// Cloned by TheMacMacTestingAccount on 27 Nov 2020 from World "Pokemon Chase 2: The search for holes (Improved)" by StevenMacManus
// Please leave this clone trail here.
// Cloned by StevenMacManus on 26 Nov 2020 from World "Pokemon Chase 2: The search for holes" by StevenMacManus
// Please leave this clone trail here.
// Cloned by StevenMacManus on 19 Nov 2020 from World "Pokemon Chase (Basic)" by StevenMacManus
// Cloned by StevenMacManus on 18 Nov 2020 from World "Complex World" by Starter user
// Please leave this clone trail here.
// ==== Starter World =================================================================================================
// This code is designed for use on the Ancient Brain site.
// This code may be freely copied and edited by anyone on the Ancient Brain site.
// To include a working run of this program on another site, see the "Embed code" link s provided on Ancient Brain.
// ====================================================================================================================
// =============================================================================================
// More complex starter World
// 3d-effect Maze World (really a 2-D problem)
// Movement is on a semi-visible grid of squares
//
// This more complex World shows:
// - Skybox
// - Internal maze (randomly drawn each time)
// - Enemy actively chases agent
// - Music/audio
// - 2D world (clone this and set show3d = false)
// - User keyboard control (clone this and comment out Mind actions to see)
// =============================================================================================
// =============================================================================================
// Scoring:
// Bad steps = steps where enemy is within one step of agent.
// Good steps = steps where enemy is further away.
// Score = good steps as percentage of all steps.
//
// There are situations where agent is trapped and cannot move.
// If this happens, you score zero.
// =============================================================================================
// ===================================================================================================================
// === Start of tweaker's box ========================================================================================
// ===================================================================================================================
// The easiest things to modify are in this box.
// You should be able to change things in this box without being a JavaScript programmer.
// Go ahead and change some of these. What's the worst that could happen?
AB.clockTick = 100;
// Speed of run: Step every n milliseconds. Default 100.
AB.maxSteps = 1000;
// Length of run: Maximum length of run in steps. Default 1000.
AB.screenshotStep = 50;
// Take screenshot on this step. (All resources should have finished loading.) Default 50.
//---- global constants: -------------------------------------------------------
const show3d = false; // Switch between 3d and 2d view (both using Three.js)
const TEXTURE_WALL = '/uploads/themacmac/Screenshot2020-11-17at09.40.42.png' ;
const TEXTURE_MAZE = '/uploads/themacmac/Screenshot2020-11-17at09.40.55.png' ;
const TEXTURE_AGENT = '/uploads/themacmac/Screenshot2020-11-16at17.57.44.png' ;
const TEXTURE_ENEMY = '/uploads/themacmac/1605547622.png' ;
// credits:
// http://commons.wikimedia.org/wiki/File:Old_door_handles.jpg
// https://commons.wikimedia.org/wiki/Category:Pac-Man_icons
// https://commons.wikimedia.org/wiki/Category:Skull_and_crossbone_icons
// http://en.wikipedia.org/wiki/File:Inscription_displaying_apices_(from_the_shrine_of_the_Augustales_at_Herculaneum).jpg
