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.
Implement the can_fast_attack() method that takes a boolean value that indicates if the knight is awake. This method returns TRUE if a fast attack can be made based on the state of the knight. Otherwise, returns FALSE:
knight_is_awake <- TRUE
can_fast_attack(knight_is_awake)
# => FALSEImplement the can_spy() method that takes three boolean values, indicating if the knight, archer and the prisoner, respectively, are awake. The method returns TRUE if the group can be spied upon, based on the state of the three characters. Otherwise, returns FALSE:
knight_is_awake <- FALSE
archer_is_awake <- TRUE
prisoner_is_awake <- FALSE
can_spy(knight_is_awake, archer_is_awake, prisoner_is_awake)
# => TRUEImplement the can_signal_prisoner() method that takes two boolean values, indicating if the archer and the prisoner, respectively, are awake. The method returns TRUE if the prisoner can be signalled, based on the state of the two characters. Otherwise, returns FALSE:
archer_is_awake <- FALSE
prisoner_is_awake <- TRUE
can_signal_prisoner(archer_is_awake, prisoner_is_awake)
# => TRUEImplement the can_free_prisoner() method 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 method returns TRUE if the prisoner can be freed based on the state of the three characters and Annalyn's pet dog presence. Otherwise, it returns FALSE:
knight_is_awake <- FALSE
archer_is_awake <- TRUE
prisoner_is_awake <- FALSE
pet_dog_is_present <- FALSE
can_free_prisoner(knight_is_awake, archer_is_awake, prisoner_is_awake, pet_dog_is_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.
Implement the can_fast_attack() method that takes a boolean value that indicates if the knight is awake. This method returns TRUE if a fast attack can be made based on the state of the knight. Otherwise, returns FALSE:
knight_is_awake <- TRUE
can_fast_attack(knight_is_awake)
# => FALSEImplement the can_spy() method that takes three boolean values, indicating if the knight, archer and the prisoner, respectively, are awake. The method returns TRUE if the group can be spied upon, based on the state of the three characters. Otherwise, returns FALSE:
knight_is_awake <- FALSE
archer_is_awake <- TRUE
prisoner_is_awake <- FALSE
can_spy(knight_is_awake, archer_is_awake, prisoner_is_awake)
# => TRUEImplement the can_signal_prisoner() method that takes two boolean values, indicating if the archer and the prisoner, respectively, are awake. The method returns TRUE if the prisoner can be signalled, based on the state of the two characters. Otherwise, returns FALSE:
archer_is_awake <- FALSE
prisoner_is_awake <- TRUE
can_signal_prisoner(archer_is_awake, prisoner_is_awake)
# => TRUEImplement the can_free_prisoner() method 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 method returns TRUE if the prisoner can be freed based on the state of the three characters and Annalyn's pet dog presence. Otherwise, it returns FALSE:
knight_is_awake <- FALSE
archer_is_awake <- TRUE
prisoner_is_awake <- FALSE
pet_dog_is_present <- FALSE
can_free_prisoner(knight_is_awake, archer_is_awake, prisoner_is_awake, pet_dog_is_present)
# => FALSE