diff --git a/bot.user.js b/bot.user.js
deleted file mode 100644
index e63d8f7..0000000
--- a/bot.user.js
+++ /dev/null
@@ -1,1153 +0,0 @@
-// ==UserScript==
-// @name RageBot
-// @namespace RageBot
-// @include http://agar.io/*
-// @version 1
-// @grant none
-// @editor http://youtube.com/ragemoddzz
-// ==/UserScript==
-
-var rageBotVersion = 1337;
-
-//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/rmzmodshop/smart-bot/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"];
-
- $.get('https://raw.githubusercontent.com/rmzmodshop/smart-bot/master/bot.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(rageBotVersion + 0.0000);
-
- if(latestVersion > myVersion)
- {
- update("rageBot", "bot.user.js", "https://github.com/rmzmodshop/smart-bot/blob/" + sha + "/bot.user.js/");
- }
- console.log('Current bot.user.js Version: ' + myVersion + " on Github: " + latestVersion);
- });
-
- }).fail(function() {});
-}
-getLatestCommit();
-
-console.log("Running Rage Bot!");
-(function(f, g) {
- var splitDistance = 710;
- console.log("Rage Bot!");
-
- if (f.botList == null) {
- f.botList = [];
- g('#locationUnknown').append(g(''));
- g('#locationUnknown').addClass('form-group');
- }
-
- for (var i = f.botList.length - 1; i >= 0; i--) {
- if (f.botList[i][0] == "Human") {
- f.botList.splice(i, 1);
- }
- }
-
- f.botList.push(["RageBot " + rageBotVersion, findDestination]);
-
- var bList = g('#bList');
- g('', {value: (f.botList.length - 1), text: "RageBot"}).appendTo(bList);
-
- //Given an angle value that was gotten from valueAndleBased(),
- //returns a new value that scales it appropriately.
- function paraAngleValue(angleValue, range) {
- return (15 / (range[1])) * (angleValue * angleValue) - (range[1] / 6);
- }
-
- function valueAngleBased(angle, range) {
- var leftValue = (angle - range[0]).mod(360);
- var rightValue = (rangeToAngle(range) - angle).mod(360);
-
- var bestValue = Math.min(leftValue, rightValue);
-
- if (bestValue <= range[1]) {
- return paraAngleValue(bestValue, range);
- }
- var banana = -1;
- return banana;
-
- }
-
- function computeDistance(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;
- }
-
- function computerDistanceFromCircleEdge(x1, y1, x2, y2, s2) {
- var tempD = computeDistance(x2, y2, x1, y1);
-
- var offsetX = 0;
- var offsetY = 0;
-
- var ratioX = tempD / (x2 - x1);
- var ratioY = tempD / (y2 - y1);
-
- offsetX = x2 - (s2 / ratioX);
- offsetY = y2 - (s2 / ratioY);
-
- return computeDistance(x1, y1, offsetX, offsetY);
- }
-
- function compareSize(player1, player2, ratio) {
- if (player1.size * player1.size * ratio < player2.size * player2.size) {
- return true;
- }
- return false;
- }
-
- function canSplit(player1, player2) {
- return compareSize(player1, player2, 2.30) && !compareSize(player1, player2, 9);
- }
-
- function isItMe(player, cell2) {
- if (getMode() == ":teams") {
- var currentColor = player[0].color;
-
- var currentRed = parseInt(currentColor.substring(1,3), 16);
- var currentGreen = parseInt(currentColor.substring(3,5), 16);
- var currentBlue = parseInt(currentColor.substring(5,7), 16);
-
- var currentTeam = getTeam(currentRed, currentGreen, currentBlue);
-
- var cellColor = cell2.color;
-
- var cellRed = parseInt(cellColor.substring(1,3), 16);
- var cellGreen = parseInt(cellColor.substring(3,5), 16);
- var cellBlue = parseInt(cellColor.substring(5,7), 16);
-
- var cellTeam = getTeam(cellRed, cellGreen, cellBlue);
-
- if (currentTeam == cellTeam && !cell2.isVirus()) {
- return true;
- }
-
- //console.log("COLOR: " + color);
-
- } else {
- for (var i = 0; i < player.length; i++) {
- if (cell2.id == player[i].id) {
- return true;
- }
- }
- }
- return false;
- }
-
- function getTeam(red, green, blue) {
- if (red > green && red > blue) {
- return 0;
- } else if (green > red && green > blue) {
- return 1;
- }
- return 2;
- }
-
- function isFood(blob, cell) {
- if (!cell.isVirus() && compareSize(cell, blob, 1.30) || (cell.size <= 11)) {
- return true;
- }
- return false;
- }
-
- function isThreat(blob, cell) {
- if (!cell.isVirus() && compareSize(blob, cell, 1.30)) {
- return true;
- }
- return false;
- }
-
- function isVirus(blob, cell) {
- if (cell.isVirus() && compareSize(cell, blob, 1.30)) {
- return true;
- } else if (cell.isVirus() && cell.color.substring(3,5).toLowerCase() != "ff") {
- return true;
- }
- return false;
- }
-
- function isSplitTarget(blob, cell) {
- /*if (canSplit(cell, blob)) {
- return true;
- }*/
- return false;
- }
-
- function separateListBasedOnFunction(listToUse, blob) {
- var foodElementList = [];
- var threatList = [];
- var virusList = [];
- var splitTargetList = [];
-
- var player = getPlayer();
-
- Object.keys(listToUse).forEach(function(element, index) {
- var isMe = isItMe(player, listToUse[element]);
-
- if (!isMe) {
- if (isFood(blob, listToUse[element])) {
- //IT'S FOOD!
