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bot.user.js BoomBap
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Number.prototype.mod = function(n) { | |
return ((this % n) + n) % n; | |
}; | |
Array.prototype.peek = function() { | |
return this[this.length - 1]; | |
}; | |
$.get('https://raw.githubusercontent.com/Apostolique/Agar.io-bot/master/bot.user.js?1', function(data) { | |
var latestVersion = data.replace(/(\r\n|\n|\r)/gm,""); | |
latestVersion = latestVersion.substring(latestVersion.indexOf("// @version")+11,latestVersion.indexOf("// @grant")); | |
latestVersion = parseFloat(latestVersion + 0.0000); | |
var myVersion = parseFloat(GM_info.script.version + 0.0000); | |
if(latestVersion > myVersion) | |
{ | |
alert("Yeni bir UPDATE var: bot.user.js: V" + latestVersion + "\nGeni Update icin Boombap.com'a girin"); | |
window.open('https://boombap.com','_blank'); | |
} | |
console.log('Current bot.user.js Version: ' + myVersion + " on Github: " + latestVersion); | |
}); | |
console.log("Running Apos Bot!"); | |
(function(f, g) { | |
var splitDistance = 710; | |
console.log("Apos Bot!"); | |
if (f.botList == null) { | |
f.botList = []; | |
g('#locationUnknown').append(g('<select id="bList" class="form-control" onchange="setBotIndex($(this).val());" />')); | |
g('#locationUnknown').addClass('form-group'); | |
} | |
f.botList.push(["AposBot", findDestination]); | |
var bList = g('#bList'); | |
g('<option />', {value: (f.botList.length - 1), text: "BoomBapBOT"}).appendTo(bList); | |
//Given an angle value that was gotten from valueAndleBased(), | |
//returns a new value that scales it appropriately. | |
function paraAngleValue(angleValue, range) { | |
return (15 / (range[1])) * (angleValue * angleValue) - (range[1] / 6); | |
} | |
function valueAngleBased(angle, range) { | |
var leftValue = (angle - range[0]).mod(360); | |
var rightValue = (rangeToAngle(range) - angle).mod(360); | |
var bestValue = Math.min(leftValue, rightValue); | |
if (bestValue <= range[1]) { | |
return paraAngleValue(bestValue, range); | |
} | |
var banana = -1; | |
return banana; | |
} | |
function computeDistance(x1, y1, x2, y2) { | |
var xdis = x1 - x2; // <--- FAKE AmS OF COURSE! | |
var ydis = y1 - y2; | |
var distance = Math.sqrt(xdis * xdis + ydis * ydis); | |
return distance; | |
} | |
function computerDistanceFromCircleEdge(x1, y1, x2, y2, s2) { | |
var tempD = computeDistance(x2, y2, x1, y1); | |
var offsetX = 0; | |
var offsetY = 0; | |
var ratioX = tempD / (x2 - x1); | |
var ratioY = tempD / (y2 - y1); | |
offsetX = x2 - (s2 / ratioX); | |
offsetY = y2 - (s2 / ratioY); | |
return computeDistance(x1, y1, offsetX, offsetY); | |
} | |
function getListBasedOnFunction(booleanFunction, listToUse) { | |
var dotList = []; | |
var interNodes = getMemoryCells(); | |
Object.keys(listToUse).forEach(function(element, index) { | |
if (booleanFunction(element)) { | |
dotList.push(interNodes[element]); | |
} | |
}); | |
return dotList; | |
} | |
function compareSize(player1, player2, ratio) { | |
if (player1.size * player1.size * ratio < player2.size * player2.size) { | |
return true; | |
} | |
return false; | |
} | |
function canSplit(player1, player2) { | |
return compareSize(player1, player2, 2.30) && !compareSize(player1, player2, 9); | |
} | |
function processEverything(listToUse) { | |
Object.keys(listToUse).forEach(function(element, index) { | |
computeAngleRanges(listToUse[element], getPlayer()[0]); | |
}); | |
} | |
function getAll() { | |
var dotList = []; | |
var player = getPlayer(); | |
var interNodes = getMemoryCells(); | |
dotList = getListBasedOnFunction(function(element) { | |
var isMe = false; | |
for (var i = 0; i < player.length; i++) { | |
if (interNodes[element].id == player[i].id) { | |
isMe = true; | |
break; | |
} | |
} | |
if (!isMe) { | |
return true; | |
} | |
return false; | |
}, interNodes); | |
