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ai_badrandom.go
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// SPDX-License-Identifier: Apache-2.0
// Copyright 2020,2021 Marcus Soll
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package main
import (
"log"
"math/rand"
"sync"
)
// BadRandomAI is an AI that performs random actions. It explicitly does not try to avoid crashes in others, it only avoids crashes in existing filled cells.
type BadRandomAI struct {
l sync.Mutex
i chan string
}
// GetChannel receives the answer channel.
func (r *BadRandomAI) GetChannel(c chan string) {
r.l.Lock()
defer r.l.Unlock()
r.i = c
}
// GetState gets the game state and computes an answer.
func (r *BadRandomAI) GetState(g *Game) {
r.l.Lock()
defer r.l.Unlock()
if r.i == nil {
return
}
if g.Running {
// actions
actions := []string{ActionTurnLeft, ActionTurnRight, ActionSlower, ActionFaster, ActionNOOP}
rand.Shuffle(len(actions), func(i, j int) { actions[i], actions[j] = actions[j], actions[i] })
// test actions
for i := range actions {
// do action
switch actions[i] {
case ActionTurnLeft:
switch g.Players[g.You].Direction {
case DirectionLeft:
g.Players[g.You].Direction = DirectionDown
case DirectionRight:
g.Players[g.You].Direction = DirectionUp
case DirectionUp:
g.Players[g.You].Direction = DirectionLeft
case DirectionDown:
g.Players[g.You].Direction = DirectionRight
}
case ActionTurnRight:
switch g.Players[g.You].Direction {
case DirectionLeft:
g.Players[g.You].Direction = DirectionUp
case DirectionRight:
g.Players[g.You].Direction = DirectionDown
case DirectionUp:
g.Players[g.You].Direction = DirectionRight
case DirectionDown:
g.Players[g.You].Direction = DirectionLeft
}
case ActionFaster:
g.Players[g.You].Speed++
if g.Players[g.You].Speed > MaxSpeed {
g.Players[g.You].Speed--
continue
}
case ActionSlower:
g.Players[g.You].Speed--
if g.Players[g.You].Speed < 1 {
g.Players[g.You].Speed++
continue
}
case ActionNOOP:
// Do nothing
default:
log.Println("bad random ai:", "unknown action", actions[i])
}
// test
if !r.willCrash(g) {
select {
case r.i <- actions[i]:
default:
}
return
}
// undo action
switch actions[i] {
case ActionTurnLeft:
switch g.Players[g.You].Direction {
case DirectionLeft:
g.Players[g.You].Direction = DirectionUp
case DirectionRight:
g.Players[g.You].Direction = DirectionDown
case DirectionUp:
g.Players[g.You].Direction = DirectionRight
case DirectionDown:
g.Players[g.You].Direction = DirectionLeft
}
case ActionTurnRight:
switch g.Players[g.You].Direction {
case DirectionLeft:
g.Players[g.You].Direction = DirectionDown
case DirectionRight:
g.Players[g.You].Direction = DirectionUp
case DirectionUp:
g.Players[g.You].Direction = DirectionLeft
case DirectionDown:
g.Players[g.You].Direction = DirectionRight
}
case ActionFaster:
g.Players[g.You].Speed--
case ActionSlower:
g.Players[g.You].Speed++
case ActionNOOP:
// Do nothing
}
}
// no valid actions - pick random
select {
case r.i <- actions[0]:
default:
}
return
}
}
// willCrash computes whether the given game state will result in a (possible) crash.
// Not safe for concurrent use on the same game.
func (r *BadRandomAI) willCrash(g *Game) bool {
oldX, oldY := g.Players[g.You].X, g.Players[g.You].Y
defer func() {
g.Players[g.You].X, g.Players[g.You].Y = oldX, oldY
}()
var dostep func(x, y int) (int, int)
switch g.Players[g.You].Direction {
case DirectionUp:
dostep = func(x, y int) (int, int) { return x, y - 1 }
case DirectionDown:
dostep = func(x, y int) (int, int) { return x, y + 1 }
case DirectionLeft:
dostep = func(x, y int) (int, int) { return x - 1, y }
case DirectionRight:
dostep = func(x, y int) (int, int) { return x + 1, y }
}
for s := 0; s < g.Players[g.You].Speed; s++ {
g.Players[g.You].X, g.Players[g.You].Y = dostep(g.Players[g.You].X, g.Players[g.You].Y)
if g.Players[g.You].X < 0 || g.Players[g.You].X >= g.Width || g.Players[g.You].Y < 0 || g.Players[g.You].Y >= g.Height {
return true
}
if g.Players[g.You].Speed >= HoleSpeed && (g.Players[g.You].stepCounter+1)%HolesEachStep == 0 && s != 0 && s != g.Players[g.You].Speed-1 {
continue
}
if g.Cells[g.Players[g.You].Y][g.Players[g.You].X] != 0 {
return true
}
}
return false
}
// Name returns the name of the AI.
func (r *BadRandomAI) Name() string {
return "BadRandomAI"
}