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MyBot.js
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MyBot.js
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const hlt = require("./hlt");
const { Direction, Position } = require("./hlt/positionals");
const logging = require("./hlt/logging");
const targets = {};
const game = new hlt.Game();
game.initialize().then(async () => {
// At this point "game" variable is populated with initial map data.
// This is a good place to do computationally expensive start-up pre-processing.
// As soon as you call "ready" function below, the 2 second per turn timer will start.
await game.ready("MyJavaScriptBot");
logging.info(`My Player ID is ${game.myId}.`);
while (true) {
await game.updateFrame();
const { gameMap, me } = game;
const commandQueue = [];
const ships = me.getShips();
ships.forEach(ship => {
if (ship.position.equals(me.shipyard.position)) {
targets[ship.id] = new Position(
Math.floor(gameMap.width * Math.random()),
Math.floor(gameMap.height * Math.random())
); // generate direction
logging.info("ship at yard");
} else if (ship.position.equals(targets[ship.id])) {
targets[ship.id] = new Position(
Math.floor(gameMap.width * Math.random()),
Math.floor(gameMap.height * Math.random())
); // generate direction
logging.info("rerouting ship");
}
});
for (const ship of ships) {
if (ship.haliteAmount > hlt.constants.MAX_HALITE / 2) {
const destination = me.shipyard.position;
const safeMove = gameMap.naiveNavigate(ship, destination);
commandQueue.push(ship.move(safeMove));
} else if (
gameMap.get(ship.position).haliteAmount <
hlt.constants.MAX_HALITE / 10
) {
// const direction = Direction.getAllCardinals()[
// Math.floor(4 * Math.random())
// ];
// const destination = ship.position.directionalOffset(direction);
// const safeMove = gameMap.naiveNavigate(ship, destination);
const safeMove = gameMap.naiveNavigate(ship, targets[ship.id]);
commandQueue.push(ship.move(safeMove));
}
}
// check for blockages :)
const directions = Direction.getAllCardinals();
let baseBlocked = gameMap.get(me.shipyard).isOccupied;
for (const direction of directions) {
baseBlocked =
baseBlocked &&
!gameMap.get(me.shipyard.position.directionalOffset(direction))
.isOccupied;
}
if (baseBlocked) logging.error("base blocked!");
if (
game.turnNumber < 0.75 * hlt.constants.MAX_TURNS &&
me.haliteAmount >= hlt.constants.SHIP_COST &&
!gameMap.get(me.shipyard).isOccupied
) {
let x = me.shipyard.spawn();
logging.info("spawning");
commandQueue.push(x);
}
await game.endTurn(commandQueue);
}
});