Created
July 28, 2013 00:36
-
-
Save hcarvalhoalves/6096888 to your computer and use it in GitHub Desktop.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
class Player | |
def initialize | |
@max_health = 20 | |
@last_health = @max_health | |
@taking_damage = false | |
@directions = [:backward, :forward] | |
@current_direction = :forward | |
@reached_wall = false | |
end | |
def switch! | |
@current_direction = @current_direction == :forward ? :backward : :forward | |
end | |
def hostile_distance(warrior, dir) | |
if warrior.respond_to?(:look) then | |
return warrior.look(dir).index {|t| t.enemy?} | |
end | |
return -1 | |
end | |
def captive_distance(warrior, dir) | |
if warrior.respond_to?(:look) then | |
return warrior.look(dir).index {|t| t.captive?} | |
end | |
return -1 | |
end | |
def any_hostile?(warrior, dir) | |
if warrior.respond_to?(:look) then | |
return warrior.look(dir).any? {|t| t.enemy?} | |
end | |
end | |
def any_captive?(warrior, dir) | |
if warrior.respond_to?(:look) then | |
return warrior.look(dir).any? {|t| t.captive?} | |
end | |
end | |
def safe_to_shoot?(warrior, dir) | |
if any_hostile?(warrior, dir) then | |
unless any_captive?(warrior, dir) and captive_distance(warrior, dir) < hostile_distance(warrior, dir) then | |
if hostile_distance(warrior, dir) > 0 and warrior.health < (@max_health / 2) then | |
return true | |
elsif hostile_distance(warrior, dir) > 1 then | |
return true | |
end | |
end | |
end | |
end | |
def sense_hostile(warrior) | |
@directions.each do |dir| | |
if warrior.respond_to?(:shoot!) and safe_to_shoot?(warrior, dir) then | |
warrior.shoot!(dir) | |
return true | |
elsif warrior.feel(dir).enemy? then | |
warrior.attack!(dir) | |
return true | |
end | |
end | |
return false | |
end | |
def sense_captive(warrior) | |
@directions.each do |dir| | |
if warrior.feel(dir).captive? then | |
warrior.rescue!(dir) | |
return true | |
end | |
end | |
return false | |
end | |
def sense_stairs(warrior) | |
if warrior.feel(@current_direction).stairs? and not @reached_wall then | |
if warrior.respond_to?(:pivot!) then | |
warrior.pivot! | |
else | |
warrior.walk!(switch!) | |
end | |
return true | |
end | |
return false | |
end | |
def sense_wall(warrior) | |
if warrior.feel(@current_direction).wall? then | |
@reached_wall = true | |
if warrior.respond_to?(:pivot!) then | |
warrior.pivot! | |
else | |
warrior.walk!(switch!) | |
end | |
return true | |
end | |
return false | |
end | |
def recover(warrior) | |
if warrior.health < @max_health and not @taking_damage then | |
warrior.rest! | |
return true | |
end | |
return false | |
end | |
def retreat(warrior) | |
if warrior.health - @last_damage < @max_health / 3 and @taking_damage then | |
if warrior.feel(:backward).empty? then | |
warrior.walk!(:backward) | |
return true | |
end | |
end | |
return false | |
end | |
def advance(warrior) | |
warrior.walk!(@current_direction) | |
end | |
def play_turn(warrior) | |
@taking_damage = warrior.health < @last_health | |
@last_damage = @last_health - warrior.health | |
@last_action = sense_hostile(warrior) || | |
sense_captive(warrior) || | |
sense_wall(warrior) || | |
sense_stairs(warrior) || | |
retreat(warrior) || | |
recover(warrior) || | |
advance(warrior) | |
@last_health = warrior.health | |
end | |
end |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment