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// | |
// The Setup | |
// | |
// When we hit a wall, turn the fuck around | |
function heTurnsTheFuckAround(warrior) { | |
warrior.pivot(); | |
} | |
// When warrior sees a diamon, pick that shit up | |
function hePicksThatShitUp(warrior) { | |
warrior.collect(); | |
} | |
// When warrior sees and enemy, attack | |
function heAttacksTheFucker(warrior) { | |
warrior.attack(); | |
} | |
// When warrior has lost damage but the next space is clear, walk | |
function hesHurtButHeWalks(warrior) { | |
warrior.walk(); | |
move(warrior); | |
} | |
// When warrior has low health, rest | |
function hesSafeAndRecharges(warrior) { | |
warrior.rest(); | |
} | |
// If we can flee and have low health, do it | |
function heFleesAndRecharges(warrior) { | |
warrior.walk('backward'); | |
move(warrior, 'backward'); | |
} | |
// Check behind, pivot and collect | |
function heMakesSureNotToForgetAnything(warrior) { | |
if (warrior.seesNothingBehind) { | |
move(warrior, 'backward'); | |
warrior.walk('backward'); | |
} | |
else if (warrior.seesDiamondBehind) { warrior.collect('backward'); } | |
else { | |
warrior.hasWalkedBackwards = 1; | |
warrior.position = 0; | |
} | |
} | |
// When nothing is happening, walk | |
function heWalksWithBravado(warrior) { | |
warrior.walk(); | |
move(warrior); | |
} | |
function move(warrior, value) { | |
value = 'backward' ? warrior.position-- : warrior.position++ | |
} | |
jsWarrior.turn = function(warrior) { | |
warrior.lostDamage = (warrior.lastHealth > warrior.getHealth()); // Took damage between turns | |
warrior.seesEnemy = (warrior.check() == 'enemy'); // Enemy in the next space | |
warrior.seesNothing = (warrior.check() == 'empty'); // Next space is clear | |
warrior.seesNothingBehind = (warrior.check('backward') == "empty"); // Prev space is clear | |
warrior.seesDiamond = (warrior.check() == 'diamond'); // Next space has diamond | |
warrior.seesDiamondBehind = (warrior.check('backward') == "diamond"); // Prev space has diamond | |
warrior.hitsWall = (warrior.check() == 'wall'); // Next space is a wall | |
warrior.hasLowHealth = (warrior.getHealth() < 15); // Has low health | |
warrior.lastHealth = warrior.getHealth(); // Save health of the warrior | |
// | |
// The Story | |
// | |
if (warrior.hitsWall) { heTurnsTheFuckAround(warrior); } | |
else if (warrior.seesDiamond) { hePicksThatShitUp(warrior); } | |
else if (warrior.seesEnemy) { heAttacksTheFucker(warrior); } | |
else if (warrior.lostDamage && warrior.position <= 2) { hesHurtButHeWalks(warrior); } | |
else if (!warrior.lostDamage && warrior.getHealth(warrior) < 20) { hesSafeAndRecharges(warrior); } | |
else if (warrior.hasLowHealth) { heFleesAndRecharges(warrior); } | |
else if (!warrior.hasWalkedBackwards) { heMakesSureNotToForgetAnything(warrior); } | |
else { heWalksWithBravado(warrior); } | |
} |
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