let cols = 19;
let rows = 13;
let w, h;
let grid = [];
let intersections = [];
let cars = [];
let destinations = [];
let carColors = ["red", "blue", "green", "yellow"];
let lightColors = ["pink", "lightblue", "lightgreen", "lightyellow"];
let currentCarIndex = 0;
function setup() {
createCanvas(900, 600);
w = width / cols;
h = height / rows;
frameRate(3);
// Create grid and walls
for (let i = 0; i < cols; i++) {
grid[i] = [];
for (let j = 0; j < rows; j++) {
grid[i][j] = new Spot(i, j);
grid[i][j].wall = !(i % 3 === 0 || j % 3 === 0);
}
}
// Adding corner walls
grid[0][0].wall = true;
grid[0][rows - 1].wall = true;
grid[cols - 1][0].wall = true;
grid[cols - 1][rows - 1].wall = true;
// Identify intersections
for (let i = 0; i < cols; i++) {
for (let j = 0; j < rows; j++) {
if (!grid[i][j].wall && isIntersection(i, j)) {
intersections.push({ i, j });
}
}
}
// Initialize cars and destinations
for (let i = 0; i < 4; i++) {
let carPos, destPos;
do {
carPos = getRandomPosition();
destPos = getRandomPosition(carPos);
} while (
cars.some(car => car.pos.i === carPos.i && car.pos.j === carPos.j) ||
destinations.some(dest => dest.pos.i === destPos.i && dest.pos.j === destPos.j)
);
cars.push({ pos: carPos, color: carColors[i], primaryPath: [], reachedDestination: false });
destinations.push({ pos: destPos, color: carColors[i], lightColor: lightColors[i], reached: false });
// Find primary paths for each car
cars[i].primaryPath = [carPos, ...aStarSearch(carPos, destPos)];
}
}
function draw() {
background(255);
// Display grid
for (let i = 0; i < cols; i++) {
for (let j = 0; j < rows; j++) {
grid[i][j].show();
}
}
// Display destinations
for (let dest of destinations) {
fill(dest.reached ? dest.lightColor : dest.color);
noStroke();
rect(dest.pos.i * w, dest.pos.j * h, w, h);
}
// Display cars
for (let car of cars) {
if (!car.reachedDestination) {
fill(car.color);
noStroke();
ellipse((car.pos.i + 0.5) * w, (car.pos.j + 0.5) * h, w * 0.6, h * 0.6);
// Draw path
stroke(car.color);
strokeWeight(2);
noFill();
beginShape();
for (let p of car.primaryPath) {
vertex((p.i + 0.5) * w, (p.j + 0.5) * h);
}
endShape();
}
}
// Sequential movement - each car moves one step per turn
moveCarsSequentially();
}
function Spot(i, j) {
this.i = i;
this.j = j;
this.wall = false;
this.show = function() {
if (this.wall) fill(0);
else fill(255);
stroke(200);
rect(this.i * w, this.j * h, w, h);
};
}
function isIntersection(i, j) {
let whiteNeighbors = 0;
if (j > 0 && !grid[i][j - 1].wall) whiteNeighbors++;
if (j < rows - 1 && !grid[i][j + 1].wall) whiteNeighbors++;
if (i > 0 && !grid[i - 1][j].wall) whiteNeighbors++;
if (i < cols - 1 && !grid[i + 1][j].wall) whiteNeighbors++;
return whiteNeighbors > 2;
}
function getRandomPosition(exclude = null) {
let pos;
do {
let i = int(random(cols));
let j = int(random(rows));
pos = { i, j };
} while (grid[pos.i][pos.j].wall || (exclude && pos.i === exclude.i && pos.j === exclude.j));
return pos;
}
function aStarSearch(start, end, blocked = []) {
let openSet = [];
let closedSet = new Set();
openSet.push({ pos: start, path: [], g: 0, f: heuristic(start, end) });
let blockedSet = new Set(blocked.map(b => `${b.i},${b.j}`));
while (openSet.length > 0) {
let current = openSet.reduce((a, b) => (a.f < b.f ? a : b));
openSet = openSet.filter(node => node !== current);
