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 |