const MUSIC_BACK = '/uploads/themacmac/PokemonThemeQuiet.mp3' ;
const SOUND_ALARM = '/uploads/themacmac/PokemonCaught.mp3' ;
// credits:
// http://www.dl-sounds.com/royalty-free/defense-line/
// http://soundbible.com/1542-Air-Horn.html
const diagonal = true;
const Draw = true;
const gridsize = 25; // number of squares along side of world
const NOBOXES = Math.trunc ( (gridsize * gridsize) / gridsize);
// density of maze - number of internal boxes
// (bug) use trunc or can get a non-integer
const squaresize = 100; // size of square in pixels
const MAXPOS = gridsize * squaresize; // length of one side in pixels
const SKYCOLOR = 0xddffdd; // a number, not a string
const startRadiusConst = MAXPOS * 0.8 ; // distance from centre to start the camera at
const maxRadiusConst = MAXPOS * 10 ; // maximum distance from camera we will render things
//--- change ABWorld defaults: -------------------------------
ABHandler.MAXCAMERAPOS = maxRadiusConst ;
ABHandler.GROUNDZERO = true; // "ground" exists at altitude zero
//--- skybox: -------------------------------
// skybox is a collection of 6 files
// x,y,z positive and negative faces have to be in certain order in the array
// https://threejs.org/docs/#api/en/loaders/CubeTextureLoader
// mountain skybox, credit:
// http://stemkoski.github.io/Three.js/Skybox.html
const SKYBOX_ARRAY = [
"/uploads/starter/dawnmountain-xpos.png",
"/uploads/starter/dawnmountain-xneg.png",
"/uploads/starter/dawnmountain-ypos.png",
"/uploads/starter/dawnmountain-yneg.png",
"/uploads/starter/dawnmountain-zpos.png",
"/uploads/starter/dawnmountain-zneg.png"
];
// space skybox, credit:
// http://en.spaceengine.org/forum/21-514-1
// x,y,z labelled differently
/*
const SKYBOX_ARRAY = [
"/uploads/starter/sky_pos_z.jpg",
"/uploads/starter/sky_neg_z.jpg",
"/uploads/starter/sky_pos_y.jpg",
"/uploads/starter/sky_neg_y.jpg",
"/uploads/starter/sky_pos_x.jpg",
"/uploads/starter/sky_neg_x.jpg"
];
*/
// urban photographic skyboxes, credit:
// http://opengameart.org/content/urban-skyboxes
/*
const SKYBOX_ARRAY = [
"/uploads/starter/posx.jpg",
"/uploads/starter/negx.jpg",
"/uploads/starter/posy.jpg",
"/uploads/starter/negy.jpg",
"/uploads/starter/posz.jpg",
"/uploads/starter/negz.jpg"
];
*/
// ===================================================================================================================
// === End of tweaker's box ==========================================================================================
// ===================================================================================================================
// You will need to be some sort of JavaScript programmer to change things below the tweaker's box.
//--- Mind can pick one of these actions -----------------
const ACTION_LEFT = 0;
const ACTION_RIGHT = 1;
const ACTION_UP = 2;
const ACTION_DOWN = 3;
const ACTION_STAYSTILL = 4;
// in initial view, (smaller-larger) on i axis is aligned with (left-right)
// in initial view, (smaller-larger) on j axis is aligned with (away from you - towards you)
// contents of a grid square
const GRID_BLANK = 0;
const GRID_WALL = 1;
const GRID_MAZE = 2;
var Results = {Run: 0, Trapped: 0};
var BOXHEIGHT; // 3d or 2d box height
var GRID = new Array(gridsize); // can query GRID about whether squares are occupied, will in fact be initialised as a 2D array
var theagent, theenemy;
var wall_texture, agent_texture, enemy_texture, maze_texture;
// enemy and agent position on squares
var ei, ej, ai, aj;
// USER CODE: start and end points----------------------------------------------
var EnemyLocation;
var AgentLocation;
var EnemyDest;
// The road taken
var path = [];
// List of holes on the board
var holelist = [];
var pathlist = [];
// USER CODE:Open and closed set
var openSet = [];
var closedSet = [];
