/* Welcome to your Code your snake bot! This is a minimal example showing spawning, the snake's position, and where the closest apple is. It won't work right away because you need to authenticate yourself. Read /learn/welcome.md. */ const LEFT = 0 const RIGHT = 1 const UP = 2 const DOWN = 3 const FOOD = 3 const GOLDEN_FOOD = 4 const BLACK_HOLE = 5 const newSnake = require('./wrapper.js') const dotenv = require('dotenv'); dotenv.config(); const fs = require('fs'); let snake = newSnake(process.env.auth) // Login with the auth cookie in the secrets tab var vals = fs.readFileSync("data", 'utf8').split("\n") /*File Format: `${LAST_DEATH} ${BEST_LENGTH} ${TOTAL_ATTEMPTS} ${TOTAL_LENGTH} ${BEST_SEEN} ${BEST_SEEN_WHO} ` */ myDir = RIGHT LAST_DEATH = vals[0] BEST_LENGTH = Number(vals[1]) TOTAL_ATTEMPTS = Number(vals[2]) TOTAL_LENGTH = Number(vals[3]) LAST_LENGTH = 0 BEST_SEEN = Number(vals[4]) BEST_SEEN_WHO = vals[5] TEST_REGIONS = [] APPLES_LIST=[] targetApp={} snake.onSpawn = function(x, y) { // When the snake spawns console.log(`Spawned at X ${x}, Y ${y}`) TOTAL_ATTEMPTS++ } snake.onDeath = function(reason) { // When the snake dies LAST_DEATH = reason TOTAL_LENGTH += LAST_LENGTH LAST_LENGTH = 0 fs.writeFileSync("data", `${LAST_DEATH} ${BEST_LENGTH} ${TOTAL_ATTEMPTS} ${TOTAL_LENGTH} ${BEST_SEEN} ${BEST_SEEN_WHO} `) snake.spawn() // Respawn } snake.onTick = function(obj) { // When the game updates if (snake.spawned) { // If the snake is alive let closestApple = snake.closestApple() // Get the closest apple let bestApp = bestApple() if (snake.me()) { if (snake.me()?.body.length > BEST_LENGTH) { BEST_LENGTH = snake.me().body.length } LAST_LENGTH = snake.me().body.length for (var player in obj.players) { if (obj.players[player].body.length > BEST_SEEN) { BEST_SEEN = obj.players[player].body.length BEST_SEEN_WHO = player } } } // Clear the console and log the snake's position and the closest apple's position console.clear() console.log(`I am at X ${snake.x}, Y ${snake.y}`) console.log(`The closest apple is at X ${closestApple.x}, Y ${closestApple.y}`) console.log(`The best apple is at X ${bestApp.x}, Y ${bestApp.y}`) console.log(`Last Death reason was: ${LAST_DEATH}`) console.log(`\nBest Length:${BEST_LENGTH}\nAverage Length:${Math.floor((TOTAL_LENGTH + snake.me()?.body.length) / TOTAL_ATTEMPTS)}\nCurrent Length:${snake.me()?.body.length}\nTotal Spawns:${TOTAL_ATTEMPTS}\n\nBest Seen:${BEST_SEEN_WHO} - ${BEST_SEEN}`) //console.log(JSON.stringify(obj)); function bestApple() { //Returns the best apple that will not result in greedy collisions. var testApple = snake.closestApple() var allowed = true; var adjacentBodies=0; for (var player in obj.players) { if (player !== "sigonasr2") { for (var i of obj.players[player].body) { adjacentBodies+=(Math.abs(i[0] - testApple.x)===0)&&(Math.abs(i[1] - testApple.y)===1)||(Math.abs(i[0] - testApple.x)===1)&&(Math.abs(i[1] - testApple.y)===0)?1:0 if (Math.abs(i[0] - testApple.x) < 3 && Math.abs(i[1] - testApple.y) < 3) { allowed = false; break; } if (Math.abs(obj.players[player].head[0] - testApple.x) < 2 && Math.abs(obj.players[player].head[1] - testApple.y) < 2) { allowed = false; break; } } } else { adjacentBodies+=(Math.abs(obj.players[player].body[0] - testApple.x)===0)&&(1,Math.abs(obj.players[player].body[1] - testApple.y)===1)||(Math.abs(obj.players[player].body[0] - testApple.x)===1)&&(1,Math.abs(obj.players[player].body[1] - testApple.y)===0)?1:0 } } for (var i of snake.blackHoles()) { adjacentBodies+=(Math.abs(i[0] - testApple.x)===0)&&(Math.abs(i[1] - testApple.y)===1)||(Math.abs(i[0] - testApple.x)===1)&&(Math.abs(i[1] - testApple.y)===0)?1:0 } adjacentBodies+=((testApple.x===0)?1:0)+((testApple.y===0)?1:0)+((testApple.x===149)?1:0)+((testApple.y===149)?1:0) //Boundary checks count as walls too. if (adjacentBodies>=2) { allowed=false //We can't allow picking up an apple with only one way out. } if (allowed) { return testApple; } for (var apple of snake.apples()) { var testApple = apple var allowed = true; var adjacentBodies=0; for (var player in obj.players) { if (player !== "sigonasr2") { for (var i of obj.players[player].body) { adjacentBodies+=((Math.abs(i[0] - testApple[0])===0)&&(Math.abs(i[1] - testApple[1])===1)||(Math.abs(i[0] - testApple[0])===1)&&(Math.abs(i[1] - testApple[1])===0))?1:0 if (Math.abs(i[0] - testApple[0]) < 3 && Math.abs(i[1] - testApple[1]) < 3) { allowed = false; break; } } if (Math.abs(obj.players[player].head[0] - testApple[0]) < 2 && Math.abs(obj.players[player].head[1] - testApple[1]) < 2) { allowed = false break; } } else { adjacentBodies+=(Math.abs(obj.players[player].body[0] - testApple[0])===0)&&(Math.abs(obj.players[player].body[1] - testApple[1])===1)||(Math.abs(obj.players[player].body[0] - testApple[0])===1)&&(Math.abs(obj.players[player].body[1] - testApple[1])===0)?1:0 } } for (var i of snake.blackHoles()) { adjacentBodies+=(Math.abs(i[0] - testApple[0])===0)&&(Math.abs(i[1] - testApple[1])===1)||(Math.abs(i[0] - testApple[0])===1)&&(Math.abs(i[1] - testApple[1])===0)?1:0 } adjacentBodies+=((testApple[0]===0)?1:0)+((testApple[1]===0)?1:0)+((testApple[0]===149)?1:0)+((testApple[1]===149)?1:0) //Boundary checks count as walls too. if (adjacentBodies>=2) { console.log(adjacentBodies+" found for "+testApple) allowed=false //We can't allow picking up an apple with only one way out. } if (allowed) { return { x: testApple[0], y: testApple[1] }; } } console.log("No viable apple found...") return { x: 0, y: 0 } } function setDirection(dir) { if (myDir!==dir) { snake.setDirection(dir) myDir=dir } } function spotIsFree(dir, x, y) { newCoords = [x, y] for (var i of TEST_REGIONS) { if (i[0] === newCoords[0] && i[1] === newCoords[1]) { 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; } } for (var i of snake.bodyPositions()) { if (i[0] === newCoords[0] && i[1] === newCoords[1]) { return false; } } 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; } } for (var player in obj.players) { if (player !== "sigonasr2") { var head = obj.players[player].head var dir = obj.players[player].direction if (head[0]+(dir===LEFT?1:dir===RIGHT?-1:0)===newCoords[0]&&head[1]+(dir===DOWN?1:dir===UP?-1:0)===newCoords[1]) { return false } } } if (newCoords[0] < 0 || newCoords[0] > 149 || newCoords[1] < 0 || newCoords[1] > 149) { return false; } return true; } function findPath(dir, x, y,appleDepth=7) { if (spotIsFree(dir, x, y)) { TEST_REGIONS = [[x, y], ...TEST_REGIONS] diff_x = x - targetApp.x diff_y = y - targetApp.y if (diff_x === 0 && diff_y === 0) { if (--appleDepth===0) { return true; } else { var myRegions = [...TEST_REGIONS] while (APPLES_LIST.length>0) { var newApple = APPLES_LIST.shift() TEST_REGIONS=[...myRegions] targetApp={x:newApple[0],y:newApple[1]} diff_x = x - targetApp.x diff_y = y - targetApp.y if (Math.abs(diff_x) > Math.abs(diff_y)) { if (diff_x > 0) { if (dir !