// This is where I'd normally say, break the rules as boylur plait, 8 aps per turn
// Fight for your life mode, closest foe is gonna die
This is where I'd normally say, break the rules as boylur plait, 8 aps per turn
Fight for your life mode, closest foe is gonna die
This is where I ' d normally say break the rules as boylur plait 8 aps per turn Fight for your life mode closest foe is gonna die
fn final_phase(mech: &impl MechInstruments) -> Vec<MechCommand> {
     let last_scan = mech.last_radar_scan().unwrap_or(vec![]);
     let within_secondary = last_scan.iter().filter(|e| enemy_within_range(mech.secondary_range(), &mech.position(), &e.location)).collect::<Vec<_>>();
     let within_primary = within_secondary.iter().filter(|e| enemy_within_range(mech.primary_range(),  &mech.position(), &e.location)).map(|e| *e).collect::<Vec<_>>();
     if let Some(enemy) = find_closest_enemy(mech.position(), within_primary) {
               let mut fire = vec![
                    mech.fire_primary(mech.direction_to(&enemy.location)),
               ];
               fire.append(&mut evasive_maneuvers(mech, mech.world_size()));
               fire
     } else if let Some(enemy) = find_closest_enemy(mech.position(), within_secondary) {
          vec![
               mech.fire_secondary(mech.direction_to(&enemy.location))
          ]
     } else {
          let mut move_mech = evasive_maneuvers(mech, mech.world_size());
          move_mech.append(&mut vec![mech.request_radar()]);
          move_mech
     }
}
fn final_phase ( mech : & impl MechInstruments ) -> Vec < MechCommand > { let last_scan = mech . last_radar_scan ( ) . unwrap_or ( vec ! [ ] ) ; let within_secondary = last_scan . iter ( ) . filter ( | e | enemy_within_range ( mech . secondary_range ( ) , & mech . position ( ) , & e . location ) ) . collect :: < Vec < _ > > ( ) ; let within_primary = within_secondary . iter ( ) . filter ( | e | enemy_within_range ( mech . primary_range ( ) , & mech . position ( ) , & e . location ) ) . map ( | e | * e ) . collect :: < Vec < _ > > ( ) ; if let Some ( enemy ) = find_closest_enemy ( mech . position ( ) , within_primary ) { let mut fire = vec ! [ mech fire_primary ( mech direction_to ( enemy location ) ) ] ; fire . append ( & mut evasive_maneuvers ( mech , mech . world_size ( ) ) ) ; fire } else if let Some ( enemy ) = find_closest_enemy ( mech . position ( ) , within_secondary ) { vec ! [ mech fire_secondary ( mech direction_to ( enemy location ) ) ] } else { let mut move_mech = evasive_maneuvers ( mech , mech . world_size ( ) ) ; move_mech . append ( & mut vec ! [ mech request_radar ( ) ] ) ; move_mech } }
This is where I'd normally say, break the rules as boylur plait, 8 aps per turn
Fight for your life mode, closest foe is gonna die
This is where I ' d normally say break the rules as boylur plait 8 aps per turn Fight for your life mode closest foe is gonna die
mech
&impl MechInstruments