Press n or j to go to the next uncovered block, b, p or k for the previous block.
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export interface SnakeMap { [propName: number]: JsSnake; } /// implementation of the same logic as on the server side (but only for a single snake /// this is useful to let it run at a higher framerate client-side (currently for demoing the autopilot) class JsGameState { public readonly width: number; public readonly height: number; public food: { x: number; y: number } | null; public readonly snakes: SnakeMap; // properties not needed for this class but present in the server response public paused: boolean; public gameOver: boolean; private gameOverCallback?: (score: number) => void; private delay_ctr: number; constructor(width: number, height: number, gameOverCallback?: (score: number) => void) { this.width = width; this.height = height; this.food = {x: -1, y: -1}; this.snakes = {0: new JsSnake({x: 0, y: 0})}; this.paused = false; this.gameOver = false; this.gameOverCallback = gameOverCallback; this.delay_ctr = 0; this.reset(); } // TODO: do something better, a hashmap or bitmap, or something isOccupied(site: Coordinate) { const {x, y} = site; return Object.values(this.snakes).some( snake => snake.tail.some( (site: Coordinate) => site.x === x && site.y === y ) ); } isWall(site: Coordinate) { const {x, y} = site; return x < 0 || x >= this.width || y < 0 || y >= this.height; } isEating(snake: JsSnake) { return this.food && snake.head.x === this.food.x && snake.head.y === this.food.y; } checkPerfectGame() { const occupied_fields = this.snakes[0].length + 1; // +1 for the head return occupied_fields === this.width * this.height - 1; // -1 to place new food } randomSite() { Iif(this.checkPerfectGame()) return null; let site; do { site = {x: Math.floor(Math.random() * this.width), y: Math.floor(Math.random() * this.height)}; } while (this.isOccupied(site)); return site; } add_food() { this.food = this.randomSite(); // in case of a perfect game // if(this.food === null) { // this.food = {x: -1, y: -1}; // } } /// get the state of the game /// here we take bitmap of the field with multiple layers: /// first layer: 1: food, else 0 /// second layer: 1: head of the current snake, else 0 /// third layer: number of turns the site will be occupied by the tail of a snake /// this is inspired by https://towardsdatascience.com/learning-to-play-snake-at-1-million-fps-4aae8d36d2f1 trainingBitmap() { let state = new Array(this.width); for (let i = 0; i < this.width; i++) { state[i] = new Array(this.height); for (let j = 0; j < this.width; j++) { state[i][j] = new Array(3); for (let k = 0; k < 3; k++) { state[i][j][k] = 0; } } } let snake = this.snakes[0]; // after a perfect game, there is no food on the field Eif(this.food !== null) { state[this.food.x][this.food.y][0] = 1; } // the head can be outside of the field (after collision with a wall) Eif(!this.isWall(snake.head)) { state[snake.head.x][snake.head.y][1] = 1; } let ctr = 1; for(let site of snake.tail) { state[site.x][site.y][2] = ctr; ctr += 1; } return state; } /// get the state of the game /// here we just take up to third nearest neighbor fields of the snake's head /// 1: snake/wall /// 0: free /// and in which direction the food is /// 0/1: its in front /// 0/1: its left /// 0/1: its right trainingState() { const snake = this.snakes[0]; let state = []; const rad = this.food === null ? 0 : this.angle(snake.head, snake.headDirection, this.food); const eps = 1e-6; // is food in front? if (Math.abs(rad) < Math.PI / 2 - eps) { state.push(1); } else { state.push(0); } // is food left? if (rad > eps && rad < Math.PI - eps) { state.push(1); } else { state.push(0); } // is food right? if (rad < -eps && rad > -Math.PI + eps) { state.push(1); } else { state.push(0); } // is food behind? if (Math.abs(rad) > Math.PI/2. + eps) { state.push(1); } else { state.push(0); } // first neighbors const straight = this.next_site(snake.head, snake.headDirection); const left = this.next_site(snake.head, this.rLeft(snake.headDirection)); const