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Botswana

A web-based game with programmable bots (in Javascript). Live demo here.

Usage

  • Choose the bots you want to fight (and you can add custom bots via URL)
  • If you want to use a different ruleset, add it via the box at the bottom
  • Press Start.
  • Hit the space bar to pause.

Included bots

  • Crusher
  • Destroyer
  • Dumbo: very simple bot
  • Teleporter: for use with teleport ruleset
  • SampleBot: empty bot
  • Xavier

Included rulesets

  • default
  • demo1: smaller bots, set obstacles, set initial placement, various parameter tweaks
  • demo2: completely redone drawing code
  • demo3: faster bullets, different look, CSS 3D transform
  • conveyor: different strips of the world move bots up or down
  • expulsion: adds teleportation circle in center of world, varying bot radii
  • orbit: bots orbit around the center point
  • teleport: adds "teleport" command (see the Teleporter bot)
  • walls: moving walls, larger world

How to write a bot

All bots inherit from the parent Bot class in bots/bot.js. A bot script will be instantiated a number of times, depending on the ruleset.properties.bots.botsPerTeam value.

Properties of the parent bot class

  • name: team name
  • id: numeric id
  • x, y: coordinates of the bot's current location
  • color: the assigned team color (from the ruleset)
  • angle: the bot's current angle in radians
  • radius: size of bot
  • health: from 0 to 100
  • alive: boolean
  • weapons: object with number of remaining ammo for each weapon type
  • canShoot: boolean
  • waitFire: number of clicks to wait before firing
  • collided: boolean
  • hitByBullet: boolean

Methods exposed by the parent bot class

  • this.distanceToPoint(x1, y1, x2, y2): returns distance from point 1 to point 2
  • this.myDistanceToPoint(x, y): returns distance from the bot to the point
  • this.getDirection(target, threshold): basic pathfinding helper function. Uses fields to avoid obstacles. target needs to have x and y properties (point, bot, etc.). A threshold of 0.05 works well. Returns an object:
    • response.command: the bot command needed to move closer to the target
    • response.angle: the angle to the target

Bot script template

The minimum code required for a bot:

var NewBot = function() {};

NewBot.prototype = new Bot();

server.registerBotScript("NewBot");

If you want your bot to be named something different from the class name you've used, pass a second parameter to the server.registerBotScript function:

server.registerBotScript("NewBot", "Noob");

The game engine calls each bot's setup() function at the beginning of the game.

NewBot.prototype.setup = function() {
	// Do stuff here
};

And then each click, it calls the bot's run() function. This is where the bulk of the bot logic should go.

NewBot.prototype.run = function() {
	return { command: 'wait', team: {} };
};

The run() function returns an object with two properties:

  • command: the bot's command for this round (a string). Default commands (rulesets may add or modify commands):
    • forward
    • backward
    • left
    • right
    • fire
    • mine
    • strafe-left
    • strafe-right
    • wait
    • self-destruct
  • team: an object that will get sent to the other bots on the team. You can access it via this.state.payload.

State available to bots

A list of properties available under this.state:

  • world: a copy of ruleset.properties.world. In general, there are width and height properties that let you know how big the world is.
  • bots: an array of all the currently living bots.
    • id: bot's unique ID (integer)
    • name: bot's team name
    • x and y: bot's location
    • angle: angle the bot is pointing
    • health: the current health of the bot (0–100)
  • obstacles: an array of all the obstacles. Each obstacle has the following properties:
    • x and y: coordinates for the upper left corner of the obstacle
    • width: width of obstacle
    • height: height of obstacle
  • items: an array of all the items. Each item has the following properties:
    • x and y: coordinates for the center of the item
    • radius: radius of item
    • type: type, currently only health and ammo are supported (but rulesets may add new items)
  • weapons: an array of all the weapons currently in play. Each weapon has the following properties:
    • x and y: weapon's location
    • angle: angle the weapon is pointing
    • owner: ID for the bot who fired the weapon
    • type: string, currently only bullet and mine are supported (but rulesets may add new weapons)
  • payload: object passed in via the team property returned from the bot's run() command

How to write a ruleset

Custom rulesets allow you to modify game parameters and dynamics.

Custom ruleset template

Minimum code required for a custom ruleset:

var ruleset = new Ruleset(server);

ruleset.name = "customrulesetname";

// Ruleset tweaks go here

server.setRuleset(ruleset);

Anything in the ruleset is tweakable. For example, to change existing properties or add new ones:

// Tweaking an existing property
ruleset.properties.botsPerTeam = 5;

// Adding a new property
ruleset.properties.confundusCharm = 10;

To add a new command (see teleport):

// Adds "pulse" as a command available to bots
ruleset.commands.pulse = function(bot) {
	// Do things
}

And since it's an HTML/CSS game, you can also include DOM changes (see demo2):

$("body").css("background", "#f00");	// Don't do this

Available properties

  • properties
    • weapons
    • items
  • commands
    • If a command moves a bot, it should return a position object; otherwise it need not return anything.

Available functions

  • resetGame(): called at the beginning of a new game
  • registerBotScript(teamNum, botScript, name): registers a new bot script (you generally won't want to change this)
  • generateObstacles(): returns array of obstacles (objects with x, y, width, and height properties)
  • generateItems(): returns array of items (objects with x, y, radius, and type properties)
  • initializeBot(bot, id): initialize bot (you generally won't want to change this)
  • postInitBot(bot): post-init per-bot setup hook
  • setInitialPlacement(bot): sets bot.x and bot.y at the beginning of each game
  • initializeGame(): game init hook
  • startRound(clicks): called at the beginning of each round
  • resetCollisionFlags(bot): resets collision flags
  • updateFlags(bot): updates bot flags and counters
  • updateBot(bot, pos): hook to allow the server to move bots (see orbit, conveyor)
  • parseCommand(command, bot): parses command (you generally won't want to change this)
  • checkCollisions(bot, newPosition): checks for collisions
  • postProcess(bot): called after each bot is processed
  • endRound(): called at the end of each round
  • gameOver(): returns true or false depending on if game over conditions have been met
  • getWinner(): returns name of the team who won
  • getHealth(): returns array of combined health for each team

Drawing functions

These are part of ruleset. To add new functions, modify draw.world().

  • draw.world(): draws everything in order (clear, backgroundLayer, health, obstacles, bots, weapons, particles, foregroundLayer)
  • draw.clear(): clears the canvas
  • draw.backgroundLayer(): draws the background layer (default ruleset draws a grid)
  • draw.foregroundLayer(): draws the foreground layer (default is nothing)
  • draw.obstacles(): loops through obstacles and calls draw.obstacle for each one (you probably won't need to modify this)
  • draw.obstacle(obstacle): draws an obstacle
  • draw.items(): loops through items and calls their callbacks
  • draw.bot(x, y, angle, color, radius, health): draws a bot
  • draw.weapon(x, y, angle, type, owner, obj): draws a weapon (bullet, mine, etc.)
  • draw.particles(): loops through particles, runs the decay on each (TODO: move this out of drawing code), and calls draw.particle for each one (you probably won't need to modify this)
  • draw.particle(particle, newPos): draws a particle
  • draw.health(): modifies the HTML elements that store the health
  • draw.paused(): draws the paused state (dark overlay, white pause icon)
  • draw.endgame(winner): draws the endgame state

Drawing properties

These are part of ruleset.

  • draw.width: if you modify properties.world.width, modify this as well
  • draw.height: if you modify properties.world.height, modify this as well
  • draw.ruleset: makes the ruleset object available to drawing code
  • draw.server: makes the server object available to drawing code