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@AnastasiaDunbar
Created April 14, 2016 18:04
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//1-(Defense of Plainswood)
this.buildXY('fence',40,52);this.buildXY('fence',40,20);
//2-(Winding Trail)
this.moveXY(36,60);this.moveXY(37,12);this.buildXY('fence',72,25);
//3-(Thumb Biter)
this.say('a');this.say('b');this.say('c');
//4-(Burl Beets Booleans)
this.say(false);this.say(true);this.say(false);this.say(true);this.say(true);
//5-(Gems or Death)
this.moveXY(15,40);this.moveXY(25,15);var e=this.findNearestEnemy();this.attack(e);this.moveXY(55,25);
//6-(Patrol Buster)
while(true){if(this.findNearestEnemy()){this.attack(this.findNearestEnemy());}}
//7-(Village Guard)
while(true){this.moveXY(35,34);var e=this.findNearestEnemy();if(e){this.attack(e);this.attack(e);}this.moveXY(60,31);e=this.findNearestEnemy();if(e){this.attack(e);this.attack(e);}}
/********Warning: Next levels are randomized********/
//8-(Back to Back)
while(true){var e=this.findNearestEnemy();while(e){this.attack(e);e=this.findNearestEnemy();}this.moveXY(40,34);}
//9-(Ogre Encampment)
while(true){this.attack(this.findNearestEnemy()?this.findNearestEnemy():'Chest');}
//10-(Woodland Cleaver)
this.moveXY(23, 23);while(true){var e = this.findNearestEnemy();this.isReady('cleave')?this.cleave(e):this.attack(e);}
//11-(Backwoods Standoff)
var t=this;function k(){if(t.findNearestEnemy()){t.attack(t.findNearestEnemy());}}while(true){var e=t.findNearestEnemy();t.isReady('cleave')?t.cleave(e):k();}
//12-(Shield Rush)
while(true){while(!this.isReady('cleave')){this.shield();}this.cleave(this.findNearestEnemy());}
//13-(Peasant Protection)
var t=0;while(true){var e=this.findNearestEnemy();if(this.distanceTo(e)<10){this.attack(e);t=0;}t++;if(t>4){this.moveXY(40,37);}}
//14-(Forest Fire Dancing)
while(true){var e=this.findNearestItem();if(e){var p=e.pos;(p.x == 34)?this.moveXY(46,22):this.moveXY(34,22);}else{this.moveXY(40,22);}}
//15-(Stillness in Motion)
while(true){var e=this.findNearestEnemy();if(e){var d=this.distanceTo(e);if(d<5){this.attack(e);}else{this.shield();}}else{this.moveXY(40, 34);}}
//16-(The Agrippa Defense)
while(true){var e=this.findNearestEnemy();if(e){if(this.distanceTo(e)<5){this.isReady('cleave')?this.cleave(e):this.attack(e);}}}
//17-(Munchkin Swarm)
var t=this;function c(){t.attack('Chest');}while(true){var e=this.findNearestEnemy();if(e){if(this.distanceTo(e)<10){this.isReady('cleave')?this.cleave(e):this.attack(e);}else{c();}}else{c();}}
//this.c=function(){this.attack('Chest');}while(true){var e=this.findNearestEnemy();if(e){if(this.distanceTo(e)<10){this.isReady('cleave')?this.cleave(e):this.attack(e);}else{this.c();}}else{this.c();}}
//18-(Village Rover)
var t=this;function a(){if(t.findNearestEnemy()){t.attack(t.findNearestEnemy());}}while(true){this.moveXY(35,34);a();this.moveXY(60,31);a();}
/********Buy HARDENED STEEL GLASSES********/
//19-(Friend and Foe)
while(true){var e=this.findNearest(this.findFriends());if(e){this.say(e.id+'.');}e=this.findNearest(this.findEnemies());if(e){this.say(e.id+'.');}}
//20-(The Agrippa Defense A)
var t=this;function a(){t.isReady('cleave')?t.cleave(e):t.attack(e);}while(true){var e=this.findNearest(this.findEnemies());if(e){var d=this.distanceTo(e);if(d<5)a(e);}}
//21-(The Agrippa Defense B)
