead? || @enemy.allDead? do turnOrder end end
call()
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# File lib/poor-pokemon/cli.rb, line 9 def call intro difficulty pokedexSelection beginFight declareWinner restart end
currentStatus()
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# File lib/poor-pokemon/cli.rb, line 396 def currentStatus #prints current status for both sides sepLine puts "###CURRENT STATUS###" puts "Your #{@player.currentPokemon.name.upcase} has #{@player.currentPokemon.hp} HP" puts "Enemy #{@enemy.currentPokemon.name.upcase} has #{@enemy.currentPokemon.hp} HP" sepLine end
declareWinner()
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# File lib/poor-pokemon/cli.rb, line 206 def declareWinner if @player.allDead? puts "You lost!" else puts "You won!" end end
displayBothRosters()
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# File lib/poor-pokemon/cli.rb, line 186 def displayBothRosters maxLength = @player.roster.sort{|a,b| a.name.length<=>b.name.length}.last.name.length+2 title = "You" until title.length >= maxLength do title = " " + title end puts title + " || Enemy" sepLine @player.roster.each_index{|i| text = @player.roster[i].name.upcase until text.length >= maxLength do text = " " + text end typeText = @enemy.roster[i].type2!="" ? " (#{@enemy.roster[i].type1.capitalize}+#{@enemy.roster[i].type2.capitalize})" : " (#{@enemy.roster[i].type1.capitalize})" text = text + " || " + @enemy.roster[i].name.upcase + typeText puts text } end
displayPokemon(pokeGroup)
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# File lib/poor-pokemon/cli.rb, line 93 def displayPokemon(pokeGroup) #pokeGroup is an array of PokedexPokemon #must have at least 1 item in array #Displays the group for the user maxNameLength = pokeGroup.sort{|a,b| a.name.length<=>b.name.length}.last.name.length+5 pokeGroup.each_index{|i| name = "#{i+1}. #{pokeGroup[i].name.capitalize}" until name.length >= maxNameLength do name = name + " " end types = pokeGroup[i].type2 != "" ? pokeGroup[i].type1.capitalize + "+" + pokeGroup[i].type2.capitalize : pokeGroup[i].type1.capitalize puts "#{name} TYPE:#{types} HP:#{pokeGroup[i].hp} ATT:#{pokeGroup[i].att} DEF:#{pokeGroup[i].def} SPD:#{pokeGroup[i].spd} SP-ATT:#{pokeGroup[i].spAtt} SP-DEF:#{pokeGroup[i].spDef}" } end
dmgText(dmgArray)
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# File lib/poor-pokemon/cli.rb, line 359 def dmgText(dmgArray) #depending on the number, will evaluate the effectiveness of the attack #returns a string to communicate that effectiveness dmg = dmgArray[0] num = dmgArray[1] if num == 0 output = "No effect!" elsif num == 0.5 || num == 0.25 output = "It's not very effective." elsif num == 2 output = "It's super-effective!" elsif num == 4 output = "Critical hit!" #Not a true critical hit else output = "It hit!" end output + " (#{dmg} dmg)" end
enemyTurn()
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# File lib/poor-pokemon/cli.rb, line 379 def enemyTurn puts "###Enemy Turn###" if @enemy.currentPokemon.canAttack? attackArray = @enemy.attacks(@player.currentPokemon,@difficulty) puts "#{@enemy.currentPokemon.name.upcase} used #{attackArray[1].name.split(" (")[0].upcase} (#{attackArray[1].type})!" puts dmgText(attackArray[0]) else #current pokemon is out of PP for all moves, defaults to "Struggle" struggle = PoorPokemon::Move.new("Struggle",40,"Normal",99) attackArray = @enemy.attacks(@player.currentPokemon, @difficulty, struggle) puts "Enemy #{@enemy.currentPokemon.name.upcase} is out of moves!" puts "Enemy #{@enemy.currentPokemon.name.upcase} used STRUGGLE #{struggle.type}!" puts dmgText(attackArray[0]) end sepLine end
fillMoves(char, diff=nil)
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# File lib/poor-pokemon/cli.rb, line 47 def fillMoves(char, diff=nil) #fills char's pokemon roster with appropriate moves #moves are different for enemy if char.is_a?(PoorPokemon::Player) char.roster.each{|pokemon| output = [] output.push(PoorPokemon::Move.new("Normal Attack",randAtt(45),"Normal",30)) output.push(PoorPokemon::Move.new("Big Normal Attack",randAtt(110),"Normal",10)) output.push(PoorPokemon::Move.new("Special Attack",randAtt(70),randType,20)) output.push(PoorPokemon::Move.new("Big Special Attack",randAtt(100),randType,5)) pokemon.moves = output } else #Enemy player if diff == "easy" char.roster.each{|pokemon| output = [] output.push(PoorPokemon::Move.new("Normal Attack",randAtt(45),"Normal",30)) output.push(PoorPokemon::Move.new("Big Normal Attack",randAtt(110),"Normal",10)) output.push(PoorPokemon::Move.new("Special Attack",randAtt(70),randType,20)) output.push(PoorPokemon::Move.new("Big Special Attack",randAtt(100),randType,5)) pokemon.moves = output } elsif diff == "hard" char.roster.each{|pokemon| output=[] output.push(PoorPokemon::Move.new("Normal Attack",40,"Normal",30)) output.push(PoorPokemon::Move.new("Big Normal Attack",100,"Normal",10)) output.push(PoorPokemon::Move.new("Special Attack",65,pokemon.type1,20)) output.push(PoorPokemon::Move.new("Big Special Attack",90,pokemon.type1,5)) pokemon.moves = output } end end end
