# frozen_string_literal: true require_relative 'player' require_relative 'fln_bot/fln_rules' require_relative 'fln_bot/fln_bot_rules' require_relative 'fln_bot/fln_attack' require_relative 'fln_bot/fln_extort' require_relative 'fln_bot/fln_march' require_relative 'fln_bot/fln_pass' require_relative 'fln_bot/fln_rally' require_relative 'fln_bot/fln_subvert' require_relative 'fln_bot/fln_terror' module ColonialTwilight class FLNBot < Player include ColonialTwilight::FLNRules include ColonialTwilight::FLNBotRules include ColonialTwilight::FLNRallyRules include ColonialTwilight::FLNExtortRules include ColonialTwilight::FLNSubvertRules include ColonialTwilight::FLNTerrorRules include ColonialTwilight::FLNAttackRules include ColonialTwilight::FLNGuidelines include ColonialTwilight::FLNBotAttack include ColonialTwilight::FLNBotExtort include ColonialTwilight::FLNBotMarch include ColonialTwilight::FLNBotPass include ColonialTwilight::FLNBotRally include ColonialTwilight::FLNBotSubvert include ColonialTwilight::FLNBotTerror def play_turn(prev_action, possible_actions) init_turn prev_action, possible_actions _start_turn end def printd(msg) return if @debug.zero? puts msg end ############################################################################ def apply_action(action) @game.apply(:FLN, action) end def available_resources resources - (@reserved_to_agitate || 0) end def event_playable? # FIXME: event is FLN playable false end def event_more_effective_than_terror? # FIXME: event would reduce GOV victory margin by as much or more than terror false end def last_campaign? # FIXME: the next Propaganda Card will be the last one of the game true end end end