added Player#toward_stairs to wrap Warrior#direction_of_stairs. refactored Player#change_direction to handlean argument. Updated intermediate behavior (beats level 1)
beat intermediate level 2
Added new methods to deal with adjacent units, behaviors/intermediate.rb beats level 3
added Player#listen_for_units. intermediate tracks captives before stairs. beats level 4
added Player#can_feel?, Player#rotate. Updated Player#can_fight?. Intermediate behavior clears level 5
removed Player#damaged?. updated beginner_epic.rb to use can_fight? instead of damaged?
Player#listen_for_enemy tracks safe/bombed captives. behavior/intermediate.rb rushes to bombs and clears levle 6
fixed how Player#listen_for_units calculates strongest foe. intermediate brain now only rests if weaker than strongest remaining enemy.
fixed strongest_foe calculation again, reordered directions in adjacent units has so act_on_adjacent units goes clockwise, starting on right
inermediate behavior sets sludge damage to 9 since he can not pivot, adjusted order on intermediate behavior to clear level 7
added Player#good_bomb_target? and Player#throw_bomb!. intermediate behavior beats 8
added Player#can_survive_bomb?. behavior_intermediate.rb beats level 9
finding adjacent units finds more than enemies now
beat epic mode. Avg rank: S, Score: 967
update .gitignore
track closest enemy instead of just strongest enemy for healing, Score 971 1-7 S rank
restructed folders
used define_method for player > warrior mapping. also added define method x_adjacent! for warrior actions
added define_method for not_x? where x? was methods used by the trees
updated .gitignore