您需要先安装一个扩展,例如 篡改猴、Greasemonkey 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 Userscripts ,之后才能安装此脚本。
您需要先安装一款用户脚本管理器扩展,例如 Tampermonkey,才能安装此脚本。
您需要先安装用户脚本管理器扩展后才能安装此脚本。
none
- // ==UserScript==
- // @name AposFeedingBot
- // @namespace AposFeedingBot
- // @include http://agar.io/*
- // @version 3.71
- // @grant none
- // @author http://www.twitch.tv/apostolique
- // @description none
- // ==/UserScript==
- var aposFeedingBotVersion = 3.71;
- //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/AposFeedingBot/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/AposFeedingBot/master/AposFeedingBot.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(aposFeedingBotVersion + 0.0000);
- if(latestVersion > myVersion)
- {
- update("aposFeedingBot", "AposFeedingBot.user.js", "https://github.com/Apostolique/AposFeedingBot/blob/" + sha + "/AposFeedingBot.user.js/");
- }
- console.log('Current AposFeedingBot.user.js Version: ' + myVersion + " on Github: " + latestVersion);
- });
- }).fail(function() {});
- }
- getLatestCommit();
- console.log("Running Apos Feeding Bot!");
- var f = window;
- var g = window.jQuery;
- Parse.initialize("nj3ycKuqW4k4CnzN1ZYtMYowoa97qNw7NafLimrF", "nh6arPQQxbE5rFOyR0dCgecQiDAN54Zgjsf7eAKH");
- console.log("Apos Feeding Bot!");
- window.botList = window.botList || [];
- /*function QuickBot() {
- this.name = "QuickBot V1";
- this.keyAction = function(key) {};
- this.displayText = function() {return [];};
- this.mainLoop = function() {
- return [screenToGameX(getMouseX()),
- screenToGameY(getMouseY())];
- };
- }
- window.botList.push(new QuickBot());*/
- function AposBot() {
- this.name = "AposFeedingBot " + aposFeedingBotVersion;
- this.lastMasterUpdate = Date.now();
- this.MasterLocation = Parse.Object.extend("MasterLocation");
- this.toggleFollow = false;
- this.master = false;
- this.masterLocation = [100, 100];
- this.masterId = 0;
- this.keyAction = function(key) {
- if (81 == key.keyCode) {
- console.log("Toggle Follow Mouse!");
- this.toggleFollow = !this.toggleFollow;
- }
- if (77 == key.keyCode) {
- console.log("Toggle Master!");
- this.master = !this.master;
- }
- };
- this.displayText = function() {
- var theText = [];
- theText.push("Q - Follow Mouse: " + (this.toggleFollow ? "On" : "Off"));
- theText.push("M - Status: " + (this.master ? "Master" : "Slave"));
- return theText;
- };
- this.splitDistance = 710;
- //Given an angle value that was gotten from valueAndleBased(),
- //returns a new value that scales it appropriately.
- this.paraAngleValue = function(angleValue, range) {
- return (15 / (range[1])) * (angleValue * angleValue) - (range[1] / 6);
- };
- this.valueAngleBased = function(angle, range) {
- var leftValue = (angle - range[0]).mod(360);
- var rightValue = (this.rangeToAngle(range) - angle).mod(360);
- var bestValue = Math.min(leftValue, rightValue);
- if (bestValue <= range[1]) {
- return this.paraAngleValue(bestValue, range);
- }
- return -1;
- };
- this.computeDistance = function(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;
- };
- this.computeDistanceFromCircleEdge = function(x1, y1, x2, y2, s2) {
- var tempD = this.computeDistance(x1, y1, x2, y2);
- var offsetX = 0;
- var offsetY = 0;
- var ratioX = tempD / (x1 - x2);
- var ratioY = tempD / (y1 - y2);
- offsetX = x1 - (s2 / ratioX);
- offsetY = y1 - (s2 / ratioY);
- drawPoint(offsetX, offsetY, 5, "");
- return this.computeDistance(x2, y2, offsetX, offsetY);
- };
- this.compareSize = function(player1, player2, ratio) {
- if (player1.size * player1.size * ratio < player2.size * player2.size) {
- return true;
- }
- return false;
- },
- this.canSplit = function(player1, player2) {
- return this.compareSize(player1, player2, 2.8) && !this.compareSize(player1, player2, 20);
- };
- this.isItMe = function(player, cell) {
- if (getMode() == ":teams") {
- var currentColor = player[0].color;
