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JavaScript Starter
/**
* Deliver more ore to hq (left side of the map) than your opponent. Use radars to find ore but beware of traps!
**/
let inputs = readline().split(' ');
const MAP_WIDTH = parseInt(inputs[0]);
const MAP_HEIGHT = parseInt(inputs[1]); // size of the map
const NONE = -1;
const ROBOT_ALLY = 0;
const ROBOT_ENEMY = 1;
const HOLE = 1;
const RADAR = 2;
const TRAP = 3;
const ORE = 4;
class Pos {
constructor(x, y) {
this.x = x;
this.y = y;
}
distance(pos) {
return Math.abs(this.x - pos.x) + Math.abs(this.y - pos.y);
}
}
class Entity extends Pos {
constructor(x, y, type, id) {
super(x, y);
this.id = id;
this.type = type;
}
}
class Robot extends Entity {
constructor(x, y, type, id, item) {
super(x, y, type, id);
this.item = item;
}
isDead() {
return this.x === -1 && this.y === -1;
}
move(x, y, message = "") {
console.log(`MOVE ${x} ${y} ${message}`);
}
wait(message = "") {
console.log(`WAIT ${message}`);
}
dig(x, y, message = "") {
console.log(`DIG ${x} ${y} ${message}`);
}
request(item, message = "") {
if(item === RADAR){
console.log(`REQUEST RADAR ${message}`);
}
else if(item === TRAP){
console.log(`REQUEST TRAP ${message}`);
}
else{
throw Error(`unrecognized item: ${item}`);
}
}
}
class Cell extends Pos {
constructor(ore, hole, x, y) {
super(x, y);
this.update(ore, hole);
}
hasHole() {
return this.hole === HOLE;
}
update(ore, hole) {
this.ore = ore;
this.hole = hole;
}
}
class Grid {
constructor() {
this.cells = [];
}
init() {
for (let y = 0; y < MAP_HEIGHT; y++) {
for (let x = 0; x < MAP_WIDTH; x++) {
let index = x + MAP_WIDTH * y;
this.cells[index] = new Cell(0, 0, x, y);
}
}
}
getCell(x, y) {
if (x < MAP_WIDTH && y < MAP_HEIGHT && x >= 0 && y >= 0) {
return this.cells[x + MAP_WIDTH * y];
}
return null;
}
}
class Game {
constructor() {
this.grid = new Grid();
this.grid.init();
this.myScore = 0;
this.enemyScore = 0;
this.radarCooldown = 0;
this.trapCooldown = 0;
this.reset();
}
reset() {
this.radars = [];
this.traps = [];
this.myRobots = [];
this.enemyRobots = [];
}
}
let game = new Game();
// game loop
while (true) {
let inputsScore = readline().split(' ');
game.myScore = parseInt(inputsScore[0]); // Players score
game.enemyScore = parseInt(inputsScore[1]);
for (let i = 0; i < MAP_HEIGHT; i++) {
let inputs = readline().split(' ');
for (let j = 0; j < MAP_WIDTH; j++) {
const ore = inputs[2 * j];// amount of ore or "?" if unknown
const hole = parseInt(inputs[2 * j + 1]);// 1 if cell has a hole
game.grid.getCell(j, i).update(ore, hole);
}
}
let inputsStatus = readline().split(' ');
const entityCount = parseInt(inputsStatus[0]); // number of visible entities
game.radarCooldown = parseInt(inputsStatus[1]); // turns left until a new radar can be requested
game.trapCooldown = parseInt(inputsStatus[2]); // turns left until a new trap can be requested
game.reset();
for (let i = 0; i < entityCount; i++) {
let inputsEntities = readline().split(' ');
const id = parseInt(inputsEntities[0]); // unique id of the entity
const type = parseInt(inputsEntities[1]); // 0 for your robot, 1 for other robot, 2 for radar, 3 for trap
const x = parseInt(inputsEntities[2]);
const y = parseInt(inputsEntities[3]); // position of the entity
const item = parseInt(inputsEntities[4]); // if this entity is a robot, the item it is carrying (-1 for NONE, 2 for RADAR, 3 for TRAP, 4 for ORE)
if (type === ROBOT_ALLY) {
game.myRobots.push(new Robot(x, y, type, id, item));
} else if (type === ROBOT_ENEMY) {
game.enemyRobots.push(new Robot(x, y, type, id, item));
} else if (type === RADAR) {
game.radars.push(new Entity(x, y, type, id));
} else if (type === TRAP) {
game.traps.push(new Entity(x, y, type, id));
}
}
for (let i = 0; i < game.myRobots.length; i++) {
game.myRobots[i].wait(`Starter AI ${i}`);
}
}
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