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Jun 24th, 2018
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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. var moves = map.getAdjacentEmptyCells(me.getX(), me.getY());
  31. var x_goal = map.getWidth() - 2; var y_goal = 7;
  32. if (me.getX() == x_goal) {
  33. me.move('down');
  34. } else {
  35. var queue = [];
  36. for (var i=0; i<moves.length; i++) { queue.push([moves[i]]); }
  37. var visited = {};
  38. visited[[me.getX(), me.getY()]] = true;
  39. while (queue.length > 0) {
  40. var path = queue.shift();
  41. var move = path[path.length - 1]
  42. var x = move[0][0]; var y = move[0][1];
  43. if (x == x_goal && y == y_goal) {
  44. me.move(path[0][1]); break;
  45. }
  46. if (!visited[[x, y]]) {
  47. visited[[x, y]] = true;
  48. new_moves = map.getAdjacentEmptyCells(x, y)
  49. for (var i=0; i<new_moves.length; i++) {
  50. queue.push(path.concat([new_moves[i]]));
  51. }
  52. }
  53. }
  54. }
  55.  
  56. }
  57. });
  58.  
  59. map.defineObject('barrier', {
  60. 'symbol': '░',
  61. 'color': 'purple',
  62. 'impassable': true,
  63. 'passableFor': ['robot']
  64. });
  65.  
  66. map.placeObject(0, map.getHeight() - 1, 'exit');
  67. map.placeObject(1, 1, 'robot');
  68. map.placeObject(map.getWidth() - 2, 8, 'blueKey');
  69. map.placeObject(map.getWidth() - 2, 9, 'barrier');
  70.  
  71. var autoGeneratedMaze = new ROT.Map.DividedMaze(map.getWidth(), 10);
  72. autoGeneratedMaze.create( function (x, y, mapValue) {
  73. // don't write maze over robot or barrier
  74. if ((x == 1 && y == 1) || (x == map.getWidth() - 2 && y >= 8)) {
  75. return 0;
  76. } else if (mapValue === 1) { //0 is empty space 1 is wall
  77. map.placeObject(x,y, 'block');
  78. } else {
  79. map.placeObject(x,y,'empty');
  80. }
  81. });
  82. }
  83.  
  84. function validateLevel(map) {
  85. map.validateExactlyXManyObjects(1, 'exit');
  86. map.validateExactlyXManyObjects(1, 'robot');
  87. map.validateAtMostXObjects(1, 'blueKey');
  88. }
  89.  
  90. function onExit(map) {
  91. if (!map.getPlayer().hasItem('blueKey')) {
  92. map.writeStatus("We need to get that key!");
  93. return false;
  94. } else {
  95. return true;
  96. }
  97. }
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