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ai_mirror.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"
)
// MirrorAI is an AI which mirrors the action of an other random (active) player.
type MirrorAI struct {
l sync.Mutex
target int
targetSpeed int
targetDirection string
i chan string
}
// GetChannel receives the answer channel.
func (m *MirrorAI) GetChannel(c chan string) {
m.l.Lock()
defer m.l.Unlock()
m.i = c
}
// GetState gets the game state and computes an answer.
func (m *MirrorAI) GetState(g *Game) {
m.l.Lock()
defer m.l.Unlock()
if m.i == nil {
return
}
if g.Running && g.Players[g.You].Active {
// Is target still active?
if m.target != 0 && !g.Players[m.target].Active {
m.target = 0
}
// Do we need new target?
if m.target == 0 {
// Find target
player := make([]int, 0, len(g.Players))
for k := range g.Players {
if k != g.You && g.Players[k].Active {
player = append(player, k)
}
}
m.target = player[rand.Intn(len(player))]
// Save data
m.targetDirection = g.Players[m.target].Direction
m.targetSpeed = g.Players[m.target].Speed
// Send action
m.i <- ActionNOOP
return
}
// Mirror target
action := ActionNOOP
// Find action taken
switch {
// Faster
case g.Players[m.target].Speed > m.targetSpeed:
m.targetSpeed = g.Players[m.target].Speed
if g.Players[g.You].Speed < 10 {
action = ActionFaster
}
// Slower
case g.Players[m.target].Speed < m.targetSpeed:
m.targetSpeed = g.Players[m.target].Speed
if g.Players[g.You].Speed > 1 {
action = ActionSlower
}
// Turning
case g.Players[m.target].Direction != m.targetDirection:
switch m.targetDirection {
case DirectionUp:
if g.Players[m.target].Direction == DirectionLeft {
action = ActionTurnLeft
} else if g.Players[m.target].Direction == DirectionRight {
action = ActionTurnRight
}
case DirectionDown:
if g.Players[m.target].Direction == DirectionRight {
action = ActionTurnLeft
} else if g.Players[m.target].Direction == DirectionLeft {
action = ActionTurnRight
}
case DirectionLeft:
if g.Players[m.target].Direction == DirectionDown {
action = ActionTurnLeft
} else if g.Players[m.target].Direction == DirectionUp {
action = ActionTurnRight
}
case DirectionRight:
if g.Players[m.target].Direction == DirectionUp {
action = ActionTurnLeft
} else if g.Players[m.target].Direction == DirectionDown {
action = ActionTurnRight
}
}
m.targetDirection = g.Players[m.target].Direction
}
// Send action
m.i <- action
}
}
// Name returns the name of the AI.
func (m *MirrorAI) Name() string {
return "MirrorAI"
}