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May 24th, 2019
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  1. /*
  2. * robotMaze.js
  3. *
  4. * The blue key is inside a labyrinth, and extracting
  5. * it will not be easy.
  6. *
  7. * It's a good thing that you're a AI expert, or
  8. * we would have to leave empty-handed.
  9. */
  10.  
  11. function startLevel(map) {
  12. // Hint: you can press R or 5 to "rest" and not move the
  13. // player, while the robot moves around.
  14.  
  15. map.getRandomInt = function(min, max) {
  16. return Math.floor(Math.random() * (max - min + 1)) + min;
  17. }
  18.  
  19. map.placePlayer(map.getWidth()-1, map.getHeight()-1);
  20. var player = map.getPlayer();
  21.  
  22. map.defineObject('robot', {
  23. 'type': 'dynamic',
  24. 'symbol': 'R',
  25. 'color': 'gray',
  26. 'onCollision': function (player, me) {
  27. me.giveItemTo(player, 'blueKey');
  28. },
  29. 'behavior': function (me) {
  30. // move randomly
  31. var moves = map.getAdjacentEmptyCells(me.getX(), me.getY());
  32. // getAdjacentEmptyCells gives array of ((x, y), direction) pairs
  33. me.move(moves[map.getRandomInt(0, moves.length - 1)][1]);
  34. if (player.teleportersAreReady) {
  35. // Do not add teleporters more than once
  36. return;
  37. }
  38.  
  39. // Place two teleporters at the map
  40. map.placeObject(player.getX(), player.getY() - 1, 'teleporter');
  41. map.placeObject(map.getWidth() - 2, 7, 'teleporter');
  42.  
  43. // We need teleporters objects, so find them
  44. var objs = map.getDynamicObjects();
  45. var teleporters = [];
  46.  
  47. for (var i = 0, len = objs.length; i < len; i++) {
  48. if (objs[i].getType() == 'teleporter') {
  49. teleporters.push(objs[i]);
  50. }
  51. }
  52.  
  53. // Link teleporters one to another
  54. teleporters[0].setTarget(teleporters[1]);
  55. teleporters[1].setTarget(teleporters[0]);
  56.  
  57. // We need an indicator to know if teleporters already
  58. // in place or not. Use "player" object from the closure
  59. player.teleportersAreReady = true;
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  104. }
  105. });
  106.  
  107. map.defineObject('barrier', {
  108. 'symbol': '░',
  109. 'color': 'purple',
  110. 'impassable': true,
  111. 'passableFor': ['robot']
  112. });
  113.  
  114. map.placeObject(0, map.getHeight() - 1, 'exit');
  115. map.placeObject(1, 1, 'robot');
  116. map.placeObject(map.getWidth() - 2, 8, 'blueKey');
  117. map.placeObject(map.getWidth() - 2, 9, 'barrier');
  118.  
  119. var autoGeneratedMaze = new ROT.Map.DividedMaze(map.getWidth(), 10);
  120. autoGeneratedMaze.create( function (x, y, mapValue) {
  121. // don't write maze over robot or barrier
  122. if ((x == 1 && y == 1) || (x == map.getWidth() - 2 && y >= 8)) {
  123. return 0;
  124. } else if (mapValue === 1) { //0 is empty space 1 is wall
  125. map.placeObject(x,y, 'block');
  126. } else {
  127. map.placeObject(x,y,'empty');
  128. }
  129. });
  130. }
  131.  
  132. function validateLevel(map) {
  133. map.validateExactlyXManyObjects(1, 'exit');
  134. map.validateExactlyXManyObjects(1, 'robot');
  135. map.validateAtMostXObjects(1, 'blueKey');
  136. }
  137.  
  138. function onExit(map) {
  139. if (!map.getPlayer().hasItem('blueKey')) {
  140. map.writeStatus("We need to get that key!");
  141. return false;
  142. } else {
  143. return true;
  144. }
  145. }
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