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Solution for beginner mode in warrior js
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class Player { | |
constructor() { | |
this.health = 20; | |
} | |
playTurn(warrior) { | |
if (this.hasCaptiveBehind(warrior)) { | |
if (warrior.feel('backward').isEmpty()) { | |
return warrior.walk('backward'); | |
} else { | |
return warrior.rescue('backward'); | |
} | |
} | |
if (this.seesWall(warrior)) { | |
return this.tapHealth(warrior, () => { | |
warrior.pivot(); | |
}); | |
} | |
if (!warrior.feel().isEmpty()) { | |
if (warrior.feel().getUnit().isBound()) { | |
return this.tapHealth(warrior, () => { | |
warrior.rescue(); | |
}); | |
} | |
return this.tapHealth(warrior, () => { | |
warrior.attack(); | |
}); | |
} | |
if (this.hasBeenAttacked(warrior)) { | |
return this.tapHealth(warrior, () => { | |
warrior.walk(warrior.health() < 9 ? 'backward' : undefined); | |
}); | |
} | |
if (this.enemyIsWithinThreeTiles(warrior)) { | |
return this.tapHealth(warrior, () => { | |
warrior.shoot(); | |
}); | |
} | |
if (warrior.health() < 17 && !this.stairsNearby(warrior)) { | |
return this.tapHealth(warrior, () => { | |
warrior.rest(); | |
}); | |
} | |
warrior.walk(); | |
} | |
/** | |
* Check if there is a captive behind. | |
* @param {*} warrior | |
*/ | |
hasCaptiveBehind(warrior) { | |
const tile = warrior.look('backward').find((tile) => { | |
return tile.isUnit(); | |
}); | |
return tile ? tile.getUnit().isBound() : false; | |
} | |
/** | |
* Check if the warrior has been attacked. | |
* @param {Warrior} warrior | |
*/ | |
hasBeenAttacked(warrior) { | |
return warrior.health() < this.health; | |
} | |
/** | |
* Check if an enemy is within 3 tiles. | |
* @param {*} warrior | |
*/ | |
enemyIsWithinThreeTiles(warrior) { | |
const tile = warrior.look().find((tile) => { | |
return tile.isUnit(); | |
}); | |
return tile ? tile.getUnit().isEnemy() : false; | |
} | |
/** | |
* Check if a wall is near. | |
* @param {*} warrior | |
*/ | |
seesWall(warrior) { | |
const tile = warrior.look().find((tile) => { | |
return !tile.isEmpty() || tile.isStairs(); | |
}); | |
return tile ? tile.isWall() : false; | |
} | |
/** | |
* Check if the stairs are nearby. | |
* @param {*} warrior | |
*/ | |
stairsNearby(warrior) { | |
const tile = warrior.look().find((tile) => { | |
return (tile.isUnit() && !tile.getUnit().isEnemy()) || tile.isStairs(); | |
}); | |
return tile ? tile.isStairs() || !tile.getUnit().isEnemy() : false; | |
} | |
/** | |
* Return a response and update the health. | |
* @param {Warropr} warrior | |
* @param {*} callback | |
*/ | |
tapHealth(warrior, callback) { | |
callback(warrior); | |
this.health = warrior.health(); | |
} | |
} |
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