var openHoleSet = [];
var closedHoleSet = [];
// USER CODE:Flags
var flag;
var DrawToAgent;
var DrawToHole;
var pathtype;
var DistanceAllowed;
var NOHOLES = false;
var AgentInHole;
var PREDistToHole;
var POSTDistToHole;
//------------------------------------------------------------------------------
var badsteps;
var goodsteps;
function loadResources() // asynchronous file loads - call initScene() when all finished
{
var loader1 = new THREE.TextureLoader();
var loader2 = new THREE.TextureLoader();
var loader3 = new THREE.TextureLoader();
var loader4 = new THREE.TextureLoader();
loader1.load ( TEXTURE_WALL, function ( thetexture )
{
thetexture.minFilter = THREE.LinearFilter;
wall_texture = thetexture;
if ( asynchFinished() ) initScene(); // if all file loads have returned
});
loader2.load ( TEXTURE_AGENT, function ( thetexture )
{
thetexture.minFilter = THREE.LinearFilter;
agent_texture = thetexture;
if ( asynchFinished() ) initScene();
});
loader3.load ( TEXTURE_ENEMY, function ( thetexture )
{
thetexture.minFilter = THREE.LinearFilter;
enemy_texture = thetexture;
if ( asynchFinished() ) initScene();
});
loader4.load ( TEXTURE_MAZE, function ( thetexture )
{
thetexture.minFilter = THREE.LinearFilter;
maze_texture = thetexture;
if ( asynchFinished() ) initScene();
});
}
function asynchFinished() // all file loads returned
{
if ( wall_texture && agent_texture && enemy_texture && maze_texture ) return true;
else return false;
}
// --- USER CODE: Simple Heuristic Function -----------
function heuristic(a,b)
{
a = new THREE.Vector2(a.i, a.j);
b = new THREE.Vector2(b.i, b.j);
dist = a.distanceTo( b );
return (dist)
}
//--- grid system --------------------------------------------------------------
// my numbering is 0 to gridsize-1
function occupied ( i, j ) // is this square occupied
{
if ( ( ei == i ) && ( ej == j ) ) return true; // variable objects
if ( ( ai == i ) && ( aj == j ) ) return true;
if ( GRID[i][j].obstacle == GRID_WALL ) return true; // fixed objects
if ( GRID[i][j].obstacle == GRID_MAZE ) return true;
return false;
}
// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
// logically, coordinates are: y=0, x and z all positive (no negative)
// logically my dimensions are all positive 0 to MAXPOS
// to centre everything on origin, subtract (MAXPOS/2) from all dimensions
function translate ( i, j )
{
var v = new THREE.Vector3();
v.y = 0;
v.x = ( i * squaresize ) - ( MAXPOS/2 );
v.z = ( j * squaresize ) - ( MAXPOS/2 );
return v;
}
// USER CODE: remove function taken from previous world ------------------------
function removeFromArray(arr, elt)
{
// Could use indexOf here instead to be more efficient
for (var i = arr.length - 1; i >= 0; i--)
if (arr[i] == elt)
arr.splice(i, 1);
}
// USER CODE: Spot function taken from previous world and modified--------------
function Spot(i, j)
{
// Location
this.i = i;
this.j = j;
// f, g, and h values for A*
this.f = 0;
this.g = 0;
this.h = 0;
// Walls etc
this.obstacle = 0;
// Is this space a hole?
this.hole = false;
// Neighbors
this.neighbors = [];
// Where did I come from?
this.previous = undefined;
// Figure out who my neighbors are
this.addNeighbors = function(grid)
{
var i = this.i;
var j = this.j;
var c = 0;
if (i < gridsize - 1) this.neighbors.push(grid[i + 1][j]);
if (i > 0) this.neighbors.push(grid[i - 1][j]);
if (j < gridsize - 1) this.neighbors.push(grid[i][j + 1]);
if (j > 0) this.neighbors.push(grid[i][j - 1]);
if(diagonal)
{
if (i > 0 && j > 0) this.neighbors.push(grid[i - 1][j - 1]);
if (i < gridsize - 1 && j > 0) this.neighbors.push(grid[i + 1][j - 1]);
if (i > 0 && j < gridsize - 1) this.neighbors.push(grid[i - 1][j + 1]);
if (i < gridsize - 1 && j < gridsize - 1) this.neighbors.push(grid[i + 1][j + 1]);
}
}
// Am I a hole?
