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March 6, 2014 13:17
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Ruby Warrior Solutions Levels 6-9
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class Strategy | |
def initialize(warrior, player) | |
@warrior = warrior | |
@player = player | |
end | |
def remember(memo) | |
player.remember memo | |
end | |
def recall(memo) | |
player.recall memo | |
end | |
def run | |
false | |
end | |
def player | |
@player | |
end | |
def warrior | |
@warrior | |
end | |
end | |
class Defensive < Strategy | |
def run | |
if warrior.feel(:backward).enemy? | |
warrior.attack!(:backward) | |
elsif warrior.feel.enemy? | |
warrior.attack! | |
else | |
return false | |
end | |
end | |
end | |
class Helpful < Strategy | |
def run | |
if warrior.feel(:backward).captive? | |
warrior.rescue!(:backward) | |
elsif warrior.feel.captive? | |
warrior.rescue! | |
else | |
return false | |
end | |
end | |
end | |
class Cowardly < Strategy | |
def run | |
if warrior.health < 20 && player.losing_life? | |
warrior.walk!(:backward) | |
else | |
return false | |
end | |
end | |
end | |
class Bravery < Strategy | |
def run | |
if player.losing_life? && warrior.health > 10 | |
warrior.walk! | |
else | |
return false | |
end | |
end | |
end | |
class Curious < Strategy | |
def left_wall_undiscovered? | |
! recall(:wall_found) | |
end | |
def run | |
if left_wall_undiscovered? && warrior.feel(:backward).empty? | |
warrior.walk!(:backward) | |
elsif warrior.feel.empty? | |
remember(:wall_found) | |
warrior.walk! | |
else | |
return false | |
end | |
end | |
end | |
class Restful < Strategy | |
def safe_place_to_rest? | |
! player.losing_life? | |
end | |
def run | |
if warrior.health < 20 && safe_place_to_rest? | |
warrior.rest! | |
else | |
return false | |
end | |
end | |
end | |
class Player | |
def strategies | |
[Defensive, Helpful, Restful, Bravery, Cowardly, Curious] | |
end | |
def memories | |
@memories ||= [] | |
end | |
def remember(memo) | |
memories << memo | |
end | |
def recall(memo) | |
memories.include? memo | |
end | |
def monitor_health(warrior) | |
@health_history ||= [] | |
@health_history << warrior.health | |
end | |
def losing_life? | |
return false if @health_history.size < 2 | |
@health_history[-1] < @health_history[-2] | |
end | |
def play_turn(warrior) | |
monitor_health(warrior) | |
strategies.each do |strategy| | |
return if strategy.new(warrior, self).run | |
end | |
end | |
end |
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class Strategy | |
def initialize(warrior, player) | |
@warrior = warrior | |
@player = player | |
end | |
def run | |
false | |
end | |
def player | |
@player | |
end | |
def warrior | |
@warrior | |
end | |
end | |
class Agressive < Strategy | |
def run | |
if player.losing_life? && player.close_to_death? | |
return false | |
elsif warrior.feel(:backward).enemy? | |
player.remember(:monster_backward) | |
warrior.attack!(:backward) | |
elsif warrior.feel.enemy? | |
player.remember(:monster_forward) | |
warrior.attack! | |
else | |
return false | |
end | |
end | |
end | |
class Helpful < Strategy | |
def run | |
if warrior.feel(:backward).captive? | |
warrior.rescue!(:backward) | |
elsif warrior.feel.captive? | |
warrior.rescue! | |
else | |
return false | |
end | |
end | |
end | |
class Cowardly < Strategy | |
def run | |
if warrior.health < 20 && player.losing_life? | |
if player.recall(:monster_forward) | |
warrior.walk!(:backward) | |
else | |
warrior.walk! | |
end | |
else | |
return false | |
end | |
end | |
end | |
class Bravery < Strategy | |
def run | |
if player.losing_life? and not player.close_to_death? | |
if player.recall(:monster_forward) | |
warrior.walk! | |
else | |
warrior.walk!(:backward) | |
end | |
else | |
return false | |
end | |
end | |
end | |
class Curious < Strategy | |
def left_wall_undiscovered? | |
! player.recall(:wall_found_backward) | |
end | |
def run | |
if left_wall_undiscovered? && warrior.feel(:backward).empty? | |
warrior.walk!(:backward) | |
elsif warrior.feel.empty? | |
player.remember(:wall_found_backward) | |
warrior.walk! | |
else | |
return false | |
end | |
end | |
end | |
