class Mastermind::Message
Attributes
message[R]
status[R]
Public Class Methods
new(input = nil)
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# File lib/mastermind/message.rb, line 6 def initialize(input = nil) if input set_attr input else start end end
Public Instance Methods
analyzed_guess(matched_position, included)
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# File lib/mastermind/message.rb, line 65 def analyzed_guess(matched_position, included) set_attr(message: "You had #{(matched_position.to_s + ' position'.pluralize(matched_position)).colorize(:green)} exactly matched and #{(included.to_s + ' near match'.pluralize(included)).colorize(:blue)}", status: :running) end
cheat(color)
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# File lib/mastermind/message.rb, line 20 def cheat(color) set_attr(message: "Hmm! You just cheated. The colors generated were: #{color}.", status: :cheated) end
continue_later()
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# File lib/mastermind/extensions/continue_later.rb, line 52 def continue_later set_attr(message: "Can't play again?\nYou can continue later", status: :paused) end
exit_game()
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# File lib/mastermind/message.rb, line 50 def exit_game set_attr(message: "Thank you for playing Mastermind!\nGoodbye!".colorize(:red), status: :quitted) end
gameplay_instructions(color_count = 4)
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# File lib/mastermind/message.rb, line 84 def gameplay_instructions(color_count = 4) set_attr(message: "Enter a sequence of #{color_count} colors containing the generated colors e.g RYBG or YGRB.\nIf you enter fewer than #{color_count} or more than #{color_count} colors, you would receive an error message", status: :main_instructions) end
instructions(colors = ['(r)ed', '(g)reen', '(b)lue', '(y)ellow'])
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# File lib/mastermind/message.rb, line 28 def instructions(colors = ['(r)ed', '(g)reen', '(b)lue', '(y)ellow']) color_count = colors.length colors_generated_to_word = turn_array_to_string_list(colors, color_count) example_gameplay = sample_instructions_arrangement(colors) set_attr(message: "I have generated a beginner sequence with #{color_count.humanize + ' element'.pluralize(color_count)} made up of:\n#{colors_generated_to_word}. You are to guess the sequence in which these colors appeared e.g #{example_gameplay.colorize(:white)} for #{colors_generated_to_word}. You have #{Game::ALLOWED_TRIALS} guesses to get these colors or you lose the game. Use #{'(q)uit'.colorize(:red)} at any time to end the game.\nReady to play? \nWhat's your guess? ", status: :instructions) end
level_select()
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# File lib/mastermind/extensions/extensions.rb, line 81 def level_select set_attr(message: "To start the game select a level you would like to play:\nEnter (1) for Beginner,\nEnter (2) for Intermediate,\nEnter (3) for Advanced.", status: :level_select) end
longer_input()
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# File lib/mastermind/message.rb, line 42 def longer_input set_attr(message: "Your input is too long.".colorize(:red), status: :longer_input) end
main_message()
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# File lib/mastermind/message.rb, line 88 def main_message message = <<-EOS #{%q{Just a little background on MASTERMIND}.colorize(:red)} Mastermind is a board game with an interesting history (or rather a legend?). Some game books report that it was invented in 1971 by Mordecai Meirowitz, an Israeli postmaster and telecommunications expert. After many rejections by leading toy companies, the rights were obtained by a small British firm, Invicta Plastics Ltd. The firm originally manufactured the game itself, though it has since licensed its manufacture to Hasbro in most of the world. However, Mastermind is just a clever readaptation of an old similar game called 'Bulls and cows' in English, and 'Numerello' in Italian... Actually, the old British game 'Bulls and cows' was somewhat different from the commercial version. It was played on paper, not on a board... Over 50 million copies later, Mastermind is still marketed today! The idea of the game is for one player (the code-breaker) to guess the secret code chosen by the other player (the code-maker). The code is a sequence of 4 colored pegs chosen from six colors available. The code-breaker makes a serie of pattern guesses - after each guess the code-maker gives feedback in the form of 2 numbers, the number of pegs that are of the right color and in the correct position, and the number of pegs that are of the correct color but not in the correct position - these numbers are usually represented by small black and white pegs. In 1977, the mathematician Donald Knuth demonstrated that the code-breaker can solve the pattern in five moves or less, using an algorithm that progressively reduced the number of possible patterns. EOS set_attr(message: message, status: :background_message) end
