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171 lines
5.3 KiB
171 lines
5.3 KiB
/******************************* |
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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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// this functions will find the best path, so the path that has more empty spaces |
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// so use `isFree`, |
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const findBestPath = (state) => { |
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let arr = [] |
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let car = state.player.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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if ( |
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(car === 3 || car === 0) && |
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!isFree({ x: state.player.x - 1, y: state.player.y - 1 }) && |
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isFree({ x: state.player.x, y: state.player.y - 1 }) && |
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isFree({ x: state.player.x - 1, y: state.player.y }) |
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) { |
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let xad = state.player.x - 1 |
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let yad = state.player.y - 1 |
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let choose = [ |
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calDistance(xad + 1, yad, 1, 0), |
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calDistance(state.player.x, state.player.y - 1, car, 0), |
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calDistance(state.player.x - 1, state.player.y, car, 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 |
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? state.player.coords[0] |
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: state.player.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: state.player.x + 1, y: state.player.y - 1 }) && |
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isFree({ x: state.player.x, y: state.player.y - 1 }) && |
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isFree({ x: state.player.x + 1, y: state.player.y }) |
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) { |
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let xad = state.player.x + 1 |
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let yad = state.player.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(state.player.x + 1, state.player.y, car, 0), |
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calDistance(state.player.x, state.player.y - 1, car, 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 |
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? state.player.coords[1] |
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: state.player.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: state.player.x + 1, y: state.player.y + 1 }) && |
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isFree({ x: state.player.x, y: state.player.y + 1 }) && |
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isFree({ x: state.player.x + 1, y: state.player.y }) |
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) { |
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let xad = state.player.x + 1 |
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let yad = state.player.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(state.player.x, state.player.y + 1, car, 0), |
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calDistance(state.player.x + 1, state.player.y, car, 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 |
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? state.player.coords[2] |
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: state.player.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: state.player.x - 1, y: state.player.y + 1 }) && |
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isFree({ x: state.player.x, y: state.player.y + 1 }) && |
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isFree({ x: state.player.x - 1, y: state.player.y }) |
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) { |
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let xad = state.player.x - 1 |
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let yad = state.player.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(state.player.x - 1, state.player.y, car, 0), |
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calDistance(state.player.x, state.player.y + 1, car, 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 |
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? state.player.coords[3] |
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: state.player.coords[2] |
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} |
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for ({ x, y, cardinal } of state.player.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 state.player.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.players.forEach(addToMap) |
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findBestPath(state) |
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}
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