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/*******************************
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* functions given to the students
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********************************/
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const SIZE = 100
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const MAP = new Int8Array(SIZE * SIZE)
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const isFree = ({ x, y }) => MAP[y * SIZE + x] === 0
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const isOccupied = ({ x, y }) => MAP[y * SIZE + x] === 1
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const inBounds = (n) => n < SIZE && n >= 0
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const isInBounds = ({ x, y }) => inBounds(x) && inBounds(y)
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const pickRandom = (arr) => arr[Math.floor(Math.random() * arr.length)]
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/***********
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* My functions
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************/
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const isAlley = ({ x, y }) => !isFree({ x, y }) || !isInBounds({ x, y })
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// TODO: could make the ai harder if left an empty space so that it could get out
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// this functions will find the best path, so the path that has more empty spaces
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const findBestPath = ({ ai }) => {
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let arr = []
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let car = ai.cardinal
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// if it as a block on the symmetric position it must
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// simulate the symmetric position and see witch path is the best
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// from the symmetric position
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// o→
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// ←↓oooooooooo
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// ↓
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if (
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(car === 3 || car === 0) &&
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!isFree({ x: ai.x - 1, y: ai.y - 1 }) &&
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isFree({ x: ai.x, y: ai.y - 1 }) &&
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isFree({ x: ai.x - 1, y: ai.y })
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) {
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let xad = ai.x - 1
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let yad = ai.y - 1
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// [right, line0, line3, down]
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let choose = [
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calDistance(xad + 1, yad, 1, 0),
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calDistance(ai.x, ai.y - 1, 0, 0),
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calDistance(ai.x - 1, ai.y, 3, 0),
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calDistance(xad, yad + 1, 2, 0),
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]
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let index = choose.indexOf(Math.max(...choose))
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return index === 0 || index === 1 ? ai.coords[0] : ai.coords[3]
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}
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if (
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(car === 1 || car === 0) &&
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!isFree({ x: ai.x + 1, y: ai.y - 1 }) &&
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isFree({ x: ai.x, y: ai.y - 1 }) &&
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isFree({ x: ai.x + 1, y: ai.y })
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) {
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let xad = ai.x + 1
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let yad = ai.y - 1
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// choose will save the biggest path to be chosen
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// [ down, line1, line0, left ]
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let choose = [
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calDistance(xad, yad + 1, 2, 0),
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calDistance(ai.x + 1, ai.y, 1, 0),
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calDistance(ai.x, ai.y - 1, 0, 0),
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calDistance(xad - 1, yad, 3, 0),
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]
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let index = choose.indexOf(Math.max(...choose))
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return index === 0 || index === 1 ? ai.coords[1] : ai.coords[0]
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}
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if (
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(car === 2 || car === 1) &&
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!isFree({ x: ai.x + 1, y: ai.y + 1 }) &&
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isFree({ x: ai.x, y: ai.y + 1 }) &&
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isFree({ x: ai.x + 1, y: ai.y })
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) {
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let xad = ai.x + 1
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let yad = ai.y + 1
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// choose will save the biggest path to be chosen
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// [ left, line2, line1, up ]
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let choose = [
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calDistance(xad - 1, yad, 3, 0),
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calDistance(ai.x, ai.y + 1, 2, 0),
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calDistance(ai.x + 1, ai.y, 1, 0),
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calDistance(xad, yad - 1, 0, 0),
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]
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let index = choose.indexOf(Math.max(...choose))
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return index === 0 || index === 1 ? ai.coords[2] : ai.coords[1]
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}
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if (
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(car === 2 || car === 3) &&
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!isFree({ x: ai.x - 1, y: ai.y + 1 }) &&
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isFree({ x: ai.x, y: ai.y + 1 }) &&
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isFree({ x: ai.x - 1, y: ai.y })
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) {
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let xad = ai.x - 1
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let yad = ai.y + 1
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// choose will save the biggest path to be chosen
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// [ right, line2, line3, up ]
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let choose = [
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calDistance(xad + 1, yad, 1, 0),
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calDistance(ai.x, ai.y + 1, 2, 0),
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calDistance(ai.x - 1, ai.y, 3, 0),
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calDistance(xad, yad - 1, 0, 0),
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]
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let index = choose.indexOf(Math.max(...choose))
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return index === 0 || index === 1 ? ai.coords[2] : ai.coords[3]
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}
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for (const { x, y, cardinal } of ai.coords) {
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// if everything is ok it must continue with the best path
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arr.push(calDistance(x, y, cardinal, 0))
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}
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return ai.coords[arr.indexOf(Math.max(...arr))]
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}
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// recursion
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const calDistance = (x, y, car, count) => {
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if (car <= 0) {
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if (
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isFree({ x, y }) &&
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isAlley({ x: x + 1, y }) &&
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isAlley({ x, y: y - 1 }) &&
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isAlley({ x: x - 1, y })
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)
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return -1
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return !isFree({ x, y }) || !inBounds(y - 1)
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? count
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: calDistance(x, y - 1, car, count + 1)
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}
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if (car === 1) {
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if (
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isFree({ x, y }) &&
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isAlley({ x, y: y + 1 }) &&
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isAlley({ x, y: y - 1 }) &&
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isAlley({ x: x + 1, y })
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)
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return -1
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return !isFree({ x, y }) || !inBounds(x + 1)
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? count
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: calDistance(x + 1, y, car, count + 1)
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}
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if (car === 2) {
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if (
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isFree({ x, y }) &&
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isAlley({ x: x - 1, y }) &&
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isAlley({ x, y: y + 1 }) &&
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isAlley({ x: x + 1, y })
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)
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return -1
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return !isFree({ x, y }) || !inBounds(y + 1)
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? count
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: calDistance(x, y + 1, car, count + 1)
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}
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if (car === 3) {
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if (
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isFree({ x, y }) &&
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isAlley({ x, y: y - 1 }) &&
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isAlley({ x: x - 1, y }) &&
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isAlley({ x, y: y + 1 })
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)
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return -1
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return !isFree({ x, y }) || !inBounds(x - 1)
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? count
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: calDistance(x - 1, y, car, count + 1)
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}
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}
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const addToMap = ({ x, y }) => (MAP[y * SIZE + x] = 1)
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const update = (state) => {
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state.ais.forEach(addToMap)
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return findBestPath(state)
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}
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