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104 changes: 104 additions & 0 deletions src/brains/mrFrontend.ts
Original file line number Diff line number Diff line change
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import Brain from "$game/objects/brain";
import PlayboardCell, { CellState } from "$game/objects/playboardCell";
import { ShipOrientation } from "$game/objects/ship";
import logger from "$utils/logger";

export default class BasicOptimized extends Brain {
name = "Basic Optimized";
memory = {};
// brainGameData contains myBoard, myShips, enemyBoard

start(){
logger.log("BasicBrain start");

// if this.brainGameData.myShips not defined, return
if (!this.brainGameData.myShips){
logger.error("No ships defined for player");
return;
}

// loop ships and try to place them randomly until all ships are placed
const shipPlacements = [
{ x: 2, y: 5, orientation: ShipOrientation.horizontal }, // First ship
{ x: 1, y: 1, orientation: ShipOrientation.horizontal }, // Second ship
{ x: 5, y: 5, orientation: ShipOrientation.horizontal }, // Third ship
{ x: 6, y: 1, orientation: ShipOrientation.vertical }, // Fourth ship
{ x: 6, y: 8, orientation: ShipOrientation.vertical } // Fifth ship
];

// Loop through ships and place them at specified positions
this.brainGameData.myShips.forEach((ship, index) => {
const placement = shipPlacements[index];
const placed = this.placeShip({
ship,
x: placement.x,
y: placement.y,
orientation: placement.orientation
});

if (!placed) {
logger.error(`Failed to place ship at x: ${placement.x}, y: ${placement.y}, orientation: ${placement.orientation}`);
}
});

}

getCell(x: number, y: number){
return this.brainGameData.enemyBoard?.cells[x][y]
}

loopAllHitCells(): PlayboardCell | { x: number; y: number; } | null {
const hitCells: PlayboardCell[] = this.brainGameData.enemyBoard?.getCellsByState(CellState.hit) || [];
for (let cell of hitCells) {
const x = cell.x;
const y = cell.y;

if (x + 1 !== 10 && this.getCell(x + 1, y)?.state === CellState.empty) {
return { x: x + 1, y };
} else if (x - 1 !== -1 && this.getCell(x - 1, y)?.state === CellState.empty) {
return { x: x - 1, y };
} else if (y + 1 !== 10 && this.getCell(x, y + 1)?.state === CellState.empty) {
return { x, y: y + 1 };
} else if (y - 1 !== -1 && this.getCell(x, y - 1)?.state === CellState.empty) {
return { x, y: y - 1 };
}

}
return null;

}

getRandomOpenCell() {
const hitCells = this.loopAllHitCells();
if (hitCells !== null) {
return hitCells;
}

const openCells: PlayboardCell[] = this.brainGameData.enemyBoard?.getCellsByState(CellState.empty) || [];

const patternInterval3Cells = openCells.filter(cell => (cell.x + cell.y) % 3 === 0);

let cellsToChooseFrom = patternInterval3Cells.length > 0 ? patternInterval3Cells : openCells.filter(cell => (cell.x + cell.y) % 2 === 0);

cellsToChooseFrom = cellsToChooseFrom.length > 0 ? cellsToChooseFrom : openCells;

return cellsToChooseFrom[Math.floor(Math.random() * cellsToChooseFrom.length)];
}

turn(){
const cell = this.getRandomOpenCell();

if (!cell){
return {
x: 0,
y: 0
}
}


return {
x: cell.x,
y: cell.y
}
}
}