- foodElementList.push(listToUse[element]);
-
- if (isSplitTarget(blob, listToUse[element])) {
- drawCircle(listToUse[element].x, listToUse[element].y, listToUse[element].size + 50, 7);
- splitTargetList.push(listToUse[element])
- }
- } else if (isThreat(blob, listToUse[element])) {
- //IT'S DANGER!
- threatList.push(listToUse[element]);
- } else if (isVirus(blob, listToUse[element])) {
- //IT'S VIRUS!
- virusList.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];
- }
-
- function getAll(blob) {
- var dotList = [];
- var player = getPlayer();
- var interNodes = getMemoryCells();
-
- dotList = separateListBasedOnFunction(interNodes, blob);
-
- return dotList;
- }
-
- function clusterFood(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 (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;
- }
-
- function getAngle(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));
- }
-
- function slope(x1, y1, x2, y2) {
- var m = (y1 - y2) / (x1 - x2);
-
- return m;
- }
-
- function slopeFromAngle(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.
- function inverseSlope(x1, y1, x2, y2) {
- var m = slope(x1, y1, x2, y2);
- return (-1) / m;
- }
-
- //Given a slope and an offset, returns two points on that line.
- function pointsOnLine(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]
- ];
- }
-
- function followAngle(angle, useX, useY, distance) {
- var slope = slopeFromAngle(angle);
- var coords = 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.
- function isSideLine(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]
- function angleRangeIsWithin(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;
- }
-
- function angleRangeIsWithinInverted(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;
- }
-
- function angleIsWithin(angle, range) {
- var diff = (rangeToAngle(range) - angle).mod(360);
- if (diff >= 0 && diff <= range[1]) {
- return true;
- }
- return false;
- }
-
- function rangeToAngle(range) {
- return (range[0] + range[1]).mod(360);
- }
-
- function anglePair(range) {
- return (range[0] + ", " + rangeToAngle(range) + " range: " + range[1]);
- }
-
- function computeAngleRanges(blob1, blob2) {
- var mainAngle = getAngle(blob1.x, blob1.y, blob2.x, blob2.y);
- var leftAngle = (mainAngle - 90).mod(360);
- var rightAngle = (mainAngle + 90).mod(360);
-
- var blob1Left = followAngle(leftAngle, blob1.x, blob1.y, blob1.size);
- var blob1Right = followAngle(rightAngle, blob1.x, blob1.y, blob1.size);
-
- var blob2Left = followAngle(rightAngle, blob2.x, blob2.y, blob2.size);
- var blob2Right = followAngle(leftAngle, blob2.x, blob2.y, blob2.size);
-
- var blob1AngleLeft = getAngle(blob2.x, blob2.y, blob1Left[0], blob1Left[1]);
- var blob1AngleRight = getAngle(blob2.x, blob2.y, blob1Right[0], blob1Right[1]);
-
- var blob2AngleLeft = getAngle(blob1.x, blob1.y, blob2Left[0], blob2Left[1]);
- var blob2AngleRight = getAngle(blob1.x, blob1.y, blob2Right[0], blob2Right[1]);
-
- var blob1Range = (blob1AngleRight - blob1AngleLeft).mod(360);
- var blob2Range = (blob2AngleRight - blob2AngleLeft).mod(360);
-
- var tempLine = 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);
- }
-
- function debugAngle(angle, text) {
- var player = getPlayer();
- var line1 = 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.
