forked from Apostolique/Agar.io-bot
-
Notifications
You must be signed in to change notification settings - Fork 0
/
bot.user.js
1165 lines (910 loc) · 44 KB
/
bot.user.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
// ==UserScript==
// @name AposBot
// @namespace AposBot
// @include http://agar.io/*
// @version 3.551
// @grant none
// @author http://www.twitch.tv/apostolique
// ==/UserScript==
var aposBotVersion = 3.551;
//TODO: Team mode
// Detect when people are merging
// Split to catch smaller targets
// Angle based cluster code
// Better wall code
// In team mode, make allies be obstacles.
Number.prototype.mod = function(n) {
return ((this % n) + n) % n;
};
Array.prototype.peek = function() {
return this[this.length - 1];
};
var sha = "efde0488cc2cc176db48dd23b28a20b90314352b";
function getLatestCommit() {
window.jQuery.ajax({
url: "https://api.github.com/repos/apostolique/Agar.io-bot/git/refs/heads/master",
cache: false,
dataType: "jsonp"
}).done(function(data) {
console.dir(data["data"])
console.log("hmm: " + data["data"]["object"]["sha"]);
sha = data["data"]["object"]["sha"];
function update(prefix, name, url) {
window.jQuery(document.body).prepend("<div id='" + prefix + "Dialog' style='position: absolute; left: 0px; right: 0px; top: 0px; bottom: 0px; z-index: 100; display: none;'>");
window.jQuery('#' + prefix + 'Dialog').append("<div id='" + prefix + "Message' style='width: 350px; background-color: #FFFFFF; margin: 100px auto; border-radius: 15px; padding: 5px 15px 5px 15px;'>");
window.jQuery('#' + prefix + 'Message').append("<h2>UPDATE TIME!!!</h2>");
window.jQuery('#' + prefix + 'Message').append("<p>Grab the update for: <a id='" + prefix + "Link' href='" + url + "' target=\"_blank\">" + name + "</a></p>");
window.jQuery('#' + prefix + 'Link').on('click', function() {
window.jQuery("#" + prefix + "Dialog").hide();
window.jQuery("#" + prefix + "Dialog").remove();
});
window.jQuery("#" + prefix + "Dialog").show();
}
$.get('https://raw.githubusercontent.com/Apostolique/Agar.io-bot/master/bot.user.js?' + Math.floor((Math.random() * 1000000) + 1), function(data) {
var latestVersion = data.replace(/(\r\n|\n|\r)/gm,"");
latestVersion = latestVersion.substring(latestVersion.indexOf("// @version")+11,latestVersion.indexOf("// @grant"));
latestVersion = parseFloat(latestVersion + 0.0000);
var myVersion = parseFloat(aposBotVersion + 0.0000);
if(latestVersion > myVersion)
{
update("aposBot", "bot.user.js", "https://github.com/Apostolique/Agar.io-bot/blob/" + sha + "/bot.user.js/");
}
console.log('Current bot.user.js Version: ' + myVersion + " on Github: " + latestVersion);
});
}).fail(function() {});
}
getLatestCommit();
console.log("Running Apos Bot!");
(function(f, g) {
var splitDistance = 710;
console.log("Apos Bot!");
if (f.botList == null) {
f.botList = [];
g('#locationUnknown').append(g('<select id="bList" class="form-control" onchange="setBotIndex($(this).val());" />'));
g('#locationUnknown').addClass('form-group');
}
for (var i = f.botList.length - 1; i >= 0; i--) {
if (f.botList[i][0] == "Human") {
f.botList.splice(i, 1);
}
}
f.botList.push(["AposBot " + aposBotVersion, findDestination]);
var bList = g('#bList');
g('<option />', {value: (f.botList.length - 1), text: "AposBot"}).appendTo(bList);
//Given an angle value that was gotten from valueAndleBased(),
//returns a new value that scales it appropriately.
function paraAngleValue(angleValue, range) {
return (15 / (range[1])) * (angleValue * angleValue) - (range[1] / 6);
}
function valueAngleBased(angle, range) {
var leftValue = (angle - range[0]).mod(360);
var rightValue = (rangeToAngle(range) - angle).mod(360);
var bestValue = Math.min(leftValue, rightValue);
if (bestValue <= range[1]) {
return paraAngleValue(bestValue, range);
}
var banana = -1;
return banana;
}
function computeDistance(x1, y1, x2, y2) {
var xdis = x1 - x2; // <--- FAKE AmS OF COURSE!
