Created
June 23, 2014 15:03
-
-
Save smurphy8/1ca4e64019d363234ffe to your computer and use it in GitHub Desktop.
munchkin battle code
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
var type = 'munchkin'; | |
var go = true; | |
if (this.gold > 100 || this.flush) { | |
if (this.built.length % 6 === 1) { | |
type = 'thrower'; | |
} | |
else if (this.built.length % 6 === 5 ){ | |
type = 'shaman'; | |
} | |
if (this.gold > 50) { | |
this.flush = true; | |
} | |
else { | |
this.flush = false; | |
} | |
this.build(type); | |
} | |
else { | |
this.flush = false; | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
var enemy = this.getNearestEnemy(); | |
var enemies = this.getEnemies(); | |
var friends = this.getFriends(); | |
// =============================== | |
// Calculatino seciton | |
// ----------- | |
this.makeAbsProps = function (d,s,c) { | |
var unit = {}; | |
unit.dps = d; | |
unit.speed = s; | |
unit.cost = c; | |
return unit; | |
}; | |
this.soldier = this.makeAbsProps (5 , 10 , 14 ); | |
this.archer = this.makeAbsProps (17 , 12 , 20 ); | |
this.artillery = this.makeAbsProps (10 , 8 , 30 ); | |
this.arrowThrower = this.makeAbsProps (25 , 0 , 1 ); | |
this.munchkin = this.makeAbsProps (4 , 12 , 14 ); | |
this.thrower = this.makeAbsProps (18 , 12 , 20 ); | |
this.shaman = this.makeAbsProps (7 , 10 , 30 ); | |
this.beamTower = this.makeAbsProps (18 , 0 , 1 ); | |
this.burl = this.makeAbsProps (100,10,0); | |
this.getUnitProps = function (unit) { | |
var t = unit.type; | |
if (t == 'munchkin') { | |
return this.munchkin; | |
} | |
else if (t == 'thrower') { | |
return this.spear; | |
} | |
else if (t == 'shaman') { | |
return this.shaman; | |
} | |
else if (t == 'beam-tower') { | |
return this.beamTower; | |
} | |
else if (t == 'soldier') { | |
return this.soldier; | |
} | |
else if (t == 'archer') { | |
return this.archer; | |
} | |
else if (t == 'artillery') { | |
return this.artillery; | |
} | |
else if (t == 'arrow-tower') { | |
return this.arrowThrower; | |
} | |
else if (t == 'burl') { | |
return this.burl; | |
} | |
else { | |
return this.makeAbsProps(0,0,0) ; | |
} | |
}; | |
// abs props are ones that can't be written | |
// and aren't directly available from model | |
// dps speed range gold | |
// totalUnits creates a fake unit with the combined health and damage properties of all the units in an array | |
this.totalUnits = function (units) { | |
var punit = {}; | |
punit.health = 0; | |
punit.dps = 0; | |
for (var i = 0; i < units.length; ++i ) { | |
var tunit = this.getUnitProps(units[i]); | |
if (tunit) { | |
punit.health = punit.health + units[i].health; | |
punit.dps = punit.dps + tunit.dps; | |
} | |
} | |
return punit; | |
}; | |
// onVsOneFunction should determine who would win in a one on one fight between two units. | |
this.iWin = function (myUnit, targetUnit ) { | |
var myTurnCount = myUnit.health/targetUnit.dps; | |
var targetTurnCount = targetUnit.health/myUnit.dps; | |
return myTurnCount > targetTurnCount; | |
}; | |
this.calculateAttack = function (nearEnemy,es,fs) { | |
var fUnit = null; | |
var eUnit = null; | |
var iwin = null; | |
if (fs && es) { | |
fUnit = this.totalUnits(fs); | |
eUnit = this.totalUnits(es); | |
iwin = this.iWin(fUnit,eUnit); | |
} | |
else if (es) { | |
fUnit = this.getUnitProps(this); | |
eUnit = this.totalUnits(es); | |
iwin = this.iWin(fUnit,eUnit); | |
} | |
if(nearEnemy && iwin ) { | |
this.attack(nearEnemy); | |
} | |
else if (nearEnemy.type === 'artillery' && nearEnemy.action !== 'die') { | |
this.attack(nearEnemy); | |
} | |
else { | |
if (this.buildIndex %2 == 1) { | |
this.move({x:67,y:43}); | |
} | |
else { | |
this.move({x:43,y:67}); | |
} | |
} | |
}; | |
if(enemy&&enemies&&friends) { | |
this.calculateAttack(enemy,enemies,friends); | |
} | |
else if (friends) { | |
this.move({x:0,y:0}); | |
} | |
else { | |
this.say("Hold tight"); | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment