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ai.js
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ai.js
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/**
* A class for suggested moves and computer opponents
*/
AI = function(campus, state) {
this.campus = campus;
this.state = state;
}
AI.prototype = {
/**
* Randomly grab a building
*/
getGrabMoveNaive : function(team) {
var keys = Object.keys(this.state);
var open = this.getPiecesNoOwner();
return {team_index: team, piece: this.getRandElem(open)};
},
/**
* Distribute reinforcements along border
*/
getReinforcementMoveNaive : function(team, count) {
var border_pieces = this.getPiecesOnBorder(team);
var ret = {};
for (var i = 0; i < count; i++) {
var piece = this.getRandElem(border_pieces);
if (!(piece in ret)) {
ret[piece] = 0;
}
ret[piece]++;
}
return {meta : {team_index : team}, commands : ret};
},
/**
* Attack anything and everything
*/
getOrdersMoveNaive : function(team) {
var border_pieces = this.getPiecesOnBorder(team);
var ret = {};
for (var i = 0; i < border_pieces.length; i++) {
var piece = border_pieces[i];
var units = this.state[piece].units;
if (units > 1) {
var attackable = this.getEnemyPiecesNear(piece);
var attacked = this.getRandElem(attackable);
ret[piece] = {};
ret[piece][attacked] = units - 1;
}
}
return {team_index : team, commands : ret};
},
/**
* Returns a list of ids of pieces that are connected
* to enemy pieces
*/
getPiecesOnBorder : function(team) {
var q = getPiecesOwnedBy(team);
var set = {};
for (var i = 0; i < q.length; i++) {
var piece = q[i];
var connected = Object.keys(this.campus.map.pieces[piece]);
for (var j = 0; j < connected.length; j++) {
var border_piece = connected[j];
var owner = this.state[border_piece].team;
if (owner === team) {
set[border_piece] = true;
}
}
}
return Object.keys(set);
},
getPiecesOwnedBy : function(team) {
var ret = [];
for (var i = 0; i < keys.length; i++) {
var piece = keys[i];
if (this.state[piece].team === team) {
ret.push(piece);
}
}
return ret;
},
getPiecesNoOwner : function() {
return getPiecesOwnedBy(-1);
},
getEnemyPiecesNear : function(piece) {
var team = this.state[piece].team;
var connected = Object.keys(this.campus.map.pieces[piece]);
var ret = [];
for (var i = 0; i < connected.length; i++) {
var conn_piece = connected[i];
if (this.state[conn_piece].team != team) {
ret.push(conn_piece);
}
}
return ret;
},
getRandElem : function (list) {
var r = Math.floor(Math.random() * list.length);
return list[r];
},
}
module.exports = AI;