- function getEdgeLinesFromPoint(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;
-
- if (computeDistance(px, py, cx, cy) <= radius) {
- radius = computeDistance(px, py, cx, cy) - 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 = getAngle(cx + ta.x, cy + ta.y, px, py);
- var angleRight = 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]
- ];
- }
-
- function invertAngle(range) {
- var angle1 = rangeToAngle(badAngles[i]);
- var angle2 = (badAngles[i][0] - angle1).mod(360);
- return [angle1, angle2];
- }
-
- function addWall(listToUse, blob) {
- if (blob.x < f.getMapStartX() + 1000) {
- //LEFT
- //console.log("Left");
-
- listToUse.push([[135, true], [225, false]]);
-
- var lineLeft = followAngle(135, blob.x, blob.y, 190 + blob.size);
- var lineRight = followAngle(225, 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 < f.getMapStartY() + 1000) {
- //TOP
- //console.log("TOP");
-
- listToUse.push([[225, true], [315, false]]);
-
- var lineLeft = followAngle(225, blob.x, blob.y, 190 + blob.size);
- var lineRight = followAngle(315, 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 > f.getMapEndX() - 1000) {
- //RIGHT
- //console.log("RIGHT");
-
- listToUse.push([[315, true], [45, false]]);
-
- var lineLeft = followAngle(315, blob.x, blob.y, 190 + blob.size);
- var lineRight = followAngle(45, 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 > f.getMapEndY() - 1000) {
- //BOTTOM
- //console.log("BOTTOM");
-
- listToUse.push([[45, true], [135, false]]);
-
- var lineLeft = followAngle(45, blob.x, blob.y, 190 + blob.size);
- var lineRight = followAngle(135, 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]]
-
- function getAngleIndex(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;
- }
-
- function addAngle(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 startIndex = 1;
-
- if (listToUse.length > 0 && !listToUse[0][1]) {
- startIndex = 0;
- }
-
- var startMark = getAngleIndex(listToUse, range[0][0]);
- var startBool = startMark.mod(2) != startIndex;
-
- var endMark = getAngleIndex(listToUse, 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 == listToUse.length) {
- biggerList = 1;
- }
-
- for (var i = startMark; i < startMark + (endMark - startMark).mod(listToUse.length + biggerList); i++) {
- removeList.push((i).mod(listToUse.length));
- }
- } else if (startMark < listToUse.length && endMark < listToUse.length) {
- var startDist = (listToUse[startMark][0] - range[0][0]).mod(360);
- var endDist = (listToUse[endMark][0] - range[1][0]).mod(360);
-
- if (startDist < endDist) {
- for (var i = 0; i < listToUse.length; i++) {
- removeList.push(i);
- }
- }
- }
-
- removeList.sort(function(a, b){return b-a});
-
- for (var i = 0; i < removeList.length; i++) {
- listToUse.splice(removeList[i], 1);
- }
-
- if (startBool) {
- listToUse.splice(getAngleIndex(listToUse, range[0][0]), 0, range[0]);
- }
- if (endBool) {
- listToUse.splice(getAngleIndex(listToUse, range[1][0]), 0, range[1]);
- }
-
- return listToUse;
- }
-
- function getAngleRange(blob1, blob2, index, radius) {
- var angleStuff = getEdgeLinesFromPoint(blob1, blob2, radius);
-
- var leftAngle = angleStuff[0];
- var rightAngle = 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 = followAngle(leftAngle, blob1.x, blob1.y, 150 + blob1.size - index * 10);
- var lineRight = 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.
- function shiftAngle(listToUse, angle, range) {
- //TODO: shiftAngle needs to respect the range! DONE?
