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class Player | |
@stairs = false | |
@wall = false | |
@warrior | |
def play_turn(warrior) | |
@warrior = warrior | |
if damaged_from_behind | |
warrior.shoot!(:backward) | |
else | |
should_look | |
end | |
@health = warrior.health | |
end | |
def can_fight | |
@warrior.health > 15 | |
end | |
def taking_damage? | |
@warrior.health < @health | |
end | |
def injured | |
if taking_damage? | |
return @warrior.walk!(can_fight? ? :forward : :backward) | |
else | |
@warrior.rest! | |
end | |
end | |
def explore | |
if @warrior.feel.stairs? | |
@stairs = true | |
return @wall ? @warrior.walk! : @warrior.pivot! | |
end | |
if @warrior.feel.wall? | |
@wall = true | |
return @warrior.pivot! | |
end | |
@warrior.walk! | |
end | |
def first_non_empty(spaces) | |
spaces.each do |space| | |
return "enemy" if space.enemy? | |
return "captive" if space.captive? | |
end | |
"blank" | |
end | |
def damaged_from_behind | |
@warrior.health < 20 && taking_damage? && first_non_empty(@warrior.look(:backward)) == "enemy" | |
end | |
def check_health | |
@warrior.health < 20 ? injured : explore | |
end | |
def should_move | |
return @warrior.attack! if @warrior.feel.enemy? | |
return @warrior.rescue! if @warrior.feel.captive? | |
check_health | |
end | |
def should_look | |
if first_non_empty(@warrior.look) == "enemy" | |
@warrior.shoot! | |
else | |
should_move | |
end | |
end | |
end |
I might also write should_move as:
def should_move
return @warrior.attack! if @warrior.feel.enemy?
return @warrior.rescue! if @warrior.feel.captive?
check_health
end
Once again that's just a stylistic different (i.e. no performance difference) but I think it makes it read more like a sentence than the classic if statement.
The nested if statements in injured and explore still bug me a bit. Not a huge deal but I might approach explore like:
def explore
@stairs = @warrior.feel.stairs?
@wall = @warrior.feel.wall?
@wall ? @warrior.pivot : @warrior.walk
end
That said, I simplified the logic you had there a bit. I'm not sure why if you feel stairs you then check to see if there is a wall and walk if there is a wall but pivot if there is not. That doesn't make much sense to me. I might be missing something though.
Injured I might write something like:
def injured
if @warrior.taking_damage
return @warrior.walk!(can_fight? ? :forward : :backward)
else
@warrior.rest!
end
end
That's pretty much it. Sorry to just show you how I'd do it but sometimes its hard to make suggestions until I sit down and write through the code. Most of them are just syntactic sugar that ruby makes easy. Let me know if you have any questions.
Nice, that looks better.
Totally optional but you typically see a lot of ternary operators in ruby if they conditionals are simple. I might write check_health as:
Some people don't like those but I usually do if the check is simple.