getInventory

getInventory() → any inventory
Returns the items your leek can use to build a loadout in code with setLoadout: the weapons, chips and components of your farmer that their other leeks in the fight don't wear (one copy per leek), with their quantity, and the leek's total capital. Example: function beforeFight() {'{'} var inventory = getInventory() // null when the inventory isn't known if (inventory != null) debug(inventory.weapons) // [{'{'}item: 37, quantity: 1{'}'}, …] setLoadout(getLoadout('builds/tank.json')) {'}'}

Returns the items your leek can use to build a loadout in code with setLoadout: the weapons, chips and components of your farmer that their other leeks in the team don't wear (one copy per leek), with their quantity, and the leek's total capital. Call it in beforeFight() (see Fight hooks), before setLoadout.

// This function is called automatically before turn 1
function beforeFight() {
	var inventory = getInventory()
	// null when the inventory is not known in this fight
	if (inventory == null) return;

	// What this leek can still wear: the farmer's other leeks may already have helped themselves
	debug("Capital: " + inventory.capital)
	for (var weapon in inventory.weapons) {
		debug(getWeaponName(weapon.item) + " ×" + weapon.quantity)
	}

	// A loadout built in code: the laser if it is still free, otherwise the pistol
	var laser = false
	for (var weapon in inventory.weapons) {
		if (weapon.item == WEAPON_M_LASER) laser = true
	}
	var weapons = [laser ? WEAPON_M_LASER : WEAPON_PISTOL]

	// All free chips: beyond the leek's RAM, the last ones are ignored
	var chips = []
	for (var chip in inventory.chips) push(chips, chip.item)

	// Without a stats key, the leek keeps its capital allocation: no restat potion
	setLoadout({weapons: weapons, chips: chips})
}
// This function is called automatically before turn 1
function beforeFight() {
	const inventory = Fight.me.getInventory()
	// null when the inventory is not known in this fight
	if (inventory === null) return

	// What this leek can still wear: the farmer's other leeks may already have helped themselves
	Debug.log("Capital: " + inventory.capital)
	for (const weapon of inventory.weapons) {
		Debug.log(weapon.item + " ×" + weapon.quantity)
	}

	// A loadout built in code: the laser if it is still free, otherwise the pistol
	const laser = inventory.weapons.some(weapon => weapon.item === Weapon.mLaser.id)
	const weapons = [laser ? Weapon.mLaser.id : Weapon.pistol.id]

	// All free chips: beyond the leek's RAM, the last ones are ignored
	const chips = inventory.chips.map(chip => chip.item)

	// Without a stats key, the leek keeps its capital allocation: no restat potion
	Fight.me.setLoadout({ weapons, chips })
}

// In TypeScript and JavaScript, hooks are only called if the AI defines turn()
function turn() {
	// ...
}
# This function is called automatically before turn 1
def beforeFight():
	inventory = Fight.me.getInventory()
	# None when the inventory is not known in this fight
	if inventory is None:
		return

	# What this leek can still wear: the farmer's other leeks may already have helped themselves
	Debug.log("Capital: " + str(inventory["capital"]))
	for weapon in inventory["weapons"]:
		Debug.log(str(weapon["item"]) + " ×" + str(weapon["quantity"]))

	# A loadout built in code: the laser if it is still free, otherwise the pistol
	laser = any(weapon["item"] == Weapon.mLaser.id for weapon in inventory["weapons"])
	weapons = [Weapon.mLaser.id if laser else Weapon.pistol.id]

	# All free chips: beyond the leek's RAM, the last ones are ignored
	chips = [chip["item"] for chip in inventory["chips"]]

	# Without a stats key, the leek keeps its capital allocation: no restat potion
	Fight.me.setLoadout({"weapons": weapons, "chips": chips})

# In Python, hooks are only called if the AI defines turn()
def turn():
	pass
Return