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ai.js
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/*
* Armawebtron - A lightcycle game.
* Copyright (C) 2019 Glen Harpring
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
class
AI
{
think
(
timestep
)
{
var
shouldTurn
=
this
.
cycle
.
sensor
.
front
<
Math
.
min
(
5
,
Math
.
max
(
this
.
cycle
.
sensor
.
leftTurn
,
this
.
cycle
.
sensor
.
rightTurn
)),
dangerouslyNearWall
=
this
.
cycle
.
sensor
.
front
<=
settings
.
CYCLE_RUBBER_MINDISTANCE
+
1
,
usingRubber
=
this
.
cycle
.
rubber
>
this
.
lastRubber
;
if
(
engine
.
gtime
>
this
.
cycle
.
lastTurnTime
+
(
settings
.
CYCLE_DELAY
*
1000
))
{
switch
(
this
.
state
)
{
case
0
:
if
(
shouldTurn
)
return
this
.
basicDecision
();
break
;
case
2
:
//practically state 0 but theoretically better!
var
nearestPlayer
=
false
,
nearestPlayerDist
=
Infinity
;
for
(
var
x
=
engine
.
players
.
length
-
1
;
x
>=
0
;
--
x
)
if
(
engine
.
players
[
x
])
{
if
(
engine
.
players
[
x
]
!=
this
.
cycle
)
{
var
dist
=
pointDistance
(
engine
.
players
[
x
].
position
.
x
,
engine
.
players
[
x
].
position
.
y
,
this
.
cycle
.
position
.
x
,
this
.
cycle
.
position
.
y
);
if
(
dist
<
nearestPlayerDist
)
{
nearestPlayerDist
=
dist
;
nearestPlayer
=
engine
.
players
[
x
];
}
}
}
this
.
nearestPlayer
=
nearestPlayer
;
if
(
shouldTurn
||
(
usingRubber
&&
this
.
cycle
.
rubber
>=
settings
.
CYCLE_RUBBER
*
0.8
))
{
if
(
this
.
sameTurnsUsed
>
3
&&
this
.
cycle
.
sensor
.
objrear
==
this
.
cycle
&&
this
.
cycle
.
sensor
.
nearestobj
==
this
.
cycle
&&
this
.
cycle
.
sensor
.
objleft
==
this
.
cycle
&&
this
.
cycle
.
sensor
.
objright
==
this
.
cycle
)
{
//this.basicDecision();
if
(
-
this
.
lastTurn
==
-
1
)
var
d
=
this
.
cycle
.
sensor
.
leftTurn
;
else
var
d
=
this
.
cycle
.
sensor
.
rightTurn
;
//if(d < 0.1)
{
this
.
turn
(
-
this
.
lastTurn
);
this
.
turn
(
this
.
lastTurn
);
console
.
log
(
"[DEBUG] Camping"
);
this
.
state
=
4
;
return
true
;
}
/*else
{
this.cycle.turn(this.lastTurn);
this.cycle.turn(this.lastTurn);
this.cycle.turn(this.lastTurn);
this.cycle.turn(-this.lastTurn);
return true;
}*/
//this.basicDecision();
//this.sameTurnsUsed = -4;
}
return
this
.
basicDecision
();
}
else
if
(
nearestPlayer
)
{
//engine.console.print("target: "+removeColors(nearestPlayer.name)+"\n");
if
(
nearestPlayer
==
this
.
cycle
.
sensor
.
objrear
&&
(
nearestPlayer
!=
this
.
cycle
.
sensor
.
objleft
&&
nearestPlayer
!=
this
.
cycle
.
sensor
.
objright
))
{
this
.
turn
(
this
.
getRelDirToPoint
(
nearestPlayer
.
position
.
x
,
nearestPlayer
.
position
.
y
));
//turn in front of the player
}
/*else if(this.cycle.sensor.nearestobj == nearestPlayer
|| this.cycle == nearestPlayer.sensor.objrear
)
//we're in front of our nearest cycle
{
this.turn(this.getRelDirToPoint(nearestPlayer.position.x,nearestPlayer.position.y)); //turn back to the player
}*/
}
break
;
case
1
:
if
(
this
.
target
===
false
)
{
this
.
target
=
engine
.
players
[
Math
.
round
(
Math
.
random
()
*
engine
.
players
.
length
)];
if
(
this
.
target
)
engine
.
console
.
print
(
"target: "
+
removeColors
(
this
.
target
.
name
)
+
"\n"
);
}
if
(
this
.
target
==
this
.
cycle
||
typeof
(
this
.
target
)
==
"undefined"
||
!
this
.
target
.
alive
)
{
this
.
target
=
false
;
}
else
{
this
.
huntDownTarget
();
}
if
(
usingRubber
)
this
.
basicDecision
();
break
;
case
3
:
break
;
case
4
:
//! temp state: wait until we're out of our camp.