this.addHoles = function(grid)
{
var i = this.i;
var j = this.j;
var COUNT = 0
if((grid[i + 1][j].obstacle == GRID_WALL) || (grid[i + 1][j].obstacle == GRID_MAZE)) COUNT++;
if((grid[i - 1][j].obstacle == GRID_WALL) || (grid[i - 1][j].obstacle == GRID_MAZE)) COUNT++;
if((grid[i][j + 1].obstacle == GRID_WALL) || (grid[i][j + 1].obstacle == GRID_MAZE)) COUNT++;
if((grid[i][j - 1].obstacle == GRID_WALL) || (grid[i][j - 1].obstacle == GRID_MAZE)) COUNT++;
if (COUNT == 3)
{
if(grid[i][j].obstacle == GRID_BLANK)
{
this.hole = true;
holelist.push(this)
}
}
}
// USER CODE: Function to remove links to previous neighbour after a move has been decided
this.removelinks = function(grid)
{
var i = this.i;
var j = this.j;
grid[i][j].previous = undefined;
}
}
//------------------------------------------------------------------------------
function initScene() // all file loads have returned
{
var i,j, shape, thecube;
// set up GRID as 2D array
for ( i = 0; i < gridsize ; i++ )
GRID[i] = new Array(gridsize);
// USER CODE: Initialise Grid as per previous World ----------------------------
for (var i = 0; i < gridsize; i++)
for (var j = 0; j < gridsize; j++)
{
GRID[i][j] = new Spot(i, j);
}
// All the neighbors
for (var i = 0; i < gridsize; i++)
for (var j = 0; j < gridsize; j++)
{
GRID[i][j].addNeighbors(GRID);
}
//------------------------------------------------------------------------------
// set up walls
for ( i = 0; i < gridsize ; i++ )
for ( j = 0; j < gridsize ; j++ )
{
if ( ( i==0 ) || ( i==gridsize-1 ) || ( j==0 ) || ( j==gridsize-1 ) )
{
GRID[i][j].obstacle = GRID_WALL;
shape = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );
thecube = new THREE.Mesh( shape );
thecube.material = new THREE.MeshBasicMaterial( { map: wall_texture } );
thecube.position.copy ( translate(i,j) ); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
ABWorld.scene.add(thecube);
}
else
GRID[i][j].obstacle = GRID_BLANK;
}
// set up maze
for ( var c=1 ; c <= NOBOXES ; c++ )
{
i = AB.randomIntAtoB(1,gridsize-2); // inner squares are 1 to gridsize-2
j = AB.randomIntAtoB(1,gridsize-2);
GRID[i][j].obstacle = GRID_MAZE ;
shape = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );
thecube = new THREE.Mesh( shape );
thecube.material = new THREE.MeshBasicMaterial( { map: maze_texture } );
thecube.position.copy ( translate(i,j) ); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
ABWorld.scene.add(thecube);
}
// Add the holes
for ( i = 1; i < gridsize-1 ; i++ )
for ( j = 1; j < gridsize-1 ; j++ )
{
GRID[i][j].addHoles(GRID);
}
if (holelist.length == 0)
{
NOHOLES = true;
// console.log("No Holes On This Board, the Enemy will seek to follow the Agent")
}
else
{
// console.log("Found Holes, the Enemy will seek to trap the Agent")
}
// set up enemy
// start in random location
do
{
i = AB.randomIntAtoB(1,gridsize-2);
j = AB.randomIntAtoB(1,gridsize-2);
}
while ( occupied(i,j) ); // search for empty square
ei = i;
ej = j;
// USER CODE: Define start position --------------------------------------------
EnemyLocation = GRID[ei][ej];
//------------------------------------------------------------------------------
shape = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );
theenemy = new THREE.Mesh( shape );
theenemy.material = new THREE.MeshBasicMaterial( { map: enemy_texture } );
ABWorld.scene.add(theenemy);
drawEnemy();
// set up agent
// start in random location
do
{
i = AB.randomIntAtoB(1,gridsize-2);
j = AB.randomIntAtoB(1,gridsize-2);
}
while ( occupied(i,j) ); // search for empty square
ai = i;
aj = j;
// USER CODE: Define end position ----------------------------------------------
AgentLocation = GRID[ai][aj]