var ydis = y1 - y2;
var distance = Math.sqrt(xdis * xdis + ydis * ydis);
return distance;
}
function computerDistanceFromCircleEdge(x1, y1, x2, y2, s2) {
var tempD = computeDistance(x2, y2, x1, y1);
var offsetX = 0;
var offsetY = 0;
var ratioX = tempD / (x2 - x1);
var ratioY = tempD / (y2 - y1);
offsetX = x2 - (s2 / ratioX);
offsetY = y2 - (s2 / ratioY);
return computeDistance(x1, y1, offsetX, offsetY);
}
function compareSize(player1, player2, ratio) {
if (player1.size * player1.size * ratio < player2.size * player2.size) {
return true;
}
return false;
}
function canSplit(player1, player2) {
return compareSize(player1, player2, 2.30) && !compareSize(player1, player2, 9);
}
function isItMe(player, cell2) {
if (getMode() == ":teams") {
var currentColor = player[0].color;
var currentRed = parseInt(currentColor.substring(1,3), 16);
var currentGreen = parseInt(currentColor.substring(3,5), 16);
var currentBlue = parseInt(currentColor.substring(5,7), 16);
var currentTeam = getTeam(currentRed, currentGreen, currentBlue);
var cellColor = cell2.color;
var cellRed = parseInt(cellColor.substring(1,3), 16);
var cellGreen = parseInt(cellColor.substring(3,5), 16);
var cellBlue = parseInt(cellColor.substring(5,7), 16);
var cellTeam = getTeam(cellRed, cellGreen, cellBlue);
if (currentTeam == cellTeam && !cell2.isVirus()) {
return true;
}
//console.log("COLOR: " + color);
} else {
for (var i = 0; i < player.length; i++) {
if (cell2.id == player[i].id) {
return true;
}
}
}
return false;
}
function getTeam(red, green, blue) {
if (red > green && red > blue) {
return 0;
} else if (green > red && green > blue) {
return 1;
}
return 2;
}
function isFood(blob, cell) {
if (!cell.isVirus() && compareSize(cell, blob, 1.30) || (cell.size <= 11)) {
return true;
}
return false;
}
function isThreat(blob, cell) {
if (!cell.isVirus() && compareSize(blob, cell, 1.30)) {
return true;
}
return false;
}
function isVirus(blob, cell) {
if (cell.isVirus() && compareSize(cell, blob, 1.30)) {
return true;
} else if (cell.isVirus() && cell.color.substring(3,5).toLowerCase() != "ff") {
return true;
}
return false;
}
function isSplitTarget(blob, cell) {
/*if (canSplit(cell, blob)) {
return true;
}*/
return false;
}
function separateListBasedOnFunction(listToUse, blob) {
var foodElementList = [];
var threatList = [];
var virusList = [];
var splitTargetList = [];
var player = getPlayer();
Object.keys(listToUse).forEach(function(element, index) {
var isMe = isItMe(player, listToUse[element]);
if (!isMe) {
if (isFood(blob, listToUse[element])) {
//IT'S FOOD!
foodElementList.push(listToUse[element]);
if (isSplitTarget(blob, listToUse[element])) {
drawCircle(listToUse[element].x, listToUse[element].y, listToUse[element].size + 50, 7);
splitTargetList.push(listToUse[element])
}
} else if (isThreat(blob, listToUse[element])) {
//IT'S DANGER!
threatList.push(listToUse[element]);
} else if (isVirus(blob, listToUse[element])) {
//IT'S VIRUS!
virusList.push(listToUse[element]);
}
}
});
foodList = [];
for (var i = 0; i < foodElementList.length; i++) {
foodList.push([foodElementList[i].x, foodElementList[i].y, foodElementList[i].size]);
}
return [foodList, threatList, virusList, splitTargetList];
}
function getAll(blob) {
var dotList = [];
var player = getPlayer();
var interNodes = getMemoryCells();
dotList = separateListBasedOnFunction(interNodes, blob);
return dotList;
}
function clusterFood(foodList, blobSize) {
var clusters = [];
var addedCluster = false;
//1: x
//2: y
//3: size or value
//4: Angle, not set here.
for (var i = 0; i < foodList.length; i++) {
for (var j = 0; j < clusters.length; j++) {
if (computeDistance(foodList[i][0], foodList[i][1], clusters[j][0], clusters[j][1]) < blobSize * 1.5) {
clusters[j][0] = (foodList[i][0] + clusters[j][0]) / 2;
clusters[j][1] = (foodList[i][1] + clusters[j][1]) / 2;
clusters[j][2] += foodList[i][2];
addedCluster = true;
break;
}
}
if (!addedCluster) {
clusters.push([foodList[i][0], foodList[i][1], foodList[i][2], 0]);
}
addedCluster = false;
}
return clusters;
}
function getAngle(x1, y1, x2, y2) {
//Handle vertical and horizontal lines.
