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#BEGIN_PROPERTIES#
{
"version": "1.2",
"commandsIntroduced": ["map.getAdjacentEmptyCells"],
"music": "Searching"
}
#END_PROPERTIES#
/*
* 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) {
#START_OF_START_LEVEL#
// 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) {
#BEGIN_EDITABLE#
// move randomly
var moves = map.getAdjacentEmptyCells(me.getX(), me.getY());
// getAdjacentEmptyCells gives array of ((x, y), direction) pairs
me.move(moves[map.getRandomInt(0, moves.length - 1)][1]);
#END_EDITABLE#
}
});
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');
}
});
#END_OF_START_LEVEL#
}
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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