In this exercise, you'll be implementing the quest logic for a new RPG game a friend is developing. The game's main character is Annalyn, a brave girl with a fierce and loyal pet dog. Unfortunately, disaster strikes, as her best friend was kidnapped while searching for berries in the forest. Annalyn will try to find and free her best friend, optionally taking her dog with her on this quest.
After some time spent following her best friend's trail, she finds the camp in which her best friend is imprisoned. It turns out there are two kidnappers: a mighty knight and a cunning archer.
Having found the kidnappers, Annalyn considers which of the following actions she can engage in:
You have four tasks: to implement the logic for determining if the above actions are available based on the state of the three characters found in the forest and whether Annalyn's pet dog is present or not.
Define the can_fast_attack() function that takes a boolean value that indicates if the knight is awake.
This function returns true if a fast attack can be made based on the state of the knight.
Otherwise, returns false:
let knight_awake = true;
can_fast_attack(knight_awake); // falseDefine the can_spy() function that takes three boolean values, indicating if the knight, archer and the prisoner, respectively, are awake.
The function returns true if the group can be spied upon, based on the state of the three characters.
Otherwise, returns false:
let knight_awake = false;
let archer_awake = true;
let prisoner_awake = false;
can_spy(knight_awake, archer_awake, prisoner_awake); // trueDefine the can_signal_prisoner() function that takes two boolean values, indicating if the archer and the prisoner, respectively, are awake.
The function returns true if the prisoner can be signaled, based on the state of the two characters.
Otherwise, returns false:
let archer_awake = false;
let prisoner_awake = true;
can_signal_prisoner(archer_awake, prisoner_awake); // trueDefine the can_free_prisoner() function that takes four boolean values.
The first three parameters indicate if the knight, archer and the prisoner, respectively, are awake.
The last parameter indicates if Annalyn's pet dog is present.
The function returns true if the prisoner can be freed based on the state of the three characters and the presence of Annalyn's pet dog.
Otherwise, it returns false:
let knight_awake = false;
let archer_awake = true;
let prisoner_awake = false;
let dog_present = false;
can_free_prisoner(knight_awake, archer_awake, prisoner_awake, dog_present); // falseIn this exercise, you'll be implementing the quest logic for a new RPG game a friend is developing. The game's main character is Annalyn, a brave girl with a fierce and loyal pet dog. Unfortunately, disaster strikes, as her best friend was kidnapped while searching for berries in the forest. Annalyn will try to find and free her best friend, optionally taking her dog with her on this quest.
After some time spent following her best friend's trail, she finds the camp in which her best friend is imprisoned. It turns out there are two kidnappers: a mighty knight and a cunning archer.
Having found the kidnappers, Annalyn considers which of the following actions she can engage in:
You have four tasks: to implement the logic for determining if the above actions are available based on the state of the three characters found in the forest and whether Annalyn's pet dog is present or not.
Define the can_fast_attack() function that takes a boolean value that indicates if the knight is awake.
This function returns true if a fast attack can be made based on the state of the knight.
Otherwise, returns false:
let knight_awake = true;
can_fast_attack(knight_awake); // falseDefine the can_spy() function that takes three boolean values, indicating if the knight, archer and the prisoner, respectively, are awake.
The function returns true if the group can be spied upon, based on the state of the three characters.
Otherwise, returns false:
let knight_awake = false;
let archer_awake = true;
let prisoner_awake = false;
can_spy(knight_awake, archer_awake, prisoner_awake); // trueDefine the can_signal_prisoner() function that takes two boolean values, indicating if the archer and the prisoner, respectively, are awake.
The function returns true if the prisoner can be signaled, based on the state of the two characters.
Otherwise, returns false:
let archer_awake = false;
let prisoner_awake = true;
can_signal_prisoner(archer_awake, prisoner_awake); // trueDefine the can_free_prisoner() function that takes four boolean values.
The first three parameters indicate if the knight, archer and the prisoner, respectively, are awake.
The last parameter indicates if Annalyn's pet dog is present.
The function returns true if the prisoner can be freed based on the state of the three characters and the presence of Annalyn's pet dog.
Otherwise, it returns false:
let knight_awake = false;
let archer_awake = true;
let prisoner_awake = false;
let dog_present = false;
can_free_prisoner(knight_awake, archer_awake, prisoner_awake, dog_present); // false