// Cloned by Guilherme Tabelini on 24 Oct 2021 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" links 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.
//---- Tabelini's Settings -----
// DEFAULT = tries to be a single step from the agent, is really good at reducing the agent score but not a trapping it
// SAME_AXIS = tries not only to be close to the agent but also to be on the same axis(either X or Y) so it can force it to move and possibly lock it on a spot
// STEERING = tries not only to be close to steer the aggent towards to the closer locking spot
pursuit_mode = 'STEERING'
//---- global constants: -------------------------------------------------------
const show3d = true; // Switch between 3d and 2d view (both using Three.js)
const TEXTURE_WALL = '/uploads/starter/door.jpg';
const TEXTURE_MAZE = '/uploads/starter/latin.jpg';
const TEXTURE_AGENT = '/uploads/starter/pacman.jpg';
const TEXTURE_ENEMY = '/uploads/starter/ghost.3.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/starter/Defense.Line.mp3';
const SOUND_ALARM = '/uploads/starter/air.horn.mp3';
// credits:
// http://www.dl-sounds.com/royalty-free/defense-line/
// http://soundbible.com/1542-Air-Horn.html
const gridsize = 20; // number of squares along side of world
const NOBOXES = Math.trunc((gridsize * gridsize) / 10 );
// 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 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;
var badsteps;
var goodsteps;
var locking_spots = [];
var pathline = null;
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;
}
}
//--- 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] == GRID_WALL) {
return true;
} // fixed objects
if (GRID[i][j] == 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;
}
function initScene() // all file loads have returned
{
musicPause();
var i, j, shape, thecube;
// set up GRID as 2D array
for (i = 0; i < gridsize; i++) {
GRID[i] = new Array(gridsize);
}
// 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] = 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] = 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] = 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);
}
// detect possible locking spots
for (i = 1; i < gridsize-1; i++) {
for (j = 1; j < gridsize-1; j++) {
if(GRID[i][j] === GRID_BLANK){
var closedSides = 0;
var locking_spot;
if(GRID[i+1][j] !== GRID_BLANK){
closedSides+=1;
} else {
locking_spot = [i+1, j]
}
if(GRID[i-1][j] !== GRID_BLANK){
closedSides+=1;
}else {
locking_spot = [i-1, j]
}
if(GRID[i][j+1] !== GRID_BLANK){
closedSides+=1;
}else {
locking_spot = [i, j+1]
}
if(GRID[i][j-1] !== GRID_BLANK){
closedSides+=1;
}else {
locking_spot = [i, j-1]
}
if(closedSides == 3){
console.log("Found locking spot at: "+i+":"+j);
locking_spots.push(locking_spot);
}
}
}
}
// 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;
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;
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)
}
// --- take actions -----------------------------------
function moveLogicalEnemy() {
// move towards agent
// put some randomness in so it won't get stuck with barriers
var i, j;
if (ei < ai) {
i = AB.randomIntAtoB(ei, ei + 1);
}
if (ei == ai) {
i = ei;
}
if (ei > ai) {
i = AB.randomIntAtoB(ei - 1, ei);
}
if (ej < aj) {
j = AB.randomIntAtoB(ej, ej + 1);
}
if (ej == aj) {
j = ej;
}
if (ej > aj) {
j = AB.randomIntAtoB(ej - 1, ej);
}
if (!occupied(i, j)) // if no obstacle then move, else just miss a turn
{
ei = i;
ej = j;
}
}
function moveLogicalAgent(a) // this is called by the infrastructure that gets action a from the Mind
{
var i = ai;
var j = aj;
if (a == ACTION_LEFT) {
i--;
} else if (a == ACTION_RIGHT) {
i++;
} else if (a == ACTION_UP) {
j++;
} else if (a == ACTION_DOWN) {
j--;
}
if (!occupied(i, j)) {
ai = i;
aj = j;
}
}
// --- 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 ((Math.abs(ei - ai) < 2) && (Math.abs(ej - aj) < 2)) {
return true;
} 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();
AB.msg(" 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();
var score = (goodsteps / AB.step) * 100;
