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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) { | |
var table = [] | |
for (x = 0; x < map.getWidth(); x++) { | |
table[x] = [] | |
for (y = 0; y < 11; y++) { | |
table[x][y] = map.getObjectTypeAt(x,y) == 'empty' | |
} | |
} | |
table[map.getWidth()-2][8] = true; // blue key | |
table[map.getWidth()-2][9] = true; // door | |
function cost(px, py, pc, x,y) { | |
if (typeof table[x][y] == "number" && table[x][y] < pc) { | |
pc = table[x][y]; | |
} else { | |
table[x][y] = pc; | |
} | |
//console.log("cost for ",x,y,": ",pc) | |
function valid(x,y) { | |
return (x != px || y != py) && table[x] && table[x][y] == true | |
} | |
function recurse(i,j) { | |
if (valid(i,j)) {cost(x, y, pc+1, i, j)} | |
} | |
recurse(x+1, y); | |
recurse(x-1, y); | |
recurse(x, y+1); | |
recurse(x, y-1); | |
} | |
cost(map.getWidth()-2, 7, 0, map.getWidth()-2, 8); | |
function move_if_cheap(x,y, name) { | |
var cur = table[me.getX()][me.getY()]; | |
var next = table[x+me.getX()][y+me.getY()]; | |
if (typeof next == "number" && cur > next) { | |
console.log("Successful move towards: ",name,next); | |
me.move(name); | |
return true; | |
} | |
console.log("Failed move towards: ",name) | |
return false; | |
} | |
function move_mindlessly() { | |
if (me.getX() == map.getWidth()-2 && me.getY() > 7) { | |
me.move('down'); | |
return true; | |
} | |
return false; | |
} | |
console.log("Trying to move from ", table[me.getX()][me.getY()]); | |
move_mindlessly() || | |
move_if_cheap(1,0, "right") || | |
move_if_cheap(-1,0, "left") || | |
move_if_cheap(0,1, "down") || | |
move_if_cheap(0,-1, "up"); | |
} | |
}); | |
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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