Files
pfMaze/PlayerScript.gd

806 lines
22 KiB
GDScript

extends CharacterBody2D
var Check = 0
var dir = Vector2.ZERO
var Current_Position = [0,0]
var Cords = [[0,0]]
var Cords_Copy = []
var Intersections = [[]]
var Intersections_Copy = []
var Distance_From_Intersection = 0
var Tree_Array = [99]#[99]
var Tree_Array_SetStart = 99
var Options = []
var BackTrack_Array = []
var Traveled = false
var Coordinate_Dict = {"Position": [0,0]}
var Detail_Dict = { "Type": "",
"Came_From": 0,
"Been_There": false}
var Move_Strength = 1
var state = 0
var state4 = 0
var State = 0
var Prev_dir = ""
var Prev_dir_Opp = ""
var move = 0
var move_check = 0
var ways = ["None", "Dead End", "Plain Path", "3 Way Intersection", "4 Way Intersection"]
var ignore = false
var Ordered_Commands_Backward = []
var Ordered_Commands_Forward = []
var Individual_Steps = []
var Individual_Steps_Opp = []
var Back_To_Start = []
var Command = []
var TakeOut = 0
var TrackBack = []
var Been_There_Array = []
var Move_Check2 = 0
var Move_Check = 0
var move_check2 = 0
var Move_Check3 = 0
var move_check7 = 99
var Been_There_Overide = false
var LogDump = []
var IntersectionDump = []
var move_check3 = 0
var move_check5 = 0
var Move_Check6 = 0
var Move_Check7 = 0
var Move_Check4 = 0
var Move_Check9 = 0
var Move_Check10 = 0
var Move_Check1 = 0
var Cicling = false
var CircleIntsMax = 0
var CircleInts = 0
var LogDumpOrdered = []
var Order = []
var Intersections_from_root = []
var TargetCord = [[0,-11], [13,-13], [1,-20]] # HAD TO CHANGE TARGET CORD, IT WAS PREVIOUSLY [2,-10]
var CircleCompleted = null
var AutoBacktrack = false
var IntersectionDict = {"Cord": [], "Data": [] }
var IntersectionDir = []
var IntersectionMove = 0
var IntOptions = []
var CurrentInt = ""
var Invert = false
var InvertionArray = []
var CordsDump = []
var FullCount = 0
var Done = 0
var Root = []
var FirstGoTo = []
var AllSetsToGoal = []
var TargetsArray = []
var Goal = false
#TODO Fix TREE ARRAY BUG
func _input(event):
#if Current_Position != TargetCord:
if event.is_action_pressed("ui_left"):
goLeft()
Been_There()
AutoBacktrack = false
elif event.is_action_pressed("ui_right"):
goRight()
Been_There()
AutoBacktrack = false
elif event.is_action_pressed("ui_up"):
goUp()
Been_There()
AutoBacktrack = false
elif event.is_action_pressed("ui_down"):
goDown()
Been_There()
AutoBacktrack = false
elif event.is_action_pressed("ui_accept"):
AutoSolve()
#print(Tree_Array)
func _process(delta):
FoundGoal()
AllObjectsFound()
CallableRaycastData()
Mark(Prev_dir)
WhatMove()
BackTracking()
GiveOrder()
Intersection_Tree()
Circling()
CheckForTreeDeadEnds()
TravelLog()
DeadEndCircles()
CircleRootsAndInts()
SolvinCircleDeadEnds()
MoveAfterIntersection()
IntersectionWaysAvailable()
IntersectionDumping()
CordsDumping()
FinishCircling()
#if Detail_Dict.Type == "3 Way Intersection":
# print(Individual_Steps)
#print(Detail_Dict.Type)
#print(Ordered_Commands_Backward)
#print(InverNext)
#print(CordsDump)
#if Individual_Steps.size() > 7:
# print("*****************************")
# print()
# print(Individual_Steps)
# print(Tree_Array)
# print()
# print("*****************************")
#AutoSolve()
#for n in Individual_Steps:
#print(n)
#GoBack(n)
#print(CordsDump)
func FoundGoal():
if TargetCord.find(Cords[-1]) != -1 and TargetsArray.find(Cords[-1]) == -1:
Goal = true
print("GOAL!!!!!!!!!!!")
