warriorjs-engine
Version:
The bowels of WarriorJS
92 lines (69 loc) • 3.64 kB
JavaScript
;
Object.defineProperty(exports, '__esModule', {
value: true
});
var _slicedToArray = (function () { function sliceIterator(arr, i) { var _arr = []; var _n = true; var _d = false; var _e = undefined; try { for (var _i = arr[Symbol.iterator](), _s; !(_n = (_s = _i.next()).done); _n = true) { _arr.push(_s.value); if (i && _arr.length === i) break; } } catch (err) { _d = true; _e = err; } finally { try { if (!_n && _i['return']) _i['return'](); } finally { if (_d) throw _e; } } return _arr; } return function (arr, i) { if (Array.isArray(arr)) { return arr; } else if (Symbol.iterator in Object(arr)) { return sliceIterator(arr, i); } else { throw new TypeError('Invalid attempt to destructure non-iterable instance'); } }; })();
var _createClass = (function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ('value' in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; })();
function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { 'default': obj }; }
function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError('Cannot call a class as a function'); } }
var _abilitiesSensesSense = require('./abilities/senses/Sense');
var _abilitiesSensesSense2 = _interopRequireDefault(_abilitiesSensesSense);
var _decoratorsPlayerObject = require('./decorators/playerObject');
var allowedMembers = ['attack', 'bind', 'detonate', 'directionOf', 'directionOfStairs', 'distanceOf', 'explode', 'feel', 'health', 'listen', 'look', 'pivot', 'rescue', 'rest', 'shoot', 'walk'];
var Turn = (function () {
function Turn(abilities) {
var _this = this;
_classCallCheck(this, _Turn);
this._action = null;
this._senses = {};
Object.entries(abilities).forEach(function (_ref) {
var _ref2 = _slicedToArray(_ref, 2);
var name = _ref2[0];
var ability = _ref2[1];
if (ability instanceof _abilitiesSensesSense2['default']) {
_this._addSense(name, ability);
} else {
_this._addAction(name);
}
});
}
_createClass(Turn, [{
key: '_addAction',
value: function _addAction(name) {
var _this2 = this;
Object.defineProperty(this, name, {
value: function value() {
for (var _len = arguments.length, args = Array(_len), _key = 0; _key < _len; _key++) {
args[_key] = arguments[_key];
}
if (_this2.action) {
throw new Error('Only one action can be performed per turn.');
}
_this2._action = [name, args];
}
});
}
}, {
key: '_addSense',
value: function _addSense(name, sense) {
var _this3 = this;
this._senses[name] = sense;
Object.defineProperty(this, name, {
value: function value() {
var _senses$name;
return (_senses$name = _this3._senses[name]).perform.apply(_senses$name, arguments);
}
});
}
}, {
key: 'action',
get: function get() {
return this._action;
}
}]);
var _Turn = Turn;
Turn = (0, _decoratorsPlayerObject.playerObject)(allowedMembers)(Turn) || Turn;
return Turn;
})();
exports['default'] = Turn;
module.exports = exports['default'];