== RIGHT && findPath(LEFT, x - 1, y,appleDepth)) { return true; } //Preferred direction found. } else { if (dir !== LEFT && findPath(RIGHT, x + 1, y,appleDepth)) { return true; } } } else { if (diff_y > 0) { if (dir !== DOWN && findPath(UP, x, y - 1,appleDepth)) { return true; } //Preferred direction found. } else { if (dir !== UP && findPath(DOWN, x, y + 1,appleDepth)) { return true; } } } } } } if (Math.abs(diff_x) > Math.abs(diff_y)) { if (diff_x > 0) { if (dir !== RIGHT && findPath(LEFT, x - 1, y,appleDepth)) { return true; } //Preferred direction found. } else { if (dir !== LEFT && findPath(RIGHT, x + 1, y,appleDepth)) { return true; } } } else { if (diff_y > 0) { if (dir !== DOWN && findPath(UP, x, y - 1,appleDepth)) { return true; } //Preferred direction found. } else { if (dir !== UP && findPath(DOWN, x, y + 1,appleDepth)) { return true; } } } } return false; } function findSafePath(dir, x, y, targetX, targetY,appleDepth=3) { if (spotIsFree(dir, x, y)) { TEST_REGIONS = [[x, y], ...TEST_REGIONS] diff_x = x - targetX diff_y = y - targetY if (diff_x === 0 && diff_y === 0) { if (--appleDepth===0) { return true; } else { var myRegions = [...TEST_REGIONS] while (APPLES_LIST.length>0) { var newApple = APPLES_LIST.shift() TEST_REGIONS=[...myRegions] targetApp={x:newApple[0],y:newApple[1]} diff_x = x - targetApp.x diff_y = y - targetApp.y if (Math.abs(diff_x) > Math.abs(diff_y)) { if (diff_x > 0) { if (dir !== RIGHT && findSafePath(LEFT, x - 1, y,targetApp.x,targetApp.y,appleDepth)) { return true; } //Preferred direction found. } else { if (dir !== LEFT && findSafePath(RIGHT, x + 1, y,targetApp.x,targetApp.y,appleDepth)) { return true; } } } else { if (diff_y > 0) { if (dir !== DOWN && findSafePath(UP, x, y - 1,targetApp.x,targetApp.y,appleDepth)) { return true; } //Preferred direction found. } else { if (dir !== UP && findSafePath(DOWN, x, y + 1,targetApp.x,targetApp.y,appleDepth)) { return true; } } } } } } if (Math.abs(diff_x) > Math.abs(diff_y)) { if (diff_x > 0) { if (dir !== RIGHT && findSafePath(LEFT, x - 1, y, targetX, targetY,appleDepth)) { return true; } //Preferred direction found. } else { if (dir !== LEFT && findSafePath(RIGHT, x + 1, y, targetX, targetY,appleDepth)) { return true; } } } else { if (diff_y > 0) { if (dir !== DOWN && findSafePath(UP, x, y - 1, targetX, targetY,appleDepth)) { return true; } //Preferred direction found. } else { if (dir !== UP && findSafePath(DOWN, x, y + 1, targetX, targetY,appleDepth)) { return true; } } } } return false; } //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 = [] EXTRA_MOVEMENT=false APPLES_LIST= snake.apples() .filter((a)=>a[0]!==bestApp.x&&a[1]!==bestApp.y) .sort((a,b)=>Math.sqrt(Math.pow(snake.x-a[0],2)+Math.pow(snake.y-a[1],2))-Math.sqrt(Math.pow(snake.x-b[0],2)+Math.pow(snake.y-b[1],2))) targetApp=bestApp if (Math.abs(diff_x) > Math.abs(diff_y)) { if (diff_x > 0) { if (myDir !== RIGHT && findPath(LEFT, snake.x - 1, snake.y,i)) { setDirection(LEFT); return; } //Preferred direction found. } else { if (myDir !== LEFT && findPath(RIGHT, snake.x + 1, snake.y,i)) { setDirection(RIGHT); return; } } } else { if (diff_y > 0) { if (myDir !== DOWN && findPath(UP, snake.x, snake.y - 1,i)) { setDirection(UP); return; } //Preferred direction found. } else { if (myDir !== 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.") APPLES_LIST= snake.apples() .