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board.js
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board.js
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var Board = {
init: function(boardNumber) {
var fullBoard;
Board.initRandom(boardNumber);
// initialize board
HEIGHT = Math.min(Math.floor(Board.random() * 11) + 5, 15);
WIDTH = Math.min(Math.floor(Board.random() * 11) + 5, 15);
Board.board = new Array(WIDTH);
for (var i=0; i<WIDTH; i++) {
Board.board[i] = new Array(HEIGHT);
for (var j=0; j<HEIGHT; j++) {
Board.board[i][j] = 0;
}
}
Board.history = new Array(WIDTH);
for (var i=0; i<WIDTH; i++) {
Board.history[i] = new Array(HEIGHT);
for (var j=0; j<HEIGHT; j++) {
Board.history[i][j] = 0;
}
}
// initialize items on board
do {
Board.numberOfItemTypes = Math.floor(Board.random() * 3 + 3);
} while(Board.numberOfItemTypes * Board.numberOfItemTypes >= HEIGHT * WIDTH)
Board.totalItems = new Array();
Board.simpleBotCollected = new Array(Board.numberOfItemTypes);
Board.myBotCollected = new Array(Board.numberOfItemTypes);
var x;
var y;
for (var i=0; i<Board.numberOfItemTypes; i++) {
Board.myBotCollected[i] = 0;
Board.simpleBotCollected[i] = 0;
Board.totalItems[i] = i * 2 + 1;
for (var j=0; j<Board.totalItems[i]; j++) {
do {
x = Math.min(Math.floor(Board.random() * WIDTH), WIDTH);
y = Math.min(Math.floor(Board.random() * HEIGHT), HEIGHT);
} while (Board.board[x][y] != 0);
Board.board[x][y] = i + 1;
}
}
// get them the same starting position
do {
x = Math.min(Math.floor(Board.random() * WIDTH), WIDTH);
y = Math.min(Math.floor(Board.random() * HEIGHT), HEIGHT);
} while (Board.board[x][y] != 0);
Board.myX = x;
Board.myY = y;
Board.oppX = x;
Board.oppY = y;
Board.initial_state = {};
jQuery.extend(true, Board.initial_state, Board);
},
reset: function() {
Board = Board.initial_state;
Board.initial_state = {};
jQuery.extend(true, Board.initial_state, Board);
Board.newGame();
GamePlay.start();
},
newGame: function() {
var new_game_exists = undefined;
try {
new_game_exists = new_game;
} catch(e) {
}
if(new_game_exists !== undefined) {
new_game();
}
// SimpleBot currently doesn't need any sort of init, but if it did, it'd be called here too
},
processMove: function() {
var myMove = make_move();
var simpleBotMove = SimpleBot.makeMove();
if ((Board.myX == Board.oppX) && (Board.myY == Board.oppY) && (myMove == TAKE) && (simpleBotMove == TAKE) && Board.board[Board.myX][Board.myY] > 0) {
Board.myBotCollected[Board.board[Board.myX][Board.myY]-1] = Board.myBotCollected[Board.board[Board.myX][Board.myY]-1] + 0.5;
Board.simpleBotCollected[Board.board[Board.oppX][Board.oppY]-1] = Board.simpleBotCollected[Board.board[Board.oppX][Board.oppY]-1] + 0.5;
Board.board[Board.myX][Board.myY] = 0;
} else {
if (myMove == TAKE && Board.board[Board.myX][Board.myY] > 0) {
Board.myBotCollected[Board.board[Board.myX][Board.myY]-1]++;
Board.board[Board.myX][Board.myY] = 0;
}
if (simpleBotMove == TAKE && Board.board[Board.oppX][Board.oppY] > 0) {
Board.simpleBotCollected[Board.board[Board.oppX][Board.oppY]-1]++;
Board.board[Board.oppX][Board.oppY] = 0;
}
}
if (myMove == NORTH) {
if (Board.myY - 1 >= 0) {
Board.myY = Board.myY - 1;
}
}
if (simpleBotMove == NORTH) {
if (Board.oppY - 1 >= 0) {
Board.oppY = Board.oppY - 1;
}
}
if (myMove == SOUTH) {
if (Board.myY + 1 < HEIGHT) {
Board.myY = Board.myY + 1;
}
}
if (simpleBotMove == SOUTH) {
if (Board.oppY + 1 < HEIGHT) {
Board.oppY = Board.oppY + 1;
}
}
if (myMove == EAST) {
if (Board.myX + 1 < WIDTH) {
Board.myX = Board.myX + 1;
}
}
if (simpleBotMove == EAST) {
if (Board.oppX + 1 < WIDTH) {
Board.oppX = Board.oppX + 1;
}
}
if (myMove == WEST) {
if (Board.myX - 1 >= 0) {
Board.myX = Board.myX - 1;
}
}
if (simpleBotMove == WEST) {
if (Board.oppX - 1 >= 0) {
Board.oppX = Board.oppX - 1;
}
}
Board.history[Board.myX][Board.myY] |= 1;
Board.history[Board.oppX][Board.oppY] |= 2;
},
noMoreItems: function() {
for (var i=0; i<WIDTH; i++) {
for (var j=0; j<HEIGHT; j++) {
if (Board.board[i][j] != 0) {
return false;
}
}
}
return true;
},
initRandom: function(boardNumber) {
// Create a random number generator (PRNG) for board
// setup use and one for any other use. Doing this
// allows us to better control the sequence of numbers
// we receive. Only those functions generating random
// numbers for board setup should call Board.random().
Math.seedrandom(boardNumber);
Board.boardSetupPRNG = Math.random;
Math.seedrandom();
Board.normalPRNG = Math.random;
},
random: function() {
// Generate a random number from the board setup
// PRNG and then switch Math.random back to the normal PRNG.
var number;
Math.random = Board.boardSetupPRNG;
number = Math.random();
Math.random = Board.normalPRNG;
return number;
}
}
// Everything below is are API commands you can use.
// This, however, is not the actual API that's on the server
// but rather a working model of it for the purposes of giving
// you an environment to develop and debug in.
// don't rely on these constants to be the exact value listed here
var EAST = 1;
var NORTH = 2;
var WEST = 3;
var SOUTH = 4;
var TAKE = 5;
var PASS = 6;
var HEIGHT;
var WIDTH;
function has_item(i) {
return i > 0;
}
function get_board() {
return Board.board;
}
function get_number_of_item_types() {
return Board.numberOfItemTypes;
}
function get_my_x() {
return Board.myX;
}
function get_my_y() {
return Board.myY;
}
function get_opponent_x() {
return Board.oppX;
}
function get_opponent_y() {
return Board.oppY;
}
function get_my_item_count(type) {
return Board.myBotCollected[type-1];
}
function get_opponent_item_count(type) {
return Board.simpleBotCollected[type-1];
}
function get_total_item_count(type) {
return Board.totalItems[type-1];
}
function trace(mesg) {
console.log(mesg);
}