I'm having some trouble understanding scope in ruby.
Here is a link to a repo if you'd like to download/run what I'm talking about to see for yourself:
https://github.com/minervadreaming/killshit
I have several .rb files present - specifically, I'm having an issue calling a class method from an instance. Seems like I'm not properly following scope, but I'm not sure how or why.
Here is a snippet from room.rb:
module KillShit
class Room
attr_reader :player, :monster, :game
def initialize(player, monster, game)
#player = player
#monster = monster
#game = game
end
def action
outline
Player.describe(player)
vs
Monster.describe(monster)
outline
#rolling a d20 to see who takes a turn
turn = rand(1..100)
if turn <= 20
monster_attack
else
puts "What would you like to do?"
puts "1. Attack!"
puts "2. Defend!"
puts "3. Run away!"
#Give the player magic if they're at least level 2
if player.maglevel >= 1
puts "4. Cast spell"
else
end
prompt; action = gets.chomp
if action == "1"
attack(player, monster)
elsif action == "2"
defend
elsif action == "3"
flee
elsif action == "4" && player.maglevel >= 1
magic
else
action
end
end
end
def magic
puts "What magic would you like to cast?"
if player.maglevel == 1
puts "1. Heal"
puts "2. Fireball"
puts "3. Tremor"
prompt; magic = gets.chomp
if magic == "1"
Spells.heal(player)
elsif magic == "2"
Spells.fireball(player, monster)
elsif magic == "3"
Spells.tremor(player, monster)
else
magic
end
elsif player.maglevel == 2
puts "1. Greater Heal"
puts "2. Firestorm"
puts "3. Earthquake"
prompt; magic = gets.chomp
if magic == "1"
Spells.greaterheal(player)
elsif magic == "2"
Spells.firestorm(player, monster)
elsif magic == "3"
Spells.earthquake(player, monster)
else
magic
end
else
end
end
end
end
As you can see, when the player chooses to cast a spell it calls out to a Spells class, which I have in spells.rb. Here is a snippet from that code:
require_relative 'room'
require_relative 'player'
require_relative 'monster'
module KillShit
class Spells
attr_accessor :player, :monster
#Checking if user has enough MP to cast spell
def self.mp_check(req, player)
req_mp = req
if player.mp < req_mp
puts "#{player.name} doesn't have enough MP!"
action
else
end
end
def self.heal(player)
req_mp = 3
Spells.mp_check(req_mp, player)
player.mp -= req_mp
amt = rand(3..10)
player.hp += amt
puts "#{player.name} has been healed by #{amt} HP!"
Room.action
end
end
end
The problem is in the "Room.action" call at the end of the self.heal method (or just "action" as was my first attempt, as can be seen in the self.mp_check method). When it is hit, the following error is received:
spells.rb:27:in `heal': undefined method `action' for KillShit::Room:Class (NoMethodError)
I thought that it might've been because I needed to define "action" as a class method with "self." but that isn't doing it. I also thought that it's because I'm trying to call "action" from the Class itself as opposed to the instance of the class with which I am working, and so I should call .action but I can't figure out how to do so.
Any ideas? What should I be reading up on to better understand the concept behind what's happening here?
Thanks!
You Should call the method Room#action like:
KillShit::Room.action
Just after a brief look - you did not defined class but instance method action.
Class methods need to by referenced with keyword self or class name directly, so you would need fix the definition this way:
module KillShit
class Room
…
def self.action
…
end
…
end
end
Updated answer:
module KillShit
class Room
def self.action
puts 'action in Room !'
end
end
class Spells
def self.heal(player)
Room.action
end
end
end
KillShit::Spells.heal('Wallace')
# action in Room !
Related
Creating a rock, paper, scissors game with randomisation and a rule engine but the winner_is method seems to be returning nil. I can't really figure out what the variables within it are returning since it still prints them fine before all the if conditions.
class RPS
def initialize(guess:)
#guess = guess.capitalize
end
def rule_engine
{
'Rock': ['Scissors'],
'Paper': ['Rock'],
'Scissors': ['Paper']
}
end
def sys_guess
rand 12345
sys_guesses = %w{Rock Paper Scissors}
sys_guesses.sample
end
def winner_is
puts sys_guess
puts #guess
if rule_engine[sys_guess.to_sym].include? #guess
puts "Computer wins"
elsif rule_engine[#guess.to_sym].include? sys_guess
puts "You win!"
else
puts "Tie"
end
end
end
rps = RPS.new(guess: gets)
rps.winner_is
Here's your problem:
rps = RPS.new(guess: gets)
The string you get from gets includes a trailing newline. Naturally, this key is not found in your hash, even with .to_sym. Trim the newline with .chomp, for example.
