nevermind, I just had to use
for (let d of dodge[direction]) {
let [dx, dy] = off[d];
// instead of
for (const d of dodge[direction]) {
const [dx, dy] = off[d];
because both were called already earlier in the code
nevermind, I just had to use
for (let d of dodge[direction]) {
let [dx, dy] = off[d];
// instead of
for (const d of dodge[direction]) {
const [dx, dy] = off[d];
because both were called already earlier in the code
ye dx dy useful but my code is little difrent
does anybody know how to improve this code, I’m stuck:
function inBattleZone() {
return hero.x > 10 && hero.x < 71 && hero.y > 10 && hero.y < 68;
}
function getDirectionToEnemy() {
let enemy = hero.opponent;
if (enemy.x > hero.x) {
return "right";
} else if (enemy.x < hero.x) {
return "left";
} else if (enemy.y > hero.y) {
return "up";
} else {
return "down";
}
}
function avoidWaterball() {
var dirs = ["left", "right", "up", "down"];
for (var i = 0; i < dirs.length; i++) {
hero.turn(dirs[i]);
var dx = dirs[i] === "left" ? -2 : dirs[i] === "right" ? 2 : 0;
var dy = dirs[i] === "up" ? 2 : dirs[i] === "down" ? -2 : 0;
if (!hero.waterAtXY(hero.x + dx, hero.y + dy)) {
hero.jump();
break;
}
}
}
function castWaterball() {
var dir = getDirectionToEnemy();
if (dir !== "none") {
hero.turn(dir);
hero.waterball();
avoidWaterball();
}
}
function findHealBattery() {
var items = hero.findItems();
for (var i = 0; i < items.length; i++) {
if (items[i].type === "heal-battery") return items[i];
}
return null;
}
function safeMove(dx, dy) {
var x = hero.x + dx;
var y = hero.y + dy;
return !hero.waterAtXY(x, y) && !hero.opponent.waterAtXY(x, y);
}
function moveTo(item) {
var dx = item.x - hero.x;
var dy = item.y - hero.y;
if (dx > 2 && safeMove(2, 0)) hero.moveRight(1);
else if (dx < -2 && safeMove(-2, 0)) hero.moveLeft(1);
else if (dy > 2 && safeMove(0, 2)) hero.moveUp(1);
else if (dy < -2 && safeMove(0, -2)) hero.moveDown(1);
else if (safeMove(0, 2)) hero.moveUp(1);
else {
hero.turn("up");
hero.jump();
}
}
function dashClear() {
var zones = [
{dir: "right", x: 12, y: 0},
{dir: "left", x: -12, y: 0},
{dir: "up", x: 0, y: 12},
{dir: "down", x: 0, y: -12}
];
for (var i = 0; i < zones.length; i++) {
var x = hero.x + zones[i].x;
var y = hero.y + zones[i].y;
if (!hero.waterAtXY(x, y) && !hero.opponent.waterAtXY(x, y)) {
hero.turn(zones[i].dir);
hero.dash();
break;
}
}
}
function clearPath(xStep, yStep, range) {
var enemy = hero.opponent;
for (var i = 1; i <= range; i += 2) {
var x = hero.x + xStep * i;
var y = hero.y + yStep * i;
if (hero.waterAtXY(x, y) || enemy.waterAtXY(x, y)) return false;
}
return true;
}
while (true) {
var zone = inBattleZone();
var direction = getDirectionToEnemy();
var enemy = hero.opponent;
var battery = findHealBattery();
var item = hero.findNearestItem();
if (battery && hero.health < hero.maxHealth * 0.5 && zone) {
moveTo(battery);
continue;
}
if (hero.isReady("waterball") && zone && direction !== "none") {
castWaterball();
var escapeDirs = ["left", "right", "up", "down"];
for (var i = 0; i < escapeDirs.length; i++) {
var dx = escapeDirs[i] === "left" ? -2 : escapeDirs[i] === "right" ? 2 : 0;
var dy = escapeDirs[i] === "up" ? 2 : escapeDirs[i] === "down" ? -2 : 0;
var x = hero.x + dx;
var y = hero.y + dy;
if (!hero.waterAtXY(x, y) && zone) {
hero.turn(escapeDirs[i]);
hero.jump();
break;
}
}
continue;
}
if (item && zone) {
var dx = item.x - hero.x;
var dy = item.y - hero.y;
if (dx > 2 && clearPath(1, 0, 4)) hero.moveRight(1);
else if (dx < -2 && clearPath(-1, 0, 4)) hero.moveLeft(1);
else if (dy > 2 && clearPath(0, 1, 4)) hero.moveUp(1);
else if (dy < -2 && clearPath(0, -1, 4)) hero.moveDown(1);
else if (clearPath(0, 1, 4)) hero.moveUp(1);
else {
hero.turn("up");
hero.jump();
}
continue;
}
if (hero.isReady("dash") && zone) {
dashClear();
continue;
}
var fallback = [
{dir: "right", dx: 2, dy: 0},
{dir: "left", dx: -2, dy: 0},
{dir: "up", dx: 0, dy: 2},
{dir: "down", dx: 0, dy: -2}
];
var moved = false;
for (var i = 0; i < fallback.length; i++) {
var x = hero.x + fallback[i].dx;
var y = hero.y + fallback[i].dy;
if (!hero.waterAtXY(x, y) && !enemy.waterAtXY(x, y)) {
hero["move" + fallback[i].dir.charAt(0).toUpperCase() + fallback[i].dir.slice(1)](1);
moved = true;
break;
} else {
hero.dash();
}
}
if (!moved && zone) {
var jumpDirs = [
{dir: "right", dx: 2, dy: 0},
{dir: "left", dx: -2, dy: 0},
{dir: "up", dx: 0, dy: 2},
{dir: "down", dx: 0, dy: -2}
];
for (var i = 0; i < jumpDirs.length; i++) {
var x = hero.x + jumpDirs[i].dx;
var y = hero.y + jumpDirs[i].dy;
if (!hero.waterAtXY(x, y) && !hero.opponent.waterAtXY(x, y)) {
hero.turn(jumpDirs[i].dir);
hero.jump();
break;
}
}
}
}
İ will look my code and tell you
dx, dy = enemy.x - hero.x, enemy.y - hero.y
adx, ady = abs(dx), abs(dy)
direction = None
tx = ty = None
# Aynı sütun (yaklaşık ±3 kare ≈ 12 birim) → dikey atış
if adx <= 16:
if dy > 0:
direction, tx, ty = "up", hero.x, hero.y + 4
elif dy < 0:
direction, tx, ty = "down", hero.x, hero.y - 4 this is the main idea
nice, do you have any suggestions for my code
if you use this that would be pretty good i think
bro 94 w,ns 1 loses(to budycc 3 times AI leuge champ) and i am fall behind 18
How many hours a day do you devote to codecombat??? (me 10 min for discoruse and looking for my rank)
somethin like 4 hrs, and would I use that for waterballing or something
İf u talking about my code that code is the main idea so if u just use my code its very bad about waterball but u can use if you want .
Guys this is my new accouunt and my birtday tommorow my code is the sam with my main account but i lost to mrwweeks and the others that i beat in my main account
When willl grand prix end pls tell
Today is the last day (I think)
since there are no final simulations, perhaps it makes no sense to submit near the end of league.
how will the winner be determined in the first place?
How can you see like that
İ wish today is the last day
Wait i think iknow you from somewhre