This is pretty cool, but it doesn't seem to be very fair.
Most of the times I tried running it, only one class of
warrior (usually whichever on is listed last on the
commandline) is ever getting to take turns -- even though
the launcher says they're all loaded).
At one point, the launcher decided the game was over
before any warrior had taken a turn.
A couple of random suggestions:
- You might consider "seeding" the playing feild,
creating N of each warrior before sending them all a
"go" command.
- the syntax for warriors is a little awkward
(especially all the warnings about "No section for line __")
what about just letting each file contain whatever "global"
declarations people want, plus a "sub warrior_loop" that will
get called over and over
- a FindBrotherWarriors would be helpfull.
Anyway, here's my first attempt at a warrior...
;predecl
# hoss1
# if the ratio of enemies warriors to the total num
# of warriors is greater
# then N, then attack. Otherwise, Spawn.
my $ratio = 2 / 3;
;main
# Check other warriors
my $enemies = JProcRoutines::FindEnemyWarriors;
my $all = JProcRoutines::FindWarriors;
my $magic_num = (keys %$enemies) / (keys %$all);
print "$me : ratio is $magic_num\n";
if ($magic_num > $ratio) {
# Pick a random enemy to hit
my $rand_enemy = (keys %$enemies)[rand(keys %$enemies)];
# Hit them.
&JProcRoutines::Hit($rand_enemy);
} else {
# Replicate, and if we get an undef back, set up a wait
&JProcRoutines::Replicate;
}
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