#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; } }