Solution to level 13 in Untrusted: http://alex.nisnevich.com/untrusted/

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/*
 * 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) {
                // check if finished
    if (me.delivered > 0) {
        me.move('down');
        me.delivered--;
        return;
    } 
    else if (me.delivered == 0) {
        return;
    }
    
    // check if we have the key
    if (me.hasKey == true) {
        me.move('down');
        me.delivered = 2;
        return;
    }
   
    // check if close to key
    if (map.getObjectTypeAt(me.getX()+1, me.getY()) == 'blueKey') {
          me.move('right');
        me.hasKey = true;
        return;
    } 
    else if (map.getObjectTypeAt(me.getX(), me.getY()+1) == 'blueKey') {
        me.move('down');
        me.hasKey = true;
        return;
    }          
    
    // start visit wander
    if (me.visited == undefined) {
        me.visited = [];
    }
    
    var current = null;
    for (var i = 0; i < me.visited.length; i++) {
        var check = me.visited[i];
        if (check.x == me.getX() && check.y == me.getY()) {
            current = check;
        }
    }
    if (current == null) {
        current = {x: me.getX(), y: me.getY(), count: 0};
        me.visited.push(current);
        
    }
    current.count++;
    
    var moves = map.getAdjacentEmptyCells(me.getX(), me.getY());
    
    for (var i = 0; i < moves.length; i++) {
      var move = moves[i];
      for (var j = 0; j < me.visited.length; j++) {
        var check = me.visited[j];
        if (check.x == move[0][0] && check.y == move[0][1]) {
            move.push(check.count);
            break;
        }
      }
    }
    
    var leastVisited = null;
    for (var i = 0; i < moves.length; i++) {
        if (leastVisited == null
            || moves[i][2] == undefined
            || moves[i][2] < leastVisited[2]) {
            leastVisited = moves[i];
        }
    }
    
    me.move(leastVisited[1]);
        }
    });

    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;
    }
}
 

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