Actualiser LeekWars.js
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54
LeekWars.js
54
LeekWars.js
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var entity = getEntity();
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var obstacles = getObstacles()
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function choiceWeapon() {
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if (isOnSameLine(getCell(getNearestEnemy()), getCell())) {
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setWeapon(WEAPON_SHOTGUN)
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} else {
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setWeapon(WEAPON_PISTOL);
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}
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}
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function shoot(cible) {
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choiceWeapon();
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if(getCellDistance(getCell(cible), getCell()) <= getWeaponMaxRange(getWeapon())) {
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debug("On est a distance de tir")
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if(getWeapon() == WEAPON_PISTOL) {
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debug("On a le pistolet")
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while(getTP() >= 3 && lineOfSight(getCell(), getCell(cible))) {
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useWeapon(cible);
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}
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} else if(getWeapon() == WEAPON_SHOTGUN) {
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debug("On a le shotgun")
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while(getTP() >= 5 && lineOfSight(getCell(), getCell(cible)) && isOnSameLine(getCell(cible), getCell())) {
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useWeapon(cible);
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}
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}
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}
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}
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if(getTP() >= 4 && getTurn() > 2 && getLife() > getTotalLife() * 0.7) {
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useChip(CHIP_MOTIVATION, entity)
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}
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if(getTP() >= 3) {
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useChip(CHIP_PROTEIN, entity)
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useChip(CHIP_HELMET, entity)
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}
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if(getLife() < getTotalLife() * 0.7 && getTP() > 4) {
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useChip(CHIP_CURE, entity)
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}
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while(getPathLength(getCell(getNearestEnemy()), getCell(), obstacles) >= getWeaponMaxRange(getWeapon()) && getMP() > 0) {
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moveToward(getNearestEnemy(), 1);
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}
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if(getCellDistance(getCell(getNearestEnemy()), getCell()) <= 5) {
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useChip(CHIP_PEBBLE, getNearestEnemy())
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}
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shoot(getNearestEnemy());
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if(getLife() <= getTotalLife() * 0.6) {
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moveAwayFrom(getNearestEnemy());
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}
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