print(Current_Position)
if Done != move:
print("Circling is: ", Cicling)
print("Current Pos: ", Current_Position)
print(Intersections)
#Mark(Prev_dir)
#TrackIntersections()
#BackToStart()
var LastStep = []
var IndividualStepsCopy = []
LastStep = Ordered_Commands_Backward.duplicate(true)
LastStep.reverse()
LastStep.push_front(Prev_dir_Opp)
IndividualStepsCopy = Individual_Steps.duplicate(true)
IndividualStepsCopy.push_front(LastStep)
TargetsArray.push_back(Current_Position)
AllSetsToGoal.push_back(IndividualStepsCopy)
print(BackTrack_Array)
var TargetCopy = TargetsArray.duplicate(true)
var SetsCopy = AllSetsToGoal.duplicate(true)
TargetsArray = TargetCopy
AllSetsToGoal = SetsCopy
print("Here is the Set to go to young bull: ")
Done = move
func AllObjectsFound():
if Tree_Array_SetStart != Tree_Array[0]:
if Move_Check1 != move:
print("We Done!!!!!!!!!!!!!!!!!")
print()
#for n in AllSetsToGoal.size():
# print(n ," set is equal to : ", AllSetsToGoal[n] )
# print()
for n in AllSetsToGoal.size():
var PrimaryPlaceHolder = AllSetsToGoal[n]
if n < AllSetsToGoal.size():
var SearchPlaceHolder = AllSetsToGoal[n]
print()
print("Search Placeholder ",n)#, " is : ", SearchPlaceHolder )
for i in SearchPlaceHolder:
print("The Broken up pieces is: ",i)
for index in AllSetsToGoal.size():
if n != index:
print("The Index is the ",index, " placeholder: ", AllSetsToGoal[index].find(i))
else:
print(index," Is the same as the placeholder")
Move_Check1 = move
func Mark(Prev_Direction):
var response = ways[IntersectionCounter()]
Detail_Dict.Type = response
Detail_Dict.Came_From = Prev_Direction
Detail_Dict.Been_There = Traveled
Detail_Dict.Move = move
Coordinate_Dict.Position = Current_Position
Coordinate_Dict.Details = Detail_Dict
var Coordinate_Dict_Copy = Coordinate_Dict.duplicate(true)
Coordinate_Dict = Coordinate_Dict_Copy
func BackToStart():
print(Detail_Dict.Type)
if Detail_Dict.Type == "Plain Path" and Cicling == false:
print("PLAIN PATH NORMAL")
Individual_Steps.push_front(Ordered_Commands_Backward)
print(Individual_Steps)
if Detail_Dict.Type == "Plain Path" and Cicling == true:
print("PLAIN PATH Circling")
CirclingParody()
if Intersections.find(Current_Position) != -1:
print("INTERSECTION NORMAL")
#Ordered_Commands_Backward.push_back(Prev_dir_Opp)
#Ordered_Commands_Backward.reverse()
if Ordered_Commands_Backward.size() > 0:
Individual_Steps.push_front(Ordered_Commands_Backward)
print(Individual_Steps)
if Detail_Dict.Type == "Dead End":
print("DEAD END NORMAL")
CirclingParody()
func CirclingParody():
var HasMoreVal = []
var HasMoreIndex = []
if Cicling == true:
print("Cant find... Improvising")
for n in CircleIntsMax:
print(n)
HasMoreIndex.push_back(-(n+1))
HasMoreVal.push_back(ManualDistance(Current_Position, Intersections[-(n+1)]))
print(HasMoreIndex)
print(HasMoreVal)
print("The minimum value is: ",HasMoreVal.min())
var addition = []
addition.append_array(LogDump.slice(0,HasMoreVal.min()-1))
addition.push_front(Prev_dir_Opp)
Individual_Steps.push_front(addition)
if Cicling == false:
print("Found Ya!!!")