if (current.pos.i === end.i && current.pos.j === end.j) return current.path;
closedSet.add(`${current.pos.i},${current.pos.j}`);
let neighbors = getNeighbors(current.pos);
for (let neighbor of neighbors) {
let key = `${neighbor.i},${neighbor.j}`;
if (closedSet.has(key) || grid[neighbor.i][neighbor.j].wall || blockedSet.has(key)) continue;
let g = current.g + 1;
let f = g + heuristic(neighbor, end);
openSet.push({ pos: neighbor, path: [...current.path, neighbor], g, f });
}
}
return [];
}
function heuristic(a, b) {
return abs(a.i - b.i) + abs(a.j - b.j);
}
function getNeighbors(pos) {
let neighbors = [];
let { i, j } = pos;
if (i > 0) neighbors.push({ i: i - 1, j });
if (i < cols - 1) neighbors.push({ i: i + 1, j });
if (j > 0) neighbors.push({ i, j: j - 1 });
if (j < rows - 1) neighbors.push({ i, j: j + 1 });
return neighbors;
}
function performSensing(car) {
let allowedGrids = [];
let blockedGrids = [];
let neighbors = getNeighbors(car.pos);
for (let neighbor of neighbors) {
let gridCell = grid[neighbor.i][neighbor.j];
let occupied = cars.some(c => c.pos.i === neighbor.i && c.pos.j === neighbor.j && c.color !== car.color);
if (gridCell.wall || occupied) {
blockedGrids.push(neighbor);
} else {
allowedGrids.push(neighbor);
}
}
console.log(`${car.color} car sensing:`);
console.log("Allowed Grids: ", allowedGrids);
console.log("Blocked Grids: ", blockedGrids);
return { allowedGrids, blockedGrids };
}
function makeMove(car, destPos) {
let sensing = performSensing(car);
if (car.pos.i === destPos.i && car.pos.j === destPos.j) {
console.log(`${car.color} car has reached its destination`);
car.reachedDestination = true;
// Remove car from the game and update destination
let dest = destinations.find(d => d.pos.i === destPos.i && d.pos.j === destPos.j);
dest.reached = true;
// Change the destination grid color to light color and clear the grid
grid[destPos.i][destPos.j].wall = false;
dest.lightColor = lightColors[carColors.indexOf(car.color)];
return;
}
let nextGrid = car.primaryPath[1];
if (sensing.allowedGrids.some(g => g.i === nextGrid.i && g.j === nextGrid.j)) {
console.log(`${car.color} car decision: Proceed as per the original plan`);
car.pos = nextGrid;
car.primaryPath.shift();
console.log(`Moving to (${nextGrid.i}, ${nextGrid.j}), f: ${heuristic(nextGrid, destPos)}`);
} else if (sensing.blockedGrids.some(g => g.i === nextGrid.i && g.j === nextGrid.j)) {
let intersection = intersections.some(inter => inter.i === nextGrid.i && inter.j === nextGrid.j);
if (intersection) {
console.log(`${car.color} car decision: Wait and pass the turn to the next car`);
} else {
console.log(`${car.color} car decision: Re-route`);
car.primaryPath = [car.pos, ...aStarSearch(car.pos, destPos, [car.primaryPath[1]])];
// Move immediately after re-routing to follow the revised path
car.pos = car.primaryPath[1];
car.primaryPath.shift();
console.log(`Moving to (${car.pos.i}, ${car.pos.j}), f: ${heuristic(car.pos, destPos)}`);
}
} else {
console.log("Error: Grid not found in allowed or blocked lists");
}
}
function moveCarsSequentially() {
if (cars[currentCarIndex] && !cars[currentCarIndex].reachedDestination) {
let car = cars[currentCarIndex];
let dest = destinations.find(d => d.color === car.color);
makeMove(car, dest.pos);
}
currentCarIndex = (currentCarIndex + 1) % cars.length;
}