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Solution to ryanb/ruby-warrior intermediate difficulty, on epic.
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## PERFORMANCE (1/7/13) | |
# | |
# CONGRATULATIONS! You have climbed to the top of the tower and rescued the fair maiden Ruby. | |
# Your average grade for this tower is: A | |
# | |
# Level 1: S | |
# Level 2: A | |
# Level 3: A | |
# Level 4: B | |
# Level 5: A | |
# Level 6: S | |
# Level 7: A | |
class Player | |
def play_turn(warrior) | |
@warrior = warrior | |
@max_health ||= @warrior.health | |
orient_thyself | |
feel_it_out | |
end | |
protected | |
def feel_it_out | |
if @spaces.empty? | |
return move @stairward | |
else | |
@ticking = @spaces.find_index { |space| space.ticking? } | |
@target = @ticking ? @spaces[@ticking] : @spaces.first | |
@direction = @warrior.direction_of @target | |
@distance = @warrior.distance_of @target | |
@ahead = @warrior.look @direction | |
return defuse if @ticking | |
return clear | |
end | |
end | |
## SITUATION METHODS | |
def defuse | |
return bind if @enemies.length > 1 | |
return bind @direction if @enemies.length > 0 and @warrior.health < @max_health / 4 | |
return be_a_hero if @ahead[0].captive? | |
return move if @ahead[0].empty? and (@ahead[1].captive? or @ahead[1].empty?) | |
return heal if @warrior.health < @max_health * 0.75 and @enemies.length == 0 | |
return move if @ahead[0].empty? | |
return bomb if @ahead[0].enemy? and @ahead[1].enemy? and @warrior.health > 4 and (@ticking ? @distance > 2 : true) | |
return attack if @ahead[0].enemy? | |
end | |
def clear | |
return bind if @enemies.length > 1 | |
return heal if @warrior.health < @max_health * 0.8 and @enemies.length == 0 | |
return be_a_hero if @ahead[0].captive? | |
return bomb if @ahead[0].enemy? and @ahead[1].enemy? and @warrior.health > 4 and (@ticking ? @distance > 2 : true) | |
return attack if @ahead[0].enemy? | |
return move | |
end | |
## ACTION METHODS | |
def bomb | |
@warrior.detonate! @direction | |
end | |
def bind(enemy = nil) | |
enemy ||= @enemies.map { |enemy| @warrior.direction_of enemy }.select { |enemy| enemy != @direction }.last | |
@warrior.bind! enemy | |
end | |
def be_a_hero | |
@warrior.rescue! @direction | |
end | |
def heal | |
@warrior.rest! | |
end | |
def attack | |
@warrior.attack! @direction | |
end | |
def move(direction = @direction) | |
if not @spaces.empty? and @warrior.feel(direction).stairs? | |
direction = @warrior.direction_of @empties.first | |
end | |
@warrior.walk! direction | |
end | |
## HELPER METHODS | |
def orient_thyself | |
## CONSTANTS | |
@directions ||= [:forward, :backward, :left, :right] | |
## DYNAMIC | |
@stairward = @warrior.direction_of_stairs | |
@spaces = @warrior.listen.sort { |space| @warrior.distance_of space } | |
@nearby = @directions.map { |direction| @warrior.feel direction } | |
@empties = @nearby.select { |space| space.empty? and not space.stairs? } | |
@enemies = @nearby.select { |space| space.enemy? } | |
end | |
end |
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