class Restful < Strategy | |
def safe_place_to_rest? | |
! player.losing_life? | |
end | |
def run | |
if warrior.health < 20 && safe_place_to_rest? | |
warrior.rest! | |
else | |
return false | |
end | |
end | |
end | |
class Player | |
def strategies | |
[Agressive, Helpful, Restful, Bravery, Cowardly, Curious] | |
end | |
def memories | |
@memories ||= [] | |
end | |
def remember(memo) | |
memories << memo | |
end | |
def recall(memo) | |
memories.include? memo | |
end | |
def monitor_health(warrior) | |
@health_history ||= [20,20] | |
@health_history << warrior.health | |
end | |
def close_to_death? | |
@health_history.last < 10 | |
end | |
def losing_life? | |
@health_history[-1] < @health_history[-2] | |
end | |
def play_turn(warrior) | |
monitor_health(warrior) | |
strategies.each do |strategy| | |
return if strategy.new(warrior, self).run | |
end | |
end | |
end |
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class Strategy | |
def initialize(warrior, player) | |
@warrior = warrior | |
@player = player | |
end | |
def run | |
false | |
end | |
def player | |
@player | |
end | |
def warrior | |
@warrior | |
end | |
end | |
class HandToHandCombat < Strategy | |
def run | |
if player.losing_life? && player.close_to_death? | |
return false | |
elsif warrior.feel(:backward).enemy? | |
player.remember(:monster_backward) | |
warrior.attack!(:backward) | |
elsif warrior.feel.enemy? | |
player.remember(:monster_forward) | |
warrior.attack! | |
else | |
return false | |
end | |
end | |
end | |
class RangedCombat < Strategy | |
def run | |
if player.losing_life? && player.close_to_death? | |
return false | |
elsif warrior.look(:backward).map{|s|s.enemy?}.include?(true) | |
player.remember(:monster_backward) | |
warrior.shoot!(:backward) | |
elsif warrior.look.map{|s| s.enemy?}.include?(true) | |
player.remember(:monster_forward) | |
warrior.shoot! | |
else | |
return false | |
end | |
end | |
end | |
class Helpful < Strategy | |
def run | |
if warrior.feel(:backward).captive? | |
warrior.rescue!(:backward) | |
elsif warrior.feel.captive? | |
warrior.rescue! | |
else | |
return false | |
end | |
end | |
end | |
class Cowardly < Strategy | |
def run | |
if warrior.health < 20 && player.losing_life? | |
if player.recall(:monster_forward) | |
warrior.walk!(:backward) | |
else | |
warrior.walk! | |
end | |
else | |
return false | |
end | |
end | |
end | |
class Bravery < Strategy | |
def run | |
if player.losing_life? and not player.close_to_death? | |
if player.recall(:monster_forward) | |
warrior.walk! | |
else | |
warrior.walk!(:backward) | |
end | |
else | |
return false | |
end | |
end | |
end | |
class Curious < Strategy | |
def left_wall_undiscovered? | |
! player.recall(:wall_found_backward) | |
end | |
def run | |
if left_wall_undiscovered? && warrior.feel(:backward).empty? | |
warrior.walk!(:backward) | |
elsif warrior.feel.empty? | |
player.remember(:wall_found_backward) | |
warrior.walk! | |
else | |
return false | |
end | |
end | |
end | |
class Restful < Strategy | |
def safe_place_to_rest? | |
! player.losing_life? | |
end | |
def run | |
if warrior.health < 20 && safe_place_to_rest? | |
warrior.rest! | |
else | |
return false | |
end | |
end | |
end | |
class Player | |
def strategies | |
[RangedCombat, HandToHandCombat, Helpful, Restful, Bravery, Cowardly, Curious] | |
end | |
def memories | |
@memories ||= [] | |
end | |
def remember(memo) | |
memories << memo | |
end | |
def recall(memo) | |
memories.include? memo | |
end | |
def monitor_health(warrior) | |
@health_history ||= [20,20] | |
@health_history << warrior.health | |
end | |
def close_to_death? | |
@health_history.last < 10 | |
end | |
def losing_life? | |
@health_history[-1] < @health_history[-2] | |
end | |
def play_turn(warrior) | |
monitor_health(warrior) | |
strategies.each do |strategy| | |
return if strategy.new(warrior, self).run | |
end | |
end | |
end |
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Level 8 and 9 solutions get the warrior to the stairs alive, however it does not rescue all captives. Would really like to make use of the
look
action to create a map of the level and make smarter decisions about what to do on a given turn.