/* * 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; } }