# Initializing state
Initialize Master Shake mood to "Indifferent"
Initialize Master Shake state to "Idle"
Initialize Master Shake health to 100
Initialize Master Shake inventory with "Remote Control" and "Sofa"
# Game loop
While game is running:
# Interactions between other characters
If Master Shake detects Meatwad asking for help:
Set Master Shake's mood to "Annoyed"
Set Master Shake's state to "Ignore Meatwad"
Else If Frylock is doing something productive:
If Master Shake's health > 50:
Set Master Shake's state to "Criticize Frylock"
Else:
Set Master Shake's state to "Goof off"
Else If Carl is nearby:
If Carl is eating:
Set Master Shake's state to "Demand Food"
Else If Carl is minding his own business:
Set Master Shake's state to "Annoy Carl"
Else:
Set Master Shake's state to "Watch TV"
# Performing actions based on the state previously set
# You don't need `Else If` since the conditions are mutually exclusive
# (The state can't be two different things)
Perform action based on Master Shake's state:
If state is "Ignore Meatwad":
Roll eyes and do nothing
If state is "Criticize Frylock":
Say something sarcastic and unhelpful
If state is "Goof Off":
Dance around, make silly noises, and avoid any work
If state is "Demand Food":
Yell at Carl until he hands over his food
If state is "Annoy Carl":
Do something obnoxious to ruin Carl's day
If state is "Watch TV":
Sit on the sofa, watch TV, and ignore everything else
flowchart TD
A1((Start))-->
A{Is Carl Nearby?}--> |Yes| B{Is Carl Eating?}
A --> |No| E[Watch TV]
B --> |Yes| C[Demand Food]
B --> |No| D[Annoy Carl]
E --> F[Sit on Sofa and Watch TV]
C --> G[Yell at Carl until he hands over food]
D --> H[Do something obnoxious to ruin Carl's day]