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import * as utils from '../lib/utils.js' | |
function distance(lhs, rhs) { | |
return Math.abs(Math.sqrt((lhs[0] - rhs[1]) **2 + (lhs[1] - rhs[1])**2)) | |
} | |
function closestAmmo(thing, ammoPosition) { | |
return ammoPosition.map(ammo => { | |
const d = distance(thing.position, ammo) | |
return {distance: d, ammo} | |
}) | |
.sort((lhs, rhs) => lhs.d - rhs.d)[0] | |
} | |
function betterRandomMove() { | |
const moves = ['north', 'east', 'south', 'west'] | |
return Math.random() > 0.33 | |
? 'move' | |
: moves[Math.floor(Math.random() * moves.length)] | |
} | |
function safeBetterRandomMove(player, enemies, map) { | |
// If going to the center is safe, do it! | |
const move = utils.goToCenter(player, map) | |
if (utils.isMovementSafe(move, player, enemies, map)) { | |
return move; | |
} | |
// if current version is safe, just move | |
if(utils.isMovementSafe(player.direction, player, enemies, map)) { | |
return 'move' | |
} | |
var moves = ['north', 'east', 'south', 'west'] | |
const options = moves.filter(m => utils.isMovementSafe(m, player, enemies, map)) | |
if (options.length) { | |
return options[Math.floor(Math.random() * options.length)] | |
} else { | |
return betterRandomMove() | |
} | |
} | |
export const info = { | |
name: 'Teh pwnerer', | |
style: 1 | |
} | |
export default function(player, enemies, map) { | |
// If I have ammo... Hunt | |
// If I don't have ammo and I'm not closest, random move! | |
if (utils.canKill(player, enemies) && player.ammo) { | |
return 'shoot' | |
} | |
if (map.ammoPosition.length) { | |
// If I'm closest to ammo, go for it! | |
// the closest ammo to me | |
const closeAmmo = closestAmmo(player, map.ammoPosition) | |
// are any enemies closer than me? | |
const enemyIsCloserToAmmo = enemies | |
.filter(enemy=> enemy.isAlive) | |
.map(enemy => ({distance: distance(enemy.position, closeAmmo.ammo), enemy})) | |
.some((e) => { | |
return e.distance < closeAmmo.distance | |
}) | |
if (enemyIsCloserToAmmo) { | |
return safeBetterRandomMove(player, enemies, map) | |
} | |
const directionToAmmo = utils.getDirection( | |
player.position, | |
map.ammoPosition[0] | |
) | |
if (directionToAmmo !== player.direction) { | |
return directionToAmmo | |
} | |
return 'move' | |
} | |
return safeBetterRandomMove(player, enemies, map) | |
} |
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