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authorelioat <elioat@tilde.institute>2024-12-04 19:41:35 -0500
committerelioat <elioat@tilde.institute>2024-12-04 19:41:35 -0500
commit977bb2ea686f36a7be47553a86f326e9a6f7aa21 (patch)
tree8392c7b9bc41e6dc0b74d70f2f9ad4670439e921 /html/broughlike
parentc35d5ead81dc92621ff1d7d5104fda8346c74d73 (diff)
downloadtour-977bb2ea686f36a7be47553a86f326e9a6f7aa21.tar.gz
*'
Diffstat (limited to 'html/broughlike')
-rw-r--r--html/broughlike/broughlike.js204
1 files changed, 80 insertions, 124 deletions
diff --git a/html/broughlike/broughlike.js b/html/broughlike/broughlike.js
index 5e82ebb..7efa67d 100644
--- a/html/broughlike/broughlike.js
+++ b/html/broughlike/broughlike.js
@@ -671,8 +671,6 @@ function resetGame() {
     generateEnemies();
     generateItems();
     render();
-    if (AUTO_PLAY)
-        autoPlay();
 }
 
 function checkPlayerAtExit() {
@@ -695,8 +693,6 @@ function checkPlayerAtExit() {
         generateEnemies();
         generateItems();
         render();
-        if (AUTO_PLAY)
-            autoPlay();
     }
 }
 
@@ -792,14 +788,14 @@ render();
 
 
 
-
+let AUTO_PLAY = false;
+let autoPlayInterval = null;
 
 function autoPlay() {
     let lastPosition = { x: player.x, y: player.y };
     let stuckCounter = 0;
     
     const playerAtExit = () => player.x === exit.x && player.y === exit.y;
-    const playerCanMove = (dx, dy) => isValidMove(player.x + dx, player.y + dy);
     
     const checkIfStuck = () => {
         if (lastPosition.x === player.x && lastPosition.y === player.y) {
@@ -808,160 +804,120 @@ function autoPlay() {
             stuckCounter = 0;
             lastPosition = { x: player.x, y: player.y };
         }
-        return stuckCounter > 3; // Consider yourself stuck after 3 turns in the same position
+        return stuckCounter > 3;
     };
 
-    const desperateEscape = () => {
-        const allDirections = [
-            {dx: 1, dy: 0}, {dx: -1, dy: 0},
-            {dx: 0, dy: 1}, {dx: 0, dy: -1},
-            {dx: 1, dy: 1}, {dx: -1, dy: 1},
-            {dx: 1, dy: -1}, {dx: -1, dy: -1}
-        ];
-        
-        allDirections.sort(() => Math.random() - 0.5);
-        
-        for (const {dx, dy} of allDirections) {
-            if (playerCanMove(dx, dy)) {
-                movePlayer(dx, dy);
-                return true;
+    const findSafestPath = (target) => {
+        const path = findPath(player, target);
+        if (path.length <= 1) {
+            // If you can't find a path, find the nearest enemy
+            const nearestEnemy = enemies.reduce((closest, enemy) => {
+                const distToCurrent = Math.abs(enemy.x - player.x) + Math.abs(enemy.y - player.y);
+                const distToClosest = closest ? Math.abs(closest.x - player.x) + Math.abs(closest.y - player.y) : Infinity;
+                return distToCurrent < distToClosest ? enemy : closest;
+            }, null);
+
+            if (nearestEnemy) {
+                return [{x: player.x, y: player.y}, {x: nearestEnemy.x, y: nearestEnemy.y}];
             }
+            return null;
         }
-        return false;
-    };
 
-    const hasAdjacentEnemy = (x, y) => {
-        return enemies.some(enemy => 
-            Math.abs(enemy.x - x) + Math.abs(enemy.y - y) === 1
+        const nextStep = path[1];
+        const adjacentEnemies = enemies.filter(enemy => 
+            Math.abs(enemy.x - nextStep.x) + Math.abs(enemy.y - nextStep.y) <= 1
         );
-    };
-
-    const findNearestItem = () => {
-        if (items.length === 0) return null;
-        return items.reduce((nearest, item) => {
-            const distToCurrent = Math.abs(player.x - item.x) + Math.abs(player.y - item.y);
-            const distToNearest = nearest ? Math.abs(player.x - nearest.x) + Math.abs(player.y - nearest.y) : Infinity;
-            return distToCurrent < distToNearest ? item : nearest;
-        }, null);
-    };
 
-    const decideNextTarget = () => {
-
-        const healingItem = items.find(item => 
-            item.type === 'pentagon' && 
-            player.health < CONFIG.PLAYER_HEALTH * 0.5
-        );
-        if (healingItem) return healingItem;
+        if (adjacentEnemies.length > 0 && player.health < 3) {
+            const alternativePaths = [
+                {dx: 1, dy: 0}, {dx: -1, dy: 0},
+                {dx: 0, dy: 1}, {dx: 0, dy: -1}
+            ].filter(({dx, dy}) => {
+                const newX = player.x + dx;
+                const newY = player.y + dy;
+                return isValidMove(newX, newY) && 
+                       !enemies.some(e => Math.abs(e.x - newX) + Math.abs(e.y - newY) <= 1);
+            });
 
-        const nearestItem = findNearestItem();
-        if (nearestItem && Math.abs(player.x - nearestItem.x) + Math.abs(player.y - nearestItem.y) < 5) {
-            return nearestItem;
+            if (alternativePaths.length > 0) {
+                const randomPath = alternativePaths[Math.floor(Math.random() * alternativePaths.length)];
+                return [{x: player.x, y: player.y}, {x: player.x + randomPath.dx, y: player.y + randomPath.dy}];
+            }
         }
 
