Created
July 11, 2015 22:47
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Solution to intermediate epic mode - github.com/ryanb/ruby-warrior
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# Total Score: 917 | |
# Your average grade for this tower is: A | |
# | |
# Level 1: S | |
# Level 2: A | |
# Level 3: B | |
# Level 4: A | |
# Level 5: B | |
# Level 6: A | |
# Level 7: A | |
class Player | |
@@dirs = [:forward, :left, :backward, :right] | |
def play_turn(w) | |
# If surrounded, bind a warrior. | |
adjacentMobs = [] | |
adjacentCaptives = [] | |
tickingCaptives = [] | |
@@dirs.each { |x| | |
if w.feel(x).enemy? | |
adjacentMobs.push(x) | |
end | |
if w.feel(x).captive? | |
adjacentCaptives.push(x) | |
end | |
} | |
remaining = w.listen | |
remaining.each { |x| | |
if x.ticking? | |
tickingCaptives.push(x) | |
end | |
} | |
if not tickingCaptives.empty? | |
dir = w.direction_of(tickingCaptives.first) | |
ahead = w.look(dir) | |
count = 0 | |
if ahead[0].enemy? and ahead[1].enemy? | |
safe = true | |
if w.health <= 4 | |
safe = false | |
else | |
tickingCaptives.each { |c| | |
if w.distance_of(c) <= 2 | |
safe = false | |
break | |
end | |
} | |
end | |
if safe | |
acted = false | |
adjacentMobs.each { |e| | |
if e == :forward | |
next | |
end | |
w.bind!(e) | |
acted = true | |
break | |
} | |
if not acted | |
w.detonate!(dir) | |
end | |
return | |
end | |
end | |
end | |
if not remaining.empty? and adjacentMobs.empty? and w.health < 11 | |
if tickingCaptives.empty? | |
w.rest! | |
return | |
else | |
spaces = w.look(w.direction_of(tickingCaptives.first)) | |
if spaces[0].captive? | |
w.rescue!(w.direction_of(spaces[0])) | |
return | |
elsif spaces[1].enemy? | |
w.rest! | |
return | |
end | |
end | |
end | |
if tickingCaptives.length > 0 | |
next_dir = w.direction_of(tickingCaptives.first) | |
if w.feel(next_dir).captive? | |
w.rescue!(next_dir) | |
elsif not w.feel(next_dir).empty? or w.feel(next_dir).stairs? | |
avoid_dir = avoid(w, next_dir) | |
if avoid_dir and avoid_dir != opposite(@last_movement) | |
w.walk!(avoid_dir) | |
@last_movement = avoid_dir | |
else | |
push_thru = next_dir | |
end | |
else | |
w.walk!(next_dir) | |
@last_movement = next_dir | |
end | |
end | |
if tickingCaptives.length > 0 | |
if push_thru | |
deal_with(w, push_thru) | |
end | |
else | |
if adjacentMobs.length > 0 | |
deal_with(w, adjacentMobs.first) | |
elsif not remaining.empty? and w.health < 16 | |
w.rest! | |
elsif adjacentCaptives.length > 0 | |
w.rescue!(adjacentCaptives.first) | |
else | |
if remaining.empty? | |
w.walk!(w.direction_of_stairs) | |
@last_movement = w.direction_of_stairs | |
else | |
next_dir = w.direction_of(remaining.first) | |
if w.feel(next_dir).stairs? | |
next_dir = avoid(w, next_dir) | |
end | |
w.walk!(next_dir) | |
@last_movement = next_dir | |
end | |
end | |
end | |
end | |
def deal_with(w, dir) | |
# Bind any other enemies. | |
for i in 0..@@dirs.length-1 | |
d = @@dirs[i] | |
if d == dir | |
next | |
end | |
unit = w.feel(d) | |
if unit.enemy? | |
w.bind!(d) | |
return | |
end | |
end | |
unit = w.feel(dir) | |
if unit.enemy? | |
w.attack!(dir) | |
elsif unit.captive? | |
w.rescue!(dir) | |
end | |
end | |
def avoid(w, dir) | |
index = @@dirs.find_index(dir) | |
try_dir = @@dirs[(index + 1) % @@dirs.length] | |
if w.feel(try_dir).empty? | |
next_dir = try_dir | |
else | |
try_dir = @@dirs[(index + 3) % @@dirs.length] | |
if w.feel(try_dir).empty? | |
next_dir = try_dir | |
end | |
end | |
return next_dir | |
end | |
def opposite(dir) | |
if dir == :forward | |
return :backward | |
elsif dir == :backward | |
return :forward | |
elsif dir == :right | |
return :left | |
end | |
return :right | |
end | |
end |
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