Additional updates

master
sigonasr2 2 years ago
parent e086651495
commit d59b131aa0
  1. 8
      data
  2. 28
      index.js

@ -1,7 +1,7 @@
Hit self
923
129
29815
923
sigonasr2
500
62775
954
Bot 5653

@ -279,7 +279,7 @@ snake.onTick = function(obj) { // When the game updates
return false;
}
function findSafePath(dir, x, y, targetX, targetY,appleDepth=7) {
function findSafePath(dir, x, y, targetX, targetY,appleDepth=3) {
if (spotIsFree(dir, x, y)) {
TEST_REGIONS = [[x, y], ...TEST_REGIONS]
diff_x = x - targetX
@ -345,6 +345,7 @@ snake.onTick = function(obj) { // When the game updates
}
//Make a path towards the closest apple. Always play it safe.
for (var i=10;i>5;i--) {
diff_x = snake.x - bestApp.x
diff_y = snake.y - bestApp.y
TEST_REGIONS = []
@ -356,29 +357,30 @@ snake.onTick = function(obj) { // When the game updates
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)) {
if (snake.me()?.direction !== 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)) {
if (snake.me()?.direction !== 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)) {
if (snake.me()?.direction !== 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)) {
if (snake.me()?.direction !== UP && findPath(DOWN, snake.x, snake.y + 1,i)) {
setDirection(DOWN);
return;
}
}
}
}
//TODO Try different apples here before trying to "just survive". There may be a better path.
console.log("Okay maybe this apple wasn't such a good idea... Try another one.")
@ -435,19 +437,19 @@ snake.onTick = function(obj) { // When the game updates
.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)) {
if (snake.me()?.direction !== 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)) {
if (snake.me()?.direction !== 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)) {
if (snake.me()?.direction !== 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)) {
if (snake.me()?.direction !== UP && findSafePath(DOWN, snake.x, snake.y + 1, 0, 0,1)) {
setDirection(DOWN);
return;
}
@ -460,19 +462,19 @@ snake.onTick = function(obj) { // When the game updates
.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)) {
if (snake.me()?.direction !== 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)) {
if (snake.me()?.direction !== 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)) {
if (snake.me()?.direction !== 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)) {
if (snake.me()?.direction !== UP && findSafePath(DOWN, snake.x, snake.y + 1, 149, 149,1)) {
setDirection(DOWN);
return;
}

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