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jswarrior
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| jsWarrior.turn = function(warrior) { | |
| if ( warrior.check() == "empty" ) { | |
| if ( warrior.curr == 20 ) { | |
| warrior.walk() | |
| } else { | |
| if ( warrior.getHealth() < warrior.curr ) { | |
| warrior.walk() | |
| } else { | |
| warrior.rest() | |
| } | |
| } | |
| } else if( warrior.check() == "enemy" ) { | |
| warrior.attack(); | |
| } else { | |
| warrior.walk() | |
| } | |
| warrior.curr = warrior.getHealth() | |
| } |
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| jsWarrior.turn = function(warrior) { | |
| if ( warrior.check() == "empty" ) { | |
| if ( warrior.curr == 20 ) { | |
| warrior.walk() | |
| } else { | |
| if ( warrior.getHealth() < warrior.curr ) { | |
| warrior.walk() | |
| } else { | |
| warrior.rest() | |
| } | |
| } | |
| } else if( warrior.check() == "enemy" ) { | |
| warrior.attack(); | |
| } else if( warrior.check() == "diamond" ) { | |
| warrior.collect(); | |
| } else { | |
| warrior.walk() | |
| } | |
| warrior.curr = warrior.getHealth() | |
| } |
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| jsWarrior.turn = function(warrior) { | |
| if ( warrior.direction !== 'forward' ) { | |
| warrior.direction = 'backward' | |
| } | |
| if ( warrior.check( warrior.direction ) === 'empty' ) { | |
| if ( warrior.curr == 20 ) { | |
| warrior.walk( warrior.direction ) | |
| } else { | |
| if ( warrior.getHealth() < warrior.curr ) { | |
| warrior.direction = 'backward' | |
| warrior.walk( warrior.direction ) | |
| } else { | |
| warrior.rest() | |
| } | |
| } | |
| } else if( warrior.check( warrior.direction ) == "enemy" ) { | |
| warrior.attack( warrior.direction ); | |
| } else if( warrior.check( warrior.direction ) == "diamond" ) { | |
| warrior.collect( warrior.direction ); | |
| } else if( warrior.check( warrior.direction ) == "wall" ) { | |
| warrior.direction = 'forward' | |
| } else { | |
| warrior.walk( warrior.direction ) | |
| } | |
| warrior.curr = warrior.getHealth() | |
| } |
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| // Pivot-less | |
| jsWarrior.turn = function(warrior) { | |
| if ( warrior.direction !== 'forward' ) { | |
| warrior.direction = 'backward' | |
| } | |
| if ( warrior.check( warrior.direction ) === 'empty' ) { | |
| if ( warrior.curr == 20 ) { | |
| warrior.walk( warrior.direction ) | |
| } else { | |
| if ( warrior.getHealth() < warrior.curr ) { | |
| warrior.direction = 'backward' | |
| warrior.walk( warrior.direction ) | |
| } else { | |
| warrior.rest() | |
| } | |
| } | |
| } else if( warrior.check( warrior.direction ) == "enemy" ) { | |
| warrior.attack( warrior.direction ); | |
| } else if( warrior.check( warrior.direction ) == "diamond" ) { | |
| warrior.collect( warrior.direction ); | |
| } else if( warrior.check( warrior.direction ) == "wall" ) { | |
| warrior.direction = 'forward' | |
| } else { | |
| warrior.walk( warrior.direction ) | |
| } | |
| warrior.curr = warrior.getHealth() | |
| } |
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