gameWon?()
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# File lib/poor-pokemon/cli.rb, line 405 def gameWon? @enemy.allDead? || @player.allDead? end
intro()
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# File lib/poor-pokemon/cli.rb, line 18 def intro puts 'Welcome to Poorly Designed Pokemon Remake (PDPR)!' puts 'I\'ve scraped Pokemon and their stats from a website and created a pokedex.' puts 'You\'ll battle \'Poorly Designed Boss\', who has the 6 best pokemon with perfect stats!' puts 'To battle him, you\'ll select 6 pokemon from the pokedex to add to your roster' puts 'Then you\'ll take turns attacking his pokemon with yours.' puts 'Unfortunately, \'Poorly Designed Boss\' has sabatoged your pokemon by giving them random attacks and imperfect stats!' puts 'Can you still defeat him, despite being at a disadvantage!?' puts 'Good luck, and have fun!' end
invalid()
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# File lib/poor-pokemon/cli.rb, line 173 def invalid puts "{Invalid selection. Try again.}" end
playerAttacks(enemyPokemon)
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# File lib/poor-pokemon/cli.rb, line 325 def playerAttacks(enemyPokemon) #gives user options on what move to attack with sepLine if @player.currentPokemon.canAttack? userInput = "0" availMoves = @player.currentPokemon.usableMoves until availMoves.include?(@player.currentPokemon.moves[userInput.to_i-1]) && userInput!="0" do puts "Which move should #{@player.currentPokemon.name.capitalize} use?" maxLength = @player.currentPokemon.moves.sort{|a,b| a.name.length<=>b.name.length}.last.name.length+5 @player.currentPokemon.moves.each_index{|i| move = @player.currentPokemon.moves[i] text = "#{i+1}. #{move.name.upcase}" until text.length >= maxLength do text = text + " " end puts "#{text} > PP: #{move.pp}" } userInput = gets.strip if !availMoves.include?(@player.currentPokemon.moves[userInput.to_i-1]) && userInput!="0" invalid end end move = @player.currentPokemon.moves[userInput.to_i-1] puts "#{@player.currentPokemon.name.upcase} used #{move.name.split(" (")[0].upcase} (#{move.type})!" puts dmgText(@player.currentPokemon.attacks(enemyPokemon,move)) else #current pokemon is out of PP for all moves, defaults to "Struggle" struggle = PoorPokemon::Move.new("Struggle",40,"Normal",99) puts "#{@player.currentPokemon.name.upcase} is out of moves!" puts "#{@player.currentPokemon.name.upcase} used STRUGGLE! #{struggle.type}" puts dmgText(@player.currentPokemon.attacks(enemyPokemon,struggle)) end end
playerSelection()
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# File lib/poor-pokemon/cli.rb, line 132 def playerSelection userInput = "" until ["1","2"].include?(userInput) do puts "Select a pokemon from the Pokedex, to add to your roster (#{6-@player.roster.length} left to pick)" puts "Options: (1)List all pokemon (2)Search by name" userInput = gets.strip case userInput when "1" searchResults = @pokedex.pokeList #full list of pokemon when "2" searchResults = [] until searchResults.length>0 do puts 'Type in a name or partial name to search: ' searchInput = gets.strip searchResults = @pokedex.searchName(searchInput) if searchResults.length<1 puts "{No results found. Try again.}" end end else invalid end end sepLine # Either list all pokemon, or allow for search by name displayPokemon(searchResults) sepLine #User selects pokemon validSelection = "" until (1..searchResults.length).map{|x| x.to_s}.include?(validSelection) do puts "Select the number of the pokemon to add to your roster" validSelection=gets.strip end sepLine @player.add(searchResults[validSelection.to_i-1].clone) end
playerSwitch()
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# File lib/poor-pokemon/cli.rb, line 284 def playerSwitch #Player switches current pokemon from roster sepLine if @player.currentPokemon puts "Select Pokemon from your roster to switch to:" else puts "Select Pokemon from your roster to start with:" end userInput = "0" until @player.valids.include?(@player.roster[userInput.to_i-1]) && userInput != "0" do showPlayerSwitchRoster userInput = gets.strip if !@player.valids.include?(@player.roster[userInput.to_i-1]) invalid end end if @player.currentPokemon puts "#{@player.currentPokemon.name.upcase} returns!" end @player.changeCurrent(userInput.to_i-1) puts "#{@player.currentPokemon.name.upcase} enters the battle!" end