if (x1 == x2) {
if (y1 < y2) {
return 271;
//return 89;
} else {
return 89;
}
}
return (Math.round(Math.atan2(-(y1 - y2), -(x1 - x2)) / Math.PI * 180 + 180));
}
function slope(x1, y1, x2, y2) {
var m = (y1 - y2) / (x1 - x2);
return m;
}
function slopeFromAngle(degree) {
if (degree == 270) {
degree = 271;
} else if (degree == 90) {
degree = 91;
}
return Math.tan((degree - 180) / 180 * Math.PI);
}
//Given two points on a line, finds the slope of a perpendicular line crossing it.
function inverseSlope(x1, y1, x2, y2) {
var m = slope(x1, y1, x2, y2);
return (-1) / m;
}
//Given a slope and an offset, returns two points on that line.
function pointsOnLine(slope, useX, useY, distance) {
var b = useY - slope * useX;
var r = Math.sqrt(1 + slope * slope);
var newX1 = (useX + (distance / r));
var newY1 = (useY + ((distance * slope) / r));
var newX2 = (useX + ((-distance) / r));
var newY2 = (useY + (((-distance) * slope) / r));
return [
[newX1, newY1],
[newX2, newY2]
];
}
function followAngle(angle, useX, useY, distance) {
var slope = slopeFromAngle(angle);
var coords = pointsOnLine(slope, useX, useY, distance);
var side = (angle - 90).mod(360);
if (side < 180) {
return coords[1];
} else {
return coords[0];
}
}
//Using a line formed from point a to b, tells if point c is on S side of that line.
function isSideLine(a, b, c) {
if ((b[0] - a[0]) * (c[1] - a[1]) - (b[1] - a[1]) * (c[0] - a[0]) > 0) {
return true;
}
return false;
}
//angle range2 is within angle range2
//an Angle is a point and a distance between an other point [5, 40]
function angleRangeIsWithin(range1, range2) {
if (range2[0] == (range2[0] + range2[1]).mod(360)) {
return true;
}
//console.log("r1: " + range1[0] + ", " + range1[1] + " ... r2: " + range2[0] + ", " + range2[1]);
var distanceFrom0 = (range1[0] - range2[0]).mod(360);
var distanceFrom1 = (range1[1] - range2[0]).mod(360);
if (distanceFrom0 < range2[1] && distanceFrom1 < range2[1] && distanceFrom0 < distanceFrom1) {
return true;
}
return false;
}
function angleRangeIsWithinInverted(range1, range2) {
var distanceFrom0 = (range1[0] - range2[0]).mod(360);
var distanceFrom1 = (range1[1] - range2[0]).mod(360);
if (distanceFrom0 < range2[1] && distanceFrom1 < range2[1] && distanceFrom0 > distanceFrom1) {
return true;
}
return false;
}
function angleIsWithin(angle, range) {
var diff = (rangeToAngle(range) - angle).mod(360);
if (diff >= 0 && diff <= range[1]) {
return true;
}
return false;
}
function rangeToAngle(range) {
return (range[0] + range[1]).mod(360);
}
function anglePair(range) {
return (range[0] + ", " + rangeToAngle(range) + " range: " + range[1]);
}
function computeAngleRanges(blob1, blob2) {
var mainAngle = getAngle(blob1.x, blob1.y, blob2.x, blob2.y);
var leftAngle = (mainAngle - 90).mod(360);
var rightAngle = (mainAngle + 90).mod(360);
var blob1Left = followAngle(leftAngle, blob1.x, blob1.y, blob1.size);
var blob1Right = followAngle(rightAngle, blob1.x, blob1.y, blob1.size);
var blob2Left = followAngle(rightAngle, blob2.x, blob2.y, blob2.size);
var blob2Right = followAngle(leftAngle, blob2.x, blob2.y, blob2.size);
var blob1AngleLeft = getAngle(blob2.x, blob2.y, blob1Left[0], blob1Left[1]);
var blob1AngleRight = getAngle(blob2.x, blob2.y, blob1Right[0], blob1Right[1]);
var blob2AngleLeft = getAngle(blob1.x, blob1.y, blob2Left[0], blob2Left[1]);
var blob2AngleRight = getAngle(blob1.x, blob1.y, blob2Right[0], blob2Right[1]);
var blob1Range = (blob1AngleRight - blob1AngleLeft).mod(360);
var blob2Range = (blob2AngleRight - blob2AngleLeft).mod(360);
var tempLine = followAngle(blob2AngleLeft, blob2Left[0], blob2Left[1], 400);
//drawLine(blob2Left[0], blob2Left[1], tempLine[0], tempLine[1], 0);
if ((blob1Range / blob2Range) > 1) {
drawPoint(blob1Left[0], blob1Left[1], 3, "");
drawPoint(blob1Right[0], blob1Right[1], 3, "");
drawPoint(blob1.x, blob1.y, 3, "" + blob1Range + ", " + blob2Range + " R: " + (Math.round((blob1Range / blob2Range) * 1000) / 1000));
}
//drawPoint(blob2.x, blob2.y, 3, "" + blob1Range);
}
function debugAngle(angle, text) {
var player = getPlayer();
var line1 = followAngle(angle, player[0].x, player[0].y, 300);
drawLine(player[0].x, player[0].y, line1[0], line1[1], 5);
drawPoint(line1[0], line1[1], 5, "" + text);
}
//TODO: Don't let this function do the radius math.
