Created
August 19, 2013 14:21
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class Player | |
@stairs = false | |
@wall = false | |
def play_turn(warrior) | |
if damaged_from_behind(warrior) | |
warrior.shoot!(:backward) | |
else | |
if first_non_empty(warrior.look) == "enemy" | |
warrior.shoot! | |
else | |
if warrior.feel.enemy? | |
warrior.attack! | |
elsif warrior.feel.captive? | |
warrior.rescue! | |
else | |
if warrior.health < 20 | |
injured(warrior) | |
else | |
explore(warrior) | |
end | |
end | |
end | |
end | |
@health = warrior.health | |
end | |
def can_fight?(warrior) | |
warrior.health > 15 | |
end | |
def taking_damage?(warrior) | |
warrior.health < @health | |
end | |
def injured(warrior) | |
if taking_damage?(warrior) | |
if can_fight?(warrior) | |
warrior.walk! | |
else | |
warrior.walk!(:backward) | |
end | |
else | |
warrior.rest! | |
end | |
end | |
def explore(warrior) | |
if warrior.feel.stairs? | |
@stairs = true | |
if @wall | |
warrior.walk! | |
else | |
warrior.pivot! | |
end | |
elsif warrior.feel.wall? | |
@wall = true | |
warrior.pivot! | |
else | |
warrior.walk! | |
end | |
end | |
def first_non_empty(spaces) | |
first_non_empty = "blank" | |
spaces.each do |space| | |
if space.enemy? | |
return "enemy" | |
elsif space.captive? | |
return "captive" | |
end | |
end | |
return first_non_empty | |
end | |
def damaged_from_behind(warrior) | |
warrior.health < 20 && taking_damage?(warrior) && first_non_empty(warrior.look(:backward)) == "enemy" | |
end | |
end |
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I use the @stairs and @Wall instance variables to make sure I've explored all spaces so there is no captive remaining.