playerTurn()
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# File lib/poor-pokemon/cli.rb, line 261 def playerTurn puts "###Your Turn###" typeText = @player.currentPokemon.type2 != "" ? "#{@player.currentPokemon.type1}+#{@player.currentPokemon.type2}" : "#{@player.currentPokemon.type1}" puts "Current Pokemon: #{@player.currentPokemon.name.upcase} HP:#{@player.currentPokemon.hp} TYPE: #{typeText.upcase}" typeText = @enemy.currentPokemon.type2 != "" ? "#{@enemy.currentPokemon.type1}+#{@enemy.currentPokemon.type2}" : "#{@enemy.currentPokemon.type1}" puts "Enemy Pokemon: #{@enemy.currentPokemon.name.upcase} HP:#{@enemy.currentPokemon.hp} TYPE: #{typeText.upcase}" sepLine puts "What would you like to do? (a)ttack (s)witch" userInput = "" choices = ["a","attack","s","switch"] until choices.include?(userInput) do userInput = gets.strip.downcase if (userInput == "s" || userInput == "switch") playerSwitch elsif(userInput == "a" || userInput == "attack") playerAttacks(@enemy.currentPokemon) else invalid end end sepLine end
pokedexSelection()
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# File lib/poor-pokemon/cli.rb, line 109 def pokedexSelection #player will begin selecting desired pokemon from pokedex #Ends when player has full roster until @player.roster.length>=6 do showPlayerRoster playerSelection end showPlayerRoster fillMoves(@player) end
randAtt(num)
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# File lib/poor-pokemon/cli.rb, line 88 def randAtt(num) var = (num * 0.1).round rand(var)+num-var end
randType()
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# File lib/poor-pokemon/cli.rb, line 84 def randType ["Bug","Dragon","Ice","Fighting","Fire","Flying","Grass","Ghost","Ground","Electric","Normal","Poison","Psychic","Rock","Water"].sample end
restart()
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# File lib/poor-pokemon/cli.rb, line 409 def restart sepLine puts "Would you like to play again? (y)es (n)o" choices = ["y","n","yes","no"] userInput = '' until choices.include?(userInput) do userInput = gets.strip.downcase end if(userInput == "y" || userInput == "yes") call end end
sepLine()
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# File lib/poor-pokemon/cli.rb, line 169 def sepLine puts "____________________" end
showPlayerRoster()
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# File lib/poor-pokemon/cli.rb, line 120 def showPlayerRoster puts "YOUR ROSTER:" if @player.roster.length>0 @player.roster.each_index{|i| puts "#{i+1}. #{@player.roster[i].name.capitalize}" } else puts "{There are no pokemon in your roster}" end sepLine end
showPlayerSwitchRoster()
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# File lib/poor-pokemon/cli.rb, line 307 def showPlayerSwitchRoster maxLength = @player.roster.sort{|a,b| a.name.length<=>b.name.length}.last.name.length+5 @player.roster.each_index{|i| health = @player.roster[i].alive? ? @player.roster[i].hp.to_s + " HP" : "FAINTED!" text = "#{i+1}. #{@player.roster[i].name.upcase}" until text.length >= maxLength do text = text + " " end if health !="FAINTED!" puts "#{text}| STATUS: #{health} spAtt1:#{@player.roster[i].moves[2].name.match(/(?<=\().*(?=\))/)[0].upcase}/PP #{@player.roster[i].moves[2].pp} spAtt2:#{@player.roster[i].moves[3].name.match(/(?<=\().*(?=\))/)[0].upcase}/PP #{@player.roster[i].moves[3].pp}" else puts "#{text}| STATUS: #{health}" end } sepLine end
turnOrder()
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# File lib/poor-pokemon/cli.rb, line 214 def turnOrder #decides turn order based on each player's current pokemon's speed #in event of tie, random if @player.currentPokemon.spd == @enemy.currentPokemon.spd if rand()>0.5 playerTurn if @enemy.currentPokemon.alive? enemyTurn end else enemyTurn if @player.currentPokemon.alive? playerTurn end end elsif @player.currentPokemon.spd>@enemy.currentPokemon.spd playerTurn if @enemy.currentPokemon.alive? enemyTurn end elsif @player.currentPokemon.spd<@enemy.currentPokemon.spd enemyTurn if @player.currentPokemon.alive? playerTurn end end #switch if any dead and player still has usable pokemon if !@player.currentPokemon.alive? puts "Your #{@player.currentPokemon.name.upcase} fainted!" if !@player.allDead? playerSwitch end end if !@enemy.currentPokemon.alive? puts "Enemy #{@enemy.currentPokemon.name.upcase} fainted!" if !@enemy.allDead? @enemy.switch puts "Enemy sent out #{@enemy.currentPokemon.name.upcase}!" end end if !gameWon? currentStatus end end