- for (var i = 0; i < listToUse.length; i++) {
- if (angleIsWithin(angle, listToUse[i])) {
- //console.log("Shifting needed!");
-
- var angle1 = listToUse[i][0];
- var angle2 = rangeToAngle(listToUse[i]);
-
- var dist1 = (angle - angle1).mod(360);
- var dist2 = (angle2 - angle).mod(360);
-
- if (dist1 < dist2) {
- if (angleIsWithin(angle1, range)) {
- return angle1;
- } else {
- return angle2;
- }
- } else {
- if (angleIsWithin(angle2, range)) {
- return angle2;
- } else {
- return angle1;
- }
- }
- }
- }
- //console.log("No Shifting Was needed!");
- return angle;
- }
-
- function findDestination(followMouse) {
- var player = getPlayer();
- var interNodes = getMemoryCells();
-
- if ( /*!toggle*/ 1) {
- var useMouseX = (getMouseX() - getWidth() / 2 + getX() * getRatio()) / getRatio();
- var useMouseY = (getMouseY() - getHeight() / 2 + getY() * getRatio()) / getRatio();
- tempPoint = [useMouseX, useMouseY, 1];
-
- var tempMoveX = getPointX();
- var tempMoveY = getPointY();
-
- var destinationChoices = []; //destination, size, danger
-
- if (player.length > 0) {
-
- for (var k = 0; k < player.length; k++) {
-
- //console.log("Working on blob: " + k);
-
- drawCircle(player[k].x, player[k].y, player[k].size + 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);
-
- var allIsAll = getAll(player[k]);
-
- var allPossibleFood = allIsAll[0];
- var allPossibleThreats = allIsAll[1];
- var allPossibleViruses = allIsAll[2];
-
- var badAngles = [];
- var obstacleList = [];
-
- var isSafeSpot = true;
- var isMouseSafe = true;
-
- var clusterAllFood = clusterFood(allPossibleFood, player[k].size);
-
- //console.log("Looking for enemies!");
-
- for (var i = 0; i < allPossibleThreats.length; i++) {
-
- var enemyDistance = computeDistance(allPossibleThreats[i].x, allPossibleThreats[i].y, player[k].x, player[k].y);
-
- var splitDangerDistance = allPossibleThreats[i].size + splitDistance + 150;
-
- var normalDangerDistance = allPossibleThreats[i].size + 150;
-
- var shiftDistance = player[k].size;
-
- //console.log("Found distance.");
-
- var enemyCanSplit = canSplit(player[k], allPossibleThreats[i]);
-
- for (var j = clusterAllFood.length - 1; j >= 0 ; j--) {
- var secureDistance = (enemyCanSplit ? splitDangerDistance : normalDangerDistance);
- if (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 && f.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(getAngleRange(player[k], allPossibleThreats[i], i, splitDangerDistance));
-
- } else if ((!enemyCanSplit && enemyDistance < normalDangerDistance) || (!enemyCanSplit && allPossibleThreats[i].danger)) {
-
- badAngles.push(getAngleRange(player[k], allPossibleThreats[i], i, normalDangerDistance));
-
- } else if (enemyCanSplit && enemyDistance < splitDangerDistance + shiftDistance) {
- var tempOb = getAngleRange(player[k], allPossibleThreats[i], i, splitDangerDistance + shiftDistance);
- var angle1 = tempOb[0];
- var angle2 = rangeToAngle(tempOb);
-
- obstacleList.push([[angle1, true], [angle2, false]]);
- } else if (!enemyCanSplit && enemyDistance < normalDangerDistance + shiftDistance) {
- var tempOb = getAngleRange(player[k], allPossibleThreats[i], i, normalDangerDistance + shiftDistance);
- var angle1 = tempOb[0];
- var angle2 = 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 = 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 = getAngleRange(player[k], allPossibleViruses[i], i, allPossibleViruses[i].size + 10);
- var angle1 = tempOb[0];
- var angle2 = rangeToAngle(tempOb);
- obstacleList.push([[angle1, true], [angle2, false]]);
- }
- } else {
- if (virusDistance < (player[k].size * 2)) {
- var tempOb = getAngleRange(player[k], allPossibleViruses[i], i, player[k].size + 50);
- var angle1 = tempOb[0];
- var angle2 = 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 = addWall(stupidList, player[k]);
- }
-
- for (var i = 0; i < badAngles.length; i++) {
- var angle1 = badAngles[i][0];
- var angle2 = rangeToAngle(badAngles[i]);
- stupidList.push([[angle1, true], [angle2, false]]);
- }
-
- //stupidList.push([[45, true], [135, false]]);
- //stupidList.push([[10, true], [200, false]]);
-
- //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]);
- sortedInterList = addAngle(sortedInterList, stupidList[i])
-
- if (sortedInterList.length == 0) {
- break;
- }
- }
-
- for (var i = 0; i < obstacleList.length; i++) {
- sortedObList = 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 = followAngle(goodAngles[i][0], player[k].x, player[k].y, 100 + player[k].size);
- var line2 = 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 = followAngle(obstacleAngles[i][0], player[k].x, player[k].y, 50 + player[k].size);
- var line2 = 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 (followMouse && goodAngles.length == 0) {
- //This is the follow the mouse mode
- var distance = computeDistance(player[k].x, player[k].y, tempPoint[0], tempPoint[1]);
-
- var shiftedAngle = shiftAngle(obstacleAngles, getAngle(tempPoint[0], tempPoint[1], player[k].x, player[k].y), [0, 360]);
-
- var destination = followAngle(shiftedAngle, player[k].x, player[k].y, distance);
-
- destinationChoices.push(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 = shiftAngle(obstacleAngles, perfectAngle, bIndex);
-
- var line1 = followAngle(perfectAngle, player[k].x, player[k].y, f.verticalDistance());
-
- destinationChoices.push(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) {
- //TODO: CODE TO HANDLE WHEN THERE IS NO GOOD ANGLE BUT THERE ARE ENEMIES AROUND!!!!!!!!!!!!!
