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ai_meta.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 (
"math/rand"
"sync"
)
// MetaAI is an AI which uses various different AIs.
type MetaAI struct {
l sync.Mutex
i chan string
ai AI
}
// GetChannel receives the answer channel.
func (meta *MetaAI) GetChannel(c chan string) {
meta.l.Lock()
defer meta.l.Unlock()
meta.i = c
}
// GetState gets the game state and computes an answer.
func (meta *MetaAI) GetState(g *Game) {
meta.l.Lock()
defer meta.l.Unlock()
if meta.i == nil {
return
}
if g.Running {
if rand.Float64() < 0.1 {
meta.ai = nil
}
if meta.ai == nil {
if g.Players[g.You].Speed > 1 {
// Most AIs don't work with high speeds...
var dostep func(x, y int) (int, int)
possible := true
x, y := g.Players[g.You].X, g.Players[g.You].Y
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 i := 0; i < g.Players[g.You].Speed-1; i++ {
x, y = dostep(x, y)
if x < 0 || x >= g.Width || y < 0 || y >= g.Height || g.Cells[y][x] != 0 {
possible = false
break
}
}
if possible {
select {
case meta.i <- ActionSlower:
default:
}
return
}
// Check turn_left
possible = true
x, y = g.Players[g.You].X, g.Players[g.You].Y
switch g.Players[g.You].Direction {
case DirectionLeft:
dostep = func(x, y int) (int, int) { return x, y - 1 }
case DirectionRight:
dostep = func(x, y int) (int, int) { return x, y + 1 }
case DirectionDown:
dostep = func(x, y int) (int, int) { return x - 1, y }
case DirectionUp:
dostep = func(x, y int) (int, int) { return x + 1, y }
}
for i := 0; i < g.Players[g.You].Speed; i++ {
x, y = dostep(x, y)
if x < 0 || x >= g.Width || y < 0 || y >= g.Height || g.Cells[y][x] != 0 {
possible = false
break
}
}
if possible {
select {
case meta.i <- ActionTurnLeft:
default:
}
return
}
// Check turn_right
possible = true
x, y = g.Players[g.You].X, g.Players[g.You].Y
switch g.Players[g.You].Direction {
case DirectionRight:
dostep = func(x, y int) (int, int) { return x, y - 1 }
case DirectionLeft:
dostep = func(x, y int) (int, int) { return x, y + 1 }
case DirectionUp:
dostep = func(x, y int) (int, int) { return x - 1, y }
case DirectionDown:
dostep = func(x, y int) (int, int) { return x + 1, y }
}
for i := 0; i < g.Players[g.You].Speed; i++ {
x, y = dostep(x, y)
if x < 0 || x >= g.Width || y < 0 || y >= g.Height || g.Cells[y][x] != 0 {
possible = false
break
}
}
if possible {
select {
case meta.i <- ActionTurnRight:
default:
}
return
}
// nothing to survive, so....
select {
case meta.i <- ActionSlower:
default:
}
return
}
ais := []AI{&LargestFreeAI{}, &SuperSnailAI{}, &StupidAI{}, &RandomAISlow{}}
meta.ai = ais[rand.Intn(len(ais))]
meta.ai.GetChannel(meta.i)
}
meta.ai.GetState(g)
}
}
// Name returns the name of the AI.
func (meta *MetaAI) Name() string {
return "MetaAI"
}