warriorjs-engine
Version:
The bowels of WarriorJS
64 lines (46 loc) • 2.81 kB
JavaScript
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.default = undefined;
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; }; }();
var _Action2 = require('./Action');
var _Action3 = _interopRequireDefault(_Action2);
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"); } }
function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; }
function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }
var Explode = function (_Action) {
_inherits(Explode, _Action);
function Explode(unit, time) {
_classCallCheck(this, Explode);
var _this = _possibleConstructorReturn(this, Object.getPrototypeOf(Explode).call(this, unit));
_this._description = 'Kills you and all surrounding units. You probably don\'t want to do this' + 'intentionally.';
_this._time = time;
return _this;
}
_createClass(Explode, [{
key: 'perform',
value: function perform() {
if (this._unit.isAlive()) {
this._unit.say('explodes, collapsing the ceiling and killing every unit');
this._unit.position.floor.units.forEach(function (unit) {
return unit.takeDamage(Infinity);
});
}
}
}, {
key: 'passTurn',
value: function passTurn() {
if (this._time && this._unit.isAlive()) {
this._unit.say('is ticking');
this._time -= 1;
if (!this._time) {
this.perform();
}
}
}
}]);
return Explode;
}(_Action3.default);
exports.default = Explode;
;