//------------------------------------------------------------------------------
shape = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );
theagent = new THREE.Mesh( shape );
theagent.material = new THREE.MeshBasicMaterial( { map: agent_texture } );
ABWorld.scene.add(theagent);
drawAgent();
// finally skybox
// setting up skybox is simple
// just pass it array of 6 URLs and it does the asych load
ABWorld.scene.background = new THREE.CubeTextureLoader().load ( SKYBOX_ARRAY, function()
{
ABWorld.render();
AB.removeLoading();
AB.runReady = true; // start the run loop
});
}
// --- draw moving objects -----------------------------------
function drawEnemy() // given ei, ej, draw it
{
theenemy.position.copy ( translate(ei,ej) ); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
}
function drawAgent() // given ai, aj, draw it
{
theagent.position.copy ( translate(ai,aj) ); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
ABWorld.follow.copy ( theagent.position ); // follow vector = agent position (for camera following agent)
}
// USER CODE: Function to draw the shortest path to the agent ------------------
function drawPath(path)
{
if(pathtype == 'Agent')
{
material = new THREE.LineBasicMaterial({
color: '#F10B0B' , linewidth: 1});
}
if(pathtype == 'Hole')
{
material = new THREE.LineBasicMaterial({
color: '#00FF00' , linewidth: 1});
}
var a;
var b;
var geometry;
var line;
var points = [];
for (c = path.length; c>0; c--)
{
a = path[c-1].i;
b = path[c-1].j;
points.push(translate(a,b));
}
geometry = new THREE.BufferGeometry().setFromPoints( points );
line = new THREE.Line( geometry, material );
ABWorld.scene.add( line );
return line;
}
// USER CODE: Calculate the closest hole to the agent --------------------------
function ClosestHole(a)
{
var best;
for( c=0; c<holelist.length; c++)
{
if(c==0) best = holelist[c];
else if (heuristic(a,holelist[c]) < heuristic(a,best)) best = holelist[c];
}
return best;
}
// --- take actions -----------------------------------
function moveLogicalEnemy()
{
// USERCODE: Remove the path drawn on the precious iteration if it exists -----
if (DrawToAgent)
ABWorld.scene.remove( DrawToAgent );
openSet.push(EnemyLocation);
// console.log("***************")
// console.log("Enemy is at: " + EnemyLocation.i + ", " + EnemyLocation.j);
// console.log("Agent is at: " + AgentLocation.i + ", " + AgentLocation.j);
// USER CODE: Loop to iterate through all possible paths to agent --------------
while(true)
{
if (openSet.length > 0)
{
// Best next option
var winner = 0;
for (var i = 0; i < openSet.length; i++)
if (openSet[i].f < openSet[winner].f)
winner = i;
var current = openSet[winner];
// Did I finish?
if (heuristic(current,EnemyDest) <= DistanceAllowed)
{
// console.log("Success - Found Path to Agent");
flag = current;
break;
}
// Best option moves from openSet to closedSet
removeFromArray(openSet, current);
closedSet.push(current);
// Check all the neighbors
var neighbors = current.neighbors;
//--- start of for loop -----------
for (var i = 0; i < neighbors.length; i++)
{
var neighbor = neighbors[i];
neighbor.g = 0;
neighbor.h = 0;
// Valid next spot?
if (!closedSet.includes(neighbor) && (!occupied(neighbor.i,neighbor.j)))
{
var vect_i = neighbor.i - current.i;
var vect_j = neighbor.j - current.j;
// Check if Neighbour Requires Diagonal Move
// Want to allow diagonal movement, but prevent the agent from squeezing diagonally between obstacles
if ((!(vect_i !== 0 && vect_j !== 0)) || ((vect_i !== 0 && vect_j !== 0) && ((GRID[current.i][neighbor.j].obstacle == GRID_BLANK) || (GRID[neighbor.i][current.j].obstacle == GRID_BLANK))))
{
var tempG = current.g + heuristic(neighbor, current);
// Is this a better path than before?