- var currentRed = currentColor.substring(1,3);
- var currentGreen = currentColor.substring(3,5);
- var currentBlue = currentColor.substring(5,7);
- var currentTeam = this.getTeam(currentRed, currentGreen, currentBlue);
- var cellColor = cell.color;
- var cellRed = cellColor.substring(1,3);
- var cellGreen = cellColor.substring(3,5);
- var cellBlue = cellColor.substring(5,7);
- var cellTeam = this.getTeam(cellRed, cellGreen, cellBlue);
- if (currentTeam == cellTeam && !cell.isVirus()) {
- return true;
- }
- //console.log("COLOR: " + color);
- } else {
- for (var i = 0; i < player.length; i++) {
- if (cell.id == player[i].id) {
- return true;
- }
- }
- }
- return false;
- };
- this.getTeam = function(red, green, blue) {
- if (red == "ff") {
- return 0;
- } else if (green == "ff") {
- return 1;
- }
- return 2;
- };
- this.isFood = function(blob, cell) {
- if (!cell.isVirus() && this.compareSize(cell, blob, 1.33) || (cell.size <= 13)) {
- return true;
- }
- return false;
- };
- this.isThreat = function(blob, cell) {
- if (!cell.isVirus() && this.compareSize(blob, cell, 1.30)) {
- return true;
- }
- return false;
- };
- this.isVirus = function(blob, cell) {
- if (cell.isVirus() && this.compareSize(cell, blob, 1.2)) {
- return true;
- } else if (cell.isVirus() && cell.color.substring(3,5).toLowerCase() != "ff") {
- return true;
- }
- return false;
- };
- this.isSplitTarget = function(that, blob, cell) {
- if (that.canSplit(cell, blob)) {
- return true;
- }
- return false;
- };
- this.getTimeToRemerge = function(mass){
- return ((mass*0.02) + 30);
- };
- this.separateListBasedOnFunction = function(that, listToUse, blob) {
- var foodElementList = [];
- var threatList = [];
- var virusList = [];
- var splitTargetList = [];
- var foundMaster = [];
- var player = getPlayer();
- Object.keys(listToUse).forEach(function(element, index) {
- var isMe = that.isItMe(player, listToUse[element]);
- if (!isMe) {
- if (!that.master && listToUse[element].id == that.masterId) {
- foundMaster.push(listToUse[element]);
- console.log("Found master! " + that.masterId + ", " + listToUse[element].id);
- } else if (that.isFood(blob, listToUse[element]) && listToUse[element].isNotMoving()) {
- //IT'S FOOD!
- foodElementList.push(listToUse[element]);
- } else if (that.isThreat(blob, listToUse[element])) {
- //IT'S DANGER!
- if ((!that.master && listToUse[element].id != that.masterId) || that.master) {
- threatList.push(listToUse[element]);
- } else {
- console.log("Found master! " + that.masterId);
- }
- } else if (that.isVirus(blob, listToUse[element])) {
- //IT'S VIRUS!
- virusList.push(listToUse[element]);
- }
- else if (that.isSplitTarget(that, blob, listToUse[element])) {
- drawCircle(listToUse[element].x, listToUse[element].y, listToUse[element].size + 50, 7);
- splitTargetList.push(listToUse[element]);
- foodElementList.push(listToUse[element]);
- }
- }/*else if(isMe && (getBlobCount(getPlayer()) > 0)){
- //Attempt to make the other cell follow the mother one
- foodElementList.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, foundMaster];
- };
- this.getAll = function(blob) {
- var dotList = [];
- var player = getPlayer();
- var interNodes = getMemoryCells();
- dotList = this.separateListBasedOnFunction(this, interNodes, blob);
- return dotList;
- };
- this.clusterFood = function(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 (this.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;
- };
- this.getAngle = function(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));
- };
- this.slope = function(x1, y1, x2, y2) {
- var m = (y1 - y2) / (x1 - x2);
- return m;
- };
- this.slopeFromAngle = function(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.
- this.inverseSlope = function(x1, y1, x2, y2) {
- var m = this.slope(x1, y1, x2, y2);
- return (-1) / m;
- };
- //Given a slope and an offset, returns two points on that line.
