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StateMachine.js
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StateMachine.js
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let interval = getLoopInterval();
setState = (newState) => {
game_log(`${state} => ${newState}`, "#ff00dc");
state = newState;
}
setState(STATES.INITIAL_STATE);
updateStateMachine = (myState) => {
set_message(myState);
requestHealing();
switch (state) {
case STATES.INITIAL_STATE:
determineInitialState();
break;
case STATES.ATTACKING:
updateCombatState();
break;
case STATES.MOVING_TO_POTIONS:
moveToPotions();
break;
case STATES.BUYING_POTIONS:
buyPotions();
break;
case STATES.MOVING_TO_ENEMIES:
moveToEnemies();
break;
case STATES.PAUSED:
//Do nothing. This is a manual pause.
break;
default:
determineInitialState();
break;
}
}
setInterval(function () {
updateStateMachine(state);
}, interval);
determineInitialState = () => {
if (hasEnoughPotions()) {
setState(STATES.MOVING_TO_ENEMIES);
} else {
setState(STATES.MOVING_TO_POTIONS);
}
}