|
|
|
@ -34,8 +34,7 @@ ${BEST_SEEN_WHO} |
|
|
|
|
` |
|
|
|
|
*/ |
|
|
|
|
|
|
|
|
|
horz_dir = LEFT |
|
|
|
|
vert_dir = UP |
|
|
|
|
myDir = RIGHT |
|
|
|
|
LAST_DEATH = vals[0] |
|
|
|
|
BEST_LENGTH = Number(vals[1]) |
|
|
|
|
TOTAL_ATTEMPTS = Number(vals[2]) |
|
|
|
@ -167,8 +166,9 @@ snake.onTick = function(obj) { // When the game updates |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
function setDirection(dir) { |
|
|
|
|
if (snake.me()?.direction!==dir) { |
|
|
|
|
if (myDir!==dir) { |
|
|
|
|
snake.setDirection(dir) |
|
|
|
|
myDir=dir |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
@ -179,11 +179,13 @@ snake.onTick = function(obj) { // When the game updates |
|
|
|
|
return false; |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
if (snake.me()) { |
|
|
|
|
for (var i of snake.me()?.body) { |
|
|
|
|
if (i[0] === newCoords[0] && i[1] === newCoords[1]) { |
|
|
|
|
return false; |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
for (var i of snake.blackHoles()) { |
|
|
|
|
if (i[0] === newCoords[0] && i[1] === newCoords[1]) { |
|
|
|
|
return false; |
|
|
|
@ -195,6 +197,9 @@ snake.onTick = function(obj) { // When the game updates |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
for (var i of snake.headPositions()) { |
|
|
|
|
if (i[0]===snake.x&&y[1]===snake.y) { |
|
|
|
|
continue; //Don't include our position in this.
|
|
|
|
|
} |
|
|
|
|
if (i[0] === newCoords[0] && i[1] === newCoords[1]) { |
|
|
|
|
return false; |
|
|
|
|
} |
|
|
|
@ -357,24 +362,24 @@ for (var i=10;i>5;i--) { |
|
|
|
|
targetApp=bestApp |
|
|
|
|
if (Math.abs(diff_x) > Math.abs(diff_y)) { |
|
|
|
|
if (diff_x > 0) { |
|
|
|
|
if (snake.me()?.direction !== RIGHT && findPath(LEFT, snake.x - 1, snake.y,i)) { |
|
|
|
|
if (myDir !== RIGHT && findPath(LEFT, snake.x - 1, snake.y,i)) { |
|
|
|
|
setDirection(LEFT); |
|
|
|
|
return; |
|
|
|
|
} //Preferred direction found.
|
|
|
|
|
} else { |
|
|
|
|
if (snake.me()?.direction !== LEFT && findPath(RIGHT, snake.x + 1, snake.y,i)) { |
|
|
|
|
if (myDir !== LEFT && findPath(RIGHT, snake.x + 1, snake.y,i)) { |
|
|
|
|
setDirection(RIGHT); |
|
|
|
|
return; |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
} else { |
|
|
|
|
if (diff_y > 0) { |
|
|
|
|
if (snake.me()?.direction !== DOWN && findPath(UP, snake.x, snake.y - 1,i)) { |
|
|
|
|
if (myDir !== DOWN && findPath(UP, snake.x, snake.y - 1,i)) { |
|
|
|
|
setDirection(UP); |
|
|
|
|
return; |
|
|
|
|
} //Preferred direction found.
|
|
|
|
|
} else { |
|
|
|
|
if (snake.me()?.direction !== UP && findPath(DOWN, snake.x, snake.y + 1,i)) { |
|
|
|
|
if (myDir !== UP && findPath(DOWN, snake.x, snake.y + 1,i)) { |
|
|
|
|
setDirection(DOWN); |
|
|
|
|
return; |
|
|
|
|
} |
|
|
|
@ -409,19 +414,19 @@ for (var i=10;i>5;i--) { |
|
|
|
|
continue; //Skip this apple. It's dangerous.
