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testMaxPoint.js
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/*!
* PlanetWars Javascript Basic IA exemple
* http://www.tamina-online.com/expantionreloded/
*
*
* Copyright 2013 Tamina
* Released under the MIT license
* http://opensource.org/licenses/MIT
*
* author : david mouton
*/
/**
* nom de l'IA
*/
var name = "Nexus";
/**
* couleur d'affichage
*/
var color = 0;
/** message de debugage
* utilisé par le systeme et affiché dans la trace à chaque tour du combat
*/
var debugMessage="";
/* Id de l'IA */
var id = 0;
var ennemy_id = -1;
var debug = false;
// CONSTANTES DE GESTION DE l'IA
var DANGER_RANGE = 50;
var REST_POP = 90;
var BORDER_POP = 100;
var BORDER_RANGE = 4;
var PERCENT_POP = 3/4;
var current_turn = -1;
var crash = 0;
/**
* @internal method
*/
onmessage = function(event)
{
if(event.data != null) {
var turnMessage = event.data;
id = turnMessage.playerId;
postMessage(new TurnResult( getOrders(turnMessage.galaxy), '<div style="margin-left:4em"><br/>' + debugMessage + "</div>"));
}
else postMessage("data null");
};
var objectToHTML = function(object)
{
string = "";
for(var data in object)
{
switch(typeof object[data])
{
case "number":
string += data + " : " + object[data] + "<br/>";
break;
case "string":
string += data + ' : "' + object[data] + '"<br/>';
break;
case "boolean":
string += data + " : " + object[data] ? "TRUE" : "FALSE" + "<br/>";
break;
case "function":
string += data + " : function : " + object[data] + "<br/>";
break;
case "object":
string += object[data] + " " + data + ' : <div style="margin-left:4em">' + objectToHTML(object[data])+ "</div>";
break;
default:
break;
}
}
return string
};
var arrayToHTML = function(array)
{
var result ='<br/><div style="margin-left:4em">';
if (array.length == 0)
{
result += "null";
}
for (var i = 0; i <= array.length - 1; i++) {
result+= objectToHTML(array[i]);
result+= "<br/>";
};
result += "</div>";
return result;
}
var setMessage = function(object)
{
if(object != null && object != "")
{
switch(typeof object)
{
case "string":
case "number":
debugMessage += object;
break;
case "boolean":
debugMessage += object ? "TRUE" : "FALSE";
break;
case "function":
debugMessage += "function : " + object;
break;
case "object":
debugMessage += objectToHTML(object);
break;
default:
break;
}
}
};
var resetMessage = function ()
{
debugMessage = "";
};
/**
* Invoquée tous les tours pour recuperer la liste des ordres à exécuter.
* C'est la methode à modifier pour cabler son IA.
* @param context:Galaxy
* @return result:Array<Order>
*/
var DAT_PLANET ;
var initDATPLANET = function(other_planets,context)
{
for (var i = other_planets.length - 1; i >= 0; i--)
{
if (other_planets[i].owner.id != 5)
{
DAT_PLANET = other_planets[i];
break;
}
};
}
var getOrders = function(context)
{
var result = new Array();
var my_planets = GameUtil.getPlayerPlanets( id, context );
var other_planets = GameUtil.getEnnemyPlanets(id, context);
initDATPLANET(other_planets,context);
setMessage(DAT_PLANET);
return result;
};
var get
var getTravelDistanceBetween = function(planet1,planet2)
{
return Math.ceil(GameUtil.getDistanceBetween(new Point(planet1.x,planet1.y),new Point(planet2.x,planet2.y)) / Game.SHIP_SPEED);
}
var getNearestPlanet = function( source, candidats )
{
var result = candidats[ 0 ];
var currentDist = GameUtil.getDistanceBetween( new Point( source.x, source.y ), new Point( result.x, result.y ) );
for ( var i = 0; i<candidats.length; i++ )
{
var element = candidats[ i ];
if ( currentDist > GameUtil.getDistanceBetween( new Point( source.x, source.y ), new Point( element.x, element.y ) ) )
{
currentDist = GameUtil.getDistanceBetween( new Point( source.x, source.y ), new Point( element.x, element.y ) );
result = element;
}
}
return result;
}
/**
* @model Galaxy
* @param width:Number largeur de la galaxy
* @param height:Number hauteur de la galaxy
*/
var Galaxy = function(width,height) {
// largeur
this.width = width;
// hauteur
this.height = height;
// contenu : liste Planet
this.content = new Array();
// flote : liste de Ship
this.fleet = new Array();
};
/**
* @model Range
* @param from:Number début de l'intervale
* @param to:Number fin de l'intervale
*/
var Range = function(from,to) {
if(to == null) to = 1;
if(from == null) from = 0;
// début de l'intervale
this.from = from;
// fin de l'intervale
this.to = to;
};
/**
* @model Order
* @param sourceID:Number id de la planete d'origine
* @param targetID:Number id de la planete cible
