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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 corridor= 0;
- var exitsInCorridor = (entryPoint) => {
- var exits = 0;
- for (x=me.getX()+1; x<map.getWidth()-1; x++) {
- if(map.getObjectTypeAt(x, entryPoint) === 'block') {
- break;
- }
- if(map.getAdjacentEmptyCells(x, entryPoint).length > 2) {
- exits+=1;
- }
- }
- for (x=me.getX()-1; x>0; x--) {
- if(map.getObjectTypeAt(x, entryPoint) === 'block') {
- break;
- }
- if(map.getAdjacentEmptyCells(x, entryPoint).length > 2) {
- exits+=1;
- }
- }
- return exits;
- }
- // move randomly
- var moves = map.getAdjacentEmptyCells(me.getX(), me.getY());
- // getAdjacentEmptyCells gives array of ((x, y), direction) pairs
- var nextMove= 'right';
- console.log('length: ', moves.length)
- if(me.getX() === map.getWidth()-2 && me.getY()===9){
- console.log('nearKey');
- nextMove='down';
- }
- else if(moves.length === 1) {
- nextMove = moves[0][1];
- }
- else if(moves.length === 4 ||
- (moves.length === 2 && me.canMove('down'))) {
- console.log('must go down');
- nextMove='down';
- map.placeObject(me.getX(), me.getY(), 'block')
- }
- else if(me.canMove('up')) {
- var exitsUp = exitsInCorridor(me.getY()-2);
- console.log('up: ', exitsUp);
- if (exitsUp === 0) {
- map.placeObject(me.getX(), me.getY()+1, 'block')
- }
- else {
- nextMove='up';
- }
- }
- else if (me.canMove('down')) {
- var exitsUp = exitsInCorridor(me.getY()+2);
- console.log('down: ', exitsUp);
- if (exitsUp === 0) {
- map.placeObject(me.getX(), me.getY()-1, 'block')
- }
- else {
- nextMove='down';
- }
- }
- me.move(nextMove);
- }
- });
- 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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