- this.pointsOnLine = function(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]
- ];
- };
- this.followAngle = function(angle, useX, useY, distance) {
- var slope = this.slopeFromAngle(angle);
- var coords = this.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.
- this.isSideLine = function(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]
- this.angleRangeIsWithin = function(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;
- };
- this.angleRangeIsWithinInverted = function(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;
- };
- this.angleIsWithin = function(angle, range) {
- var diff = (this.rangeToAngle(range) - angle).mod(360);
- if (diff >= 0 && diff <= range[1]) {
- return true;
- }
- return false;
- };
- this.rangeToAngle = function(range) {
- return (range[0] + range[1]).mod(360);
- };
- this.anglePair = function(range) {
- return (range[0] + ", " + this.rangeToAngle(range) + " range: " + range[1]);
- };
- this.computeAngleRanges = function(blob1, blob2) {
- var mainAngle = this.getAngle(blob1.x, blob1.y, blob2.x, blob2.y);
- var leftAngle = (mainAngle - 90).mod(360);
- var rightAngle = (mainAngle + 90).mod(360);
- var blob1Left = this.followAngle(leftAngle, blob1.x, blob1.y, blob1.size);
- var blob1Right = this.followAngle(rightAngle, blob1.x, blob1.y, blob1.size);
- var blob2Left = this.followAngle(rightAngle, blob2.x, blob2.y, blob2.size);
- var blob2Right = this.followAngle(leftAngle, blob2.x, blob2.y, blob2.size);
- var blob1AngleLeft = this.getAngle(blob2.x, blob2.y, blob1Left[0], blob1Left[1]);
- var blob1AngleRight = this.getAngle(blob2.x, blob2.y, blob1Right[0], blob1Right[1]);
- var blob2AngleLeft = this.getAngle(blob1.x, blob1.y, blob2Left[0], blob2Left[1]);
- var blob2AngleRight = this.getAngle(blob1.x, blob1.y, blob2Right[0], blob2Right[1]);
- var blob1Range = (blob1AngleRight - blob1AngleLeft).mod(360);
- var blob2Range = (blob2AngleRight - blob2AngleLeft).mod(360);
- var tempLine = this.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);
- };
- this.debugAngle = function(angle, text) {
- var player = getPlayer();
- var line1 = this.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.
- this.getEdgeLinesFromPoint = function(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;
- var tempRadius = this.computeDistance(px, py, cx, cy);
- if (tempRadius <= radius) {
- radius = tempRadius - 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 = this.getAngle(cx + ta.x, cy + ta.y, px, py);
- var angleRight = this.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]
- ];
- };
- this.invertAngle = function(range) {
- var angle1 = this.rangeToAngle(badAngles[i]);
- var angle2 = (badAngles[i][0] - angle1).mod(360);
- return [angle1, angle2];
- },
- this.addWall = function(listToUse, blob) {
- //var mapSizeX = Math.abs(f.getMapStartX - f.getMapEndX);
- //var mapSizeY = Math.abs(f.getMapStartY - f.getMapEndY);
- //var distanceFromWallX = mapSizeX/3;
- //var distanceFromWallY = mapSizeY/3;
- var distanceFromWallY = 2000;
- var distanceFromWallX = 2000;
- if (blob.x < getMapStartX() + distanceFromWallX) {
- //LEFT
- //console.log("Left");
- listToUse.push([
- [90, true],
- [270, false], this.computeDistance(getMapStartX(), blob.y, blob.x, blob.y)
- ]);
- var lineLeft = this.followAngle(90, blob.x, blob.y, 190 + blob.size);
- var lineRight = this.followAngle(270, 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 < getMapStartY() + distanceFromWallY) {
- //TOP
- //console.log("TOP");
- listToUse.push([
- [180, true],
- [0, false], this.computeDistance(blob.x, getMapStartY, blob.x, blob.y)
- ]);
- var lineLeft = this.followAngle(180, blob.x, blob.y, 190 + blob.size);
- var lineRight = this.followAngle(360, 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 > getMapEndX() - distanceFromWallX) {
- //RIGHT
- //console.log("RIGHT");
- listToUse.push([
- [270, true],
- [90, false], this.computeDistance(getMapEndX(), blob.y, blob.x, blob.y)
- ]);
- var lineLeft = this.followAngle(270, blob.x, blob.y, 190 + blob.size);