-        return exit;
+        return path;
     };
 
     const moveTowardsTarget = (target) => {
-        const path = findPath(player, target);
-        if (path.length > 1) {
+        const path = findSafestPath(target);
+        if (path && path.length > 1) {
             const nextStep = path[1];
-            
-            if (Math.random() < 0.2) {
-                const alternateDirections = [
-                    {dx: 1, dy: 0}, {dx: -1, dy: 0},
-                    {dx: 0, dy: 1}, {dx: 0, dy: -1}
-                ].filter(({dx, dy}) => 
-                    playerCanMove(dx, dy) && 
-                    !hasAdjacentEnemy(player.x + dx, player.y + dy)
-                );
-                
-                if (alternateDirections.length > 0) {
-                    const randomDir = alternateDirections[Math.floor(Math.random() * alternateDirections.length)];
-                    movePlayer(randomDir.dx, randomDir.dy);
-                    return true;
-                }
-            }
-            
-            if (!hasAdjacentEnemy(nextStep.x, nextStep.y)) {
-                const dx = nextStep.x - player.x;
-                const dy = nextStep.y - player.y;
-                if (playerCanMove(dx, dy)) {
-                    movePlayer(dx, dy);
-                    return true;
-                }
-            }
+            const dx = nextStep.x - player.x;
+            const dy = nextStep.y - player.y;
+            movePlayer(dx, dy);
+            return true;
         }
         return false;
     };
 
-    const handleCombat = () => {
-        const adjacentEnemy = enemies.find(enemy => 
-            Math.abs(enemy.x - player.x) + Math.abs(enemy.y - player.y) === 1
-        );
-        
-        if (adjacentEnemy) {
-            // Increase the chance of retreating when stuck
-            const retreatChance = checkIfStuck() ? 0.8 : 0.3;
-            
-            if (Math.random() < retreatChance) {
-                const retreatDirections = [
-                    {dx: 1, dy: 0}, {dx: -1, dy: 0},
-                    {dx: 0, dy: 1}, {dx: 0, dy: -1}
-                ];
-                
-                retreatDirections.sort(() => Math.random() - 0.5);
-                
-                for (const {dx, dy} of retreatDirections) {
-                    if (playerCanMove(dx, dy) && !hasAdjacentEnemy(player.x + dx, player.y + dy)) {
-                        movePlayer(dx, dy);
-                        return true;
-                    }
-                }
-            }
-            
-            // If stuck, try desperate escape
-            if (checkIfStuck()) {
-                return desperateEscape();
+    const findBestTarget = () => {
+        // If health is low, prioritize healing items
+        if (player.health < 3) {
+            const healingItem = items.find(item => item.type === 'pentagon');
+            if (healingItem && findPath(player, healingItem).length > 0) {
+                return healingItem;
             }
-            
-            // Attack if can't retreat
-            const dx = adjacentEnemy.x - player.x;
-            const dy = adjacentEnemy.y - player.y;
-            movePlayer(dx, dy);
-            return true;
         }
-        return false;
+
+        // If there's a nearby damage boost and we're healthy, grab it
+        const damageItem = items.find(item => 
+            item.type === 'diamond' && 
+            Math.abs(item.x - player.x) + Math.abs(item.y - player.y) < 5
+        );
+        if (damageItem && player.health > 2) {
+            return damageItem;
+        }
+
+        // Default to exit
+        return exit;
     };
 
     const play = () => {
-        if (playerAtExit()) {
+
+        if (!AUTO_PLAY) {
+            clearTimeout(autoPlayInterval);
+            autoPlayInterval = null;
             return;
         }
 
-        // If stuck, try desperate escape
-        if (checkIfStuck() && desperateEscape()) {
-            // Successfully escaped
-        } else if (!handleCombat()) {
-            // If no combat, move towards the next target
-            const target = decideNextTarget();
+        if (playerAtExit()) return;
+
+        if (checkIfStuck()) {
+            const directions = [{dx: 1, dy: 0}, {dx: -1, dy: 0}, {dx: 0, dy: 1}, {dx: 0, dy: -1}];
+            const validDirections = directions.filter(({dx, dy}) => isValidMove(player.x + dx, player.y + dy));
+            if (validDirections.length > 0) {
+                const {dx, dy} = validDirections[Math.floor(Math.random() * validDirections.length)];
+                movePlayer(dx, dy);
+            }
+        } else {
+            const target = findBestTarget();
             moveTowardsTarget(target);
         }
 
-        setTimeout(play, 400); // 400ms is about 1.5 moves per second because 1000ms was terribly slow.
+        autoPlayInterval = setTimeout(play, 400);
     };
 
     play();
 }
 
-let AUTO_PLAY = false;
-
 document.addEventListener('keydown', (e) => {
     if (e.key === 'v') {
-        // alert to confirm that the user wants to toggle auto play
-        if (confirm("Are you sure you want to toggle auto play? Once auto play is turned on, the only way to turn it off is to reload the page.")) {
-            AUTO_PLAY = !AUTO_PLAY;
-            if (AUTO_PLAY)
-                autoPlay();
+        AUTO_PLAY = !AUTO_PLAY;
+        if (AUTO_PLAY) {
+            console.log("Auto-play on");
+            autoPlay();
+        } else {
+            console.log("Auto-play off");
         }
     }
 });
\ No newline at end of file