var t=this;function a(){t.isReady('cleave')&&t.distanceTo(e)<5?t.cleave(e):t.attack(e);}while(true){var e=this.findNearest(this.findEnemies());if(e){var d=this.distanceTo(e);if(d<5)a(e);}}
//22-(Deja Brew)
var a=10;var s=1;while(true) {this.say(a+' potions of health on the wall!');this.say(a+' potions of health!');this.say('Take '+s+' down, pass it around!');a-=s;this.say(a+' potions of health on the wall.');}
//23-(Coinucopia)
while(true){var f=this.findFlag();if(f)this.pickUpFlag(f);}
//24-(Copper Meadows)
while(true){var f=this.findFlag();var i=this.findNearest(this.findItems());while(i){this.moveXY(i.pos.x,i.pos.y);i=this.findNearest(this.findItems());}if(f){this.pickUpFlag(f);}}
//25-(Drop the Flag)
/********With BASIC FLAGS********/
while(true){var f=this.findFlag();if(f){this.buildXY("fire-trap",f.pos.x,f.pos.y);}else{var i=this.findNearest(this.findItems());if(i)this.moveXY(i.pos.x,i.pos.y);}}
/********With DYNAMIC FLAGS********/
while(true){var f=this.findFlag();if(f){this.buildXY("fire-trap",f.pos.x,f.pos.y);this.removeFlag(f);}else{var i=this.findNearest(this.findItems());if(i)this.moveXY(i.pos.x,i.pos.y);}}
//26-(Mind the Trap)
var d=5;
//while(true){var f=this.findFlag();if(f){var a1=Math.atan2(-(f.pos.y-this.pos.y),f.pos.x-this.pos.x);var a2={x:Math.cos(a1)*d,y:-(Math.sin(a1)*d)};this.moveXY(this.pos.x-a2.x,this.pos.y-a2.y);}}
while(true){var f=this.findFlag();var e=this.findNearest(this.findEnemies());if(f){if(this.distanceTo(f)<d){var a1=Math.atan2(-(f.pos.y-this.pos.y),f.pos.x-this.pos.x);var a2={x:Math.cos(a1)*d,y:-(Math.sin(a1)*d)};this.moveXY(this.pos.x-a2.x,this.pos.y-a2.y);}}if(e){if(this.distanceTo(e)<20)this.attack(e);}}
//27-(Signal Corpse)
var t=this;function a(){t.isReady('cleave')&&t.distanceTo(e)<5?t.cleave(e):t.attack(e);}while(true){var f=t.findFlag();var e=t.findNearest(t.findEnemies());if(f){t.pickUpFlag(f);}if(e){if(t.distanceTo(e)<20)a();}}
//28-(Hold the Forest Pass)
var t=this;function a(){if(t.distanceTo(e)<4){t.isReady('cleave')&&t.distanceTo(e)<5?t.cleave(e):t.attack(e);}}while(true){var f=t.findFlag();var e=t.findNearest(t.findEnemies());if(f){t.pickUpFlag(f);}if(e){if(t.distanceTo(e)<20)a();}}
//29-(Rich Forager)
var t=this;function a(){t.isReady('cleave')&&t.distanceTo(e)<5?t.cleave(e):t.attack(e);}while(true){var f=t.findFlag();var e=t.findNearest(t.findEnemies());var i=t.findNearest(t.findItems());if(f){t.pickUpFlag(f);}else if(e){a();}else if(i){t.moveXY(i.pos.x,i.pos.y);}}
//30-(Backswood Treasure)
var t=this;function a(){t.isReady('cleave')&&t.distanceTo(e)<5?t.cleave(e):t.attack(e);}while(true){var f=t.findFlag();var e=t.findNearest(t.findEnemies());var i=t.findNearest(t.findItems());if(f){t.pickUpFlag(f);}else if(e){a();}else if(i){t.moveXY(i.pos.x,i.pos.y);}}
//(The Wizards Door)
this.moveXY(30,13);var A=this.findNearestFriend().getA();var B=A;this.moveXY(17,26);A+=7;this.say(A);this.moveXY(30,39);A=A%4;this.say(A);this.moveXY(43,26);A*=B;this.say(A);
//(Siege of Stonehold)
var t=this;function a(){if(t.distanceTo(e)<10){t.isReady('cleave')&&t.distanceTo(e)<5?t.cleave(e):t.attack(e);}else{if(t.isReady('power-up'))t.powerUp();}}while(true){var f=t.findFlag();var e=t.findNearest(t.findEnemies());if(f){t.pickUpFlag(f);}if(e){if(t.distanceTo(e)<20)a();}}
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