return dotList; | |
} | |
function getAllViruses(blob) { | |
var dotList = []; | |
var player = getPlayer(); | |
var interNodes = getMemoryCells(); | |
dotList = getListBasedOnFunction(function(element) { | |
var isMe = false; | |
for (var i = 0; i < player.length; i++) { | |
if (interNodes[element].id == player[i].id) { | |
isMe = true; | |
break; | |
} | |
} | |
if (!isMe && interNodes[element].d && compareSize(interNodes[element], blob, 1.30)) { | |
return true; | |
} | |
return false; | |
}, interNodes); | |
return dotList; | |
} | |
function getAllThreats(blob) { | |
var dotList = []; | |
var player = getPlayer(); | |
var interNodes = getMemoryCells(); | |
dotList = getListBasedOnFunction(function(element) { | |
var isMe = false; | |
for (var i = 0; i < player.length; i++) { | |
if (interNodes[element].id == player[i].id) { | |
isMe = true; | |
break; | |
} | |
} | |
if (!isMe && (!interNodes[element].d && compareSize(blob, interNodes[element], 1.30))) { | |
return true; | |
} | |
return false; | |
}, interNodes); | |
return dotList; | |
} | |
function getAllFood(blob) { | |
var elementList = []; | |
var dotList = []; | |
var player = getPlayer(); | |
var interNodes = getMemoryCells(); | |
elementList = getListBasedOnFunction(function(element) { | |
var isMe = false; | |
for (var i = 0; i < player.length; i++) { | |
if (interNodes[element].id == player[i].id) { | |
isMe = true; | |
break; | |
} | |
} | |
if (!isMe && !interNodes[element].d && compareSize(interNodes[element], blob, 1.30) || (interNodes[element].size <= 11)) { | |
return true; | |
} else { | |
return false; | |
} | |
}, interNodes); | |
for (var i = 0; i < elementList.length; i++) { | |
dotList.push([elementList[i].x, elementList[i].y, elementList[i].size]); | |
} | |
return dotList; | |
} | |
function clusterFood(foodList, blobSize) { | |
var clusters = []; | |
var addedCluster = false; | |
//1: x | |
//2: y | |
//3: size or value | |
//4: Angle, not set here. | |
for (var i = 0; i < foodList.length; i++) { | |
for (var j = 0; j < clusters.length; j++) { | |
if (computeDistance(foodList[i][0], foodList[i][1], clusters[j][0], clusters[j][1]) < blobSize * 1.5) { | |
clusters[j][0] = (foodList[i][0] + clusters[j][0]) / 2; | |
clusters[j][1] = (foodList[i][1] + clusters[j][1]) / 2; | |
clusters[j][2] += foodList[i][2]; | |
addedCluster = true; | |
break; | |
} | |
} | |
if (!addedCluster) { | |
clusters.push([foodList[i][0], foodList[i][1], foodList[i][2], 0]); | |
} | |
addedCluster = false; | |
} | |
return clusters; | |
} | |
function getAngle(x1, y1, x2, y2) { | |
//Handle vertical and horizontal lines. | |
if (x1 == x2) { | |
if (y1 < y2) { | |
return 271; | |
//return 89; | |
} else { | |
return 89; | |
} | |
} | |
return (Math.round(Math.atan2(-(y1 - y2), -(x1 - x2)) / Math.PI * 180 + 180)); | |
} | |
function slope(x1, y1, x2, y2) { | |
var m = (y1 - y2) / (x1 - x2); | |
return m; | |
} | |
function slopeFromAngle(degree) { | |
if (degree == 270) { | |
degree = 271; | |
} else if (degree == 90) { | |
degree = 91; | |
} | |
return Math.tan((degree - 180) / 180 * Math.PI); | |
} | |
//Given two points on a line, finds the slope of a perpendicular line crossing it. | |
function inverseSlope(x1, y1, x2, y2) { | |
var m = slope(x1, y1, x2, y2); | |
return (-1) / m; | |
} | |
//Given a slope and an offset, returns two points on that line. | |
function pointsOnLine(slope, useX, useY, distance) { | |
var b = useY - slope * useX; | |
var r = Math.sqrt(1 + slope * slope); | |
var newX1 = (useX + (distance / r)); | |
var newY1 = (useY + ((distance * slope) / r)); | |
var newX2 = (useX + ((-distance) / r)); | |
var newY2 = (useY + (((-distance) * slope) / r)); | |
return [ | |
[newX1, newY1], | |
[newX2, newY2] | |
]; | |
} | |
function followAngle(angle, useX, useY, distance) { | |
var slope = slopeFromAngle(angle); | |
var coords = pointsOnLine(slope, useX, useY, distance); | |