function getEdgeLinesFromPoint(blob1, blob2, radius) {
var px = blob1.x;
var py = blob1.y;
var cx = blob2.x;
var cy = blob2.y;
//var radius = blob2.size;
/*if (blob2.isVirus()) {
radius = blob1.size;
} else if(canSplit(blob1, blob2)) {
radius += splitDistance;
} else {
radius += blob1.size * 2;
}*/
var shouldInvert = false;
if (computeDistance(px, py, cx, cy) <= radius) {
radius = computeDistance(px, py, cx, cy) - 5;
shouldInvert = true;
}
var dx = cx - px;
var dy = cy - py;
var dd = Math.sqrt(dx * dx + dy * dy);
var a = Math.asin(radius / dd);
var b = Math.atan2(dy, dx);
var t = b - a
var ta = {
x: radius * Math.sin(t),
y: radius * -Math.cos(t)
};
t = b + a
var tb = {
x: radius * -Math.sin(t),
y: radius * Math.cos(t)
};
var angleLeft = getAngle(cx + ta.x, cy + ta.y, px, py);
var angleRight = getAngle(cx + tb.x, cy + tb.y, px, py);
var angleDistance = (angleRight - angleLeft).mod(360);
if (shouldInvert) {
var temp = angleLeft;
angleLeft = (angleRight + 180).mod(360);
angleRight = (temp + 180).mod(360);
angleDistance = (angleRight - angleLeft).mod(360);
}
return [angleLeft, angleDistance, [cx + tb.x, cy + tb.y],
[cx + ta.x, cy + ta.y]
];
}
function invertAngle(range) {
var angle1 = rangeToAngle(badAngles[i]);
var angle2 = (badAngles[i][0] - angle1).mod(360);
return [angle1, angle2];
}
function addWall(listToUse, blob) {
if (blob.x < f.getMapStartX() + 1000) {
//LEFT
//console.log("Left");
listToUse.push([[135, true], [225, false]]);
var lineLeft = followAngle(135, blob.x, blob.y, 190 + blob.size);
var lineRight = followAngle(225, blob.x, blob.y, 190 + blob.size);
drawLine(blob.x, blob.y, lineLeft[0], lineLeft[1], 5);
drawLine(blob.x, blob.y, lineRight[0], lineRight[1], 5);
drawArc(lineLeft[0], lineLeft[1], lineRight[0], lineRight[1], blob.x, blob.y, 5);
}
if (blob.y < f.getMapStartY() + 1000) {
//TOP
//console.log("TOP");
listToUse.push([[225, true], [315, false]]);
var lineLeft = followAngle(225, blob.x, blob.y, 190 + blob.size);
var lineRight = followAngle(315, blob.x, blob.y, 190 + blob.size);
drawLine(blob.x, blob.y, lineLeft[0], lineLeft[1], 5);
drawLine(blob.x, blob.y, lineRight[0], lineRight[1], 5);
drawArc(lineLeft[0], lineLeft[1], lineRight[0], lineRight[1], blob.x, blob.y, 5);
}
if (blob.x > f.getMapEndX() - 1000) {
//RIGHT
//console.log("RIGHT");
listToUse.push([[315, true], [45, false]]);
var lineLeft = followAngle(315, blob.x, blob.y, 190 + blob.size);
var lineRight = followAngle(45, blob.x, blob.y, 190 + blob.size);
drawLine(blob.x, blob.y, lineLeft[0], lineLeft[1], 5);
drawLine(blob.x, blob.y, lineRight[0], lineRight[1], 5);
drawArc(lineLeft[0], lineLeft[1], lineRight[0], lineRight[1], blob.x, blob.y, 5);
}
if (blob.y > f.getMapEndY() - 1000) {
//BOTTOM
//console.log("BOTTOM");
listToUse.push([[45, true], [135, false]]);
var lineLeft = followAngle(45, blob.x, blob.y, 190 + blob.size);
var lineRight = followAngle(135, blob.x, blob.y, 190 + blob.size);
drawLine(blob.x, blob.y, lineLeft[0], lineLeft[1], 5);
drawLine(blob.x, blob.y, lineRight[0], lineRight[1], 5);
drawArc(lineLeft[0], lineLeft[1], lineRight[0], lineRight[1], blob.x, blob.y, 5);
}
return listToUse;
}
//listToUse contains angles in the form of [angle, boolean].