print(ManualDistance(Current_Position, Intersections[-1]))
var addition = []
addition.append_array(LogDump.slice(0,ManualDistance(Current_Position,Intersections[-1])-1))
addition.push_front(Prev_dir_Opp)
Individual_Steps.push_front(addition)
print(Individual_Steps)
func WhatMove():
if Detail_Dict.Been_There == true:
if state4 != 1:
Move_Strength = 0
move = move - 1
state4 = 1
if Detail_Dict.Been_There == false:
if state4 != 2:
Move_Strength = 1
move = move + 1
state4 = 2
func CordsDumping():
if move_check7 != FullCount:
CordsDump.push_back(Current_Position)
var Duplicate = CordsDump.duplicate(true)
CordsDump = Duplicate
move_check7 = FullCount
func TravelLog():
if Detail_Dict.Been_There == false:
if move_check3 != move:
LogDump.push_front(Prev_dir_Opp)
LogDumpOrdered.push_front(Prev_dir)
move_check3 = move
func BackTracking():
if Cicling == false:
if Detail_Dict.Type != "Plain Path" and Detail_Dict.Been_There == false:
if BackTrack_Array.find(move) == -1:
BackTrack_Array.push_back(move)
if Intersections.find(Current_Position) == -1 and Intersections.find(Current_Position) != Intersections.size() -1 and BackTrack_Array.size() >= 2:
TrackBack = GiveOrder()
Individual_Steps_Opp.push_back(Ordered_Commands_Forward)
#print(TrackBack)
Distance_From_Intersection = BackTrack_Array[-1] - BackTrack_Array[-2]
print("The distance from the last intersection is : ", Distance_From_Intersection)
print("To get to the last intersection follow these steps : ", TrackBack)
if Detail_Dict.Type == "Dead End" and Current_Position != [0,0]:
GoBack(TrackBack)
print(TrackBack)
func Circling():
if Been_There_Array.size() > 3:
if move_check5 != move:
if Intersections.find(Current_Position) != Intersections.size()-1 and Intersections.find(Current_Position) != -1 and Been_There_Array[-2] == false and Been_There_Array[-3] == false:
print("Circling")
Cicling = true
Root = Current_Position
print("The Root is equal to: ",Root, " and its position in int array is: ", Intersections.find(Root))
print("There are ", Intersections.size() - Intersections.find(Root), " Intersections")
HowManyIntsInCircle()
if CircleInts == 0:
print("This Circle is exhausted go back")
for n in CircleIntsMax:
Individual_Steps.pop_front()
GoBack(Individual_Steps[0])
Individual_Steps.pop_front()
print(Individual_Steps)
Cicling = false
print("Circling is false!!!!")
for ints in CircleIntsMax+1:
Tree_Array.pop_back()
Tree_Array[-1] -= 1
Ordered_Commands_Backward.clear()
print(Tree_Array)
if CircleInts != 0:
print("Go back to circle part :(")
FirstCirclePart()
move_check5 = move
func HowManyIntsInCircle():
var subtractor = 0
CircleIntsMax = Intersections.size() - (Intersections.find(Current_Position)+1)
CircleInts = CircleIntsMax
for n in CircleInts:
if Tree_Array[-(n+1)] == 1:
CircleInts -= 1
print(CircleInts)
func FirstCirclePart():
var Skipping_array = []
print(Tree_Array)
for nums in Intersections.size() - Intersections.find(Root):
if nums > 0:
Skipping_array.push_back((Intersections.find(Root) - nums) + 1)
print("Skipping Array is : ", Skipping_array)
print("This is X: ",Skipping_array[0])
print(Tree_Array)
#print("The tree array at last int is: ",Tree_Array[Skipping_array[0]])
if Tree_Array[Tree_Array.size() - 1] == 1: #Tree_Array[Skipping_array[0]] == 1:
print("Skip")
Skip()
else:
print("Go To")
Goto()
func Skip():
print("CircleInts: ", CircleInts, " and CircleInts Max: ", CircleIntsMax)
if CircleInts + 1 == CircleIntsMax:
FirstIntChange()
GoBack(Individual_Steps[0])
#Individual_Steps.pop_front()
print("First Go To is : ",FirstGoTo)
else:
for n in 2:
print("N is equal to: ",n)
GoBack(Individual_Steps[0])
#Individual_Steps.pop_front()
print("Needs More WORK!!!!!!!")
print("First Go To is : ",FirstGoTo)
func Goto():
print("CircleInts: ", CircleInts, " and CircleInts Max: ", CircleIntsMax)
if CircleInts == CircleIntsMax:
print("FIRST CHANGE")
FirstIntChange()
print("Shouldn't Need more work")
else:
print("FIRST CHANGE")
FirstIntChange()
print("Needs More WORK!!!!!!!")