- var lineRight = this.followAngle(90, 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 > getMapEndY() - distanceFromWallY) {
- //BOTTOM
- //console.log("BOTTOM");
- listToUse.push([
- [0, true],
- [180, false], this.computeDistance(blob.x, getMapEndY(), blob.x, blob.y)
- ]);
- var lineLeft = this.followAngle(0, blob.x, blob.y, 190 + blob.size);
- var lineRight = this.followAngle(180, 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]]
- this.getAngleIndex = function(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;
- };
- this.addAngle = function(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 newListToUse = listToUse.slice();
- var startIndex = 1;
- if (newListToUse.length > 0 && !newListToUse[0][1]) {
- startIndex = 0;
- }
- var startMark = this.getAngleIndex(newListToUse, range[0][0]);
- var startBool = startMark.mod(2) != startIndex;
- var endMark = this.getAngleIndex(newListToUse, 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 == newListToUse.length) {
- biggerList = 1;
- }
- for (var i = startMark; i < startMark + (endMark - startMark).mod(newListToUse.length + biggerList); i++) {
- removeList.push((i).mod(newListToUse.length));
- }
- } else if (startMark < newListToUse.length && endMark < newListToUse.length) {
- var startDist = (newListToUse[startMark][0] - range[0][0]).mod(360);
- var endDist = (newListToUse[endMark][0] - range[1][0]).mod(360);
- if (startDist < endDist) {
- for (var i = 0; i < newListToUse.length; i++) {
- removeList.push(i);
- }
- }
- }
- removeList.sort(function(a, b){return b-a;});
- for (var i = 0; i < removeList.length; i++) {
- newListToUse.splice(removeList[i], 1);
- }
- if (startBool) {
- newListToUse.splice(this.getAngleIndex(newListToUse, range[0][0]), 0, range[0]);
- }
- if (endBool) {
- newListToUse.splice(this.getAngleIndex(newListToUse, range[1][0]), 0, range[1]);
- }
- return newListToUse;
- };
- this.getAngleRange = function(blob1, blob2, index, radius) {
- var angleStuff = this.getEdgeLinesFromPoint(blob1, blob2, radius);
- var leftAngle = angleStuff[0];
- var rightAngle = this.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 = this.followAngle(leftAngle, blob1.x, blob1.y, 150 + blob1.size - index * 10);
- var lineRight = this.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.
- this.shiftAngle = function(listToUse, angle, range) {
- //TODO: shiftAngle needs to respect the range! DONE?
- for (var i = 0; i < listToUse.length; i++) {
- if (this.angleIsWithin(angle, listToUse[i])) {
- //console.log("Shifting needed!");
- var angle1 = listToUse[i][0];
- var angle2 = this.rangeToAngle(listToUse[i]);
- var dist1 = (angle - angle1).mod(360);
- var dist2 = (angle2 - angle).mod(360);
- if (dist1 < dist2) {
- if (this.angleIsWithin(angle1, range)) {
- return angle1;
- } else {
- return angle2;
- }
- } else {
- if (this.angleIsWithin(angle2, range)) {
- return angle2;
- } else {
- return angle1;
- }
- }
- }
- }
- //console.log("No Shifting Was needed!");
- return angle;
- };
- /**
- * This is the main bot logic. This is called quite often.
- * @return A 2 dimensional array with coordinates for every cells. [[x, y], [x, y]]
- */
- this.mainLoop = function() {
- var player = getPlayer();
- var interNodes = getMemoryCells();
- if ( /*!toggle*/ 1) {
- //The following code converts the mouse position into an
- //absolute game coordinate.
- var useMouseX = screenToGameX(getMouseX());
- var useMouseY = screenToGameY(getMouseY());
- tempPoint = [useMouseX, useMouseY, 1];
- //The current destination that the cells were going towards.
- var tempMoveX = getPointX();
- var tempMoveY = getPointY();
- //This variable will be returned at the end.
- //It will contain the destination choices for all the cells.
- //BTW!!! ERROR ERROR ABORT MISSION!!!!!!! READ BELOW -----------
- //
- //SINCE IT'S STUPID NOW TO ASK EACH CELL WHERE THEY WANT TO GO,
- //THE BOT SHOULD SIMPLY PICK ONE AND THAT'S IT, I MEAN WTF....
- var destinationChoices = []; //destination, size, danger
- //Just to make sure the player is alive.