* @param numUnits:Number nombre d'unité à déplacer
*/
var Order = function(sourceID,targetID,numUnits) {
// id de la planete d'origine
this.sourceID = sourceID;
// id de la planete cible
this.targetID = targetID;
// nombre d'unité à déplacer
this.numUnits = numUnits;
};
/**
* @model Planet
* @param x:Number position en x
* @param y:Number position en y
* @param size:Number taille
* @param owner:Player proprietaire
*/
var Planet = function(x,y,size,owner) {
if(size == null) size = 2;
if(y == null) y = 0;
if(x == null) x = 0;
// position en x
this.x = x;
// position en y
this.y = y;
// taille
this.size = size;
// proprietaire
this.owner = owner;
// population
this.population = PlanetPopulation.getDefaultPopulation(size);
// id
this.id = UID.get();
};
/**
* @model Ship
* @param crew:Number equipage
* @param source:Planet origine
* @param target:Planet cible
* @param creationTurn:Number numero du tour de creation du vaisseau
*/
var Ship = function(crew,source,target,creationTurn) {
// equipage
this.crew = crew;
// planete d'origine
this.source = source;
// planete de destination
this.target = target;
// proprietaire du vaisseau
this.owner = source.owner;
// numero du tour de creation
this.creationTurn = creationTurn;
// duree du voyage en nombre de tour
this.travelDuration = Math.ceil(GameUtil.getDistanceBetween(new Point(source.x,source.y),new Point(target.x,target.y)) / Game.SHIP_SPEED);
};
/**
* @internal model
*/
var TurnMessage = function(playerId,galaxy) {
this.playerId = playerId;
this.galaxy = galaxy;
};
/**
* @internal model
*/
var TurnResult = function(orders,message) {
if(message == null) message = "";
this.orders = orders;
this.consoleMessage = message;
this.error = "";
};
/**
* @model Point
* @param x:Number
* @param y:Number
*/
var Point = function(x,y) {
this.x = x;
this.y = y;
};
/**
* Classe utilitaire
*/
var GameUtil = {} ;
/**
* @param p1:Point
* @param p2:Point
* @return result:Number la distance entre deux points
*/
GameUtil.getDistanceBetween = function(p1,p2) {
return Math.sqrt(Math.pow(p2.x - p1.x,2) + Math.pow(p2.y - p1.y,2));
}
/**
* @param planetOwnerId:Number
* @param context:Galaxy
* @return result:Array<Planet> la liste des planetes appartenants à un joueur en particulier
*/
GameUtil.getPlayerPlanets = function(planetOwnerId,context) {
var result = new Array();
var _g1 = 0, _g = context.content.length;
while(_g1 < _g) {
var i = _g1++;
var p = context.content[i];
if(p.owner.id == planetOwnerId) result.push(p);
}
return result;
}
/**
* @param planetOwnerId:Number
* @param context:Galaxy
* @return result:Array<Planet> la liste des planetes ennemies et neutres
*/
GameUtil.getEnnemyPlanets = function(planetOwnerId,context) {
var result = new Array();
var _g1 = 0, _g = context.content.length;
while(_g1 < _g) {
var i = _g1++;
var p = context.content[i];
if(p.owner.id != planetOwnerId) result.push(p);
}
return result;
}
/**
* Classe utilitaire
* @internal
*/
var UID = {};
UID.lastUID = 0;
UID.get = function()
{
UID.lastUID++;
return UID.lastUID;
}
/**
* Constantes
*/
var Game = {};
Game.DEFAULT_PLAYER_POPULATION = 100;
Game.NUM_PLANET = new Range(5,10);
Game.PLANET_GROWTH = 5;
Game.SHIP_SPEED = 60;
Game.GAME_SPEED = 500;
Game.GAME_DURATION = 240;
Game.GAME_MAX_NUM_TURN = 500;
var PlanetPopulation = {};
PlanetPopulation.DEFAULT_SMALL = 20;
PlanetPopulation.DEFAULT_NORMAL = 30;
PlanetPopulation.DEFAULT_BIG = 40;
PlanetPopulation.DEFAULT_HUGE = 50;
PlanetPopulation.MAX_SMALL = 50;
PlanetPopulation.MAX_NORMAL = 100;
PlanetPopulation.MAX_BIG = 200;
PlanetPopulation.MAX_HUGE = 300;
PlanetPopulation.getMaxPopulation = function(planetSize) {
var result = 1;
switch(planetSize) {
case PlanetSize.SMALL:
result = PlanetPopulation.MAX_SMALL;
break;
case PlanetSize.NORMAL:
result = PlanetPopulation.MAX_NORMAL;
break;
case PlanetSize.BIG:
result = PlanetPopulation.MAX_BIG;
break;
case PlanetSize.HUGE:
result = PlanetPopulation.MAX_HUGE;
break;
}
return result;
}
PlanetPopulation.getDefaultPopulation = function(planetSize) {
var result = 1;
switch(planetSize) {
case PlanetSize.SMALL:
result = PlanetPopulation.DEFAULT_SMALL;
break;
case PlanetSize.NORMAL:
result = PlanetPopulation.DEFAULT_NORMAL;
break;
case PlanetSize.BIG:
result = PlanetPopulation.DEFAULT_BIG;
break;
case PlanetSize.HUGE:
result = PlanetPopulation.DEFAULT_HUGE;
break;
}
return result;
}
var PlanetSize = {};
PlanetSize.SMALL = 1;
PlanetSize.NORMAL = 2;
PlanetSize.BIG = 3;
PlanetSize.HUGE = 4;