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hero.js
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/*
The only function that is required in this file is the "move" function
You MUST export the move function, in order for your code to run
So, at the bottom of this code, keep the line that says:
module.exports = move;
The "move" function must return "North", "South", "East", "West", or "Stay"
(Anything else will be interpreted by the game as "Stay")
The "move" function should accept two arguments that the website will be passing in:
- a "gameData" object which holds all information about the current state
of the battle
- a "helpers" object, which contains useful helper functions
- check out the helpers.js file to see what is available to you
(the details of these objects can be found on javascriptbattle.com/rules)
This file contains four example heroes that you can use as is, adapt, or
take ideas from and implement your own version. Simply uncomment your desired
hero and see what happens in tomorrow's battle!
Such is the power of Javascript!!!
*/
//TL;DR: If you are new, just uncomment the 'move' function that you think sounds like fun!
// (and comment out all the other move functions)
// // The "Northerner"
// var move = function(gameData, helpers) {
// var myHero = gameData.activeHero;
// return 'North';
// };
// The "Blind Man"
// var move = function(gameData, helpers) {
// var myHero = gameData.activeHero;
// var choices = ['North', 'South', 'East', 'West'];
// return choices[Math.floor(Math.random()*4)];
// };
// The "Unwise Assassin"
var move = function(gameData, helpers) {
var myHero = gameData.activeHero;
if (myHero.health < 30) {
return helpers.findNearestHealthWell(gameData);
} else {
return helpers.findNearestEnemy(gameData);
}
};
// // The "Careful Assassin"
// var move = function(gameData, helpers) {
// var myHero = gameData.activeHero;
// if (myHero.health < 50) {
// return helpers.findNearestHealthWell(gameData);
// } else {
// return helpers.findNearestWeakerEnemy(gameData);
// }
// };
/* // The "Safe Diamond Miner"
var move = function(gameData, helpers) {
var myHero = gameData.activeHero;
//Get stats on the nearest health well
var healthWellStats = helpers.findNearestObjectDirectionAndDistance(gameData.board, myHero, function(boardTile) {
if (boardTile.type === 'HealthWell') {
return true;
}
});
var distanceToHealthWell = healthWellStats.distance;
var directionToHealthWell = healthWellStats.direction;
if (myHero.health < 60) {
//Heal no matter what if low health
return directionToHealthWell;
} else if (myHero.health < 100 && distanceToHealthWell === 1) {
//Heal if you aren't full health and are close to a health well already
return directionToHealthWell;
} else {
//If healthy, go capture a diamond mine!
return helpers.findNearestNonTeamDiamondMine(gameData);
}
};
*/
// // The "Selfish Diamond Miner" (captures teammates' diamond mines)
// var move = function(gameData, helpers) {
// var myHero = gameData.activeHero;
// //Get stats on the nearest health well
// var healthWellStats = helpers.findNearestObjectDirectionAndDistance(gameData.board, myHero, function(boardTile) {
// if (boardTile.type === 'HealthWell') {
// return true;
// }
// });
// var distanceToHealthWell = healthWellStats.distance;
// var directionToHealthWell = healthWellStats.direction;
// if (myHero.health < 40) {
// //Heal no matter what if low health
// return directionToHealthWell;
// } else if (myHero.health < 100 && distanceToHealthWell === 1) {
// //Heal if you aren't full health and are close to a health well already
// return directionToHealthWell;
// } else {
// //If healthy, go capture a diamond mine!
// return helpers.findNearestUnownedDiamondMine(gameData);
// }
// };
// // The "Coward"
// var move = function(gameData, helpers) {
// return helpers.findNearestHealthWell(gameData);
// }
// Export the move function here
module.exports = move;