warriorjs-engine
Version:
The bowels of WarriorJS
53 lines (34 loc) • 2.52 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 _Attack = require('../abilities/actions/Attack');
var _Attack2 = _interopRequireDefault(_Attack);
var _Feel = require('../abilities/senses/Feel');
var _Feel2 = _interopRequireDefault(_Feel);
var _Unit2 = require('./Unit');
var _Unit3 = _interopRequireDefault(_Unit2);
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 Melee = function (_Unit) {
_inherits(Melee, _Unit);
function Melee() {
_classCallCheck(this, Melee);
var _this = _possibleConstructorReturn(this, Object.getPrototypeOf(Melee).call(this));
_this.abilities.attack = new _Attack2.default(_this);
_this.abilities.feel = new _Feel2.default(_this);
return _this;
}
_createClass(Melee, [{
key: '_isPlayerWithinReach',
value: function _isPlayerWithinReach(turn, direction) {
return turn.feel(direction).isPlayer();
}
}]);
return Melee;
}(_Unit3.default);
exports.default = Melee;
;