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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.  
  35. if (player.teleportersAreReady) {
  36.         // Do not add teleporters more than once
  37.         return;
  38.     }
  39.  
  40.     // Place two teleporters at the map
  41.     map.placeObject(player.getX(), player.getY() - 1, 'teleporter');
  42.     map.placeObject(map.getWidth() - 2, 7, 'teleporter');
  43.  
  44.     // We need teleporters objects, so find them
  45.     var objs = map.getDynamicObjects();
  46.     var teleporters = [];
  47.  
  48.     for (var i = 0, len = objs.length; i < len; i++) {
  49.         if (objs[i].getType() == 'teleporter') {
  50.                 teleporters.push(objs[i]);
  51.         }
  52.     }
  53.  
  54.     // Link teleporters one to another
  55.     teleporters[0].setTarget(teleporters[1]);
  56.     teleporters[1].setTarget(teleporters[0]);
  57.  
  58.     // We need an indicator to know if teleporters already
  59.     // in place or not. Use "player" object from the closure
  60.     player.teleportersAreReady = true;
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  105.         }
  106.     });
  107.  
  108.     map.defineObject('barrier', {
  109.         'symbol': '░',
  110.         'color': 'purple',
  111.         'impassable': true,
  112.         'passableFor': ['robot']
  113.     });
  114.  
  115.     map.placeObject(0, map.getHeight() - 1, 'exit');
  116.     map.placeObject(1, 1, 'robot');
  117.     map.placeObject(map.getWidth() - 2, 8, 'blueKey');
  118.     map.placeObject(map.getWidth() - 2, 9, 'barrier');
  119.  
  120.     var autoGeneratedMaze = new ROT.Map.DividedMaze(map.getWidth(), 10);
  121.     autoGeneratedMaze.create( function (x, y, mapValue) {
  122.         // don't write maze over robot or barrier
  123.         if ((x == 1 && y == 1) || (x == map.getWidth() - 2 && y >= 8)) {
  124.             return 0;
  125.         } else if (mapValue === 1) { //0 is empty space 1 is wall
  126.             map.placeObject(x,y, 'block');
  127.         } else {
  128.             map.placeObject(x,y,'empty');
  129.         }
  130.     });
  131. }
  132.  
  133. function validateLevel(map) {
  134.     map.validateExactlyXManyObjects(1, 'exit');
  135.     map.validateExactlyXManyObjects(1, 'robot');
  136.     map.validateAtMostXObjects(1, 'blueKey');
  137. }
  138.  
  139. function onExit(map) {
  140.     if (!map.getPlayer().hasItem('blueKey')) {
  141.         map.writeStatus("We need to get that key!");
  142.         return false;
  143.     } else {
  144.         return true;
  145.     }
  146. }
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