//boolean is true when the range is starting. False when it's ending.
//range = [[angle1, true], [angle2, false]]
function getAngleIndex(listToUse, angle) {
if (listToUse.length == 0) {
return 0;
}
for (var i = 0; i < listToUse.length; i++) {
if (angle <= listToUse[i][0]) {
return i;
}
}
return listToUse.length;
}
function addAngle(listToUse, range) {
//#1 Find first open element
//#2 Try to add range1 to the list. If it is within other range, don't add it, set a boolean.
//#3 Try to add range2 to the list. If it is withing other range, don't add it, set a boolean.
//TODO: Only add the new range at the end after the right stuff has been removed.
var startIndex = 1;
if (listToUse.length > 0 && !listToUse[0][1]) {
startIndex = 0;
}
var startMark = getAngleIndex(listToUse, range[0][0]);
var startBool = startMark.mod(2) != startIndex;
var endMark = getAngleIndex(listToUse, range[1][0]);
var endBool = endMark.mod(2) != startIndex;
var removeList = [];
if (startMark != endMark) {
//Note: If there is still an error, this would be it.
var biggerList = 0;
if (endMark == listToUse.length) {
biggerList = 1;
}
for (var i = startMark; i < startMark + (endMark - startMark).mod(listToUse.length + biggerList); i++) {
removeList.push((i).mod(listToUse.length));
}
} else if (startMark < listToUse.length && endMark < listToUse.length) {
var startDist = (listToUse[startMark][0] - range[0][0]).mod(360);
var endDist = (listToUse[endMark][0] - range[1][0]).mod(360);
if (startDist < endDist) {
for (var i = 0; i < listToUse.length; i++) {
removeList.push(i);
}
}
}
removeList.sort(function(a, b){return b-a});
for (var i = 0; i < removeList.length; i++) {
listToUse.splice(removeList[i], 1);
}
if (startBool) {
listToUse.splice(getAngleIndex(listToUse, range[0][0]), 0, range[0]);
}
if (endBool) {
listToUse.splice(getAngleIndex(listToUse, range[1][0]), 0, range[1]);
}
return listToUse;
}
function getAngleRange(blob1, blob2, index, radius) {
var angleStuff = getEdgeLinesFromPoint(blob1, blob2, radius);
var leftAngle = angleStuff[0];
var rightAngle = rangeToAngle(angleStuff);
var difference = angleStuff[1];
drawPoint(angleStuff[2][0], angleStuff[2][1], 3, "");
drawPoint(angleStuff[3][0], angleStuff[3][1], 3, "");
//console.log("Adding badAngles: " + leftAngle + ", " + rightAngle + " diff: " + difference);
var lineLeft = followAngle(leftAngle, blob1.x, blob1.y, 150 + blob1.size - index * 10);
var lineRight = followAngle(rightAngle, blob1.x, blob1.y, 150 + blob1.size - index * 10);
if (blob2.isVirus()) {
drawLine(blob1.x, blob1.y, lineLeft[0], lineLeft[1], 6);
drawLine(blob1.x, blob1.y, lineRight[0], lineRight[1], 6);
drawArc(lineLeft[0], lineLeft[1], lineRight[0], lineRight[1], blob1.x, blob1.y, 6);
} else if(getCells().hasOwnProperty(blob2.id)) {
drawLine(blob1.x, blob1.y, lineLeft[0], lineLeft[1], 0);
drawLine(blob1.x, blob1.y, lineRight[0], lineRight[1], 0);
drawArc(lineLeft[0], lineLeft[1], lineRight[0], lineRight[1], blob1.x, blob1.y, 0);
} else {
drawLine(blob1.x, blob1.y, lineLeft[0], lineLeft[1], 3);
drawLine(blob1.x, blob1.y, lineRight[0], lineRight[1], 3);
drawArc(lineLeft[0], lineLeft[1], lineRight[0], lineRight[1], blob1.x, blob1.y, 3);
}
return [leftAngle, difference];
}
//Given a list of conditions, shift the angle to the closest available spot respecting the range given.
