/
utils.js
66 lines (56 loc) · 2.05 KB
/
utils.js
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var DIRECTIONS = ['north', 'east', 'south', 'west'];
var movements = ['north', 'east', 'south', 'west', 'shoot'];
var randomMove = () => {
return Math.random() > 0.33 ? 'move' : movements[Math.floor(Math.random() * movements.length)];
};
var safeRandomMove = () => {
return Math.random() > 0.33 ? 'move' : DIRECTIONS[Math.floor(Math.random() * DIRECTIONS.length)];
};
var turn = (currentPosition, howMuchTurn) => {
var currentPositionIndex = DIRECTIONS.indexOf(currentPosition);
return DIRECTIONS[(currentPositionIndex + howMuchTurn) % 4];
};
var getDirection = (start, end) => {
var diffVertical = Math.abs(start[0] - end[0]);
var diffHorizontal = Math.abs(start[1] - end[1]);
if (diffVertical > diffHorizontal) {
return (start[0] - end[0] > 0) ? 'north' : 'south';
}
return (start[1] - end[1] > 0) ? 'west' : 'east';
};
var fastGetDirection = (start, end) => {
var diffVertical = Math.abs(start[0] - end[0]);
// var diffHorizontal = Math.abs(start[1] - end[1]);
if (diffVertical) {
return (start[0] - end[0] > 0) ? 'north' : 'south';
}
return (start[1] - end[1] > 0) ? 'west' : 'east';
};
var isVisible = (originalPosition, finalPosition, direction) => {
switch (direction) {
case DIRECTIONS[0]:
return originalPosition[1] === finalPosition[1] && originalPosition[0] > finalPosition[0];
case DIRECTIONS[1]:
return originalPosition[0] === finalPosition[0] && originalPosition[1] < finalPosition[1];
case DIRECTIONS[2]:
return originalPosition[1] === finalPosition[1] && originalPosition[0] < finalPosition[0];
case DIRECTIONS[3]:
return originalPosition[0] === finalPosition[0] && originalPosition[1] > finalPosition[1];
default:
break;
}
};
var canKill = (currentPlayerState, enemiesStates) => {
return enemiesStates.some((enemyObject) => {
return (enemyObject.isAlive && isVisible(currentPlayerState.position, enemyObject.position, currentPlayerState.direction));
});
};
module.exports = {
randomMove,
getDirection,
isVisible,
canKill,
safeRandomMove,
fastGetDirection,
turn
};