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lander.js
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lander.js
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define([
"helper"
], function(Helper) {
return {
init: function(fields) {
this.timestep = 0
this.points = [] // List of past points for drawing // TODO point class?
this.speeds = [] // List of past speeds for debugging
this.commands = [] // List of commands, unbounded
this.color = "black"
this.isFlying = true
this.score = -1
this.x = parseInt(fields[0])
this.y = parseInt(fields[1])
this.xspeed = parseInt(fields[2])
this.yspeed = parseInt(fields[3])
this.fuel = parseInt(fields[4])
this.angle = parseInt(fields[5])
this.power = parseInt(fields[6])
this.initX = this.x
this.initY = this.y
this.initXSpeed = this.xspeed
this.initYSpeed = this.yspeed
this.initFuel = this.fuel
this.initAngle = this.angle
this.initPower = this.power
this.lastDiff = 0;
return this;
},
setColor: function(color) {
this.color = color;
return this;
},
tick: function(level) {
if (!this.isFlying) {
return;
}
this.timestep += 1;
this.points.push([this.x, this.y]);
this.speeds.push([this.xspeed, this.yspeed])
// Advance the lander one timestep
// From https://forum.codingame.com/t/mars-lander-puzzle-discussion/32/129
if (this.fuel < this.power) {
this.power = this.fuel;
}
this.fuel -= this.power;
var arcAngle = -this.angle * Math.PI / 180;
var xacc = Math.sin(arcAngle) * this.power;
var yacc = Math.cos(arcAngle) * this.power - level.g;
this.xspeed += xacc;
this.yspeed += yacc;
this.x += this.xspeed - (xacc * 0.5);
this.y += this.yspeed - (yacc * 0.5);
// If we left the level we stop
if (this.x < 0 || level.width <= this.x || this.y < 0 || level.height <= this.y) {
this.isFlying = false;
this.calculateScore(level, false);
return;
}
// If we hit terrain we stop
var lastX = this.points[this.points.length-1][0];
var lastY = this.points[this.points.length-1][1];
for (var i = 1; i < level.points.length; i++) {
var p1 = level.points[i-1];
var p2 = level.points[i];
var collision = Helper.checkLineCollision(lastX, lastY, this.x, this.y, p1.x, p1.y, p2.x, p2.y)
if (collision.onLine1 && collision.onLine2) {
this.isFlying = false;
this.points.push([collision.x, collision.y]);
this.calculateScore(level, p1.y == p2.y);
return;
}
}
},
// Score is used to order landers by performance
calculateScore: function(level, hitLandingArea) {
var currentSpeed = Math.sqrt(Math.pow(this.xspeed, 2) + Math.pow(this.yspeed, 2));
// 0-100: crashed somewhere, calculate score by distance to landing area
if (!hitLandingArea) {
var lastX = this.points[this.points.length-2][0];
var lastY = this.points[this.points.length-2][1];
var distance = level.getDistanceToLandingArea(lastX, lastY);
// Calculate score from distance
this.score = 100 - (100 * distance / level.max_dist);
// High speeds are bad, they decrease maneuvrability
var speedPen = 0.1 * Math.max(currentSpeed - 100, 0);
this.score -= speedPen;
}
// 100-200: crashed into landing area, calculate score by speed above safety
else if (this.yspeed < -40 || 20 < Math.abs(this.xspeed)) {
var xPen = 0;
if (20 < Math.abs(this.xspeed)) {
xPen = (Math.abs(this.xspeed) - 20) / 2
}
var yPen = 0
if (this.yspeed < -40) {
yPen = (-40 - this.yspeed) / 2
}
this.score = 200 - xPen - yPen
return;
}
// 200-300: landed safely, calculate score by fuel remaining
else {
this.score = 200 + (100 * this.fuel / this.initFuel)
}
// Set color according to score
this.setColor(Helper.rainbow(300 + 300, this.score))
},
inheritCommands: function(mom, dad) {
// Crossover at a random point