function shiftAngle(listToUse, angle, range) {
//TODO: shiftAngle needs to respect the range! DONE?
for (var i = 0; i < listToUse.length; i++) {
if (angleIsWithin(angle, listToUse[i])) {
//console.log("Shifting needed!");
var angle1 = listToUse[i][0];
var angle2 = rangeToAngle(listToUse[i]);
var dist1 = (angle - angle1).mod(360);
var dist2 = (angle2 - angle).mod(360);
if (dist1 < dist2) {
if (angleIsWithin(angle1, range)) {
return angle1;
} else {
return angle2;
}
} else {
if (angleIsWithin(angle2, range)) {
return angle2;
} else {
return angle1;
}
}
}
}
//console.log("No Shifting Was needed!");
return angle;
}
function findDestination(followMouse) {
var player = getPlayer();
var interNodes = getMemoryCells();
if ( /*!toggle*/ 1) {
var useMouseX = (getMouseX() - getWidth() / 2 + getX() * getRatio()) / getRatio();
var useMouseY = (getMouseY() - getHeight() / 2 + getY() * getRatio()) / getRatio();
tempPoint = [useMouseX, useMouseY, 1];
var tempMoveX = getPointX();
var tempMoveY = getPointY();
var destinationChoices = []; //destination, size, danger
if (player.length > 0) {
for (var k = 0; k < player.length; k++) {
//console.log("Working on blob: " + k);
drawCircle(player[k].x, player[k].y, player[k].size + splitDistance, 5);
//drawPoint(player[0].x, player[0].y - player[0].size, 3, "" + Math.floor(player[0].x) + ", " + Math.floor(player[0].y));
//var allDots = processEverything(interNodes);
var allIsAll = getAll(player[k]);
var allPossibleFood = allIsAll[0];
var allPossibleThreats = allIsAll[1];
var allPossibleViruses = allIsAll[2];
var badAngles = [];
var obstacleList = [];
var isSafeSpot = true;
var isMouseSafe = true;
var clusterAllFood = clusterFood(allPossibleFood, player[k].size);
//console.log("Looking for enemies!");
for (var i = 0; i < allPossibleThreats.length; i++) {
var enemyDistance = computeDistance(allPossibleThreats[i].x, allPossibleThreats[i].y, player[k].x, player[k].y);
var splitDangerDistance = allPossibleThreats[i].size + splitDistance + 150;
var normalDangerDistance = allPossibleThreats[i].size + 150;
var shiftDistance = player[k].size;
//console.log("Found distance.");
var enemyCanSplit = canSplit(player[k], allPossibleThreats[i]);
for (var j = clusterAllFood.length - 1; j >= 0 ; j--) {
var secureDistance = (enemyCanSplit ? splitDangerDistance : normalDangerDistance);
if (computeDistance(allPossibleThreats[i].x, allPossibleThreats[i].y, clusterAllFood[j][0], clusterAllFood[j][1]) < secureDistance)
clusterAllFood.splice(j, 1);
}
//console.log("Removed some food.");
if (enemyCanSplit) {
drawCircle(allPossibleThreats[i].x, allPossibleThreats[i].y, splitDangerDistance, 0);
drawCircle(allPossibleThreats[i].x, allPossibleThreats[i].y, splitDangerDistance + shiftDistance, 6);
} else {
drawCircle(allPossibleThreats[i].x, allPossibleThreats[i].y, normalDangerDistance, 3);
drawCircle(allPossibleThreats[i].x, allPossibleThreats[i].y, normalDangerDistance + shiftDistance, 6);
}
if (allPossibleThreats[i].danger && f.getLastUpdate() - allPossibleThreats[i].dangerTimeOut > 1000) {
allPossibleThreats[i].danger = false;
}
/*if ((enemyCanSplit && enemyDistance < splitDangerDistance) ||
(!enemyCanSplit && enemyDistance < normalDangerDistance)) {
allPossibleThreats[i].danger = true;
allPossibleThreats[i].dangerTimeOut = f.getLastUpdate();
}*/
//console.log("Figured out who was important.");
if ((enemyCanSplit && enemyDistance < splitDangerDistance) || (enemyCanSplit && allPossibleThreats[i].danger)) {
badAngles.push(getAngleRange(player[k], allPossibleThreats[i], i, splitDangerDistance));