var side = (angle - 90).mod(360); | |
if (side < 180) { | |
return coords[1]; | |
} else { | |
return coords[0]; | |
} | |
} | |
//Using a line formed from point a to b, tells if point c is on S side of that line. | |
function isSideLine(a, b, c) { | |
if ((b[0] - a[0]) * (c[1] - a[1]) - (b[1] - a[1]) * (c[0] - a[0]) > 0) { | |
return true; | |
} | |
return false; | |
} | |
//angle range2 is within angle range2 | |
//an Angle is a point and a distance between an other point [5, 40] | |
function angleRangeIsWithin(range1, range2) { | |
if (range2[0] == (range2[0] + range2[1]).mod(360)) { | |
return true; | |
} | |
//console.log("r1: " + range1[0] + ", " + range1[1] + " ... r2: " + range2[0] + ", " + range2[1]); | |
var distanceFrom0 = (range1[0] - range2[0]).mod(360); | |
var distanceFrom1 = (range1[1] - range2[0]).mod(360); | |
if (distanceFrom0 < range2[1] && distanceFrom1 < range2[1] && distanceFrom0 < distanceFrom1) { | |
return true; | |
} | |
return false; | |
} | |
function angleRangeIsWithinInverted(range1, range2) { | |
var distanceFrom0 = (range1[0] - range2[0]).mod(360); | |
var distanceFrom1 = (range1[1] - range2[0]).mod(360); | |
if (distanceFrom0 < range2[1] && distanceFrom1 < range2[1] && distanceFrom0 > distanceFrom1) { | |
return true; | |
} | |
return false; | |
} | |
function angleIsWithin(angle, range) { | |
var diff = (rangeToAngle(range) - angle).mod(360); | |
if (diff >= 0 && diff <= range[1]) { | |
return true; | |
} | |
return false; | |
} | |
function rangeToAngle(range) { | |
return (range[0] + range[1]).mod(360); | |
} | |
function anglePair(range) { | |
return (range[0] + ", " + rangeToAngle(range) + " range: " + range[1]); | |
} | |
function computeAngleRanges(blob1, blob2) { | |
var mainAngle = getAngle(blob1.x, blob1.y, blob2.x, blob2.y); | |
var leftAngle = (mainAngle - 90).mod(360); | |
var rightAngle = (mainAngle + 90).mod(360); | |
var blob1Left = followAngle(leftAngle, blob1.x, blob1.y, blob1.size); | |
var blob1Right = followAngle(rightAngle, blob1.x, blob1.y, blob1.size); | |
var blob2Left = followAngle(rightAngle, blob2.x, blob2.y, blob2.size); | |
var blob2Right = followAngle(leftAngle, blob2.x, blob2.y, blob2.size); | |
var blob1AngleLeft = getAngle(blob2.x, blob2.y, blob1Left[0], blob1Left[1]); | |
var blob1AngleRight = getAngle(blob2.x, blob2.y, blob1Right[0], blob1Right[1]); | |
var blob2AngleLeft = getAngle(blob1.x, blob1.y, blob2Left[0], blob2Left[1]); | |
var blob2AngleRight = getAngle(blob1.x, blob1.y, blob2Right[0], blob2Right[1]); | |
var blob1Range = (blob1AngleRight - blob1AngleLeft).mod(360); | |
var blob2Range = (blob2AngleRight - blob2AngleLeft).mod(360); | |
var tempLine = followAngle(blob2AngleLeft, blob2Left[0], blob2Left[1], 400); | |
//drawLine(blob2Left[0], blob2Left[1], tempLine[0], tempLine[1], 0); | |
if ((blob1Range / blob2Range) > 1) { | |
drawPoint(blob1Left[0], blob1Left[1], 3, ""); | |
drawPoint(blob1Right[0], blob1Right[1], 3, ""); | |
drawPoint(blob1.x, blob1.y, 3, "" + blob1Range + ", " + blob2Range + " R: " + (Math.round((blob1Range / blob2Range) * 1000) / 1000)); | |
} | |
//drawPoint(blob2.x, blob2.y, 3, "" + blob1Range); | |
} | |
function debugAngle(angle, text) { | |
var player = getPlayer(); | |
var line1 = followAngle(angle, player[0].x, player[0].y, 300); | |
drawLine(player[0].x, player[0].y, line1[0], line1[1], 5); | |
drawPoint(line1[0], line1[1], 5, "" + text); | |
} | |
function getEdgeLinesFromPoint(blob1, blob2) { | |
// find tangents | |
// | |
// TODO: DON'T FORGET TO HANDLE IF BLOB1'S CENTER POINT IS INSIDE BLOB2!!! | |
var px = blob1.x; | |
var py = blob1.y; | |
var cx = blob2.x; | |
var cy = blob2.y; | |
var radius = blob2.size; | |
if (blob2.d) { | |
radius = blob1.size; | |
} else if(canSplit(blob1, blob2)) { | |
radius += splitDistance; | |
} else { | |
radius += blob1.size * 2; | |
} | |