- if (player.length > 0) {
- if (!this.master && Date.now() - this.lastMasterUpdate > 5000) {
- var query = new Parse.Query(this.MasterLocation);
- var self = this;
- query.equalTo("server", getServer());
- query.first().then(function(object) {
- if (typeof object != 'undefined') {
- console.log("Previous Location: " + self.masterLocation);
- console.log("Going to: " + object.get("location"));
- self.masterLocation = object.get("location");
- self.masterLocation = object.get("location");
- self.masterId = object.get("cellId");
- console.log("Updated Location: " + self.masterLocation);
- } else {
- console.log("No master was found... Let's be the master.");
- self.master = true;
- }
- },
- function(error) {
- console.log("Error: " + error.code + " " + error.message);
- });
- this.lastMasterUpdate = Date.now();
- }
- //Loop through all the player's cells.
- for (var k = 0; k < player.length; k++) {
- if (true) {
- drawPoint(player[k].x, player[k].y + player[k].size, 0, "" + (getLastUpdate() - player[k].birth) + " / " + (30000 + (player[k].birthMass * 57) - (getLastUpdate() - player[k].birth)) + " / " + player[k].birthMass);
- }
- }
- //Loops only for one cell for now.
- for (var k = 0; /*k < player.length*/ k < 1; k++) {
- //console.log("Working on blob: " + k);
- drawCircle(player[k].x, player[k].y, player[k].size + this.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);
- //loop through everything that is on the screen and
- //separate everything in it's own category.
- var allIsAll = this.getAll(player[k]);
- //The food stored in element 0 of allIsAll
- var allPossibleFood = allIsAll[0];
- //The threats are stored in element 1 of allIsAll
- var allPossibleThreats = allIsAll[1];
- //The viruses are stored in element 2 of allIsAll
- var allPossibleViruses = allIsAll[2];
- if (allIsAll[4].length > 0) {
- console.log("Found my real Master! " + allIsAll[4][0].id);
- this.masterLocation = [allIsAll[4][0].x, allIsAll[4][0].y]
- }
- //The bot works by removing angles in which it is too
- //dangerous to travel towards to.
- var badAngles = [];
- var obstacleList = [];
- var isSafeSpot = true;
- var isMouseSafe = true;
- var clusterAllFood = this.clusterFood(allPossibleFood, player[k].size);
- //console.log("Looking for enemies!");
- //Loop through all the cells that were identified as threats.
- for (var i = 0; i < allPossibleThreats.length; i++) {
- var enemyDistance = this.computeDistanceFromCircleEdge(allPossibleThreats[i].x, allPossibleThreats[i].y, player[k].x, player[k].y, allPossibleThreats[i].size);
- allPossibleThreats[i].enemyDist = enemyDistance;
- }
- /*allPossibleThreats.sort(function(a, b){
- return a.enemyDist-b.enemyDist;
- })*/
- for (var i = 0; i < allPossibleThreats.length; i++) {
- var enemyDistance = this.computeDistance(allPossibleThreats[i].x, allPossibleThreats[i].y, player[k].x, player[k].y);
- var splitDangerDistance = allPossibleThreats[i].size + this.splitDistance + 150;
- var normalDangerDistance = allPossibleThreats[i].size + 150;
- var shiftDistance = player[k].size;
- //console.log("Found distance.");
- var enemyCanSplit = (this.master ? this.canSplit(player[k], allPossibleThreats[i]) : false);
- for (var j = clusterAllFood.length - 1; j >= 0 ; j--) {
- var secureDistance = (enemyCanSplit ? splitDangerDistance : normalDangerDistance);
- if (this.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 && 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(this.getAngleRange(player[k], allPossibleThreats[i], i, splitDangerDistance).concat(allPossibleThreats[i].enemyDist));
- } else if ((!enemyCanSplit && enemyDistance < normalDangerDistance) || (!enemyCanSplit && allPossibleThreats[i].danger)) {
- badAngles.push(this.getAngleRange(player[k], allPossibleThreats[i], i, normalDangerDistance).concat(allPossibleThreats[i].enemyDist));