right = this.next_site(snake.head, this.rRight(snake.headDirection)); const back = this.next_site(snake.head, this.back(snake.headDirection)); state.push(this.danger(left)); state.push(this.danger(straight)); state.push(this.danger(right)); // omit back, its always occupied // second neighbors const lb = this.next_site(left, this.back(snake.headDirection)); const ls = this.next_site(left, snake.headDirection); const rs = this.next_site(right, snake.headDirection); const rb = this.next_site(right, this.back(snake.headDirection)); state.push(this.danger(lb)); state.push(this.danger(ls)); state.push(this.danger(rs)); state.push(this.danger(rb)); // third neighbors const ll = this.next_site(left, this.rLeft(snake.headDirection)); const ss = this.next_site(straight, snake.headDirection); const rr = this.next_site(right, this.rRight(snake.headDirection)); const bb = this.next_site(back, this.back(snake.headDirection)); state.push(this.danger(ll)); state.push(this.danger(ss)); state.push(this.danger(rr)); state.push(this.danger(bb)); return state; } danger(site: Coordinate) { if(this.isOccupied(site) || this.isWall(site)) return 1; return 0; } angle(subject: Coordinate, direction: Direction, object: Coordinate) { let rad; const dx = object.x - subject.x; const dy = object.y - subject.y; // apply coordinate rotation, such that the snake always looks to the right // from the point of view of the atan // also note that our coordinate system grows down, so up points to lower values of y switch (direction) { case "right": rad = -Math.atan2(dy, dx); break; case "up": rad = Math.atan2(-dx, -dy); break; case "left": rad = -Math.atan2(-dy, -dx); break; case "down": rad = Math.atan2(dx, dy); break; } return rad; } relativeAction2Move(action: number) { const snake = this.snakes[0]; switch(action) { case 0: // left snake.headDirection = this.rLeft(snake.headDirection); break; case 1: // straight break; case 2: // right snake.headDirection = this.rRight(snake.headDirection); break; } } absoluteAction2Move(action: number) { const snake = this.snakes[0]; switch (action) { case 0: // north snake.headDirection = "up"; break; case 1: // east snake.headDirection = "right"; break; case 2: // south snake.headDirection = "down"; break; case 3: // west snake.headDirection = "left"; break; } } next_site(site: Coordinate, direction: Direction) { switch (direction) { case "up": // north return {x: site.x, y: site.y - 1}; case "right": // east return {x: site.x + 1, y: site.y}; case "down": // south return {x: site.x, y: site.y + 1}; case "left": // west return {x: site.x - 1, y: site.y}; } } rLeft(direction: Direction) { switch(direction) { case "up": return "left"; case "down": return "right"; case "left": return "down"; case "right": return "up"; } } rRight(direction: Direction) { switch(direction) { case "up": return "right"; case "down": return "left"; case "left": return "up"; case "right": return "down"; } } back(direction: Direction) { switch(direction) { case "up": return "down"; case "down": return "up"; case "left": return "right"; case "right": return "left"; } } reset() { this.snakes[0].length = 2; this.snakes[0].dead = false; this.snakes[0].tail = []; const newHead = this.randomSite(); Iif(newHead === null) { throw "perfect game during reset is impossible" } this.snakes[0].head = newHead; this.add_food(); } update() { const snake = this.snakes[0]; if(!snake.dead && !this.checkPerfectGame()) { let next = this.next_site(snake.head, snake.headDirection); // copy snake.tail.push({x: snake.head.x, y: snake.head.y}); if (this.isEating(snake)) { snake.length += 1; this.add_food(); } while (snake.tail.length >= snake.length + 1) { snake.tail.shift(); } Iif (this.isWall(next) || this.isOccupied(next)) { snake.dead = true; } snake.head = next; } else E{ this.delay_ctr += 1; if(this.delay_ctr >= 30) { const score = this.checkPerfectGame() ? this.width*this.height : snake.tail.length; this.gameOverCallback && this.gameOverCallback(score); this.reset(); this.delay_ctr = 0; } } } } export default JsGameState |