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Ruby Warrior Epic Mode: Level Score: 74 Time Bonus: 5 Clear Bonus: 16 Level Grade: A Total Score: 510 + 95 = 605 Your average grade for this tower is: A Level 1: S Level 2: A Level 3: S Level 4: S Level 5: A Level 6: A Level 7: S Level 8: S Level 9: A
class Player
def play_turn(warrior)
@direction ||= :forward
@opposite_direction = opposite_direction(@direction)
@warrior = warrior
@rest ||= false
@action = false
@health ||= warrior.health
@turn ||= 1
@hit_at_start ||= false
@captive_at_start ||= false
rest_mode
# Check if being hit at the start
if @health > @warrior.health && @turn == 2
@hit_at_start = true
end
handle_hit_at_start if @hit_at_start
# Check if captive at the start
spaces = warrior.look(@opposite_direction)
if spaces[1].captive? && @turn == 1
@captive_at_start = true
end
handle_captive_at_start if @captive_at_start
space = warrior.feel(@direction)
handle_space(space)
spaces = warrior.look(@direction)
handle_spaces(spaces)
@warrior.walk!(@direction) unless @action
@health = warrior.health
@turn += 1
end
def opposite_direction(direction)
if direction == :backward
:forward
else
:backward
end
end
def handle_space(space)
if space.wall?
@warrior.pivot!(@opposite_direction) unless @action
@action = true
@direction = @opposite_direction
@opposite_direction = opposite_direction(@direction)
elsif space.enemy?
@warrior.attack!(@direction) unless @action
@action = true
elsif space.captive?
@warrior.rescue!(@direction) unless @action
@action = true
elsif space.empty? && @warrior.health < 12
@rest = true # Rest Mode
rest_mode
end
end
def handle_spaces(spaces)
if spaces[1].enemy? || (spaces[2].enemy? && !spaces[1].captive?)
@warrior.shoot!(@direction) unless @action
@action = true
end
end
def rest_mode
if @rest
@rest = false if @warrior.health > 16
# Being hit
if @health > @warrior.health
@warrior.walk!(@opposite_direction) unless @action
@action = true
else
@warrior.rest! unless @action
@action = true
end
end
end
def handle_hit_at_start
spaces = @warrior.look(@opposite_direction)
if spaces[2].enemy?
@warrior.shoot!(@opposite_direction) unless @action
@action = true
else
@hit_at_start = false
end
end
def handle_captive_at_start
if @warrior.feel(@opposite_direction).captive?
@warrior.rescue!(@opposite_direction) unless @action
@action = true
@captive_at_start = false
else
@warrior.walk!(@opposite_direction) unless @action
@action = true
end
end
end
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