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untrusted #js #game solution level 13 (https://alexnisnevich.github.io/untrusted/)
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/* | |
* robotMaze.js | |
* | |
* The blue key is inside a labyrinth, and extracting | |
* it will not be easy. | |
* | |
* It's a good thing that you're a AI expert, or | |
* we would have to leave empty-handed. | |
*/ | |
function startLevel(map) { | |
// Hint: you can press R or 5 to "rest" and not move the | |
// player, while the robot moves around. | |
map.getRandomInt = function(min, max) { | |
return Math.floor(Math.random() * (max - min + 1)) + min; | |
} | |
map.placePlayer(map.getWidth()-1, map.getHeight()-1); | |
var player = map.getPlayer(); | |
map.defineObject('robot', { | |
'type': 'dynamic', | |
'symbol': 'R', | |
'color': 'gray', | |
'onCollision': function (player, me) { | |
me.giveItemTo(player, 'blueKey'); | |
}, | |
'behavior': function (me) { | |
// constants | |
var debugX = 0, | |
debugY = 10; | |
var keyX = map.getWidth() - 2, | |
keyY = 8; | |
function setDebugColor(orientation) { | |
switch (orientation) { | |
case 'right': | |
map.setSquareColor(debugX, debugY, '#ff1'); | |
break; | |
case 'down': | |
map.setSquareColor(debugX, debugY, '#1f1'); | |
break; | |
case 'left': | |
map.setSquareColor(debugX, debugY, '#11f'); | |
break; | |
case 'up': | |
map.setSquareColor(debugX, debugY, '#f11'); | |
break; | |
default: | |
map.setSquareColor(debugX, debugY, '#fff'); | |
} | |
} | |
function turnRight(orientation) { | |
switch (orientation) { | |
case 'right': | |
return 'down'; | |
case 'down': | |
return 'left'; | |
case 'left': | |
return 'up'; | |
case 'up': | |
return 'right'; | |
default: | |
return false; | |
} | |
} | |
function turnLeft(orientation) { | |
map.setSquareColor(me.getX(), me.getY(), '#511'); | |
switch (orientation) { | |
case 'right': | |
return 'up'; | |
case 'down': | |
return 'right'; | |
case 'left': | |
return 'down'; | |
case 'up': | |
return 'left'; | |
default: | |
return false; | |
} | |
} | |
function followTheWall(orientation) { | |
var out = turnRight(orientation); | |
map.setSquareColor(me.getX(), me.getY(), '#151'); | |
me.move(out); | |
return out; | |
} | |
// init | |
if (typeof this.dir === "undefined") { | |
// debug status | |
map.defineObject('debug', {'symbol': '▀', 'color': '#000'} ); | |
map.placeObject(debugX, debugY, 'debug'); | |
map.setSquareColor(debugX, debugY, '#fff'); | |
//get directions | |
if ( me.canMove('right') ) | |
this.dir = 'right'; | |
else if ( me.canMove('down') ) | |
this.dir = 'down'; | |
else if ( me.canMove('left') ) | |
this.dir = 'left'; | |
else if ( me.canMove('up') ) | |
this.dir = 'up'; | |
// set debug-display | |
setDebugColor(this.dir); | |
} | |
// walk maze | |
if (typeof this.found === "undefined") { | |
// get directions | |
if (me.canMove(turnRight(this.dir))) | |
this.dir = followTheWall(this.dir); | |
else if (me.canMove(this.dir)) | |
me.move(this.dir); | |
else | |
this.dir = turnLeft(this.dir); | |
// set debug-display | |
setDebugColor(this.dir); | |
// found key | |
if (me.getX() == keyX && me.getY() == keyY) { | |
this.found = true; | |
map.setSquareColor(debugX, debugY, '#0f0'); | |
map.setSquareColor(debugX, debugY + 1, '#0f0'); | |
} | |
} | |
// search player | |
else { | |
if (!map.getPlayer().hasItem('blueKey')) { | |
var player = map.getPlayer(); | |
var distX = me.getX() - player.getX(); | |
var distY = me.getY() - player.getY(); | |
var direction; | |
if (distY == 3 && distX == 3) | |
return; | |
if (distY > 0 && distY >= distX) | |
direction = 'up'; | |
else if (distY < 0 && distY < distX) | |
direction = 'down'; | |
else if (distX > 0 && distX >= distY) | |
direction = 'left'; | |
else | |
direction = 'right'; | |
if (me.canMove(direction)) | |
me.move(direction); | |
} | |
else { | |
map.setSquareColor(me.getX(), me.getY(), '#151'); | |
return; | |
} | |
} | |
} | |
}); | |
map.defineObject('barrier', { | |
'symbol': '░', | |
'color': 'purple', | |
'impassable': true, | |
'passableFor': ['robot'] | |
}); | |
map.placeObject(0, map.getHeight() - 1, 'exit'); | |
map.placeObject(1, 1, 'robot'); | |
map.placeObject(map.getWidth() - 2, 8, 'blueKey'); | |
map.placeObject(map.getWidth() - 2, 9, 'barrier'); | |
var autoGeneratedMaze = new ROT.Map.DividedMaze(map.getWidth(), 10); | |
autoGeneratedMaze.create( function (x, y, mapValue) { | |
// don't write maze over robot or barrier | |
if ((x == 1 && y == 1) || (x == map.getWidth() - 2 && y >= 8)) { | |
return 0; | |
} else if (mapValue === 1) { //0 is empty space 1 is wall | |
map.placeObject(x,y, 'block'); | |
} else { | |
map.placeObject(x,y,'empty'); | |
} | |
}); | |
} | |
function validateLevel(map) { | |
map.validateExactlyXManyObjects(1, 'exit'); | |
map.validateExactlyXManyObjects(1, 'robot'); | |
map.validateAtMostXObjects(1, 'blueKey'); | |
} | |
function onExit(map) { | |
if (!map.getPlayer().hasItem('blueKey')) { | |
map.writeStatus("We need to get that key!"); | |
return false; | |
} else { | |
return true; | |
} | |
} | |
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