I get the feeling that you actually wanted to use string keys. If so, this would be the syntax:
def rule_engine
{
'Rock' => ['Scissors'],
'Paper' => ['Rock'],
'Scissors' => ['Paper']
}
end
I am trying to use 'gets' to get input and then check to see if the instance variable includes the input inside of a method but I can't get it work. Here is the code:
class Game
attr_accessor :available_moves
def initialize
#available_moves = ["0","1","2","3","4","5","6","7","8"]
end
def play_game
puts ("Welcome")
while true
puts "Player 1, choose a square"
player1_choice = gets
# v this is what I can't get to work v
if #available_moves.include?(player1_choice)
puts "yes"
break
else
puts "no"
end
end
end
end
game1 = Game.new
game1.play_game
No matter what I try, the 'else' condition is met and "no" is printed.
When the user inputs text with gets they press Enter, which sends a newline. You need to remove the newline with gets.chomp:
class Game
attr_accessor :available_moves
def initialize
#available_moves = ["0","1","2","3","4","5","6","7","8"]
end
def play_game
puts ("Welcome")
while true
puts "Player 1, choose a square"
# Note the .chomp here to remove the newline that the user inputs
player1_choice = gets.chomp
# v this is what I can't get to work v
if #available_moves.include?(player1_choice)
puts "yes"
break
else
puts "no"
end
end
end
end
game1 = Game.new
game1.play_game
Now you get:
game1.play_game
Welcome
Player 1, choose a square
1
yes
=> nil
See How does gets and gets.chomp in ruby work? for a more in-depth explanation.
I'm learning Ruby and RSpec, and I've hit a snag wherein most learning materials available have become deprecated and I lack the vocabulary to sift through the wreckage.
class Session
def initialize(winning_score = 0)
#winning_score = winning_score
play
end
def play
get_players
max_score
while #game is in play
print_score
#play game
end
winner
end
def get_players
puts "\nPlayer X name:"
p1 = gets.chomp.upcase
#player1 = Player.new(p1, "X", 0)
puts "\nPlayer O name:"
p2 = gets.chomp.upcase
#player2 = Player.new(p2, "O", 0)
end
def max_score
puts "\nBest out of how many?"
max = gets.chomp
#winning_score = (max.to_f/2).ceil
end
def print_score
puts "\n#{#player1.name}: #{#player1.score} \n#{#player2.name}: #{#player2.score}"
end
def winner
if #player1.score == #winning_score
puts "\n#{#player1.name} WINS!!!"
elsif #player2.score == #winning_score
puts "\n#{#player2.name} WINS!!!"
end
end
end
class Player
attr_accessor :name, :mark, :score
def initialize(name, mark, score)
#name = name
#mark = mark
#score = score
end
end
Rpec:
describe "Play" do
before(:each) do
allow(x).to receive(:puts)
allow(x).to receive(:print)
end
let(:x) { Session.new }
it "displays game score" do
#player1 = Player.new("p1", "X", 0)
#player2 = Player.new("p2", "O", 2)
expect(x).to receive(:puts).with("\np1: 0 \np2: 2")
x.print_score
x.play
end
end
... I think that's all the applicable bits of code... The problem is that the file being tested and the RSpec file keep talking through each other, and I keep getting this sort of thing:
1) play displays game score
Failure/Error: expect(x).to receive(:puts).with("\np1: 0 \np2: 2")
#<Session:0x007fc16b9f5d38> received :puts with unexpected arguments
expected: ("\np1: 0 \np2: 2")
got: ("\n\t\t: 0 \n\tEND: 0"), ("\nPlayer X name:"), ("\nPlayer O name:"), ("\nBest out of how many?"), ("\n\tIT \"GETS AND CREATES PLAYERS\" DO WINS!!!")
# ./tictactoe_spec.rb:36:in `block (2 levels) in <top (required)>'
...where the noise is other methods gets.chomping the running RSpec code and storing it as the player names... I can't figure out how to prevent this from happening, clear/reset it, or what the correct course of action even is... Please advise.
Well, you are setting the #player1 and #player2 instance variables in the test context. While you need them inside your session object.
