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Bot Land JS Cheat Sheet
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// GLOBALS | |
life // bot's current life (out of 1000?) | |
x // bot's current x coordinate | |
y // bot's current y coordinate | |
arenaWidth | |
arenaHeight | |
sharedA | |
sharedB | |
sharedC | |
sharedD | |
sharedE | |
// RANDOM | |
percentChance(n) | |
randInt(start, stop) // arguments are inclusive and exclusive, respectively | |
// MOVEMENT & POSITIONING | |
if (canMove(direction)) move(direction); | |
if (canMoveTo(x, y)) moveTo(x, y); | |
if (canMoveTo(entity)) moveTo(entity); | |
pursue(entity); // just an alias for moveTo(entity) | |
if (canTeleport(x, y) teleport(x, y); | |
if (canTeleport(entity)) teleport(entity); | |
isAdjacent(x, y) | |
isAdjacent(entity) | |
getDistanceTo(x, y) | |
getDistanceTo(entity) | |
getX(entity) | |
getY(entity) | |
// SELECTION & TARGETING | |
findMyClosestBot() | |
findClosestEnemyBot() | |
findClosestAlliedBot() | |
findClosestResource() | |
getEntityAt(x, y) | |
canSense(entity) | |
// SUPPORT | |
if (canShield() && !isShielded()) shield(); | |
if (canShield() && !isShielded(entity)) shield(entity); | |
if (canCloak() && !isCloaked()) cloak(); | |
if (canReflect() && !isReflecting()) reflect(); | |
// OFFENSE | |
if (willLasersHit()) fireLasers(); | |
if (willLasersHit(entity)) fireLasers(entity); | |
if (willLasersHit(direction)) fireLasers(direction); | |
if (willMeleeHit()) melee(); | |
if (willMeleeHit(entity)) melee(entity); | |
if (willMeleeHit(direction)) melee(direction); | |
if (willMissilesHit()) fireMissiles(); | |
if (willMissilesHit(entity)) fireMissiles(entity); | |
if (willArtilleryHit()) fireArtillery(); | |
if (willArtilleryHit(entity)) fireArtillery(entity); | |
if (canZap() && !isZapping()) zap(); | |
if (canLayMine()) layMine(); | |
if (canCharge()) | |
// MISC | |
if (canActivateSensors() && !areSensorsActivated()) activateSensors(); | |
if (willHarvest()) harvest(); | |
revealMines(); | |
isEnemyMineAt(x, y) |
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