Created
October 4, 2018 06:35
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class Player { | |
constructor() { | |
this.maxHealth = 20; | |
} | |
playTurn(warrior) { | |
this.warrior = warrior; | |
this.health = warrior.health(); | |
this.takeAction(); | |
} | |
takeAction() { | |
const healthPercent = this.health / this.maxHealth; | |
const isHurt = healthPercent < 0.5; | |
this.warrior.think(healthPercent); | |
if (isHurt) { | |
this.isInjured(this.warrior) | |
} else { | |
this.isAttacking(this.warrior) | |
} | |
} | |
isInjured(warrior) { | |
const isSpace = warrior.look().find(space => space.isUnit()); | |
let isEnemy = false; | |
if (isSpace) { | |
warrior.look().forEach(_space => { | |
warrior.think(_space); | |
if (_space) { | |
if (_space.isUnit()) { | |
if (_space.getUnit().isEnemy()) { | |
isEnemy = true; | |
} | |
} | |
} | |
}); | |
} | |
if (isEnemy) { | |
warrior.walk('backward'); | |
} else { | |
warrior.rest(); | |
} | |
} | |
isAttacking(warrior) { | |
const space = warrior.look().find(space => space.isUnit()); | |
const isEnemy = space && space.getUnit().isEnemy(); | |
const captive = !isEnemy && space && space.getUnit().isBound(); | |
if (isEnemy) { | |
const isEnemyClose = isEnemy && !warrior.feel().isEmpty(); | |
if (isEnemyClose) { | |
warrior.attack(); | |
} else { | |
warrior.shoot(); | |
} | |
} else { | |
if (captive) { | |
const isClose = !warrior.feel().isEmpty(); | |
if (isClose) { | |
warrior.rescue(); | |
} else { | |
warrior.walk() | |
} | |
} else { | |
warrior.walk(); | |
} | |
} | |
} | |
} | |
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