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| #!/usr/bin/env perl
# Perl v5.36 以降
# 外部依存: Moo
use v5.36;
use utf8;
binmode STDOUT, ':encoding(UTF-8)';
package PlayerSnapshot {
use Moo;
has hp => (
is => 'ro',
required => 1,
);
has gold => (
is => 'ro',
required => 1,
);
has position => (
is => 'ro',
required => 1,
);
has items => (
is => 'ro',
required => 1,
);
};
package Player {
use Moo;
has hp => (
is => 'rw',
default => 100,
);
has gold => (
is => 'rw',
default => 0,
);
has position => (
is => 'rw',
default => '町',
);
has items => (
is => 'rw',
default => sub { [] },
);
sub take_damage ($self, $amount) {
$self->hp($self->hp - $amount);
if ($self->hp < 0) {
$self->hp(0);
}
}
sub earn_gold ($self, $amount) {
$self->gold($self->gold + $amount);
}
sub move_to ($self, $location) {
$self->position($location);
}
sub get_item ($self, $item) {
push $self->items->@*, $item;
}
sub is_alive ($self) {
return $self->hp > 0;
}
sub show_status ($self) {
say "━━━━━━━━━━━━━━━━━━━━";
say "HP: " . $self->hp;
say "所持金: " . $self->gold . "G";
say "位置: " . $self->position;
say "所持品: " . join(', ', $self->items->@*);
say "━━━━━━━━━━━━━━━━━━━━";
}
sub save_snapshot ($self) {
return PlayerSnapshot->new(
hp => $self->hp,
gold => $self->gold,
position => $self->position,
# 配列リファレンスの浅いコピー問題を避けるため、
# 新しい配列リファレンスを作成してコピーする(デリファレンスして再構築)
items => [ $self->items->@* ],
);
}
sub restore_from_snapshot ($self, $snapshot) {
$self->hp($snapshot->hp);
$self->gold($snapshot->gold);
$self->position($snapshot->position);
# 復元時も同様に新しい配列リファレンスとしてコピーする
$self->items([ $snapshot->items->@* ]);
}
};
package GameManager {
use Moo;
has saves => (
is => 'ro',
default => sub { [] },
);
has auto_save => (
is => 'rw',
default => 1,
);
has max_slots => (
is => 'ro',
default => 3,
);
sub save_game_to_slot ($self, $player, $slot_number) {
if ($slot_number < 0 || $slot_number >= $self->max_slots) {
die "無効なスロット番号: $slot_number\n";
}
my $snapshot = $player->save_snapshot;
$self->saves->[$slot_number] = $snapshot;
return $slot_number;
}
sub save_game ($self, $player) {
for my $i (0 .. $self->max_slots - 1) {
unless (defined $self->saves->[$i]) {
return $self->save_game_to_slot($player, $i);
}
}
return $self->save_game_to_slot($player, $self->max_slots - 1);
}
sub load_game ($self, $player, $slot_number) {
unless ($self->has_save($slot_number)) {
die "セーブデータがありません: スロット $slot_number\n";
}
my $snapshot = $self->saves->[$slot_number];
$player->restore_from_snapshot($snapshot);
}
sub has_save ($self, $slot_number) {
return defined $self->saves->[$slot_number];
}
sub list_saves ($self) {
say "";
say "╔═══════════════════════════╗";
say "║ セーブデータ一覧 ║";
say "╚═══════════════════════════╝";
for my $i (0 .. $self->max_slots - 1) {
if ($self->has_save($i)) {
my $save = $self->saves->[$i];
say "スロット $i: ★";
say " HP: " . $save->hp;
say " 所持金: " . $save->gold . "G";
say " 位置: " . $save->position;
say " 所持品: " . join(', ', $save->items->@*);
} else {
say "スロット $i: (空き)";
}
say "";
}
}
sub try_auto_save ($self, $player, $reason = '') {
unless ($self->auto_save) {
return;
}
my $slot = $self->save_game_to_slot($player, $self->max_slots - 1);
say "";
if ($reason) {
say "~~~ オートセーブ: $reason ~~~";
} else {
say "~~~ オートセーブしました ~~~";
}
say "スロット $slot に保存しました";
say "";
}
};
# ゲームエンジン
package Game {
use Moo;
has player => (
is => 'ro',
default => sub { Player->new },
);