I think a good approach here would be to stub the get_players method, but we will have to change it a bit.
class Session
#...
def get_players
#player1 = get_player("X")
#player2 = get_player("O")
end
def get_player(mark)
puts "\nPlayer #{mark} name:"
name = gets.chomp.upcase
Player.new(name, mark, 0)
end
#...
end
Now you can stub those get_player calls
# ...
it "displays game score" do
allow(x).to recive(:get_player).with("X") { Player.new("p1", "X", 0) }
allow(x).to recive(:get_player).with("O") { Player.new("p2", "O", 2) }
expect(x).to receive(:puts).with("\np1: 0 \np2: 2")
x.print_score
x.play
end
The solution was to implement an optional output source at initialization that defaults to stdout, then create a double of that output source for the methods to puts to. After talking to a few more experienced devs, it seems to be a fairly common thing to do. Simplifying the code a bit would probably also be pretty thoroughly helpful... It's pretty bad looking back at it.
I've read my code up and down for about 30 mins now. I can't for the life of me see where user_response is undefined. I'm very new to coding so I don't know how much of the code would be appropriate to paste in here. I figure that launch and get_action are essential but the rest couldn't hurt?
error => rb:32:in `launch!': undefined local variable or method `user_response' for
<Guide:0x007fb019984718> (NameError)
class Guide
class Config
##actions = ['list', 'find', 'add', 'quit']
def self.actions
##actions
end
end
def initialize(path=nil)
# locate the restaurant text file at path
Restaurant.filepath = path
if Restaurant.file_usable?
puts "Found restaurant file."
# or IF a new text file can't be created, create a new file
elsif Restaurant.create_file
puts "Created restaurant file."
# exit if create fails
else
puts "Exiting"
exit!
end
end
def launch! #! means that it is a strong powerful method!
introduction
# action loop
result = nil
until result == :quit
action = get_action
result = do_action(user_response)
end
conclusion
end
def get_action
action = nil
# Keep asking for user input until we get a valid action
until Guide::Config.actions.include?(action)
puts "Actions: " + Guide::Config.actions.join(", ") if action
print "> "
user_response = gets.chomp
action = user_response.downcase.strip
end
return action
end
def do_action(action)
case action
when 'list'
puts "Listing..."
when 'find'
puts "Finding..."
when 'add'
puts "Adding..."
when 'quit'
return :quit
else puts " I don't understand that command."
end
end
def introduction
puts "<<< Welcome to the Food Finder >>>"
puts "This is an interactive guide to help you find the food you crave."
end
def conclusion
puts "<<< Goodbye and Bon Appetit! >>>>"
end
end
I think you want to do this :
def launch! #! means that it is a strong powerful method!
introduction
# action loop
result = nil
until result == :quit
result = do_action(get_action)
end
conclusion
end
The only time you define a variable called user_response is in your get_action method.
The way you define it there makes it a local variable and it will not be accessible from anywhere but inside the get_action method.
I am making a short, text-based game as an extra credit exercise based on the Ruby I have learned so far and I'm having trouble getting classes to read and write variables between each other. I have read extensively and searched for clarification on how to do this but I haven't had much luck. I have tried using # instance variables and attr_accessible but I can't figure it out. Here is my code so far:
class Game
attr_accessor :room_count
def initialize
#room_count = 0
end
def play
while true
puts "\n--------------------------------------------------"
if #room_count == 0
go_to = Entrance.new()
go_to.start
elsif #room_count == 1
go_to = FirstRoom.new()
go_to.start
elsif #room_count == 2
go_to = SecondRoom.new()
go_to.start
elsif #room_count == 3
go_to = ThirdRoom.new()
go_to.start
end
end
end
end
class Entrance
def start
puts "You are at the entrance."
#room_count += 1
end
end
class FirstRoom
def start
puts "You are at the first room."
#room_count += 1
end
end
class SecondRoom
def start
puts "You are at the second room."
#room_count += 1
end
end
class ThirdRoom
def start
puts "You are at the third room. You have reached the end of the game."
Process.exit()
end
end
game = Game.new()
game.play
I want to have the different Room classes change the #room_count variable so that Game class knows which room to go to next. I am also trying to do this without implementing class inheritance. Thanks!
class Room
def initialize(game)
#game = game
#game.room_count += 1
end
def close
#game.room_count -= 1
end
end
class Game
attr_accessor :room_count
def initialize
#room_count = 0
end
def new_room
Room.new self
end
end
game = Game.new
game.room_count # => 0
room = game.new_room
game.room_count # => 1
room.close
game.room_count # => 0