var shouldInvert = false; | |
if (computeDistance(px, py, cx, cy) <= radius) { | |
radius = computeDistance(px, py, cx, cy) - 5; | |
shouldInvert = true; | |
} | |
var dx = cx - px; | |
var dy = cy - py; | |
var dd = Math.sqrt(dx * dx + dy * dy); | |
var a = Math.asin(radius / dd); | |
var b = Math.atan2(dy, dx); | |
var t = b - a; | |
var ta = { | |
x: radius * Math.sin(t), | |
y: radius * -Math.cos(t) | |
}; | |
t = b + a; | |
var tb = { | |
x: radius * -Math.sin(t), | |
y: radius * Math.cos(t) | |
}; | |
var angleLeft = getAngle(cx + ta.x, cy + ta.y, px, py); | |
var angleRight = getAngle(cx + tb.x, cy + tb.y, px, py); | |
var angleDistance = (angleRight - angleLeft).mod(360); | |
if (shouldInvert) { | |
var temp = angleLeft; | |
angleLeft = (angleRight + 180).mod(360); | |
angleRight = (temp + 180).mod(360); | |
angleDistance = (angleRight - angleLeft).mod(360); | |
} | |
return [angleLeft, angleDistance, [cx + tb.x, cy + tb.y], | |
[cx + ta.x, cy + ta.y] | |
]; | |
} | |
function invertAngle(range) { | |
var angle1 = rangeToAngle(badAngles[i]); | |
var angle2 = (badAngles[i][0] - angle1).mod(360); | |
return [angle1, angle2]; | |
} | |
function addWall(listToUse, blob) { | |
if (blob.x < f.getMapStartX() + 1000) { | |
//LEFT | |
//console.log("Left"); | |
listToUse.push([[135, true], [225, false]]); | |
var lineLeft = followAngle(135, blob.x, blob.y, 190 + blob.size); | |
var lineRight = followAngle(225, blob.x, blob.y, 190 + blob.size); | |
drawLine(blob.x, blob.y, lineLeft[0], lineLeft[1], 5); | |
drawLine(blob.x, blob.y, lineRight[0], lineRight[1], 5); | |
drawArc(lineLeft[0], lineLeft[1], lineRight[0], lineRight[1], blob.x, blob.y, 5); | |
} | |
if (blob.y < f.getMapStartY() + 1000) { | |
//TOP | |
//console.log("TOP"); | |
listToUse.push([[225, true], [315, false]]); | |
var lineLeft = followAngle(225, blob.x, blob.y, 190 + blob.size); | |
var lineRight = followAngle(315, blob.x, blob.y, 190 + blob.size); | |
drawLine(blob.x, blob.y, lineLeft[0], lineLeft[1], 5); | |
drawLine(blob.x, blob.y, lineRight[0], lineRight[1], 5); | |
drawArc(lineLeft[0], lineLeft[1], lineRight[0], lineRight[1], blob.x, blob.y, 5); | |
} | |
if (blob.x > f.getMapEndX() - 1000) { | |
//RIGHT | |
//console.log("RIGHT"); | |
listToUse.push([[315, true], [45, false]]); | |
var lineLeft = followAngle(315, blob.x, blob.y, 190 + blob.size); | |
var lineRight = followAngle(45, blob.x, blob.y, 190 + blob.size); | |
drawLine(blob.x, blob.y, lineLeft[0], lineLeft[1], 5); | |
drawLine(blob.x, blob.y, lineRight[0], lineRight[1], 5); | |
drawArc(lineLeft[0], lineLeft[1], lineRight[0], lineRight[1], blob.x, blob.y, 5); | |
} | |
if (blob.y > f.getMapEndY() - 1000) { | |
//BOTTOM | |
//console.log("BOTTOM"); | |
listToUse.push([[45, true], [135, false]]); | |
var lineLeft = followAngle(45, blob.x, blob.y, 190 + blob.size); | |
var lineRight = followAngle(135, blob.x, blob.y, 190 + blob.size); | |
drawLine(blob.x, blob.y, lineLeft[0], lineLeft[1], 5); | |
drawLine(blob.x, blob.y, lineRight[0], lineRight[1], 5); | |
drawArc(lineLeft[0], lineLeft[1], lineRight[0], lineRight[1], blob.x, blob.y, 5); | |
} | |
return listToUse; | |
} | |
//listToUse contains angles in the form of [angle, boolean]. | |
//boolean is true when the range is starting. False when it's ending. | |
//range = [[angle1, true], [angle2, false]] | |
function getAngleIndex(listToUse, angle) { | |
if (listToUse.length == 0) { | |
return 0; | |
} | |
for (var i = 0; i < listToUse.length; i++) { | |
if (angle <= listToUse[i][0]) { | |
return i; | |
} | |
} | |
return listToUse.length; | |
} | |
function addAngle(listToUse, range) { | |
//#1 Find first open element | |
//#2 Try to add range1 to the list. If it is within other range, don't add it, set a boolean. | |
//#3 Try to add range2 to the list. If it is withing other range, don't add it, set a boolean. | |