} else if ((!enemyCanSplit && enemyDistance < normalDangerDistance) || (!enemyCanSplit && allPossibleThreats[i].danger)) {
badAngles.push(getAngleRange(player[k], allPossibleThreats[i], i, normalDangerDistance));
} else if (enemyCanSplit && enemyDistance < splitDangerDistance + shiftDistance) {
var tempOb = getAngleRange(player[k], allPossibleThreats[i], i, splitDangerDistance + shiftDistance);
var angle1 = tempOb[0];
var angle2 = rangeToAngle(tempOb);
obstacleList.push([[angle1, true], [angle2, false]]);
} else if (!enemyCanSplit && enemyDistance < normalDangerDistance + shiftDistance) {
var tempOb = getAngleRange(player[k], allPossibleThreats[i], i, normalDangerDistance + shiftDistance);
var angle1 = tempOb[0];
var angle2 = rangeToAngle(tempOb);
obstacleList.push([[angle1, true], [angle2, false]]);
}
//console.log("Done with enemy: " + i);
}
//console.log("Done looking for enemies!");
var goodAngles = [];
var stupidList = [];
for (var i = 0; i < allPossibleViruses.length; i++) {
if (player[k].size < allPossibleViruses[i].size) {
drawCircle(allPossibleViruses[i].x, allPossibleViruses[i].y, allPossibleViruses[i].size + 10, 3);
drawCircle(allPossibleViruses[i].x, allPossibleViruses[i].y, allPossibleViruses[i].size * 2, 6);
} else {
drawCircle(allPossibleViruses[i].x, allPossibleViruses[i].y, player[k].size + 50, 3);
drawCircle(allPossibleViruses[i].x, allPossibleViruses[i].y, player[k].size * 2, 6);
}
}
for (var i = 0; i < allPossibleViruses.length; i++) {
var virusDistance = computeDistance(allPossibleViruses[i].x, allPossibleViruses[i].y, player[k].x, player[k].y);
if (player[k].size < allPossibleViruses[i].size) {
if (virusDistance < (allPossibleViruses[i].size * 2)) {
var tempOb = getAngleRange(player[k], allPossibleViruses[i], i, allPossibleViruses[i].size + 10);
var angle1 = tempOb[0];
var angle2 = rangeToAngle(tempOb);
obstacleList.push([[angle1, true], [angle2, false]]);
}
} else {
if (virusDistance < (player[k].size * 2)) {
var tempOb = getAngleRange(player[k], allPossibleViruses[i], i, player[k].size + 50);
var angle1 = tempOb[0];
var angle2 = rangeToAngle(tempOb);
obstacleList.push([[angle1, true], [angle2, false]]);
}
}
}
if (badAngles.length > 0) {
//NOTE: This is only bandaid wall code. It's not the best way to do it.
stupidList = addWall(stupidList, player[k]);
}
for (var i = 0; i < badAngles.length; i++) {
var angle1 = badAngles[i][0];
var angle2 = rangeToAngle(badAngles[i]);
stupidList.push([[angle1, true], [angle2, false]]);
}
//stupidList.push([[45, true], [135, false]]);
//stupidList.push([[10, true], [200, false]]);
//console.log("Added random noob stuff.");
var sortedInterList = [];
var sortedObList = [];
for (var i = 0; i < stupidList.length; i++) {
//console.log("Adding to sorted: " + stupidList[i][0][0] + ", " + stupidList[i][1][0]);
sortedInterList = addAngle(sortedInterList, stupidList[i])
if (sortedInterList.length == 0) {
break;
}
}
for (var i = 0; i < obstacleList.length; i++) {
sortedObList = addAngle(sortedObList, obstacleList[i])
if (sortedObList.length == 0) {
break;
}
}
var offsetI = 0;
var obOffsetI = 1;
if (sortedInterList.length > 0 && sortedInterList[0][1]) {
offsetI = 1;
}
if (sortedObList.length > 0 && sortedObList[0][1]) {
obOffsetI = 0;
}
var goodAngles = [];
var obstacleAngles = [];
for (var i = 0; i < sortedInterList.length; i += 2) {
var angle1 = sortedInterList[(i + offsetI).mod(sortedInterList.length)][0];
var angle2 = sortedInterList[(i + 1 + offsetI).mod(sortedInterList.length)][0];
var diff = (angle2 - angle1).mod(360);
goodAngles.push([angle1, diff]);
}
for (var i = 0; i < sortedObList.length; i += 2) {
var angle1 = sortedObList[(i + obOffsetI).mod(sortedObList.length)][0];
