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Sep 2nd, 2018
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  1. // Initialisation //
  2. var weapon = WEAPON_PISTOL;
  3. var Achip = CHIP_SPARK;
  4. var Pchip = CHIP_SHIELD;
  5. var P2chip = CHIP_HELMET;
  6. var Fchip = CHIP_PROTEIN;
  7. var Lchip = CHIP_CURE;
  8. var L2chip = CHIP_BANDAGE;
  9.  
  10. var enemy = getNearestEnemy();
  11. var weapon_enemy = getWeapon(enemy);
  12. var distance_vol = getCellDistance(getCell(), getCell(enemy));
  13. var distance_trajet = getPathLength(getCell(), getCell(enemy)) + 1;
  14.  
  15. // Présentation //
  16. if ( getTurn() == 1 ) {
  17. show(getCell(), getColor(0, 0, 0));
  18. say("Yo !");
  19. say("Tu m'as l'air motivé... ;)");
  20. say("Que le meilleur gagne !");
  21. }
  22.  
  23. //Puce de Soin de secours//
  24. if ( getLife() / getTotalLife() < 0.4 ) {
  25.     useChip(Lchip, getLeek());
  26. }
  27.  
  28. // Puces de Protection //
  29.  
  30. if ( floor( getTurn() / 2 ) == ( getTurn() / 2 ) ) {
  31.     useChip(Pchip, getLeek() );
  32. }
  33. if ( floor( ( getTurn() + 1 ) / 3 ) == ( getTurn() + 1 ) / 3 ) {
  34.     useChip(Fchip, getLeek() );
  35. }
  36. if ( floor( getTurn() -1 / 2 ) == getTurn() / 2 and getTP() - getChipCost(P2chip) >= getWeaponCost( getWeapon() ) ) {
  37.     useChip(P2chip, getLeek() );
  38. }
  39.  
  40. // Puce de Soin //
  41. if ( getTP() - getChipCost(L2chip) - 1 >= getWeaponCost( getWeapon() ) and getLife() / getTotalLife() < 0.65  and getLife() / getTotalLife() > 0.4 ) {
  42.     useChip(L2chip, getLeek() );
  43. }
  44.  
  45. // Mouvement //
  46. if ( canUseChip(Achip, enemy) == 0 and canUseWeapon(enemy) == 0 ) {
  47.         moveToward(enemy);
  48.     }
  49. if ( canUseChip(Achip, enemy) == 1 or canUseWeapon(enemy) == 1 ) {
  50.     if ( distance_trajet - getMP() < getWeaponMinRange(weapon) ) {
  51.         moveToward(enemy, distance_trajet - getWeaponMinRange(weapon) );
  52.     }
  53.     else { moveToward(enemy); }
  54. }
  55. if ( canUseWeapon(enemy) == 0 ) {
  56.     moveAwayFrom(enemy, getWeaponMinRange(weapon) - 1 );
  57. }
  58.  
  59. // Frappes et Tirs //
  60. if ( getTP() > getWeaponCost(WEAPON_BROADSWORD) + 1 and distance_trajet == 1 ) {
  61.     setWeapon(WEAPON_BROADSWORD);
  62.     while ( canUseWeapon(enemy) == 1 and getTP() >= getWeaponCost((WEAPON_BROADSWORD) ) ) {
  63.         useWeapon(enemy);
  64.     }
  65. }
  66. //if ( getWeapon() == NULL or ( getWeapon() == WEAPON_BROADSWORD and distance_trajet > 1 ) ) {
  67. if (getWeapon()==null){
  68.     setWeapon(weapon);
  69. }
  70. //}
  71.  
  72. if ( canUseChip(Achip, enemy) == 1 or canUseWeapon(enemy) == 1 ) {
  73.     if ( canUseChip(Achip, enemy) == 1 and canUseWeapon(enemy) == 0 ) {
  74.         while ( canUseChip(Achip, enemy) == 1 and getTP() > getChipCost(Achip) ) {
  75.         useChip(Achip, enemy);
  76.         }
  77.     }
  78.     else {
  79.         while ( canUseWeapon(enemy) == 1 and getTP() > getWeaponCost(weapon) ) {
  80.         useWeapon(enemy);
  81.         }
  82.     }
  83. }
  84.  
  85. // Message de victoire //
  86. if ( getLife(enemy) == 0 ) { say("C'était un beau combat ! ;)"); }
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