- } else if (enemyCanSplit && enemyDistance < splitDangerDistance + shiftDistance) {
- var tempOb = this.getAngleRange(player[k], allPossibleThreats[i], i, splitDangerDistance + shiftDistance);
- var angle1 = tempOb[0];
- var angle2 = this.rangeToAngle(tempOb);
- obstacleList.push([[angle1, true], [angle2, false]]);
- } else if (!enemyCanSplit && enemyDistance < normalDangerDistance + shiftDistance) {
- var tempOb = this.getAngleRange(player[k], allPossibleThreats[i], i, normalDangerDistance + shiftDistance);
- var angle1 = tempOb[0];
- var angle2 = this.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 = this.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 = this.getAngleRange(player[k], allPossibleViruses[i], i, allPossibleViruses[i].size + 10);
- var angle1 = tempOb[0];
- var angle2 = this.rangeToAngle(tempOb);
- obstacleList.push([[angle1, true], [angle2, false]]);
- }
- } else {
- if (virusDistance < (player[k].size * 2)) {
- var tempOb = this.getAngleRange(player[k], allPossibleViruses[i], i, player[k].size + 50);
- var angle1 = tempOb[0];
- var angle2 = this.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 = this.addWall(stupidList, player[k]);
- }
- for (var i = 0; i < badAngles.length; i++) {
- var angle1 = badAngles[i][0];
- var angle2 = this.rangeToAngle(badAngles[i]);
- stupidList.push([[angle1, true], [angle2, false], badAngles[i][2]]);
- }
- //stupidList.push([[45, true], [135, false]]);
- //stupidList.push([[10, true], [200, false]]);
- stupidList.sort(function(a, b){
- //console.log("Distance: " + a[2] + ", " + b[2]);
- return a[2]-b[2];
- });
- //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]);
- var tempList = this.addAngle(sortedInterList, stupidList[i]);
- if (tempList.length == 0) {
- console.log("MAYDAY IT'S HAPPENING!");
- break;
- } else {
- sortedInterList = tempList;
- }
- }
- for (var i = 0; i < obstacleList.length; i++) {
- sortedObList = this.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 = this.followAngle(goodAngles[i][0], player[k].x, player[k].y, 100 + player[k].size);
- var line2 = this.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 = this.followAngle(obstacleAngles[i][0], player[k].x, player[k].y, 50 + player[k].size);
- var line2 = this.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 (!this.master && goodAngles.length == 0 && (player[k].size * player[k].size / 100) > 50) {
- //This is the slave mode
- console.log("Really Going to: " + this.masterLocation);
- var distance = this.computeDistance(player[k].x, player[k].y, this.masterLocation[0], this.masterLocation[1]);
- var shiftedAngle = this.shiftAngle(obstacleAngles, this.getAngle(this.masterLocation[0], this.masterLocation[1], player[k].x, player[k].y), [0, 360]);
- var destination = this.followAngle(shiftedAngle, player[k].x, player[k].y, distance);
- destinationChoices = destination;
- drawLine(player[k].x, player[k].y, destination[0], destination[1], 1);
- } else if (this.toggleFollow && goodAngles.length == 0) {
- //This is the follow the mouse mode
- var distance = this.computeDistance(player[k].x, player[k].y, tempPoint[0], tempPoint[1]);
- var shiftedAngle = this.shiftAngle(obstacleAngles, this.getAngle(tempPoint[0], tempPoint[1], player[k].x, player[k].y), [0, 360]);
- var destination = this.followAngle(shiftedAngle, player[k].x, player[k].y, distance);
- destinationChoices = 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 = this.shiftAngle(obstacleAngles, perfectAngle, bIndex);
- var line1 = this.followAngle(perfectAngle, player[k].x, player[k].y, verticalDistance());
- destinationChoices = 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) {
- //When there are enemies around but no good angles
- //You're likely screwed. (This should never happen.)
