Class: UnitFunction
- Inherits:
-
Object
- Object
- UnitFunction
- Defined in:
- lib/unitFunction.rb
Instance Attribute Summary collapse
-
#func ⇒ Object
Returns the value of attribute func.
Instance Method Summary collapse
- #func!(xx, yy, map, infopane) ⇒ Object
-
#initialize(function = FUNCNONE) ⇒ UnitFunction
constructor
A new instance of UnitFunction.
Constructor Details
#initialize(function = FUNCNONE) ⇒ UnitFunction
Returns a new instance of UnitFunction.
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# File 'lib/unitFunction.rb', line 6 def initialize(function = FUNCNONE) @func = function end |
Instance Attribute Details
#func ⇒ Object
Returns the value of attribute func.
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# File 'lib/unitFunction.rb', line 4 def func @func end |
Instance Method Details
#func!(xx, yy, map, infopane) ⇒ Object
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# File 'lib/unitFunction.rb', line 10 def func!(xx, yy, map, infopane) ret = " didn't actually do anything (ERROR)" unit = map.get_unit(xx, yy) if unit == nil abort("unitFunction.func!(): Functioning unit not found at given coordinates (#{xx}-#{yy})") end case @func # Build given unit when FUNCBUILD if(unit.parts_built >= PARTS) # just == should be enough ret = " completed building of army" unit.parts_built = 0 Army.new(unit.x, unit.y, unit.faction, map, infopane) # TODO allow setting what to build else ret = " built next part of army" unit.parts_built = unit.parts_built + 1 end # Wake up when enemies are nearby when FUNCSENTRY units_around = map.all_units.select { |uu| (uu.x - xx).abs <= 1 && (uu.y - yy).abs <= 1 && uu.faction != unit.faction } if units_around.size > 0 ret = " woke up" @func = FUNCNONE else ret = " was on sentry duty" end end ret end |