print("First Go To is : ",FirstGoTo)
func FirstIntChange():
FirstGoTo.append_array(Ordered_Commands_Backward)
FirstGoTo.push_back(Prev_dir_Opp)
FirstGoTo.reverse()
print(Intersections_from_root)
print(Ordered_Commands_Backward)
GoBack(FirstGoTo)
print(FirstGoTo)
func CircleRootsAndInts():
if Cicling == true:
if Detail_Dict.Type != "Plain Path":
if Intersections_from_root.find(Current_Position) == -1:
if Intersections_from_root.size() == 0:
print(Intersections)
print(Intersections[-(CircleIntsMax+1)])
Intersections_from_root.push_back(Intersections[-(CircleIntsMax+1)])
Intersections_from_root.push_back(Current_Position)
var Duplicate = Intersections_from_root.duplicate(true)
Intersections_from_root = Duplicate
print(Intersections_from_root)
func FinishCircling():
if Cicling == true:
if Move_Check10 != move:
if CircleInts == 0:
if Current_Position == Intersections[-(CircleIntsMax+1)]:
Cicling = false
print("Its On the Root!!!")
GoBack(Individual_Steps[0])
Individual_Steps.pop_front()
print(Individual_Steps)
for ints in CircleIntsMax+1:
Tree_Array.pop_back()
Tree_Array[-1] -= 1
else:
print("Its Off the Root!!!")
Cicling = false
GoBack(Individual_Steps[0])
Individual_Steps.pop_front()
GoBack(Individual_Steps[0])
Individual_Steps.pop_front()
print("Its On the Root!!!")
print(Individual_Steps)
for ints in CircleIntsMax+1:
Tree_Array.pop_back()
Tree_Array[-1] -= 1
print(Tree_Array)
print(Ordered_Commands_Backward)
Ordered_Commands_Backward.clear()
Move_Check10 = move
func DeadEndCircles():
if Cicling == true:
if Detail_Dict.Type == "Dead End":
return true
else:
return false
func SolvinCircleDeadEnds():
if CircleManualDistance() != null:
for n in CircleManualDistance():
GoBack(LogDump[n])
CircleInts -= 1
GoBack(Individual_Steps[0])
Individual_Steps.pop_front()
print(CircleInts)
func CircleManualDistance():
if DeadEndCircles() == true and Intersections_from_root.size() >= 2:
var Starting_Pos = Intersections_from_root[-2]
var Ending_Pos = Intersections_from_root[-1]
var x = abs(Starting_Pos[0] - Ending_Pos[0])
var y = abs(Starting_Pos[1] - Ending_Pos[1])
return x+y
func ManualDistance(Start, End):
var Starting_Pos = Start
var Ending_Pos = End
var x = abs(Starting_Pos[0] - Ending_Pos[0])
var y = abs(Starting_Pos[1] - Ending_Pos[1])
return x+y
func Intersection_Tree():
if Cicling == false:
if Detail_Dict.Been_There == false:
if Move_Check2 != move:
if Detail_Dict.Type == "3 Way Intersection" and Current_Position != [0,0]:
Tree_Array.push_back(2)
Individual_Steps.push_front(TrackBack)
print(Tree_Array)
print(Intersections)
if Detail_Dict.Type == "4 Way Intersection" and Current_Position != [0,0]:
Tree_Array.push_back(3)
Individual_Steps.push_front(TrackBack)
print(Tree_Array)
print(Intersections)
if Detail_Dict.Type == "Dead End" and Current_Position != [0,0]:
Tree_Array[-1] -= 1
print(Tree_Array)
print(Intersections)
Move_Check2 = move
func CheckForTreeDeadEnds():
if Tree_Array.size() > 0:
if Tree_Array[-1] <= 0:
Tree_Array.pop_back()
Tree_Array[-1] -= 1
print(Tree_Array)
GoBack(Individual_Steps[0])
Individual_Steps.pop_front()
else:
pass
func GiveOrder():
if Cicling == false:
Ordered_Commands_Backward.erase("")
Ordered_Commands_Forward.erase("")
#Ordered_Commands_Backward.clear()
if move_check != move:
TrackIntersections()
if Detail_Dict.Been_There == false:
Ordered_Commands_Backward.push_back(Prev_dir_Opp)
if Detail_Dict.Type != "Plain Path" and Intersections.size() > 1:
TakeOut = (Cords.size() - Cords.find(Intersections[-2]))
var test = Ordered_Commands_Backward.slice(0 , TakeOut)