var newPath = false;
if (openSet.includes(neighbor))
{
if (tempG < neighbor.g)
{
neighbor.g = tempG;
newPath = true;
}
}
else
{
neighbor.g = tempG;
newPath = true;
openSet.push(neighbor);
}
// Yes, it's a better path
if (newPath)
{
neighbor.h = heuristic(neighbor, EnemyDest);
neighbor.f = neighbor.g + neighbor.h;
neighbor.previous = current;
}
}
}
}
}
else
{
// console.log('Fail - no path exists');
break;
}
}
//Find the path by working backwards
path = [];
var temp = flag;
path.push(temp);
while (temp.previous)
{
path.push(temp.previous);
temp = temp.previous;
}
pathtype = 'Agent';
if(Draw) DrawToAgent = drawPath(path)
// move towards agent
// put some randomness in so it won't get stuck with barriers
// console.log("Now We Move");
// USER CODE: Extract the next move from the path if the enemy isn't adjacent---
if(path.length > 1)
{
var nextmove = path[path.length-2];
// console.log("Next Move is: " + nextmove.i + ", " + nextmove.j)
}
else
{
// console.log("No Move")
}
openSet = [];
closedSet = [];
if(path.length > 1)
if ( ! occupied(nextmove.i,nextmove.j)) // if no obstacle then move, else just miss a turn
{
ei = nextmove.i;
ej = nextmove.j;
EnemyLocation = GRID[ei][ej];
}
// Remove All Path Links Between Nodes
for (var i = 0; i < gridsize; i++)
for (var j = 0; j < gridsize; j++)
{
GRID[i][j].removelinks(GRID);
}
}
function moveLogicalAgent( a ) // this is called by the infrastructure that gets action a from the Mind
{
// Reintialise Holelist
holelist = [];
for ( i = 1; i < gridsize-1 ; i++ )
for ( j = 1; j < gridsize-1 ; j++ )
{
GRID[i][j].addHoles(GRID);
}
// Find the closest hole to the agent before moving
hole = ClosestHole(AgentLocation)
// if(!NOHOLES) PREDistToHole = heuristic(AgentLocation, hole);
// Unaltered Agent Movement
var agent_i = ai;
var agent_j = aj;
if ( a == ACTION_LEFT ) agent_i--;
else if ( a == ACTION_RIGHT ) agent_i++;
else if ( a == ACTION_UP ) agent_j++;
else if ( a == ACTION_DOWN ) agent_j--;
if ( ! occupied(agent_i,agent_j) )
{
ai = agent_i;
aj = agent_j;
AgentLocation = GRID[ai][aj];
EnemyDest = AgentLocation
}
// Find the closest hole to the agent after moving
hole = ClosestHole(AgentLocation)
// if(!NOHOLES) POSTDistToHole = heuristic(AgentLocation, hole);
// Add starting point to OpenSet
openSet.push(AgentLocation);
// Remove The Drawn Path from the previous step if it exists
if (DrawToHole)
ABWorld.scene.remove( DrawToHole );
// USER CODE: Loop to iterate through paths from the Agent to the Holes--------
if (!NOHOLES)
while(true)
{
if (openSet.length > 0)
{
// Best next option
var winner = 0;
for (var i = 0; i < openSet.length; i++)
if (openSet[i].f < openSet[winner].f)
winner = i;
var current = openSet[winner];
// Did We Find a Hole?
if (current.hole == true)
{
flag = current;
break;
}
// Best option moves from openSet to closedSet
removeFromArray(openSet, current);
closedSet.push(current);
// Check all the neighbors
var neighbors = current.neighbors;
//--- start of for loop -----------
for (var i = 0; i < neighbors.length; i++)
{
var neighbor = neighbors[i];
// Valid next spot?
if (!closedSet.includes(neighbor) && (!occupied(neighbor.i,neighbor.j)))
{
var vect_i = neighbor.i - current.i;
var vect_j = neighbor.j - current.j;
// Check if Neighbour Requires Diagonal Move
if ((!(vect_i !== 0 && vect_j !== 0)) || ((vect_i !== 0 && vect_j !== 0) && ((GRID[current.i][neighbor.j].obstacle == GRID_BLANK) || (GRID[neighbor.i][current.j].obstacle == GRID_BLANK))))
{
var tempG = current.g + heuristic(neighbor, current);
// Is this a better path than before?
