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| 'use strict';
Object.defineProperty(exports, "__esModule", {
value: true
});
var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; Eif ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { Eif (protoProps) defineProperties(Constructor.prototype, protoProps); Iif (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();
require('regenerator-runtime/runtime');
function _asyncToGenerator(fn) { return function () { var gen = fn.apply(this, arguments); return new Promise(function (resolve, reject) { function step(key, arg) { try { var info = gen[key](arg); var value = info.value; } catch (error) { reject(error); return; } Eif (info.done) { resolve(value); } else { return Promise.resolve(value).then(function (value) { step("next", value); }, function (err) { step("throw", err); }); } } return step("next"); }); }; }
function _classCallCheck(instance, Constructor) { Iif (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
/**
* These are actions done by a player
* every method should return a Promise
*
* this refers to the player the actions are being called on
* @abstract
*/
var PlayerActions = function () {
function PlayerActions() {
_classCallCheck(this, PlayerActions);
}
_createClass(PlayerActions, [{
key: 'add2ToRoll',
/**
* If I can, do it!
* @param dice
* @return {Promise.<boolean>}
*/
value: function () {
var _ref = _asyncToGenerator(regeneratorRuntime.mark(function _callee(dice) {
return regeneratorRuntime.wrap(function _callee$(_context) {
while (1) {
switch (_context.prev = _context.next) {
case 0:
return _context.abrupt('return', this.canAdd2ToRoll(dice));
case 1:
case 'end':
return _context.stop();
}
}
}, _callee, this);
}));
function add2ToRoll(_x) {
return _ref.apply(this, arguments);
}
return add2ToRoll;
}()
/**
* If I can, do it!
* @return {Promise.<boolean>}
*/
}, {
key: 'rollAgain',
value: function () {
var _ref2 = _asyncToGenerator(regeneratorRuntime.mark(function _callee2() {
return regeneratorRuntime.wrap(function _callee2$(_context2) {
while (1) {
switch (_context2.prev = _context2.next) {
case 0:
return _context2.abrupt('return', this.canRollAgain());
case 1:
case 'end':
return _context2.stop();
}
}
}, _callee2, this);
}));
function rollAgain() {
return _ref2.apply(this, arguments);
}
return rollAgain;
}()
/**
* If I can, do it!
* @param {number[]} dice
* @return {Promise.<boolean>}
*/
}, {
key: 'turnAgain',
value: function () {
var _ref3 = _asyncToGenerator(regeneratorRuntime.mark(function _callee3(dice) {
return regeneratorRuntime.wrap(function _callee3$(_context3) {
while (1) {
switch (_context3.prev = _context3.next) {
case 0:
return _context3.abrupt('return', this.canTurnAgain(dice));
case 1:
case 'end':
return _context3.stop();
}
}
}, _callee3, this);
}));
function turnAgain(_x2) {
return _ref3.apply(this, arguments);
}
return turnAgain;
}()
/**
* If I can, do it!
* @return {Promise.<boolean>}
*/
}, {
key: 'roll2Dice',
value: function () {
var _ref4 = _asyncToGenerator(regeneratorRuntime.mark(function _callee4() {
return regeneratorRuntime.wrap(function _callee4$(_context4) {
while (1) {
switch (_context4.prev = _context4.next) {
case 0:
return _context4.abrupt('return', this.canRoll2Dice());
case 1:
case 'end':
return _context4.stop();
}
}
}, _callee4, this);
}));
function roll2Dice() {
return _ref4.apply(this, arguments);
}
return roll2Dice;
}()
/**
* Can I buy landmarks?
* By default this will buy anything it can spend money on. (Not good strategy)
* @return {Promise.<string[]>}
*/
}, {
key: 'buyLandmarks',
value: function () {
var _ref5 = _asyncToGenerator(regeneratorRuntime.mark(function _callee5() {
var ret;
return regeneratorRuntime.wrap(function _callee5$(_context5) {
while (1) {
switch (_context5.prev = _context5.next) {
case 0:
ret = this.possibleLandmarks();
while (ret.length && !this.canBuyLandmarks(ret)) {
ret.pop();
}return _context5.abrupt('return', ret.map(function (lm) {
return lm.name;
}));
case 3:
case 'end':
return _context5.stop();
}
}
}, _callee5, this);
}));
function buyLandmarks() {
return _ref5.apply(this, arguments);
}
return buyLandmarks;
}()
/**
* Can I buy from market?
* By default this will buy anything it can spend money on. (Not good strategy)
* @return {Promise.<number[]>}
*/
}, {
key: 'buyFromMarket',
value: function buyFromMarket(market) {
var ret = this.possibleCards(market);
while (ret.length && !this.canBuyCards(ret.map(function (i) {
return market[i];
}))) {
ret.pop();
}return ret;
}
}]);
return PlayerActions;
}();
exports.default = PlayerActions;
//# sourceMappingURL=PlayerActions.js.map |