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# 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
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