// ==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.