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))) for (var apple of APPLES_LIST) { TEST_REGIONS = [] EXTRA_MOVEMENT=false var adjacentBodies=0; for (var player in obj.players) { if (player !== "sigonasr2") { for (var i of obj.players[player].body) { adjacentBodies+=((Math.abs(i[0] - apple[0])===0)&&(Math.abs(i[1] - apple[1])===1)||(Math.abs(i[0] - apple[0])===1)&&(Math.abs(i[1] - apple[1])===0))?1:0 } } else { adjacentBodies+=((Math.abs(obj.players[player].body[0] - apple[0])===0)&&(Math.abs(obj.players[player].body[1] - apple[1])===1)||(Math.abs(obj.players[player].body[0] - apple[0])===1)&&(Math.abs(obj.players[player].body[1] - apple[1])===0))?1:0 } } for (var i of snake.blackHoles()) { adjacentBodies+=((Math.abs(i[0] - apple[0])===0)&&(Math.abs(i[1] - apple[1])===1)||(Math.abs(i[0] - apple[0])===1)&&(Math.abs(i[1] - apple[1])===0))?1:0 } adjacentBodies+=((apple[0]===0)?1:0)+((apple[1]===0)?1:0)+((apple[0]===149)?1:0)+((apple[1]===149)?1:0) //Boundary checks count as walls too. if (adjacentBodies>=2) { continue; //Skip this apple. It's dangerous. } if (snake.x !== 0 && snake.y !== 0) { if (myDir !== DOWN && findSafePath(UP, snake.x, snake.y - 1, apple[0], apple[1])) { setDirection(UP); return; } if (myDir !== RIGHT && findSafePath(LEFT, snake.x - 1, snake.y, apple[0], apple[1])) { setDirection(LEFT); return; } if (myDir !== LEFT && findSafePath(RIGHT, snake.x + 1, snake.y, apple[0], apple[1])) { setDirection(RIGHT); return; } if (myDir !== UP && findSafePath(DOWN, snake.x, snake.y + 1, apple[0], apple[1])) { setDirection(DOWN); return; } } } console.log("No viable path, just survive for now...") TEST_REGIONS = [] EXTRA_MOVEMENT=false APPLES_LIST= snake.apples() .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.x !== 0 && snake.y !== 0) { if (myDir !== DOWN && findSafePath(UP, snake.x, snake.y - 1, 0, 0,1)) { setDirection(UP); return; } if (myDir !== RIGHT && findSafePath(LEFT, snake.x - 1, snake.y, 0, 0,1)) { setDirection(LEFT); return; } if (myDir !== LEFT && findSafePath(RIGHT, snake.x + 1, snake.y, 0, 0,1)) { setDirection(RIGHT); return; } if (myDir !== UP && findSafePath(DOWN, snake.x, snake.y + 1, 0, 0,1)) { setDirection(DOWN); return; } } TEST_REGIONS = [] EXTRA_MOVEMENT=false console.log("Last resort...") APPLES_LIST= snake.apples() .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 (myDir !== DOWN && findSafePath(UP, snake.x, snake.y - 1, 149, 149,1)) { setDirection(UP); return; } if (myDir !== RIGHT && findSafePath(LEFT, snake.x - 1, snake.y, 149, 149,1)) { setDirection(LEFT); return; } if (myDir !== LEFT && findSafePath(RIGHT, snake.x + 1, snake.y, 149, 149,1)) { setDirection(RIGHT); return; } 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(myDir, x + (myDir === RIGHT ? 1 : myDir === LEFT ? -1 : 0), y + (myDir === DOWN ? 1 : myDir === UP ? -1 : 0))) { return; } else if (myDir !== UP && spotIsFree(DOWN, x, y + 1)) { setDirection(DOWN) return } else if (myDir !== RIGHT && spotIsFree(LEFT, x - 1, y)) { setDirection(LEFT) return } else if (myDir !== LEFT && spotIsFree(RIGHT, x + 1, y)) { setDirection(RIGHT) return } else if (myDir !== DOWN && spotIsFree(UP, x, y - 1)) { setDirection(UP) return } console.log("Dedge.") } } snake.onLogin = function(username) { // When logged in console.log(`Connected as ${username}!`) snake.spawn() // Spawn the snake } /* Sample: //Field is 150x150. We'll assume zero-based. {"players":{"Bot 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