/*
 * robotMaze.js
 *
 * The blue key is inside a labyrinth, and extracting
 * it will not be easy.
 *
 * It's a good thing that you're a AI expert, or
 * we would have to leave empty-handed.
 */

function startLevel(map) {
    // Hint: you can press R or 5 to "rest" and not move the
    // player, while the robot moves around.

    map.getRandomInt = function(min, max) {
        return Math.floor(Math.random() * (max - min + 1)) + min;
    }

    map.placePlayer(map.getWidth()-1, map.getHeight()-1);
    var player = map.getPlayer();

    map.defineObject('robot', {
        'type': 'dynamic',
        'symbol': 'R',
        'color': 'gray',
        'onCollision': function (player, me) {
            me.giveItemTo(player, 'blueKey');
        },
        'behavior': function (me) {
            if (map.path) {   
            	if (map.path.length > 0) {
                	var dir = map.path[map.path.length - 1];
                  	me.move(dir);
                  	map.path.pop();
                } else {
               		me.move('down');
                }
           	} else {
            	var parent = new Array(10);
                for (var i = 0; i < 10; i++) {
                    parent[i] = new Array(map.getWidth());
                }
            
                parent[me.getY()][me.getX()] = [[-1, -1], ''];
                
                var endX = map.getWidth() - 2;
                var endY = 7;
                var dfs = function (x, y) {
                    if (x == endX && y == endY)
                        return;
                  	var moves = map.getAdjacentEmptyCells(x, y);
                    for (var i = 0; i < moves.length; i++) {
                        var nextx = moves[i][0][0];
                        var nexty = moves[i][0][1];
                        if (!parent[nexty][nextx]) {
                        	parent[nexty][nextx] = [[x, y], moves[i][1]];
                            dfs(nextx, nexty);
                        }
                    }
          
                }
                dfs(me.getX(), me.getY());   
                var x = endX;
                var y = endY;
                map.path = [];
                while (parent[y][x][1] != '') {
                    map.path.push(parent[y][x][1]);
                    var xy = parent[y][x][0];
                    y = xy[1];
                    x = xy[0]
                }
            }
    
        }
    });

    map.defineObject('barrier', {
        'symbol': '░',
        'color': 'purple',
        'impassable': true,
        'passableFor': ['robot']
    });

    map.placeObject(0, map.getHeight() - 1, 'exit');
    map.placeObject(1, 1, 'robot');
    map.placeObject(map.getWidth() - 2, 8, 'blueKey');
    map.placeObject(map.getWidth() - 2, 9, 'barrier');

    var autoGeneratedMaze = new ROT.Map.DividedMaze(map.getWidth(), 10);
    autoGeneratedMaze.create( function (x, y, mapValue) {
        // don't write maze over robot or barrier
        if ((x == 1 && y == 1) || (x == map.getWidth() - 2 && y >= 8)) {
            return 0;
        } else if (mapValue === 1) { //0 is empty space 1 is wall
            map.placeObject(x,y, 'block');
        } else {
            map.placeObject(x,y,'empty');
        }
    });
}

function validateLevel(map) {
    map.validateExactlyXManyObjects(1, 'exit');
    map.validateExactlyXManyObjects(1, 'robot');
    map.validateAtMostXObjects(1, 'blueKey');
}

function onExit(map) {
    if (!map.getPlayer().hasItem('blueKey')) {
        map.writeStatus("We need to get that key!");
        return false;
    } else {
        return true;
    }
}