- console.log("Failed");
- destinationChoices = [tempMoveX, tempMoveY];
- /*var angleWeights = [] //Put weights on the angles according to enemy distance
- for (var i = 0; i < allPossibleThreats.length; i++){
- var dist = this.computeDistance(player[k].x, player[k].y, allPossibleThreats[i].x, allPossibleThreats[i].y);
- var angle = this.getAngle(allPossibleThreats[i].x, allPossibleThreats[i].y, player[k].x, player[k].y);
- angleWeights.push([angle,dist]);
- }
- var maxDist = 0;
- var finalAngle = 0;
- for (var i = 0; i < angleWeights.length; i++){
- if (angleWeights[i][1] > maxDist){
- maxDist = angleWeights[i][1];
- finalAngle = (angleWeights[i][0] + 180).mod(360);
- }
- }
- var line1 = this.followAngle(finalAngle,player[k].x,player[k].y,f.verticalDistance());
- drawLine(player[k].x, player[k].y, line1[0], line1[1], 2);
- destinationChoices.push(line1);*/
- } 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 = this.getAngle(clusterAllFood[i][0], clusterAllFood[i][1], player[k].x, player[k].y);
- clusterAllFood[i][2] = clusterAllFood[i][2] * 6 - this.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;
- }
- }
- //console.log("Best Value: " + clusterAllFood[bestFoodI][2]);
- var distance = this.computeDistance(player[k].x, player[k].y, clusterAllFood[bestFoodI][0], clusterAllFood[bestFoodI][1]);
- var shiftedAngle = this.shiftAngle(obstacleAngles, this.getAngle(clusterAllFood[bestFoodI][0], clusterAllFood[bestFoodI][1], player[k].x, player[k].y), [0, 360]);
- var destination = this.followAngle(shiftedAngle, player[k].x, player[k].y, distance);
- destinationChoices = destination;
- //tempMoveX = destination[0];
- //tempMoveY = destination[1];
- drawLine(player[k].x, player[k].y, destination[0], destination[1], 1);
- } else {
- //If there are no enemies around and no food to eat.
- destinationChoices = [tempMoveX, tempMoveY];
- }
- drawPoint(tempPoint[0], tempPoint[1], tempPoint[2], "");
- //drawPoint(tempPoint[0], tempPoint[1], tempPoint[2], "" + Math.floor(this.computeDistance(tempPoint[0], tempPoint[1], I, J)));
- //drawLine(tempPoint[0], tempPoint[1], player[0].x, player[0].y, 6);
- //console.log("Slope: " + slope(tempPoint[0], tempPoint[1], player[0].x, player[0].y) + " Angle: " + getAngle(tempPoint[0], tempPoint[1], player[0].x, player[0].y) + " Side: " + (getAngle(tempPoint[0], tempPoint[1], player[0].x, player[0].y) - 90).mod(360));
- tempPoint[2] = 1;
- //console.log("Done working on blob: " + i);
- }
- //TODO: Find where to go based on destinationChoices.
- /*var dangerFound = false;
- for (var i = 0; i < destinationChoices.length; i++) {
- if (destinationChoices[i][2]) {
- dangerFound = true;
- break;
- }
- }
- destinationChoices.sort(function(a, b){return b[1] - a[1]});
- if (dangerFound) {
- for (var i = 0; i < destinationChoices.length; i++) {
- if (destinationChoices[i][2]) {
- tempMoveX = destinationChoices[i][0][0];
- tempMoveY = destinationChoices[i][0][1];
- break;
- }
- }
- } else {
- tempMoveX = destinationChoices.peek()[0][0];
- tempMoveY = destinationChoices.peek()[0][1];
- //console.log("Done " + tempMoveX + ", " + tempMoveY);
- }*/
- }
- //console.log("MOVING RIGHT NOW!");
- //console.log("______Never lied ever in my life.");
- if (this.master) {
- this.masterLocation = destinationChoices;
- this.masterId = player[0].id;
- if (Date.now() - this.lastMasterUpdate > 5000) {
- var self = this;
- var query = new Parse.Query(this.MasterLocation);
- query.equalTo("server", getServer());
- query.first({
- success: function(object) {
- console.log("Done query");
- if (typeof object != 'undefined') {
- object.set("location", destinationChoices);
- object.set("cellId", player[0].id);
- object.set("server", getServer());
- console.log("New location saved! " + object.get("location") + " ID: " + player[0].id + " Server: " + getServer());
- object.save();
- } else {
- console.log("We have a problem!");
- var ml = new self.MasterLocation();
- ml.set("location", destinationChoices);
- ml.set("cellId", player[0].id);
- ml.set("server", getServer());
- console.log("New location saved! " + ml.get("location") + " ID: " + player[0].id + " Server: " + getServer());
- ml.save();
- }
- },
- error: function(error) {
- console.log("Error: " + error.code + " " + error.message);
- }
- });
- this.lastMasterUpdate = Date.now();
- }
- }
- return destinationChoices;
- }
- };
- };
- window.botList.push(new AposBot());
- window.updateBotList(); //This function might not exist yet.