function Mind()
{
this.newRun = function()
{
};
// this.getAction = function ( pos )
// var a_x = pos[0]; //ally x coordinate
// var a_y = pos[1]; //ally y coordinate
// var e_x = pos[2]; //enemy x coordinate
// var e_y = pos[3]; //enemy y coordinate
// //current farthest distance
// var curr_far = 0;
// //current optimal direction
// var curr_opt_dir = ACTION_RIGHT;
// if (AB.distance2D((a_x + 1), a_y, e_x, e_y) > curr_far && a_x < 18) {
// curr_far = AB.distance2D((a_x + 1), a_y, e_x, e_y);
// curr_opt_dir = ACTION_RIGHT;
// }
// if (AB.distance2D((a_x - 1), a_y, e_x, e_y) > curr_far && a_x > 0) {
// curr_far = AB.distance2D((a_x - 1), a_y, e_x, e_y);
// curr_opt_dir = ACTION_LEFT;
// }
// if (AB.distance2D(a_x, (a_y + 1), e_x, e_y) > curr_far && a_y < 18) {
// curr_far = AB.distance2D(a_x, (a_y + 1), e_x, e_y);
// curr_opt_dir = ACTION_DOWN;
// }
// if (AB.distance2D(a_x, (a_y - 1), e_x, e_y) > curr_far && a_y > 0) {
// curr_far = AB.distance2D(a_x, (a_y - 1), e_x, e_y);
// curr_opt_dir = ACTION_UP;
// }
// var prev_pos = pos;
// console.log(pos);
// console.log("prev", prev_pos);
// return curr_opt_dir;
this.getAction = function ( x )
{
var allyx = x[0];
var allyy = x[1];
var enemyx = x[2];
var enemyy = x[3];
if (( enemyx < allyx ) && (enemyy < allyy)) return ( AB.randomPick ( ACTION_RIGHT, ACTION_UP ) );
if (( enemyx < allyx ) && (enemyy > allyy)) return ( AB.randomPick ( ACTION_RIGHT, ACTION_DOWN ) );
if (( enemyx > allyx ) && (enemyy < allyy)) return ( AB.randomPick ( ACTION_LEFT, ACTION_UP ) );
if (( enemyx > allyx ) && (enemyy > allyy)) return ( AB.randomPick ( ACTION_LEFT, ACTION_DOWN ) );
return ( AB.randomIntAtoB (0,3) );
};
this.endRun = function()
{
};
}