|
|
|
|
|
} |
|
|
|
|
if (snake.x !== 0 && snake.y !== 0) { |
|
|
|
|
if (snake.me()?.direction !== DOWN && findSafePath(UP, snake.x, snake.y - 1, apple[0], apple[1])) { |
|
|
|
|
if (myDir !== DOWN && findSafePath(UP, snake.x, snake.y - 1, apple[0], apple[1])) { |
|
|
|
|
setDirection(UP); |
|
|
|
|
return; |
|
|
|
|
} |
|
|
|
|
if (snake.me()?.direction !== RIGHT && findSafePath(LEFT, snake.x - 1, snake.y, apple[0], apple[1])) { |
|
|
|
|
if (myDir !== RIGHT && findSafePath(LEFT, snake.x - 1, snake.y, apple[0], apple[1])) { |
|
|
|
|
setDirection(LEFT); |
|
|
|
|
return; |
|
|
|
|
} |
|
|
|
|
if (snake.me()?.direction !== LEFT && findSafePath(RIGHT, snake.x + 1, snake.y, apple[0], apple[1])) { |
|
|
|
|
if (myDir !== LEFT && findSafePath(RIGHT, snake.x + 1, snake.y, apple[0], apple[1])) { |
|
|
|
|
setDirection(RIGHT); |
|
|
|
|
return; |
|
|
|
|
} |
|
|
|
|
if (snake.me()?.direction !== UP && findSafePath(DOWN, snake.x, snake.y + 1, apple[0], apple[1])) { |
|
|
|
|
if (myDir !== UP && findSafePath(DOWN, snake.x, snake.y + 1, apple[0], apple[1])) { |
|
|
|
|
setDirection(DOWN); |
|
|
|
|
return; |
|
|
|
|
} |
|
|
|
@ -437,19 +442,19 @@ for (var i=10;i>5;i--) { |
|
|
|
|
.sort((a,b)=>Math.sqrt(Math.pow(snake.x-b[0],2)+Math.pow(snake.y-b[1],2))-Math.sqrt(Math.pow(snake.x-a[0],2)+Math.pow(snake.y-a[1],2))) |
|
|
|
|
|
|
|
|
|
if (snake.x !== 0 && snake.y !== 0) { |
|
|
|
|
if (snake.me()?.direction !== DOWN && findSafePath(UP, snake.x, snake.y - 1, 0, 0,1)) { |
|
|
|
|
if (myDir !== DOWN && findSafePath(UP, snake.x, snake.y - 1, 0, 0,1)) { |
|
|
|
|
setDirection(UP); |
|
|
|
|
return; |
|
|
|
|
} |
|
|
|
|
if (snake.me()?.direction !== RIGHT && findSafePath(LEFT, snake.x - 1, snake.y, 0, 0,1)) { |
|
|
|
|
if (myDir !== RIGHT && findSafePath(LEFT, snake.x - 1, snake.y, 0, 0,1)) { |
|
|
|
|
setDirection(LEFT); |
|
|
|
|
return; |
|
|
|
|
} |
|
|
|
|
if (snake.me()?.direction !== LEFT && findSafePath(RIGHT, snake.x + 1, snake.y, 0, 0,1)) { |
|
|
|
|
if (myDir !== LEFT && findSafePath(RIGHT, snake.x + 1, snake.y, 0, 0,1)) { |
|
|
|
|
setDirection(RIGHT); |
|
|
|
|
return; |
|
|
|
|
} |
|
|
|
|
if (snake.me()?.direction !== UP && findSafePath(DOWN, snake.x, snake.y + 1, 0, 0,1)) { |
|
|
|
|
if (myDir !== UP && findSafePath(DOWN, snake.x, snake.y + 1, 0, 0,1)) { |
|
|
|
|
setDirection(DOWN); |
|
|
|
|
return; |
|
|
|
|
} |
|
|
|
@ -462,41 +467,41 @@ for (var i=10;i>5;i--) { |
|
|
|
|
.filter((a)=>a[0]!==bestApp.x&&a[1]!==bestApp.y) //I want apples furthest away to be checked first. These are probably the safest calculations to make.
