Class: TankStuckState

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

Instance Attribute Summary collapse

Instance Method Summary collapse

Methods inherited from TankMotionState

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

Constructor Details

#initialize(object, vision, gun) ⇒ TankStuckState

Returns a new instance of TankStuckState.



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# File 'lib/entities/components/ai/tank_stuck_state.rb', line 3

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

Instance Attribute Details

#stuck_atObject

Returns the value of attribute stuck_at.



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# File 'lib/entities/components/ai/tank_stuck_state.rb', line 2

def stuck_at
  @stuck_at
end

Instance Method Details

#change_directionObject



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# File 'lib/entities/components/ai/tank_stuck_state.rb', line 15

def change_direction
  closest_free_path = @vision.closest_free_path_away_from(
    @stuck_at)
  if closest_free_path
    @object.physics.change_direction(
      Utils.angle_between(
        @object.x, @object.y, *closest_free_path))
  else
    if @object.health.health > 50 && rand > 0.9
      @object.shoot(*Utils.point_at_distance(
        *@object.location,
        @object.gun_angle,
        150))
    end
  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_stuck_state.rb', line 38

def drive_time
  rand(1000..2000)
end

#turn_timeObject



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# File 'lib/entities/components/ai/tank_stuck_state.rb', line 42

def turn_time
  rand(1000..2000)
end

#updateObject



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# File 'lib/entities/components/ai/tank_stuck_state.rb', line 10

def update
  change_direction if should_change_direction?
  drive
end

#wait_timeObject



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# File 'lib/entities/components/ai/tank_stuck_state.rb', line 34

def wait_time
  rand(10..100)
end