var newPath = false;
if (openSet.includes(neighbor))
{
if (tempG < neighbor.g)
{
neighbor.g = tempG;
newPath = true;
}
}
else
{
neighbor.g = tempG;
newPath = true;
openSet.push(neighbor);
}
// Yes, it's a better path
if (newPath)
{
neighbor.h = heuristic(neighbor, hole);
neighbor.f = neighbor.g + neighbor.h;
neighbor.previous = current;
}
}
}
}
}
else
{
// If there is no possible path to the nearest hole, remove it from the
// list and try again
if(holelist.length > 0)
{
removeFromArray(holelist, hole)
hole = ClosestHole(AgentLocation)
}
else
{
break;
}
}
}
// Find the path by working backwards
if(!NOHOLES)
{
path = [];
var temp = flag;
path.push(temp);
while (temp.previous)
{
path.push(temp.previous);
temp = temp.previous;
}
}
// Default Setting
if(path.length > 1 && NOHOLES == false)
{
// console.log(path)
pathlist.push(path);
var nextmove = path[path.length-2];
EnemyDest = GRID[AgentLocation.i + (AgentLocation.i - nextmove.i)][AgentLocation.j + (AgentLocation.j - nextmove.j)];
// If The Desired Square isn't occupied, get to that square
if(! occupied(EnemyDest.i, EnemyDest.j))
{
DistanceAllowed = 0;
}
// If The Desired square is occupied, and is a corner square, get adjacent to agent
else if( occupied(EnemyDest.i, EnemyDest.j) && occupied(EnemyDest.i, AgentLocation.j) && occupied(AgentLocation.i, EnemyDest.j))
{
DistanceAllowed = 1;
EnemyDest = AgentLocation;
}
// If the desired square is occupied, get within a diagonal of it
else
{
DistanceAllowed = Math.sqrt(2);
}
}
// If the Agent is in a hole, or if there are no holes, get adjacent to agent
else if((path.length == 1) || (NOHOLES = true))
{
AgentInHole = true;
DistanceAllowed = 1;
EnemyDest = AgentLocation;
}
// Remove all path links from the Grid
for (var i = 0; i < gridsize; i++)
{
for (var j = 0; j < gridsize; j++)
{
GRID[i][j].removelinks(GRID);
}
}
// Draw the Path that the enemy will attempt to herd the Agent along (Green)
if(!NOHOLES)
{
pathtype = 'Hole';
if(Draw) DrawToHole = drawPath(path)
}
openSet = [];
closedSet = [];
}
// --- key handling --------------------------------------------------------------------------------------
// This is hard to see while the Mind is also moving the agent:
// AB.mind.getAction() and AB.world.takeAction() are constantly running in a loop at the same time
// have to turn off Mind actions to really see user key control
// we will handle these keys:
var OURKEYS = [ 37, 38, 39, 40 ];
function ourKeys ( event ) { return ( OURKEYS.includes ( event.keyCode ) ); }
function keyHandler ( event )
{
if ( ! AB.runReady ) return true; // not ready yet
// if not one of our special keys, send it to default key handling:
if ( ! ourKeys ( event ) ) return true;
// else handle key and prevent default handling:
if ( event.keyCode == 37 ) moveLogicalAgent ( ACTION_LEFT );
if ( event.keyCode == 38 ) moveLogicalAgent ( ACTION_DOWN );
if ( event.keyCode == 39 ) moveLogicalAgent ( ACTION_RIGHT );
if ( event.keyCode == 40 ) moveLogicalAgent ( ACTION_UP );
// when the World is embedded in an iframe in a page, we want arrow key events handled by World and not passed up to parent
event.stopPropagation(); event.preventDefault(); return false;
}
// --- score: -----------------------------------
function badstep()
{
// is the enemy within one square of the agent
if(NOHOLES)
{
if ( ( Math.abs(ei - ai) < 2 ) && ( Math.abs(ej - aj) < 2 ) ) return true;
else return false;
}
// Has the Agent Moved Away From The Nearest Hole?
