- cmd/acb-maps-loader/main.go - wasm/bots/guardian/main.go - wasm/bots/hunter/main.go - wasm/bots/random/main.go - web/package-lock.json (npm ci update)
151 lines
3.4 KiB
Go
151 lines
3.4 KiB
Go
//go:build js && wasm
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// Package main compiles to hunter.wasm for the browser sandbox.
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// HunterBot hunts nearest enemy bot.
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package main
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import (
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"encoding/json"
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"math/rand"
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"syscall/js"
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"github.com/aicodebattle/acb/engine"
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)
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var (
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cfg engine.Config
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rng *rand.Rand
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visible *engine.VisibleState
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)
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func jsInit(_ js.Value, args []js.Value) interface{} {
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if len(args) < 1 {
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return jsErr("configJSON argument required")
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}
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if err := json.Unmarshal([]byte(args[0].String()), &cfg); err != nil {
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return jsErr("parse config: " + err.Error())
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}
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rng = rand.New(rand.NewSource(42))
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visible = &engine.VisibleState{}
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return map[string]interface{}{"ok": true}
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}
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func jsComputeMoves(_ js.Value, args []js.Value) interface{} {
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if len(args) < 1 {
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return "[]"
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}
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if err := json.Unmarshal([]byte(args[0].String()), visible); err != nil {
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return "[]"
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}
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moves := getMoves(visible)
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json, _ := json.Marshal(moves)
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return string(json)
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}
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func jsFreeResult(_ js.Value, _ []js.Value) interface{} {
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return nil
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}
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// getMoves implements HunterBot: hunt nearest enemy.
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func getMoves(state *engine.VisibleState) []engine.Move {
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myID := state.You.ID
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enemySet := enemyPositions(state.Bots, myID)
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energySet := posSet(state.Energy)
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var moves []engine.Move
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for _, bot := range state.Bots {
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if bot.Owner != myID {
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continue
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}
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var dir engine.Direction
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if len(enemySet) > 0 {
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dir = towardNearest(bot.Position, enemySet)
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} else {
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dir = towardNearest(bot.Position, energySet)
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}
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if dir == engine.DirNone {
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dir = randDir()
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}
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moves = append(moves, engine.Move{Position: bot.Position, Direction: dir})
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}
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return moves
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}
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func main() {
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js.Global().Set("hunterBot", js.ValueOf(map[string]interface{}{
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"init": js.FuncOf(jsInit),
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"compute_moves": js.FuncOf(jsComputeMoves),
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"free_result": js.FuncOf(jsFreeResult),
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"version": "1.0.0",
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}))
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select {}
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}
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func jsErr(msg string) map[string]interface{} {
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return map[string]interface{}{"ok": false, "error": msg}
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}
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func posSet(positions []engine.Position) map[engine.Position]bool {
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m := make(map[engine.Position]bool, len(positions))
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for _, p := range positions {
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m[p] = true
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}
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return m
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}
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func enemyPositions(bots []engine.VisibleBot, myID int) map[engine.Position]bool {
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m := make(map[engine.Position]bool)
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for _, b := range bots {
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if b.Owner != myID {
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m[b.Position] = true
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}
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}
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return m
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}
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func applyDir(p engine.Position, d engine.Direction) engine.Position {
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dr, dc := d.Delta()
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row := ((p.Row+dr)%cfg.Rows + cfg.Rows) % cfg.Rows
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col := ((p.Col+dc)%cfg.Cols + cfg.Cols) % cfg.Cols
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return engine.Position{Row: row, Col: col}
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}
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func dist2(a, b engine.Position) int {
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dr := a.Row - b.Row
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if dr < 0 {
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dr = -dr
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}
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if dr > cfg.Rows/2 {
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dr = cfg.Rows - dr
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}
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dc := a.Col - b.Col
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if dc < 0 {
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dc = -dc
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}
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if dc > cfg.Cols/2 {
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dc = cfg.Cols - dc
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}
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return dr*dr + dc*dc
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}
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func towardNearest(from engine.Position, targets map[engine.Position]bool) engine.Direction {
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if len(targets) == 0 {
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return engine.DirNone
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}
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allDirs := []engine.Direction{engine.DirN, engine.DirE, engine.DirS, engine.DirW}
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best, bestD := engine.DirNone, 1<<31-1
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for _, d := range allDirs {
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np := applyDir(from, d)
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for t := range targets {
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if d2 := dist2(np, t); d2 < bestD {
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bestD = d2
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best = d
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}
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}
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}
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return best
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}
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func randDir() engine.Direction {
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allDirs := []engine.Direction{engine.DirN, engine.DirE, engine.DirS, engine.DirW}
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return allDirs[rng.Intn(4)]
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}
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