# Library Tactician Help (Aug '17)

I suspect this is a bug, but don’t want to jump to conclusions. Just running the premade script for the `commandArcher` function is giving me an error:

I mean, archer is already defined by the function itself, right? Why wouldn’t the function recognize the archer and use its `findNearestEnemy`?

1 Like

I think it meant to be `nearest = archer.findNearest(archer.findEnemies())` not
`nearest = archer.findNearestEnemy()`.

Whoops, responded to the wrong post. Gimme a minute, I’ll fetch the code.

``````def commandSoldier(soldier, soldierIndex, numSoldiers):
angle = Math.PI * 2 * soldierIndex / numSoldiers
defendPos = {"x": 41, "y": 40}
defendPos.x += 10 * Math.cos(angle)
defendPos.y += 10 * Math.sin(angle)
hero.command(soldier, "defend", defendPos);

# Find the strongest target (most health)
# This function returns something! When you call the function, you will get some value back.
def findStrongestTarget():
mostHealth = 0
bestTarget = None
enemies = hero.findEnemies()
# Figure out which enemy has the most health, and set bestTarget to be that enemy.
for e in enemies:
if e.health > mostHealth:
mostHealth = e.health
bestTarget = e
# Only focus archers' fire if there is a big ogre.
if bestTarget and bestTarget.health > 15:
return bestTarget
else:
return None

# If the strongestTarget has more than 15 health, attack that target. Otherwise, attack the nearest target.
def commandArcher(a):
nearest = a.findNearest(a.findEnemies())
if archerTarget:
hero.command(a, "attack", archerTarget)
elif nearest:
hero.command(a, "attack", nearest)

archerTarget = None

while True:
# If archerTarget is defeated or doesn't exist, find a new one.
if not archerTarget or archerTarget.health <= 0:
# Set archerTarget to be the target that is returned by findStrongestTarget()
archerTarget = findStrongestTarget()

friends = hero.findFriends()
soldiers = hero.findByType("soldier")
# Create a variable containing your archers.
archers = hero.findByType("archer")
for i in range(len(soldiers)):
soldier = soldiers[i]
commandSoldier(soldier, i, len(soldiers));
# use commandArcher() to command your archers
for a in range(len(archers)):
archer = archers[i]
commandArcher(archer)

if archerTarget:
hero.attack(archerTarget)
else:
z = hero.findNearestEnemy()
if z:
hero.attack(z)
``````

It’s fine.
20 characters

Try changing it to `if not archerTarget or archerTarget.health < 1:`

I don’t think you need that.

Wouldn’t that have my hero attack the nearest enemy if there’s no `archerTarget` then? Otherwise, (s)he’d just sit idle.

Your hero is not oppose to attack and also you already command the archers to attack.

But if my hero has long-range capabilities, why shouldn’t I be throwing them in? Also, why should that be making the code crash in a separate part of the code?

You are not meant to use your hero because that is cheating.

I don’t get what you mean.

In your `while True:` loop:

Rename the variable `a` in `for a in range(len(archers)):` to `i` so it matches up with `i` in `archer = archers[i]`

If the target is out of the hero’s attack range and line of sight, then the `while True:` loop will be stuck on `hero.attack(archerTarget)` or `hero.attack(z)` as your hero tries to move to a position so it can attack the target. Either skip the code for your hero attacking enemies entirely or try implementing a check for enemies within your hero’s attack range and line of sight (I don’t have ranged heroes available, so I can’t check if this works).

2 Likes

@byobcello That did the trick. Thanks.