test.reverse()
Ordered_Commands_Backward.clear()
return test
move_check = move
func TrackIntersections():
if Intersections.find(Current_Position) == -1:
if Detail_Dict.Type != "Plain Path" and Detail_Dict.Type != "Dead End":
Intersections.push_back(Current_Position)
var Intersections_Copy = Intersections.duplicate(true)
Intersections = Intersections_Copy
func MoveAfterIntersection():
if move == IntersectionMove+1:
if Move_Check6 != move and Cicling == false:
if TrackBack.size() != 1 and BackTrack_Array.size() > 1:
IntersectionDir.push_back(LogDumpOrdered[0])
if BackTrack_Array.size() > 1 and BackTrack_Array[-1] - BackTrack_Array[-2] == 1:
InvertionArray.pop_back()
Invert = true
else:
Invert = false
else:
IntersectionDir.push_back(LogDump[0])
if BackTrack_Array.size() > 1 and BackTrack_Array[-1] - BackTrack_Array[-2] == 1 and Invert == false:
InvertionArray.pop_back()
Invert = true
elif BackTrack_Array.size() > 1 and BackTrack_Array[-1] - BackTrack_Array[-2] != 1:
Invert = false
else:
Invert = false
if Invert == true:
#print(Prev_dir_Opp)
IntOptions[-1].erase(Prev_dir_Opp)
#print(IntOptions)
if Invert == false and CordsDump.size() >= 2 :
#print(Prev_dir)
if CordsDump.size() >= 2 and Intersections.find(CordsDump[-1]) != -1:
IntOptions[Intersections.find(CordsDump[-1])-1].erase(Prev_dir)
#print(IntOptions)
#print(Intersections)
Move_Check6 = move
func IntersectionDumping():
if CurrentInt != "Plain Path" and Detail_Dict.Type != "Dead End" and Been_There_Array.size() >=1:
if Move_Check9 != move or Been_There_Array[-1] == true:
IntersectionMove = move
IntersectionDump.push_back(Current_Position)
var Dupe = IntersectionDump.duplicate(true)
IntersectionDump = Dupe
Move_Check9 = move
func CallableRaycastData():
var count = 0
var array = RaycastHelper()
for n in array:
if n == false:
count += 1
CurrentInt = ways[count]
func IntersectionWaysAvailable():
var R: bool = $Rightv.is_colliding()
var L: bool = $Leftv.is_colliding()
var D: bool = $Forwardv.is_colliding()
var U: bool = $Backv.is_colliding()
var Sender = []
var Colliders = [R,L,U,D]
var DirArray = ["R","L","U","D"]
if Move_Check7 != move and TypeOfIntersectionHelper() == "BlanketIntersection" and Detail_Dict.Been_There == false:
for n in Colliders.size():
if Colliders[n] == false:
Sender.push_back(DirArray[n])
IntOptions.push_back(Sender)
#print(IntOptions)
if Move_Check7 != move and TypeOfIntersectionHelper() == "BlanketIntersection" and Detail_Dict.Been_There == true:
#print(IntOptions)
pass
Move_Check7 = move
func Been_There():
if Been_There_Overide == false:
if Cords.find(Current_Position) == -1:
Cords.push_back(Current_Position)
Cords_Copy = Cords.duplicate(true)
Cords = Cords_Copy
Traveled = false
else:
Traveled = true
Been_There_Array.push_back(Traveled)
func GoBack(Set):
AutoBacktrack = true
for n in Set:
Move(n)
func IntersectionCounter():
var R: bool = $Rightv.is_colliding()
var L: bool = $Leftv.is_colliding()
var D: bool = $Forwardv.is_colliding()
var U: bool = $Backv.is_colliding()
var WaysToGo = 0
var Directions = [R,L,U,D]
for Direction in Directions:
if Direction == false:
WaysToGo += 1
if Direction == true:
pass
return WaysToGo
#***** Helpers *****
func RaycastHelper():
var R: bool = $Rightv.is_colliding()
var L: bool = $Leftv.is_colliding()
var D: bool = $Forwardv.is_colliding()
var U: bool = $Backv.is_colliding()
return [R,L,U,D]
func TypeOfIntersectionHelper():
if Detail_Dict.Type != "Plain Path" and Detail_Dict.Type != "Dead End":
return "BlanketIntersection"
else:
