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You want to add rooms to the dungeon, so adding a method to dungeon objects makes the most sense. Now you can create rooms like so (if my_dungeon is still defined, of course):


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Note As always, the order of dictionary elements is undefined. In other words, when iterating over either the keys or the values of a dictionary, you can be sure that you ll process all of them, but you can t know in which order. If the order is important, you can store the keys or values in a separate list and, for example, sort it before iterating over it.

my_dungeon.add_room(:largecave, "Large Cave", "a large cavernous cave", { :west => :smallcave }) my_dungeon.add_room(:smallcave, "Small Cave", "a small, claustrophobic cave", { :east => :largecave }) add_room accepts the reference, name, description, and connections arguments and creates a new Room object with them before pushing that object onto the end of the @rooms array. The reference, name, and descriptions arguments should seem obvious, but the connections argument is designed to accept a hash that represents the connections that a particular room has with other rooms. For example, { :west => :smallcave } ties two symbols (:west and :smallcave) together. Your dungeon logic uses this link to connect the rooms. A connections hash of { :west => :smallcave, :south => :another_room } creates two connections (one to the west, and one to the south).

You have all the rooms loaded for your basic dungeon (and can add more whenever you like with the add_room method), but you have no way of navigating the dungeon itself. The first step is to create a method within Dungeon that starts everything off by placing the user into the dungeon and giving you the description of the initial location:

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def show_current_description puts find_room_in_dungeon(@player.location).full_description end def find_room_in_dungeon(reference) @rooms.detect { |room| room.reference == reference } end class Room def full_description @name + "\n\nYou are in " + @description end end end

You define a start method within the dungeon that sets the player s location attribute. It then calls the dungeon s show_current_description method, which finds the room based on the player s location, and then prints the full description of that location to the screen. full_description does the work of taking the location s name and description and turning it into a full, useful description. find_room_in_dungeon, on the other hand, iterates through the @rooms array and picks out the room whose reference matches that of the current location. However, the problem with the preceding code is that Room is a struct, rather than a full class, so it becomes necessary to turn it into a full class once again (as hinted at earlier). This change requires a few key changes, so to keep things simple, here s the complete code so far, along with the change of Room to a regular class and some additional methods to aid navigation of the dungeon:

There are a few functions that can be useful when iterating over a sequence (or other iterable object). Some of these are available in the itertools module (described in 9), but there are some built-in functions that come in quite handy as well.

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