var first = mom;
var second = dad;
if (Math.random() < 0.5) {
// Randomly choose a first and a second parent
first = dad;
second = mom;
}
var minTimestep = Math.min(first.timestep, second.timestep)
var crossoverFrom = Math.floor(minTimestep / 5)
var crossoverTo = Math.floor(minTimestep * 4 / 5)
var crossoverIndex = Helper.getRandomInt(crossoverFrom, crossoverTo)
for (var i = 0; i < crossoverIndex; i++) {
this.commands[i] = [first.commands[i][0], first.commands[i][1]]
}
for (var i = crossoverIndex; i < second.commands.length; i++) {
this.commands[i] = [second.commands[i][0], second.commands[i][1]]
}
// Randomly smoothen command sequences
if (Math.random() < 0.2) {
// Angle
var i = Helper.getRandomInt(0, this.commands.length - 3)
avg = (this.commands[i][0] + this.commands[i+1][0] + this.commands[i+2][0]) / 3
this.commands[i][0] = avg
this.commands[i+1][0] = avg
this.commands[i+2][0] = avg
}
if (Math.random() < 0.2) {
// Power
var i = Helper.getRandomInt(0, this.commands.length - 3)
avg = (this.commands[i][1] + this.commands[i+1][1] + this.commands[i+2][1]) / 3
this.commands[i][1] = avg
this.commands[i+1][1] = avg
this.commands[i+2][1] = avg
}
// Mutation
for (var i = 0; i < this.commands.length; i++) {
// Better parent score -> Lower mutation
// Later command -> Higher mutation
var scoreMultiplier = 5;
if (100 < Math.max(mom.score, dad.score)) {
scoreMultiplier = 3;
}
if (200 < Math.max(mom.score, dad.score)) {
scoreMultiplier = 1;
}
var progress = i / this.commands.length
var progressChance = 0.4 + 1.0 * progress + 10 * Math.pow(progress, 2)
var mutationChance = 0.05 * scoreMultiplier * progressChance
if (Math.random() < mutationChance) {
this.commands[i][0] += Helper.getRandomInt(-10, 10)
this.commands[i][1] += Math.random() - 0.5
}
}
},
cloneCommands: function(other) {
for (var i = 0; i < this.commands.length; i++) {
this.commands[i] = [other.commands[i][0], other.commands[i][1]]
}
this.score = other.score
},
reset: function() {
this.points = []; // TODO recycle objects?
this.speeds = []; // TODO recycle objects?
this.isFlying = true;
this.timestep = 0;
this.x = this.initX;
this.y = this.initY;
this.xspeed = this.initXSpeed;
this.yspeed = this.initYSpeed;
this.angle = this.initAngle;
this.power = this.initPower;
this.fuel = this.initFuel;
this.lastDiff = 0;
},
applyCommand: function(t) {
// Read current command
var newAngle = this.commands[t][0];
var newPower = this.commands[t][1];
// Set angle
// TODO when almost landed set angle to 0?
newAngle = Math.round(newAngle)
newAngle = Math.max(newAngle, -90)
newAngle = Math.min(newAngle, 90)
if (newAngle + 15 < this.angle) {
this.angle -= 15;
}
else if (this.angle + 15 < newAngle) {
this.angle += 15;
}
else {
this.angle = newAngle;
}
// Set power
newPower += this.lastDiff;
var roundedPower = Math.round(newPower);
roundedPower = Math.max(roundedPower, 0, this.power - 1);
roundedPower = Math.min(roundedPower, 4, this.power + 1);
this.lastDiff = newPower - roundedPower;
this.power = roundedPower
},
printActualCommands: function() {
var result = [];
this.angle = this.initAngle
this.power = this.initPower
for (var t = 0; t < this.timestep; t++) {
this.applyCommand(t)
result.push([this.angle, this.power])
}
result.push([0,4])
result.push([0,4])
result.push([0,4])
console.log(JSON.stringify(result))
},
createRandomCommands: function(count) {
var angle = this.angle;
for (var i = 0; i < count; i++) {
angle += Helper.getRandomInt(-15, 15);
angle = Math.min(angle, 90);
angle = Math.max(angle, -90);
var power = 4.1 * Math.random();
this.commands.push([angle, power]);
}
return this;
}
}
});