//TODO: Only add the new range at the end after the right stuff has been removed. | |
var startIndex = 1; | |
if (listToUse.length > 0 && !listToUse[0][1]) { | |
startIndex = 0; | |
} | |
var startMark = getAngleIndex(listToUse, range[0][0]); | |
var startBool = startMark.mod(2) != startIndex; | |
var endMark = getAngleIndex(listToUse, range[1][0]); | |
var endBool = endMark.mod(2) != startIndex; | |
var removeList = []; | |
if (startMark != endMark) { | |
//Note: If there is still an error, this would be it. | |
var biggerList = 0; | |
if (endMark == listToUse.length) { | |
biggerList = 1; | |
} | |
for (var i = startMark; i < startMark + (endMark - startMark).mod(listToUse.length + biggerList); i++) { | |
removeList.push((i).mod(listToUse.length)); | |
} | |
} else if (startMark < listToUse.length && endMark < listToUse.length) { | |
var startDist = (listToUse[startMark][0] - range[0][0]).mod(360); | |
var endDist = (listToUse[endMark][0] - range[1][0]).mod(360); | |
if (startDist < endDist) { | |
for (var i = 0; i < listToUse.length; i++) { | |
removeList.push(i); | |
} | |
} | |
} | |
removeList.sort(function(a, b){return b-a}); | |
for (var i = 0; i < removeList.length; i++) { | |
listToUse.splice(removeList[i], 1); | |
} | |
if (startBool) { | |
listToUse.splice(getAngleIndex(listToUse, range[0][0]), 0, range[0]); | |
} | |
if (endBool) { | |
listToUse.splice(getAngleIndex(listToUse, range[1][0]), 0, range[1]); | |
} | |
return listToUse; | |
} | |
function getAngleRange(blob1, blob2, index) { | |
var angleStuff = getEdgeLinesFromPoint(blob1, blob2); | |
var leftAngle = angleStuff[0]; | |
var rightAngle = rangeToAngle(angleStuff); | |
var difference = angleStuff[1]; | |
drawPoint(angleStuff[2][0], angleStuff[2][1], 3, ""); | |
drawPoint(angleStuff[3][0], angleStuff[3][1], 3, ""); | |
//console.log("Adding badAngles: " + leftAngle + ", " + rightAngle + " diff: " + difference); | |
var lineLeft = followAngle(leftAngle, blob1.x, blob1.y, 150 + blob1.size - index * 10); | |
var lineRight = followAngle(rightAngle, blob1.x, blob1.y, 150 + blob1.size - index * 10); | |
if (blob2.d) { | |
drawLine(blob1.x, blob1.y, lineLeft[0], lineLeft[1], 6); | |
drawLine(blob1.x, blob1.y, lineRight[0], lineRight[1], 6); | |
drawArc(lineLeft[0], lineLeft[1], lineRight[0], lineRight[1], blob1.x, blob1.y, 6); | |
} else if(getCells().hasOwnProperty(blob2.id)) { | |
drawLine(blob1.x, blob1.y, lineLeft[0], lineLeft[1], 0); | |
drawLine(blob1.x, blob1.y, lineRight[0], lineRight[1], 0); | |
drawArc(lineLeft[0], lineLeft[1], lineRight[0], lineRight[1], blob1.x, blob1.y, 0); | |
} else { | |
drawLine(blob1.x, blob1.y, lineLeft[0], lineLeft[1], 3); | |
drawLine(blob1.x, blob1.y, lineRight[0], lineRight[1], 3); | |
drawArc(lineLeft[0], lineLeft[1], lineRight[0], lineRight[1], blob1.x, blob1.y, 3); | |
} | |
return [leftAngle, difference]; | |
} | |
//Given a list of conditions, shift the angle to the closest available spot respecting the range given. | |
function shiftAngle(listToUse, angle, range) { | |
//TODO: shiftAngle needs to respect the range! | |
for (var i = 0; i < listToUse.length; i++) { | |
if (angleIsWithin(angle, listToUse[i])) { | |
//console.log("Shifting needed!"); | |
var angle1 = listToUse[i][0]; | |
var angle2 = rangeToAngle(listToUse[i]); | |
var dist1 = (angle - angle1).mod(360); | |
var dist2 = (angle2 - angle).mod(360); | |
if (dist1 < dist2) { | |
return angle1; | |
} else { | |
return angle2; | |
} | |
} | |
} | |
//console.log("No Shifting Was needed!"); | |
return angle; | |
} | |
function findDestination(followMouse) { | |
var player = getPlayer(); | |
var interNodes = getMemoryCells(); | |
if ( /*!toggle*/ 1) { | |
var useMouseX = (getMouseX() - getWidth() / 2 + getX() * getRatio()) / getRatio(); | |
var useMouseY = (getMouseY() - getHeight() / 2 + getY() * getRatio()) / getRatio(); | |
tempPoint = [useMouseX, useMouseY, 1]; | |
