// Cloned by Eoghan Murphy on 7 Nov 2018 from Mind "Cloned Simple Mind" by Eoghan Murphy
// Please leave this clone trail here.
// Cloned by Eoghan Murphy on 5 Nov 2018 from Mind "Simple Mind" by Starter user
// Please leave this clone trail here.
// ==== Starter Mind ===============================================================================================
// (c) Ancient Brain Ltd. All rights reserved.
// This code is only for use on the Ancient Brain site.
// This code may be freely copied and edited by anyone on the Ancient Brain site.
// This code may not be copied, re-published or used on any other website.
// To include a run of this code on another website, see the "Embed code" links provided on the Ancient Brain site.
// ==================================================================================================================
// =================================================================================================
// Sample Mind for simple starter World
// =================================================================================================
// World tells us agent position and enemy position
// World does not tell us of existence of walls
// if return invalid move (not empty square) World just ignores it and we miss a turn
// 0 -x
// 1 +x
// 2 +y
// 3 -y
var movepattern = [[-1,0],[1,0],[0,1],[0,-1]]
var grid_width = 20;
var grid_height = 20;
var grid = new Array(grid_height);
var enemyX = 0;
var enemyY = 0;
var lastPlannedTurn = [0,0]
var lastLocation = [0,0]
function Mind()
{
this.newRun = function()
{
initialise_grid();
};
this.getAction = function ( x )
{
enemyX = x[2]
enemyY = x[3]
update_grid();
myX = x[0];
myY = x[1];
if(compare_coords(lastLocation, [myX,myY])){
grid[lastPlannedTurn[1]][lastPlannedTurn[0]] = 0;
}
var next = consider_options();
lastPlannedTurn = calculate_next_space(next);
lastLocation = [myX, myY];
return(next);
};
this.endRun = function()
{
console.log(grid)
};
}
function initialise_grid(){
var row = new Array(grid_width);
for (i=0;i<grid_width;i++){
row[i] = 0
}
for (i=0; i<grid_height;i++){
grid[i] = row.slice(0);
}
for (i = 1; i < grid_height - 1; i++){
for(j = 1; j < grid_width - 1; j++){
grid[i][j] = 1;
}
}
}
function update_grid(){
for (var i = 1; i < grid.length - 1; i++){
for (var j = 1; j < grid[i].length - 1; j++){
if(grid[i][j] !== 0){
grid[i][j] = value([j, i], enemyX,enemyY);
}
var mult = consider_around_space(j,i);
grid[i][j] = grid[i][j] * mult;
}
}
/*for(var index in grid){
for(var item_index in grid[index]){
if(grid[index][item_index] !== 0){
grid[index][item_index] = value([item_index, index], enemyX,enemyY);
}
//maybe delete this bit
var multiplier = 1;
if(index > 0 && grid[index - 1][item_index] === 0){
multiplier -= 0.25;
}
//if(index < grid.length - 1 && grid[index + 1][item_index] === 0){
// multiplier -= 0.25;
//}
if(item_index > 0 && grid[index][item_index - 1] === 0){
multiplier -= 0.25;
}
if(item_index < (grid_width - 1) && grid[index][item_index + 1] === 0){
multiplier -= 0.25;
}
grid[index][item_index] = (grid[index][item_index]) * multiplier;
}
}*/
}
function value(coords, eX, eY){
var val = Math.pow((coords[0] - eX), 2) + Math.pow((coords[1] - eY), 2);
val = Math.sqrt(val);
if(val === 0){
return -1;
}
return val
}
function consider_options(){
possible = []
possible.push([grid[myY][myX - 1],0]);
possible.push([grid[myY][myX + 1],1]);
possible.push([grid[myY + 1][myX],2]);
possible.push([grid[myY - 1][myX],3]);
var best = [0,-1];
for(var index in possible){
if (possible[index][0] > best[0]){
best = possible[index];
}
}
//console.log(possible);
return best[1];
}
function consider_around_space(x,y){
var surrounding = [];
surrounding.push(grid[x-1][y]);
surrounding.push(grid[x+1][y]);
surrounding.push(grid[x][y-1]);
surrounding.push(grid[x[y+1]]);
var multiplier = 1;
for(var index in surrounding){
if(surrounding[index] === 0){
multiplier -= 0.25;
}
}
if (multiplier <= 0){
multiplier = 0.0001;
}
return multiplier;
}
function calculate_next_space(n){
var tobeadded = movepattern[n]
return [myX + tobeadded[0], myY + tobeadded[1]]
}
function compare_coords(coord1,coord2){
return ((coord1[0] == coord2[0]) && (coord1[1] == coord2[1]));
}