message_if_user_has_saved_game()
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# File lib/mastermind/extensions/continue_later.rb, line 56 def message_if_user_has_saved_game set_attr(message: "You currently have a game saved.\nWould you like to continue?\nEnter (y) for Yes\nEnter (n) for No!", status: :has_saved_game) end
player()
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# File lib/mastermind/message.rb, line 80 def player set_attr(message: "So you would like to play!\nStart by telling me your name: ".colorize(:green), status: :player_name) end
set_attr(input)
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# File lib/mastermind/message.rb, line 14 def set_attr(input) @message = input[:message] @status = input[:status] self end
shorter_input()
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def instructions
set_attr(message: "I have generated a beginner sequence with four elements made up of:\n#{'(r)ed'.colorize(:red)}, #{'(g)reen'.colorize(:green)}, #{'(b)lue'.colorize(:blue)}, and #{'(y)ellow'.colorize(:yellow)}. Use #{'(q)uit'.colorize(:red)} at any time to end the game.\nWhat's your guess? ", status: :instructions)
end
# File lib/mastermind/message.rb, line 38 def shorter_input set_attr(message: "Your input is too short.".colorize(:red), status: :shorter_input) end
start()
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# File lib/mastermind/message.rb, line 46 def start set_attr(message: "Welcome to MASTERMIND!\nWould you like to #{'(p)lay'.colorize(:green)}, read the #{'(i)nstructions'.colorize(:blue)}, read a little #{'(b)ackground'.colorize(:yellow)} on Mastermind or #{'(q)uit'.colorize(:red)}?", status: :main_start) end
trial_count(trial_count, correct_sequence, colors = nil)
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# File lib/mastermind/extensions/extensions.rb, line 85 def trial_count(trial_count, correct_sequence, colors = nil) remaining_trials = Game::ALLOWED_TRIALS - trial_count if trial_count == 0 instructions(colors) else old_trial_count(trial_count, correct_sequence) end end
Also aliased as: old_trial_count
unsupported_game_action(message: nil, status: nil)
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# File lib/mastermind/message.rb, line 54 def unsupported_game_action(message: nil, status: nil) set_attr( message: message || "You entered an unsupported action, try again! ".colorize(:red), status: status || :unsupported_action ) end
winner(winner, trials, time_taken)
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# File lib/mastermind/message.rb, line 97 def winner(winner, trials, time_taken) set_attr(message: "#{winner} completed mastermind in #{trials} #{'guess'.pluralize(trials)} and #{time_taken}", status: :top_players) end
won(tries, time={})
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# File lib/mastermind/message.rb, line 24 def won(tries, time={}) set_attr(message: "#{'Congratulations!'.colorize(:green)}\nYou won the game in #{(tries.to_s + ' try'.pluralize(tries)).colorize(:blue)} and #{(time[:mins].to_s + 'm' + time[:secs].to_s + 's').colorize(:blue)}.\nDo you want to (p)lay again or (q)uit or (t)op_players?", status: :won) end
wrong_guess()
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# File lib/mastermind/message.rb, line 61 def wrong_guess set_attr(message: "Your guess was wrong! Guess again: ".colorize(:red), status: :wrong) end
Private Instance Methods
sample_instructions_arrangement(colors)
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# File lib/mastermind/message.rb, line 113 def sample_instructions_arrangement colors colors.map{|c| c[1]}.join.upcase end
turn_array_to_string_list(colors, array_count)
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# File lib/mastermind/message.rb, line 102 def turn_array_to_string_list colors, array_count if array_count >= 2 string_list = '' string_list << colors[0..-2].map{|c| c.colorize(c.scan(/([[:alpha:]]+)/).join.to_sym)}.join(', ') string_list << " and #{colors[-1].colorize(colors[-1].scan(/([[:alpha:]]+)/).join.to_sym)}" string_list else colors.join end end