var tempMoveX = getPointX(); | |
var tempMoveY = getPointY(); | |
if (player.length > 0) { | |
for (var k = 0; k < player.length; k++) { | |
//console.log("Working on blob: " + k); | |
drawCircle(player[k].x, player[k].y, player[k].size + splitDistance, 5); | |
//drawPoint(player[0].x, player[0].y - player[0].size, 3, "" + Math.floor(player[0].x) + ", " + Math.floor(player[0].y)); | |
//var allDots = processEverything(interNodes); | |
var allPossibleFood = null; | |
allPossibleFood = getAllFood(player[k]); // #1 | |
var allPossibleThreats = getAllThreats(player[k]); | |
//console.log("Internodes: " + interNodes.length + " Food: " + allPossibleFood.length + " Threats: " + allPossibleThreats.length); | |
var allPossibleViruses = getAllViruses(player[k]); | |
var badAngles = []; | |
var isSafeSpot = true; | |
var isMouseSafe = true; | |
var clusterAllFood = clusterFood(allPossibleFood, player[k].size); | |
//console.log("Looking for enemies!"); | |
for (var i = 0; i < allPossibleThreats.length; i++) { | |
var enemyDistance = computeDistance(allPossibleThreats[i].x, allPossibleThreats[i].y, player[k].x, player[k].y); | |
//console.log("Found distance."); | |
for (var j = clusterAllFood.length - 1; j >= 0 ; j--) { | |
var secureDistance = (canSplit(player[k], allPossibleThreats[i]) ? splitDistance : player[k].size*2) + allPossibleThreats | |
[i].size; | |
if (computeDistance(allPossibleThreats[i].x, allPossibleThreats[i].y, clusterAllFood[j][0], clusterAllFood[j][1]) < | |
secureDistance) | |
clusterAllFood.splice(j, 1); | |
} | |
//console.log("Removed some food."); | |
if (canSplit(player[k], allPossibleThreats[i])) { | |
drawCircle(allPossibleThreats[i].x, allPossibleThreats[i].y, allPossibleThreats[i].size + splitDistance, 0); | |
} else { | |
drawCircle(allPossibleThreats[i].x, allPossibleThreats[i].y, allPossibleThreats[i].size + player[k].size + player[k].size, 3); | |
} | |
if (allPossibleThreats[i].danger && f.getLastUpdate() - allPossibleThreats[i].dangerTimeOut > 1000) { | |
allPossibleThreats[i].danger = false; | |
} | |
if ((canSplit(player[k], allPossibleThreats[i]) && enemyDistance < allPossibleThreats[i].size + splitDistance + player[k].size) || | |
(!canSplit(player[k], allPossibleThreats[i]) && enemyDistance < allPossibleThreats[i].size + player[k].size + player[k].size)) { | |
allPossibleThreats[i].danger = true; | |
allPossibleThreats[i].dangerTimeOut = f.getLastUpdate(); | |
} | |
//console.log("Figured out who was important."); | |
if ((canSplit(player[k], allPossibleThreats[i]) && enemyDistance < allPossibleThreats[i].size + splitDistance + player[k].size) || | |
(!canSplit(player[k], allPossibleThreats[i]) && enemyDistance < allPossibleThreats[i].size + player[k].size) || allPossibleThreats[i].danger) { | |
badAngles.push(getAngleRange(player[k], allPossibleThreats[i], i)); | |
//drawPoint(lineLeft[0], lineLeft[1], 0, "Left 0 - " + i); | |
//drawPoint(lineRight[0], lineRight[1], 0, "Right 1 - " + i); | |
} | |
//console.log("Done with enemy: " + i); | |
} | |
//console.log("Done looking for enemies!"); | |
var goodAngles = []; | |
var stupidList = []; | |
var obstacleList = []; | |
for (var i = 0; i < allPossibleViruses.length; i++) { | |
var tempOb = getAngleRange(player[k], allPossibleViruses[i], i); | |
var angle1 = tempOb[0]; | |
var angle2 = rangeToAngle(tempOb); | |
drawCircle(allPossibleViruses[i].x, allPossibleViruses[i].y, player[k].size, 6); | |
obstacleList.push([[angle1, true], [angle2, false]]); | |
} | |
if (badAngles.length > 0) { | |
//NOTE: This is only bandaid wall code. It's not the best way to do it. | |
stupidList = addWall(stupidList, player[k]); | |
} | |
for (var i = 0; i < badAngles.length; i++) { | |
var angle1 = badAngles[i][0]; | |
var angle2 = rangeToAngle(badAngles[i]); | |
stupidList.push([[angle1, true], [angle2, false]]); | |
} | |
//stupidList.push([[45, true], [135, false]]); | |