return "OneDirectionPath"
#***** Movement *****
func goDown():
var D = $Forwardv
dir = Vector2.DOWN
FullCount += 1
if not D.is_colliding():
self.global_position.y += 24
Current_Position[1] -=1
Prev_dir = "D"
Prev_dir_Opp = "U"
move += Move_Strength
Been_There_Overide = false
else:
Been_There_Overide = true
move += Move_Strength
print("There is something below you")
func goUp():
var U = $Backv
dir = Vector2.UP
if not U.is_colliding():
self.global_position.y -= 24
Current_Position[1] +=1
Prev_dir = "U"
Prev_dir_Opp = "D"
move += Move_Strength
Been_There_Overide = false
else:
Been_There_Overide = true
move += Move_Strength
print("There is something above you")
#BeenTheirFromPrevCord()
FullCount += 1
func goRight():
var R = $Rightv
dir = Vector2.RIGHT
if not R.is_colliding():
self.global_position.x += 24.4
Current_Position[0] +=1
Prev_dir = "R"
Prev_dir_Opp = "L"
move += Move_Strength
Been_There_Overide = false
else:
Been_There_Overide = true
move += Move_Strength
print("There is something to your right")
FullCount += 1
func goLeft():
var L = $Leftv
dir = Vector2.LEFT
if not L.is_colliding():
self.global_position.x -= 24.4
Current_Position[0] -=1
Prev_dir = "L"
Prev_dir_Opp = "R"
move += Move_Strength
Been_There_Overide = false
else:
Been_There_Overide = true
move += Move_Strength
print("There is something to your left")
FullCount += 1
#***** Auto Movement *****
func Move(SetDirection):
if SetDirection == "R":
self.global_position.x += 24.4
Current_Position[0] +=1
Prev_dir = "R"
Prev_dir_Opp = "L"
move += Move_Strength
Been_There()
FullCount += 1
if SetDirection == "L":
self.global_position.x -= 24.4
Current_Position[0] -=1
Prev_dir = "L"
Prev_dir_Opp = "R"
move += Move_Strength
Been_There()
FullCount += 1
if SetDirection == "D":
self.global_position.y += 24
Current_Position[1] -=1
Prev_dir = "D"
Prev_dir_Opp = "U"
move += Move_Strength
Been_There()
FullCount += 1
if SetDirection == "U":
self.global_position.y -= 24
Current_Position[1] +=1
Prev_dir = "U"
Prev_dir_Opp = "D"
move += Move_Strength
Been_There()
FullCount += 1
func AutoSolve():
var DirectionStrengths = [6,6,5,6]
var Colliders = RaycastHelper()
var DirArray = ["R","L","U","D"]
var DumpDuplicate = LogDump
var cp = Current_Position
var OptionArrays = [[cp[0],cp[1]+1],[cp[0],cp[1]-1],[cp[0]+1,cp[1]],[cp[0]-1,cp[1]]]
for n in DirectionStrengths.size():
var MoveScore = DumpDuplicate.rfind(DirArray[n])
if Colliders[n] == true:
DirectionStrengths[n] -= 1000
if DirArray.find(Prev_dir_Opp) == n:
DirectionStrengths[n] -= 50
if Individual_Steps.size() < 1 and Ordered_Commands_Backward.size() > 1:
if Ordered_Commands_Backward[0] == DirArray[n]:
DirectionStrengths[n] -= 25
elif Individual_Steps.size() >= 1:
var Wayback = Individual_Steps[0]
if Wayback[0] == DirArray[n]:
DirectionStrengths[n] -= 25
if MoveScore < 15:
DirectionStrengths[n] -= MoveScore
if Intersections.find(Current_Position) != -1:
var Set = Intersections.find(Current_Position) -1
#print(IntOptions[Set])
#print(IntOptions)
#print(Set)
if IntOptions[Set].find(DirArray[n]) == -1:
DirectionStrengths[n] -= 1000
for i in OptionArrays:
if Intersections.find(i) != -1:
DirectionStrengths[n] -= 500
#if Cicling == true:
# print("ITS CIRCLING DO SOME MODS")
# print(IntOptions )
AutoBacktrack = false
var HighestPoints = DirectionStrengths.find(max(DirectionStrengths[0],DirectionStrengths[1],DirectionStrengths[2],DirectionStrengths[3]))
print(DirectionStrengths)
print("The Direction with the lowest points is ", DirArray[HighestPoints], "!")
Move(DirArray[HighestPoints])