var angle2 = sortedObList[(i + 1 + obOffsetI).mod(sortedObList.length)][0];
var diff = (angle2 - angle1).mod(360);
obstacleAngles.push([angle1, diff]);
}
for (var i = 0; i < goodAngles.length; i++) {
var line1 = followAngle(goodAngles[i][0], player[k].x, player[k].y, 100 + player[k].size);
var line2 = followAngle((goodAngles[i][0] + goodAngles[i][1]).mod(360), player[k].x, player[k].y, 100 + player[k].size);
drawLine(player[k].x, player[k].y, line1[0], line1[1], 1);
drawLine(player[k].x, player[k].y, line2[0], line2[1], 1);
drawArc(line1[0], line1[1], line2[0], line2[1], player[k].x, player[k].y, 1);
//drawPoint(player[0].x, player[0].y, 2, "");
drawPoint(line1[0], line1[1], 0, "" + i + ": 0");
drawPoint(line2[0], line2[1], 0, "" + i + ": 1");
}
for (var i = 0; i < obstacleAngles.length; i++) {
var line1 = followAngle(obstacleAngles[i][0], player[k].x, player[k].y, 50 + player[k].size);
var line2 = followAngle((obstacleAngles[i][0] + obstacleAngles[i][1]).mod(360), player[k].x, player[k].y, 50 + player[k].size);
drawLine(player[k].x, player[k].y, line1[0], line1[1], 6);
drawLine(player[k].x, player[k].y, line2[0], line2[1], 6);
drawArc(line1[0], line1[1], line2[0], line2[1], player[k].x, player[k].y, 6);
//drawPoint(player[0].x, player[0].y, 2, "");
drawPoint(line1[0], line1[1], 0, "" + i + ": 0");
drawPoint(line2[0], line2[1], 0, "" + i + ": 1");
}
if (followMouse && goodAngles.length == 0) {
//This is the follow the mouse mode
var distance = computeDistance(player[k].x, player[k].y, tempPoint[0], tempPoint[1]);
var shiftedAngle = shiftAngle(obstacleAngles, getAngle(tempPoint[0], tempPoint[1], player[k].x, player[k].y), [0, 360]);
var destination = followAngle(shiftedAngle, player[k].x, player[k].y, distance);
destinationChoices.push(destination);
drawLine(player[k].x, player[k].y, destination[0], destination[1], 1);
//tempMoveX = destination[0];
//tempMoveY = destination[1];
} else if (goodAngles.length > 0) {
var bIndex = goodAngles[0];
var biggest = goodAngles[0][1];
for (var i = 1; i < goodAngles.length; i++) {
var size = goodAngles[i][1];
if (size > biggest) {
biggest = size;
bIndex = goodAngles[i];
}
}
var perfectAngle = (bIndex[0] + bIndex[1] / 2).mod(360);
perfectAngle = shiftAngle(obstacleAngles, perfectAngle, bIndex);
var line1 = followAngle(perfectAngle, player[k].x, player[k].y, f.verticalDistance());
destinationChoices.push(line1);
drawLine(player[k].x, player[k].y, line1[0], line1[1], 7);
//tempMoveX = line1[0];
//tempMoveY = line1[1];
} else if (badAngles.length > 0 && goodAngles == 0) {
//TODO: CODE TO HANDLE WHEN THERE IS NO GOOD ANGLE BUT THERE ARE ENEMIES AROUND!!!!!!!!!!!!!
destinationChoices.push([tempMoveX, tempMoveY]);
} else if (clusterAllFood.length > 0) {
for (var i = 0; i < clusterAllFood.length; i++) {
//console.log("mefore: " + clusterAllFood[i][2]);
//This is the cost function. Higher is better.
var clusterAngle = getAngle(clusterAllFood[i][0], clusterAllFood[i][1], player[k].x, player[k].y);
clusterAllFood[i][2] = clusterAllFood[i][2] * 6 - computeDistance(clusterAllFood[i][0], clusterAllFood[i][1], player[k].x, player[k].y);
//console.log("Current Value: " + clusterAllFood[i][2]);
//(goodAngles[bIndex][1] / 2 - (Math.abs(perfectAngle - clusterAngle)));
clusterAllFood[i][3] = clusterAngle;
drawPoint(clusterAllFood[i][0], clusterAllFood[i][1], 1, "");
//console.log("After: " + clusterAllFood[i][2]);
}
var bestFoodI = 0;
var bestFood = clusterAllFood[0][2];
for (var i = 1; i < clusterAllFood.length; i++) {
if (bestFood < clusterAllFood[i][2]) {
bestFood = clusterAllFood[i][2];
bestFoodI = i;
}
}