Class: TankFleeingState

Inherits:
TankMotionState show all
Defined in:
lib/entities/components/ai/tank_fleeing_state.rb

Constant Summary collapse

MAX_FLEE_TIME =

15 seconds

15 * 1000

Instance Method Summary collapse

Methods inherited from TankMotionState

#drive, #on_collision, #should_change_direction?, #substate_expired?, #wait, #wait_time, #waiting?

Constructor Details

#initialize(object, vision, gun) ⇒ TankFleeingState

Returns a new instance of TankFleeingState.



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# File 'lib/entities/components/ai/tank_fleeing_state.rb', line 4

def initialize(object, vision, gun)
  super(object, vision)
  @object = object
  @vision = vision
  @gun = gun
end

Instance Method Details

#can_flee?Boolean

Returns:

  • (Boolean)


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# File 'lib/entities/components/ai/tank_fleeing_state.rb', line 11

def can_flee?
  return true unless @started_fleeing
  Gosu.milliseconds - @started_fleeing < MAX_FLEE_TIME
end

#change_directionObject



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# File 'lib/entities/components/ai/tank_fleeing_state.rb', line 25

def change_direction
  closest_powerup = @vision.closest_powerup(
    RepairPowerup, HealthPowerup)
  if closest_powerup
    angle = Utils.angle_between(
      @object.x, @object.y,
      closest_powerup.x, closest_powerup.y)
    @object.physics.change_direction(
      angle - angle % 45)
  else
    @object.physics.change_direction(
      180 + @gun.desired_gun_angle -
      @gun.desired_gun_angle % 45)
  end
  @changed_direction_at = Gosu.milliseconds
  @will_keep_direction_for = turn_time
end

#drive_timeObject



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# File 'lib/entities/components/ai/tank_fleeing_state.rb', line 43

def drive_time
  10000
end

#enterObject



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# File 'lib/entities/components/ai/tank_fleeing_state.rb', line 16

def enter
  @started_fleeing ||= Gosu.milliseconds
end

#turn_timeObject



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# File 'lib/entities/components/ai/tank_fleeing_state.rb', line 47

def turn_time
  rand(300..600)
end

#updateObject



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# File 'lib/entities/components/ai/tank_fleeing_state.rb', line 20

def update
  change_direction if should_change_direction?
  drive
end