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Patio11's solution to level 13 in Untrusted: http://alex.nisnevich.com/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) { | |
/* | |
Our strategy is a depth-first-search from the key outwards. We color each square we hit in each wave with | |
a gradually decreasing color iff it isn't yet colored, stopping when our robot's square is colored. He then | |
simply ascends the color gradient greedily, guaranteeing that he ends up on the key. | |
After he has the key, he can no longer ascend the color gradient since he is at a maximum, so he moves down. | |
Slight annoyance: since the map doesn't have map.getSquareColor() available we have to keep memory of it | |
locally. After we're doing that the color abstraction doesn't necessarily make sense but it makes for a really | |
pretty visualization of the bot's behavior. | |
*/ | |
if (typeof (me.mapSquareColors) == "undefined") { | |
var currentSet = map.getAdjacentEmptyCells(map.getWidth() - 2, 8); | |
//currentSet = new Set(currentSet); | |
var currentColor = 0xFFD700; // gold | |
map.setSquareColor(map.getWidth() - 2, 8, "#" + currentColor.toString(16)); | |
me.mapSquareColors = new Array(map.getWidth()); | |
for (x = 0; x < map.getWidth(); x++) { | |
me.mapSquareColors[x] = new Array(map.getHeight()); | |
} | |
while (me.mapSquareColors[me.getX()][me.getY()] == undefined) { | |
currentColor -= 2; | |
var newSet = [] | |
for (i = 0; i < currentSet.length; i++) { | |
var move = currentSet[i]; | |
var coordinates = move[0]; | |
var x = coordinates[0]; | |
var y = coordinates[1]; | |
var colorString = "#" + currentColor.toString(16); | |
if (me.mapSquareColors[x][y] == undefined) { | |
map.setSquareColor(x, y, colorString); | |
me.mapSquareColors[x][y] = colorString; | |
var newMoves = map.getAdjacentEmptyCells(x, y); | |
for (j = 0; j < newMoves.length; j++) { | |
move = newMoves[j]; | |
newSet.push(move); | |
} | |
} | |
} | |
currentSet = newSet; | |
} | |
} else { | |
var moves = map.getAdjacentEmptyCells(me.getX(), me.getY()) | |
console.log(["Turn 2: ", moves]); | |
var bestColor = me.mapSquareColors[me.getX()][me.getY()]; | |
var bestMove = "down"; | |
for (i = 0; i < moves.length; i++) { | |
var move = moves[i]; | |
var x = move[0][0]; | |
var y = move[0][1]; | |
if (me.mapSquareColors[x][y] > bestColor) { | |
bestColor = me.mapSquareColors[x][y]; | |
bestMove = move[1]; | |
} | |
} | |
me.move(bestMove); | |
} | |
} | |
}); | |
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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