if
(
this
.
cycle
.
sensor
.
objrear
==
this
.
cycle
&&
this
.
cycle
.
sensor
.
nearestobj
==
this
.
cycle
&&
this
.
cycle
.
sensor
.
objleft
==
this
.
cycle
&&
this
.
cycle
.
sensor
.
objright
==
this
.
cycle
)
{
//if(usingRubber) return this.basicDecision();
if
(
this
.
cycle
.
sensor
.
front
<=
this
.
cycle
.
minDistance
.
front
+
0.01
)
return
this
.
basicDecision
();
}
else
{
console
.
log
(
"[DEBUG] Normal"
);
this
.
state
=
2
;
return
true
;
}
break
;
default
:
console
.
error
(
"Invalid state "
+
this
.
state
+
"!"
);
this
.
state
=
0
;
break
;
}
}
if
(
this
.
destPoints
.
length
>
0
&&
engine
.
gtime
>
this
.
cycle
.
lastTurnTime
+
(
settings
.
CYCLE_DELAY
*
1000
))
{
var
pt
=
this
.
destPoints
[
0
];
this
.
turn
(
this
.
getRelDirToPoint
(
pt
[
0
],
pt
[
1
]));
}
this
.
cycle
.
braking
=
settings
.
AI_FORCE_BRAKE
||
(
settings
.
CYCLE_BRAKE
>
0
&&
dangerouslyNearWall
&&
usingRubber
);
this
.
lastRubber
=
this
.
cycle
.
rubber
;
}
basicDecision
()
{
if
(
this
.
cycle
.
sensor
.
rightTurn
<
this
.
cycle
.
sensor
.
leftTurn
)
//if(this.cycle.sensor.left > this.cycle.sensor.front)
this
.
turn
(
-
1
);
else
if
(
this
.
cycle
.
sensor
.
rightTurn
>
this
.
cycle
.
sensor
.
leftTurn
)
//if(this.cycle.sensor.right > this.cycle.sensor.front)
this
.
turn
(
1
);
else
this
.
turn
([
-
1
,
1
][
Math
.
round
(
Math
.
random
()
*
1
)]);
}
huntDownTarget
()
{
var
nearX
=
this
.
target
.
position
.
x
,
nearY
=
this
.
target
.
position
.
y
,
nearDist
=
pointDistance
(
this
.
target
.
position
.
x
,
this
.
target
.
position
.
y
,
this
.
cycle
.
position
.
x
,
this
.
cycle
.
position
.
y
);
var
playerDist
=
nearDist
;
for
(
var
i
=
this
.
target
.
walls
.
length
;
i
>=
0
;
--
i
)
{
var
wall
=
this
.
target
.
walls
[
i
];
var
dist
=
pointDistance
(
wall
[
0
],
wall
[
1
],
this
.
cycle
.
position
.
x
,
this
.
cycle
.
position
.
y
);
if
(
dist
<
nearDist
)
{
nearDist
=
dist
;
nearX
=
wall
[
0
];
nearY
=
wall
[
1
];
}
}
this
.
turn
(
this
.
getRelDirToPoint
(
nearX
,
nearY
));
//turn back to the player
}
getRelDirToPoint
(
x
,
y
)
{
//var dist = pointDistance(x,y,this.cycle.position.x,this.cycle.position.y);
var
dir
=
[(
this
.
cycle
.
position
.
x
-
x
),(
this
.
cycle
.
position
.
y
-
y
)];
var
ang
=
Math
.
atan2
(
dir
[
1
],
dir
[
0
]);
//if(Math.round((this.cycle.rotation.z)/8) != Math.round(ang/8)) //point is not in front
{
var
angdiff
=
normalizeRad
(
this
.
cycle
.
rotation
.
z
-
ang
);
if
(
angdiff
<
Math
.
PI
)
{
return
-
1
;
}
else
if
(
angdiff
>
Math
.
PI
)
{
return
1
;
}
//centerMessage(angdiff);
}
}
turn
(
dir
)
{
this
.
cycle
.
turn
(
dir
);
if
(
dir
==
this
.
lastTurn
)
this
.
sameTurnsUsed
++
;
else
this
.
sameTurnsUsed
=
0
;
this
.
lastTurn
=
dir
;
}
constructor
(
cycle
)
{
this
.
cycle
=
cycle
;
this
.
lastRubber
=
0
;
this
.
state
=
2
;
//theoretical states: 0: survive, 1: trace, 2: closecombat, 3: pathfind
this
.
lastTurn
=
0
;
this
.
sameTurnsUsed
=
0
;
this
.
target
=
false
;
this
.
targetX
=
NaN
;
this
.
targetY
=
NaN
;
this
.
destPoints
=
[];
}
}
if
(
typeof
(
module
)
!=
"undefined"
)
module
.
exports
=
AI
;
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Expires
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