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@slashman
Last active August 4, 2016 06:32
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/**
* Pick the closest portal. If advancing to it puts you in danger, pick the less dangerous portal instead. If it's the same, or it
* still endangers you, there's no escape portal
*/
Enemy.prototype.getEscapePortal = function(){
console.log('getEscapePortal');
var portal = this.getClosestPortal();
if (!portal){
console.log('no closest portal');
return false;
}
if (this.isDangerousPosition(portal)){
console.log('closest portal at ('+portal.x+','+portal.y+') is dangerous');
var lessDangerousPortal = this.getLessDangerousPortal();
if (!lessDangerousPortal || lessDangerousPortal == portal){
console.log('and is the same as the less dangerous portal');
return false;
}
console.log('heading to less dangerous portal at ('+lessDangerousPortal.x+','+lessDangerousPortal.y+')');
return lessDangerousPortal;
} else {
console.log('using closest portal at ('+portal.x+','+portal.y+')');
return portal;
}
}
// Check if there are enemies around this position
Enemy.prototype.isDangerousPosition = function(position){
for(var j = 0; j < this.currentRoom.monsters.length; j++){
var monster = this.currentRoom.monsters[j];
if (monster == this)
continue;
if (monster.isFriendly != this.isFriendly){
var xDiff = Math.abs(monster.x - position.x);
var yDiff = Math.abs(monster.y - position.y);
if (xDiff <= 1 && yDiff <= 1){
return true;
}
}
}
if (!this.isFriendly){
var xDiff = Math.abs(this.gameController.player.x - position.x);
var yDiff = Math.abs(this.gameController.player.y - position.y);
if (xDiff <= 1 && yDiff <= 1){
return true;
}
}
return false;
}
/**
* Pick the nearest portal
* Special case: If not friendly, calculate how close the player is and discard if player is closer than I
*/
Enemy.prototype.getClosestPortal = function(){
var minDistance = 9999;
var nearPortal = false;
for (var i = 0; i < this.currentRoom.portals.length; i++){
var portal = this.currentRoom.portals[i];
var myDistance = flatDistance(portal.x, portal.y, this.x, this.y);
if (!this.isFriendly){
var playerDistance = flatDistance(portal.x, portal.y, this.gameController.player.x, this.gameController.player.y);
if (playerDistance < myDistance)
continue;
}
if (myDistance < minDistance){
minDistance = myDistance;
nearPortal = portal;
}
}
return nearPortal;
}
function lowerDanger(a, b){
return b.danger - a.danger;
}
Enemy.prototype.getLessDangerousPortal = function(){
if (this.currentRoom.portals.length == 1){
return this.currentRoom.portals[0];
}
var portalsDanger = [];
for (var i = 0; i < this.currentRoom.portals.length; i++){
var portal = this.currentRoom.portals[i];
// Sum the distance of all enemies to the portal
var sum = 0;
for(var j = 0; j < this.currentRoom.monsters.length; j++){
var monster = this.currentRoom.monsters[j];
if (monster.isFriendly != this.isFriendly){
sum += flatDistance(portal.x, portal.y, monster.x, monster.y);
}
}
if (!this.isFriendly){
sum += flatDistance(portal.x, portal.y, this.gameController.player.x, this.gameController.player.y);
}
portalsDanger.push({portal: portal, danger: sum});
}
portalsDanger.sort(lowerDanger);
return portalsDanger[0].portal;
}
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