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JarodIntermediate
Jarod42 edited this page Sep 27, 2010
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class Player
def initialize()
@turn = 1
@maxhealth = 20
end
def play_turn(warrior)
action(warrior)
updateInfoEndTurn(warrior)
end
def updateInfoEndTurn(warrior)
@turn += 1
end
def action(warrior)
if (halfDetonate(warrior) or moveToTicking(warrior) or bind(warrior) \
or attack(warrior) or rescueAround(warrior) \
or finish(warrior) or restore(warrior) or achievebind(warrior) \
or move(warrior))
return
end
end
def halfDetonate(warrior)
if (warrior.look[1].enemy? and warrior.look[1].unit.health < 5)
if (warrior.health < 5)
warrior.rest!
else
warrior.detonate!
end
return true
end
return false
end
def moveToTicking(warrior)
warrior.listen.each do |space|
if (space.ticking?)
spaceDir = warrior.direction_of(space)
nextSpace = warrior.feel(spaceDir)
if (nextSpace.empty? and !nextSpace.stairs?)
warrior.walk!(spaceDir)
return true
end
end
end
return false
end
def move(warrior)
warrior.listen.each do |space|
if (!warrior.feel(warrior.direction_of(space)).stairs?)
warrior.walk!(warrior.direction_of(space))
else
[:forward, :left, :right, :backward].each do |dir|
if (!warrior.feel(dir).stairs?)
warrior.walk!(dir)
break;
end
end
end
puts ("going to #{space.unit.character}")
return true
end
warrior.walk!(warrior.direction_of_stairs)
return false
end
def achievebind(warrior)
[:forward, :left, :right, :backward].each do |dir|
if (warrior.feel(dir).captive? and warrior.feel(dir).unit.character != "C")
warrior.attack!(dir)
return true
end
end
return false
end
def bind(warrior)
count = 0
[:forward, :left, :right, :backward].each do |dir|
count += 1 if warrior.feel(dir).enemy?
end
return false if (count < 2)
[:left, :right, :forward, :backward].each do |dir|
if (warrior.feel(dir).enemy?)
warrior.bind!(dir)
return true
end
end
return false
end
def getMinHealth(warrior)
minHealth = 1
warrior.listen.each do |space|
case space.unit.character
when "s" then minHealth += 9
when "S" then minHealth += 12
end
end
return minHealth
end
def restore(warrior)
if warrior.health < getMinHealth(warrior) and warrior.health < @maxhealth
warrior.rest!
return true
end
return false
end
def attack(warrior)
[:forward, :left, :right, :backward].each do |dir|
if (warrior.feel(dir).enemy?)
if (warrior.look(dir)[1].enemy?)
warrior.detonate!(dir)
else
warrior.attack!(dir)
end
#@prevAttackIsShoot = false
return true
end
end
return false
end
def finish(warrior, dir = :forward)
warrior.listen.each do return false end
warrior.walk!(warrior.direction_of_stairs)
return true
end
def rescueAround(warrior)
for dir in [:backward, :left, :right, :forward]
if (warrior.feel(dir).captive? and warrior.feel(dir).unit.character == "C")
warrior.rescue!(dir)
return true
end
end
return false
end
end