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| #!/usr/bin/env perl
use v5.36;
package Command {
use Moo::Role;
requires 'execute';
has actor => (
is => 'ro',
required => 1,
);
has target => (
is => 'ro',
required => 0,
);
}
package Character {
use Moo;
has name => (
is => 'ro',
required => 1,
);
has hp => (
is => 'rw',
default => 100,
);
has max_hp => (
is => 'ro',
default => 100,
);
has mp => (
is => 'rw',
default => 50,
);
has attack_power => (
is => 'ro',
default => 10,
);
has is_defending => (
is => 'rw',
default => 0,
);
sub is_alive($self) {
return $self->hp > 0;
}
sub take_damage($self, $damage) {
my $actual_damage = $self->is_defending ? int($damage / 2) : $damage;
my $new_hp = $self->hp - $actual_damage;
$self->hp($new_hp < 0 ? 0 : $new_hp);
$self->is_defending(0);
return $actual_damage;
}
}
package AttackCommand {
use Moo;
with 'Command';
sub execute($self) {
my $actor = $self->actor;
my $target = $self->target;
my $damage = $actor->attack_power;
my $actual = $target->take_damage($damage);
my $msg = $actor->name . "の攻撃! " . $target->name . "に " . $actual . " のダメージ!";
$msg .= "(防御で軽減)" if $actual < $damage;
say $msg;
}
}
package DefendCommand {
use Moo;
with 'Command';
sub execute($self) {
my $actor = $self->actor;
$actor->is_defending(1);
say $actor->name . "は防御の構えをとった!";
}
}
package ItemCommand {
use Moo;
with 'Command';
has item_name => (
is => 'ro',
default => 'ポーション',
);
has heal_amount => (
is => 'ro',
default => 30,
);
sub execute($self) {
my $actor = $self->actor;
my $max_hp = $actor->max_hp;
my $new_hp = $actor->hp + $self->heal_amount;
$actor->hp($new_hp > $max_hp ? $max_hp : $new_hp);
say $actor->name . "は" . $self->item_name . "を使った! HPが " . $self->heal_amount . " 回復!";
}
}
package MagicCommand {
use Moo;
with 'Command';
has spell_name => (
is => 'ro',
default => 'ファイアボール',
);
has damage => (
is => 'ro',
default => 25,
);
has mp_cost => (
is => 'ro',
default => 10,
);
sub execute($self) {
my $actor = $self->actor;
my $target = $self->target;
if ($actor->mp < $self->mp_cost) {
say $actor->name . "はMPが足りない!";
return;
}
$actor->mp($actor->mp - $self->mp_cost);
my $actual = $target->take_damage($self->damage);
say $actor->name . "は" . $self->spell_name . "を唱えた! " . $target->name . "に " . $actual . " のダメージ!";
}
}
package CommandInvoker {
use Moo;
has history => (
is => 'ro',
default => sub { [] },
);
sub invoke($self, $command) {
push $self->history->@*, $command;
$command->execute();
}
}
# メイン処理
my $hero = Character->new(
name => '勇者',
hp => 100,
max_hp => 100,
mp => 50,
attack_power => 15,
);
my $slime = Character->new(
name => 'スライム',
hp => 50,
max_hp => 50,
attack_power => 10,
);
my $invoker = CommandInvoker->new();
say "=== Commandパターンによる戦闘デモ ===";
say "勇者 HP: " . $hero->hp . " MP: " . $hero->mp;
say "スライム HP: " . $slime->hp;
say "";
# 各種コマンドを実行
$invoker->invoke(AttackCommand->new(actor => $hero, target => $slime));
$invoker->invoke(DefendCommand->new(actor => $slime));
$invoker->invoke(MagicCommand->new(actor => $hero, target => $slime, spell_name => 'ファイアボール', damage => 25, mp_cost => 10));
say "";
say "=== 戦闘履歴 ===";
say "実行されたコマンド数: " . scalar($invoker->history->@*);
say "";
say "最終状態:";
say "勇者 HP: " . $hero->hp . " MP: " . $hero->mp;
say "スライム HP: " . $slime->hp;
|