else
{
// This is a Bad Step
if ((POSTDistToHole < PREDistToHole) || AgentInHole) return true;
// This is a Neutral Step
else if (POSTDistToHole == PREDistToHole) return undefined;
// This is a Good Step
else return false;
}
}
function agentBlocked() // agent is blocked on all sides, run over
{
return ( occupied (ai-1,aj) &&
occupied (ai+1,aj) &&
occupied ( ai,aj+1) &&
occupied ( ai,aj-1) );
}
function updateStatusBefore(a)
// this is called before anyone has moved on this step, agent has just proposed an action
// update status to show old state and proposed move
{
var x = AB.world.getState();
if(NOHOLES) AB.msg ( "Enemy Mode Of Operation: Chase<br>" + "Step: " + AB.step + " x = (" + x.toString() + ") a = (" + a + ") ");
else AB.msg ( "Enemy Mode Of Operation: Herd<br>" + "Step: " + AB.step + " x = (" + x.toString() + ") a = (" + a + ") ");
}
function updateStatusAfter() // agent and enemy have moved, can calculate score
{
// new state after both have moved
var y = AB.world.getState();
if(!NOHOLES) var score = ( goodsteps / (goodsteps + badsteps )) * 100;
else score = ( goodsteps / AB.step ) * 100;
AB.msg ( " y = (" + y.toString() + ") <br>" +
" Bad steps: " + badsteps +
" Good steps: " + goodsteps +
" <br>Agent Score: " + score.toFixed(2) + "% " +
" Enemy Score: " + (100-score).toFixed(2) + "% " , 2);
}
AB.world.newRun = function()
{
AB.runloggedin = true; // Boolean. Are we running logged in.
AB.loadingScreen();
AB.runReady = false;
badsteps = 0;
goodsteps = 0;
if ( show3d )
{
BOXHEIGHT = squaresize;
ABWorld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR );
}
else
{
BOXHEIGHT = 1;
ABWorld.init2d ( startRadiusConst, maxRadiusConst, SKYCOLOR );
}
loadResources(); // aynch file loads
// calls initScene() when it returns
document.onkeydown = keyHandler;
};
AB.world.getState = function()
{
var x = [ ai, aj, ei, ej ];
return ( x );
};
AB.world.takeAction = function ( a )
{
updateStatusBefore(a); // show status line before moves
if(pathlist.length > 1)
{
if(!NOHOLES) PREDistToHole = pathlist[pathlist.length-1].length;
}
moveLogicalAgent(a);
if(!NOHOLES) POSTDistToHole = pathlist[pathlist.length-1].length;
if ( ( AB.step % 2 ) == 0 ) // slow the enemy down to every nth step
moveLogicalEnemy();
if ( badstep() ) badsteps++;
else if ( badstep() == false ) goodsteps++;
else badsteps = badsteps + 0.5;
drawAgent();
drawEnemy();
updateStatusAfter(); // show status line after moves
if ( agentBlocked() ) // if agent blocked in, run over
{
AB.abortRun = true;
goodsteps = 0; // you score zero as far as database is concerned
musicPause();
soundAlarm();
// console.log("***************")
// console.log("Agent Is Trapped, Enemy Wins")
// console.log("***************")
}
};
AB.world.endRun = function()
{
musicPause();
if ( AB.abortRun ) {
AB.restoreData ( function ( a )
{
a.Run++;
a.Trapped++;
var stat = 100 * a.Trapped/a.Run
AB.msg ( " <br> <font color=red> <B> Agent trapped. Enemy Success Rate at Trapping Agent: " + stat + "% over " + a.Run + " runs </B> </font> ", 3 );
AB.saveData ( a );
} );
// Save the score object to the server for this user for this World.
}
else
{
if (!NOHOLES)
{
AB.restoreData ( function ( a )
{
a.Run++;
var stat = 100 * a.Trapped/a.Run
AB.msg ( " <br> <font color=green> <B> Agent Evaded Trapping, Run over. </font> <font color=red> <B> Enemy Success Rate at Trapping Agent. " + stat + "% over " + a.Run + " runs </B> </font> ", 3 );
AB.saveData ( a );
});
}
// Save the score object to the server for this user for this World.
}
};
AB.world.getScore = function()
{
// only called at end - do not use AB.step because it may have just incremented past AB.maxSteps
var s = ( goodsteps / AB.maxSteps ) * 100; // float like 93.4372778
var x = Math.round (s * 100); // 9344
return ( x / 100 ); // 93.44
};
// --- music and sound effects ----------------------------------------
var backmusic = AB.backgroundMusic ( MUSIC_BACK );
function musicPlay() { backmusic.play(); }
function musicPause() { backmusic.pause(); }
function soundAlarm()
{
var alarm = new Audio ( SOUND_ALARM );
alarm.play(); // play once, no loop
}