- destinationChoices.push([tempMoveX, tempMoveY]);
- } 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 = getAngle(clusterAllFood[i][0], clusterAllFood[i][1], player[k].x, player[k].y);
-
- clusterAllFood[i][2] = clusterAllFood[i][2] * 6 - 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 = computeDistance(player[k].x, player[k].y, clusterAllFood[bestFoodI][0], clusterAllFood[bestFoodI][1]);
-
- var shiftedAngle = shiftAngle(obstacleAngles, getAngle(clusterAllFood[bestFoodI][0], clusterAllFood[bestFoodI][1], player[k].x, player[k].y), [0, 360]);
-
- var destination = followAngle(shiftedAngle, player[k].x, player[k].y, distance);
-
- destinationChoices.push(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.push([tempMoveX, tempMoveY]);
- }
-
- drawPoint(tempPoint[0], tempPoint[1], tempPoint[2], "");
- //drawPoint(tempPoint[0], tempPoint[1], tempPoint[2], "" + Math.floor(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.");
-
- return destinationChoices;
- }
- }
-
- function screenToGameX(x) {
- return (x - getWidth() / 2) / getRatio() + getX();
- }
-
- function screenToGameY(y) {
- return (y - getHeight() / 2) / getRatio() + getY();;
- }
-
- function drawPoint(x_1, y_1, drawColor, text) {
- f.drawPoint(x_1, y_1, drawColor, text);
- }
-
- function drawArc(x_1, y_1, x_2, y_2, x_3, y_3, drawColor) {
- f.drawArc(x_1, y_1, x_2, y_2, x_3, y_3, drawColor);
- }
-
- function drawLine(x_1, y_1, x_2, y_2, drawColor) {
- f.drawLine(x_1, y_1, x_2, y_2, drawColor);
- }
-
- function drawCircle(x_1, y_1, radius, drawColor) {
- f.drawCircle(x_1, y_1, radius, drawColor);
- }
-
- function screenDistance() {
- var temp = f.getScreenDistance();
- return temp;
- }
-
- function getDarkBool() {
- return f.getDarkBool();
- }
-
- function getMassBool() {
- return f.getMassBool();
- }
-
- function getMemoryCells() {
- return f.getMemoryCells();
- }
-
- function getCellsArray() {
- return f.getCellsArray();
- }
-
- function getCells() {
- return f.getCells();
- }
-
- function getPlayer() {
- return f.getPlayer();
- }
-
- function getWidth() {
- return f.getWidth();
- }
-
- function getHeight() {
- return f.getHeight();
- }
-
- function getRatio() {
- return f.getRatio();
- }
-
- function getOffsetX() {
- return f.getOffsetX();
- }
-
- function getOffsetY() {
- return f.getOffsetY();
- }
-
- function getX() {
- return f.getX();
- }
-
- function getY() {
- return f.getY();
- }
-
- function getPointX() {
- return f.getPointX();
- }
-
- function getPointY() {
- return f.getPointY();
- }
-
- function getMouseX() {
- return f.getMouseX();
- }
-
- function getMouseY() {
- return f.getMouseY();
- }
-
- function getUpdate() {
- return f.getLastUpdate();
- }
-
- function getMode() {
- return f.getMode();
- }
-})(window, jQuery);