has manager => (
is => 'ro',
default => sub { GameManager->new },
);
sub show_menu ($self) {
say "";
say "╔═══════════════════════════╗";
say "║ セーブ機能付きRPG ║";
say "╚═══════════════════════════╝";
say "";
$self->player->show_status;
say "";
say "1. 冒険に出る";
say "2. セーブ";
say "3. ロード";
say "4. セーブデータ一覧";
say "5. 終了";
say "";
print "選択してください: ";
}
sub adventure ($self) {
say "";
say "どこへ行きますか?";
say "1. 森(スライム出現)";
say "2. 洞窟(ゴブリン出現)";
say "3. ボス部屋(ドラゴン出現)";
say "4. 戻る";
say "";
print "選択してください: ";
my $choice = <STDIN>;
chomp $choice;
if ($choice eq '1') {
$self->visit_forest;
} elsif ($choice eq '2') {
$self->visit_cave;
} elsif ($choice eq '3') {
$self->visit_boss_room;
}
}
sub visit_forest ($self) {
say "";
say "=== 森 ===";
$self->player->move_to('森');
$self->manager->try_auto_save($self->player, "エリア移動時");
say "スライムが現れた!";
$self->player->take_damage(30);
say "30のダメージを受けた!";
if ($self->player->is_alive) {
say "スライムを倒した!";
$self->player->earn_gold(50);
say "50Gを手に入れた!";
$self->player->get_item('薬草');
say "薬草を手に入れた!";
}
$self->check_game_over;
}
sub visit_cave ($self) {
say "";
say "=== 洞窟 ===";
$self->player->move_to('洞窟');
$self->manager->try_auto_save($self->player, "エリア移動時");
say "ゴブリンが現れた!";
$self->player->take_damage(50);
say "50のダメージを受けた!";
if ($self->player->is_alive) {
say "ゴブリンを倒した!";
$self->player->earn_gold(100);
say "100Gを手に入れた!";
$self->player->get_item('鉄の剣');
say "鉄の剣を手に入れた!";
}
$self->check_game_over;
}
sub visit_boss_room ($self) {
say "";
say "=== ボス部屋 ===";
$self->player->move_to('ボス部屋');
$self->manager->try_auto_save($self->player, "ボス戦前");
say "ドラゴンが現れた!";
$self->player->take_damage(80);
say "80のダメージを受けた!";
if ($self->player->is_alive) {
say "ドラゴンを倒した!";
$self->player->earn_gold(500);
say "500Gを手に入れた!";
say "";
say "おめでとうございます!ゲームクリア!";
say "";
}
$self->check_game_over;
}
sub check_game_over ($self) {
unless ($self->player->is_alive) {
say "";
say "╔═══════════════════════════╗";
say "║ GAME OVER ║";
say "╚═══════════════════════════╝";
say "";
say "セーブデータからロードしますか? (y/n): ";
my $answer = <STDIN>;
chomp $answer;
if ($answer eq 'y') {
$self->load_game_interactive;
} else {
say "ゲームを終了します...";
exit;
}
}
}
sub save_game_interactive ($self) {
say "";
say "どのスロットにセーブしますか?";
for my $i (0 .. $self->manager->max_slots - 1) {
if ($self->manager->has_save($i)) {
say "$i: 上書き";
} else {
say "$i: 空き";
}
}
print "選択してください: ";
my $slot = <STDIN>;
chomp $slot;
eval {
$self->manager->save_game_to_slot($self->player, $slot);
say "";
say "スロット $slot に保存しました";
};
if ($@) {
say "";
say "エラー: $@";
}
}
sub load_game_interactive ($self) {
$self->manager->list_saves;
say "どのスロットからロードしますか?";
print "選択してください: ";
my $slot = <STDIN>;
chomp $slot;
eval {
$self->manager->load_game($self->player, $slot);
say "";
say "スロット $slot から復元しました";
};
if ($@) {
say "";
say "エラー: $@";
}
}
sub run ($self) {
say "";
say "╔═══════════════════════════╗";
say "║ セーブ機能付きRPGへようこそ!║";
say "╚═══════════════════════════╝";
say "";
while (1) {
$self->show_menu;
my $choice = <STDIN>;
chomp $choice;
if ($choice eq '1') {
$self->adventure;
} elsif ($choice eq '2') {
$self->save_game_interactive;
} elsif ($choice eq '3') {
$self->load_game_interactive;
} elsif ($choice eq '4') {
$self->manager->list_saves;
} elsif ($choice eq '5') {
say "";
say "ゲームを終了します...";
last;
} else {
say "";
say "無効な選択です";
}
}
}
};
# ゲーム起動
my $game = Game->new;
$game->run;
|