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warriorjs-engine

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'use strict'; 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'];