|
|
|
|
|
.sort((a,b)=>Math.sqrt(Math.pow(snake.x-b[0],2)+Math.pow(snake.y-b[1],2))-Math.sqrt(Math.pow(snake.x-a[0],2)+Math.pow(snake.y-a[1],2))) |
|
|
|
|
|
|
|
|
|
if (snake.me()?.direction !== DOWN && findSafePath(UP, snake.x, snake.y - 1, 149, 149,1)) { |
|
|
|
|
if (myDir !== DOWN && findSafePath(UP, snake.x, snake.y - 1, 149, 149,1)) { |
|
|
|
|
setDirection(UP); |
|
|
|
|
return; |
|
|
|
|
} |
|
|
|
|
if (snake.me()?.direction !== RIGHT && findSafePath(LEFT, snake.x - 1, snake.y, 149, 149,1)) { |
|
|
|
|
if (myDir !== RIGHT && findSafePath(LEFT, snake.x - 1, snake.y, 149, 149,1)) { |
|
|
|
|
setDirection(LEFT); |
|
|
|
|
return; |
|
|
|
|
} |
|
|
|
|
if (snake.me()?.direction !== LEFT && findSafePath(RIGHT, snake.x + 1, snake.y, 149, 149,1)) { |
|
|
|
|
if (myDir !== LEFT && findSafePath(RIGHT, snake.x + 1, snake.y, 149, 149,1)) { |
|
|
|
|
setDirection(RIGHT); |
|
|
|
|
return; |
|
|
|
|
} |
|
|
|
|
if (snake.me()?.direction !== UP && findSafePath(DOWN, snake.x, snake.y + 1, 149, 149,1)) { |
|
|
|
|
if (myDir !== UP && findSafePath(DOWN, snake.x, snake.y + 1, 149, 149,1)) { |
|
|
|
|
setDirection(DOWN); |
|
|
|
|
return; |
|
|
|
|
} |
|
|
|
|
console.log("Good luck....") |
|
|
|
|
TEST_REGIONS = [] |
|
|
|
|
EXTRA_MOVEMENT=false |
|
|
|
|
if (spotIsFree(snake.me().direction, x + (snake.me().direction === RIGHT ? 1 : snake.me().direction === LEFT ? -1 : 0), y + (snake.me().direction === DOWN ? 1 : snake.me().direction === UP ? -1 : 0))) { |
|
|
|
|
if (spotIsFree(myDir, x + (myDir === RIGHT ? 1 : myDir === LEFT ? -1 : 0), y + (myDir === DOWN ? 1 : myDir === UP ? -1 : 0))) { |
|
|
|
|
return; |
|
|
|
|
} else |
|
|
|
|
if (snake.me()?.direction !== UP && spotIsFree(DOWN, x, y + 1)) { |
|
|
|
|
if (myDir !== UP && spotIsFree(DOWN, x, y + 1)) { |
|
|
|
|
setDirection(DOWN) |
|
|
|
|
return |
|
|
|
|
} else |
|
|
|
|
if (snake.me()?.direction !== RIGHT && spotIsFree(LEFT, x - 1, y)) { |
|
|
|
|
if (myDir !== RIGHT && spotIsFree(LEFT, x - 1, y)) { |
|
|
|
|
setDirection(LEFT) |
|
|
|
|
return |
|
|
|
|
} else |
|
|
|
|
if (snake.me()?.direction !== LEFT && spotIsFree(RIGHT, x + 1, y)) { |
|
|
|
|
if (myDir !== LEFT && spotIsFree(RIGHT, x + 1, y)) { |
|
|
|
|
setDirection(RIGHT) |
|
|
|
|
return |
|
|
|
|
} else |
|
|
|
|
if (snake.me()?.direction !== DOWN && spotIsFree(UP, x, y - 1)) { |
|
|
|
|
if (myDir !== DOWN && spotIsFree(UP, x, y - 1)) { |
|
|
|
|
setDirection(UP) |
|
|
|
|
return |
|
|
|
|
} |
|
|
|
|