//stupidList.push([[10, true], [200, false]]); | |
//console.log("Added random noob stuff."); | |
var sortedInterList = []; | |
var sortedObList = []; | |
for (var i = 0; i < stupidList.length; i++) { | |
//console.log("Adding to sorted: " + stupidList[i][0][0] + ", " + stupidList[i][1][0]); | |
sortedInterList = addAngle(sortedInterList, stupidList[i]); | |
if (sortedInterList.length == 0) { | |
break; | |
} | |
} | |
for (var i = 0; i < obstacleList.length; i++) { | |
sortedObList = addAngle(sortedObList, obstacleList[i]); | |
if (sortedObList.length == 0) { | |
break; | |
} | |
} | |
var offsetI = 0; | |
var obOffsetI = 1; | |
if (sortedInterList.length > 0 && sortedInterList[0][1]) { | |
offsetI = 1; | |
} | |
if (sortedObList.length > 0 && sortedObList[0][1]) { | |
obOffsetI = 0; | |
} | |
var goodAngles = []; | |
var obstacleAngles = []; | |
for (var i = 0; i < sortedInterList.length; i += 2) { | |
var angle1 = sortedInterList[(i + offsetI).mod(sortedInterList.length)][0]; | |
var angle2 = sortedInterList[(i + 1 + offsetI).mod(sortedInterList.length)][0]; | |
var diff = (angle2 - angle1).mod(360); | |
goodAngles.push([angle1, diff]); | |
} | |
for (var i = 0; i < sortedObList.length; i += 2) { | |
var angle1 = sortedObList[(i + obOffsetI).mod(sortedObList.length)][0]; | |
var angle2 = sortedObList[(i + 1 + obOffsetI).mod(sortedObList.length)][0]; | |
var diff = (angle2 - angle1).mod(360); | |
obstacleAngles.push([angle1, diff]); | |
} | |
for (var i = 0; i < goodAngles.length; i++) { | |
var line1 = followAngle(goodAngles[i][0], player[k].x, player[k].y, 100 + player[k].size); | |
var line2 = followAngle((goodAngles[i][0] + goodAngles[i][1]).mod(360), player[k].x, player[k].y, 100 + player[k].size); | |
drawLine(player[k].x, player[k].y, line1[0], line1[1], 1); | |
drawLine(player[k].x, player[k].y, line2[0], line2[1], 1); | |
drawArc(line1[0], line1[1], line2[0], line2[1], player[k].x, player[k].y, 1); | |
//drawPoint(player[0].x, player[0].y, 2, ""); | |
drawPoint(line1[0], line1[1], 0, "" + i + ": 0"); | |
drawPoint(line2[0], line2[1], 0, "" + i + ": 1"); | |
} | |
for (var i = 0; i < obstacleAngles.length; i++) { | |
var line1 = followAngle(obstacleAngles[i][0], player[k].x, player[k].y, 50 + player[k].size); | |
var line2 = followAngle((obstacleAngles[i][0] + obstacleAngles[i][1]).mod(360), player[k].x, player[k].y, 50 + player[k].size); | |
drawLine(player[k].x, player[k].y, line1[0], line1[1], 6); | |
drawLine(player[k].x, player[k].y, line2[0], line2[1], 6); | |
drawArc(line1[0], line1[1], line2[0], line2[1], player[k].x, player[k].y, 6); | |
//drawPoint(player[0].x, player[0].y, 2, ""); | |
drawPoint(line1[0], line1[1], 0, "" + i + ": 0"); | |
drawPoint(line2[0], line2[1], 0, "" + i + ": 1"); | |
} | |
if (goodAngles.length > 0) { | |
var bIndex = goodAngles[0]; | |
var biggest = goodAngles[0][1]; | |
for (var i = 1; i < goodAngles.length; i++) { | |
var size = goodAngles[i][1]; | |
if (size > biggest) { | |
biggest = size; | |
bIndex = goodAngles[i]; | |
} | |
} | |
var perfectAngle = (bIndex[0] + bIndex[1] / 2).mod(360); | |
perfectAngle = shiftAngle(obstacleAngles, perfectAngle, bIndex); | |
var line1 = followAngle(perfectAngle, player[k].x, player[k].y, 300); | |
drawLine(player[k].x, player[k].y, line1[0], line1[1], 7); | |
tempMoveX = line1[0]; | |
tempMoveY = line1[1]; | |
} else if (badAngles.length > 0 && goodAngles == 0) { | |
//TODO: CODE TO HANDLE WHEN THERE IS NO GOOD ANGLE BUT THERE ARE ENEMIES AROUND!!!!!!!!!!!!! | |
} else if (clusterAllFood.length > 0) { | |
for (var i = 0; i < clusterAllFood.length; i++) { | |
//console.log("mefore: " + clusterAllFood[i][2]); | |
//This is the cost function. Higher is better. | |
var clusterAngle = getAngle(clusterAllFood[i][0], clusterAllFood[i][1], player[k].x, player[k].y); | |
clusterAllFood[i][2] = clusterAllFood[i][2] * 6 - computeDistance(clusterAllFood[i][0], clusterAllFood[i][1], player[k].x, | |
player[k].y); | |
//console.log("Current Value: " + clusterAllFood[i][2]); | |
//(goodAngles[bIndex][1] / 2 - (Math.abs(perfectAngle - clusterAngle))); | |
clusterAllFood[i][3] = clusterAngle; | |
drawPoint(clusterAllFood[i][0], clusterAllFood[i][1], 1, ""); | |
//console.log("After: " + clusterAllFood[i][2]); | |
} | |
var bestFoodI = 0; | |
var bestFood = clusterAllFood[0][2]; | |
for (var i = 1; i < clusterAllFood.length; i++) { | |
if (bestFood < clusterAllFood[i][2]) { | |
bestFood = clusterAllFood[i][2]; | |
bestFoodI = i; | |
} | |
} | |
//console.log("Best Value: " + clusterAllFood[bestFoodI][2]); | |
var distance = computeDistance(player[k].x, player[k].y, clusterAllFood[bestFoodI][0], clusterAllFood[bestFoodI][1]); | |
var shiftedAngle = shiftAngle(obstacleAngles, getAngle(clusterAllFood[bestFoodI][0], clusterAllFood[bestFoodI][1], player[k].x, | |
player[k].y), [0, 360]); | |
var destination = followAngle(shiftedAngle, player[k].x, player[k].y, distance); | |
tempMoveX = destination[0]; | |
tempMoveY = destination[1]; | |
drawLine(player[k].x, player[k].y, tempMoveX, tempMoveY, 1); | |
} else { | |
//If there are no enemies around and no food to eat. | |
} | |
drawPoint(tempPoint[0], tempPoint[1], tempPoint[2], ""); | |
//drawPoint(tempPoint[0], tempPoint[1], tempPoint[2], "" + Math.floor(computeDistance(tempPoint[0], tempPoint[1], I, J))); | |
//drawLine(tempPoint[0], tempPoint[1], player[0].x, player[0].y, 6); | |
//console.log("Slope: " + slope(tempPoint[0], tempPoint[1], player[0].x, player[0].y) + " Angle: " + getAngle(tempPoint[0], tempPoint[1], | |
player[0].x, player[0].y) + " Side: " + (getAngle(tempPoint[0], tempPoint[1], player[0].x, player[0].y) - 90).mod(360)); | |
tempPoint[2] = 1; | |
//console.log("Done working on blob: " + i); | |
} | |
} | |
//console.log("MOVING RIGHT NOW!"); | |
//console.log("______Never lied ever in my life."); | |
return [tempMoveX, tempMoveY]; | |
} | |
} | |
function screenToGameX(x) { | |
return (x - getWidth() / 2) / getRatio() + getX(); | |
} | |
function screenToGameY(y) { | |
return (y - getHeight() / 2) / getRatio() + getY(); | |
} | |
function drawPoint(x_1, y_1, drawColor, text) { | |
f.drawPoint(x_1, y_1, drawColor, text); | |
} | |
function drawArc(x_1, y_1, x_2, y_2, x_3, y_3, drawColor) { | |
f.drawArc(x_1, y_1, x_2, y_2, x_3, y_3, drawColor); | |
} | |
function drawLine(x_1, y_1, x_2, y_2, drawColor) { | |
f.drawLine(x_1, y_1, x_2, y_2, drawColor); | |
} | |
function drawCircle(x_1, y_1, radius, drawColor) { | |
f.drawCircle(x_1, y_1, radius, drawColor); | |
} | |
function screenDistance() { | |
var temp = f.getScreenDistance(); | |
return temp; | |
} | |
function getDarkBool() { | |
return f.getDarkBool(); | |
} | |
function getMassBool() { | |
return f.getMassBool(); | |
} | |
function getMemoryCells() { | |
return f.getMemoryCells(); | |
} | |
function getCellsArray() { | |
return f.getCellsArray(); | |
} | |
function getCells() { | |
return f.getCells(); | |
} | |
function getPlayer() { | |
return f.getPlayer(); | |
} | |
function getWidth() { | |
return f.getWidth(); | |
} | |
function getHeight() { | |
return f.getHeight(); | |
} | |
function getRatio() { | |
return f.getRatio(); | |
} | |
function getOffsetX() { | |
return f.getOffsetX(); | |
} | |
function getOffsetY() { | |
return f.getOffsetY(); | |
} | |
function getX() { | |
return f.getX(); | |
} | |
function getY() { | |
return f.getY(); | |
} | |
function getPointX() { | |
return f.getPointX(); | |
} | |
function getPointY() { | |
return f.getPointY(); | |
} | |
function getMouseX() { | |
return f.getMouseX(); | |
} | |
function getMouseY() { | |
return f.getMouseY(); | |
} | |
function getUpdate() { | |
return f.getLastUpdate(); | |
} | |
})(window, jQuery); |
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