AB.msg(" y = (" + y.toString() + ") <br>" + " Bad steps: " + badsteps + " Good steps: " + goodsteps
+ " Score: " + score.toFixed(2) + "% ", 2);
}
AB.world.newRun = function () {
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
moveLogicalAgent(a);
if ((AB.step % 2) == 0) // slow the enemy down to every nth step
{
enemyAStarStrategy();
}
if (badstep()) {
badsteps++;
} else {
goodsteps++;
}
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();
}
};
AB.world.endRun = function () {
musicPause();
if (AB.abortRun) {
AB.msg(" <br> <font color=red> <B> Agent trapped. Final score zero. </B> </font> ", 3);
} else {
AB.msg(" <br> <font color=green> <B> Run over. </B> </font> ", 3);
}
};
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
}
function dist(x1, y1, x2, y2){
return Math.pow(Math.pow((x1-x2), 2) + Math.pow((y1 -y2), 2), 0.5)
}
// An educated guess of how far it is between two points
function simpleDistanceHeuristic(a, b) {
var d = dist(a.i, a.j, b.i, b.j);
// console.log("Distance between "+a.i+":"+ a.j + " - " + b.i + ":" +b.j+" -> "+d)
// var d = abs(a.i - b.i) + abs(a.j - b.j);
return d;
}
function enemyAStarStrategy() {
var positionToWin = calculateWinningPosition();
if(positionToWin){
console.log("It's possible to Win if I can move to "+positionToWin[0]+":"+positionToWin[1]);
if(isValidEIMove(positionToWin[0], positionToWin[1])){
ei=positionToWin[0];
ej=positionToWin[1];
return;
}else{
console.log("Can't move to the winning position...")
}
}
// Sets that keep the open and closed neighbors
var openSet = new Array();
var closedSet = new Array();
var currentGrid = cloneGrid(GRID)
// best path to the agent;
var path = [];
// the start is wherever the enemy is and the end goal is the where the agent is
var start = currentGrid[ei][ej]
var end = currentGrid[ai][aj]
openSet.push(start)
var stop = false;
// is there still some slots to keep searching?
while(openSet.length > 0 && !stop) {
var bestOption = 0;
for (var i = 0; i < openSet.length; i++) {
if (openSet[i].f < openSet[bestOption].f) {
bestOption = i;
}
}
var currentSpot = openSet[bestOption]
if (currentSpot === end) {
console.log("Found a solution!")
stop = true;
} else {
// process and removes from the unprocessed the current spot
// removeFromArray(openSet, currentSpot);
currentSpotPosition = openSet.findIndex(spot => spot === currentSpot);
openSet.splice(currentSpotPosition, 1)
//moves the current spot to the processed ones
closedSet.push(currentSpot);
// Check all the neibors of the current spot
var neighbors = currentSpot.neighbors;
for (var i = 0; i < neighbors.length; i++) {
var neighbor = neighbors[i];
// is it a valid spot to explore next
if (!closedSet.includes(neighbor) && !neighbor.isWall) {
var currentG = currentSpot.g + simpleDistanceHeuristic(neighbor, currentSpot);
// flag to signal that a new path was found
var isNewPath = false;
// validates if it's has been found and if it's better than any path found on a previous visit
if (openSet.includes(neighbor)) {
if (currentG < neighbor.g) {
neighbor.g = currentG;
isNewPath = true;
}
// if it's not on the openSet it has never been touched
} else {
neighbor.g = currentG;
newPath = true;
openSet.push(neighbor);
}
// If it's a new better path set's also the the h and f functions
if (newPath) {
neighbor.h = simpleDistanceHeuristic(neighbor, end);
neighbor.f = neighbor.g + neighbor.h;
neighbor.previous = currentSpot;
}
}
}
}
}
if(!stop){
console.error("No solution found!!!!!")
}
// builds the path
var actualSpot = currentSpot;
path.push(actualSpot);
while (actualSpot.previous) {
path.push(actualSpot.previous);
actualSpot = actualSpot.previous;
}
var pathString = "Path found: " + path[0].i+":"+path[0].j
for(var pos = 1; pos<path.length; pos++){
pathString+= " -> "+path[pos].i+":"+path[pos].j
}
console.log(pathString)
drawPathLine(path);
if (path.length > 2) // if it's not on the border of the agent already
{
desiredSpot = path[path.length-2]
if(desiredSpot == end) {
console.log("Going to colide!")
}
ei = desiredSpot.i;
ej = desiredSpot.j;
//try to close the distance even further
} else if(pursuit_mode == 'SAME_AXIS'){
if(aj != ej && ai != ei ){
console.log("Avoiding being on a diagonal!")
if(aj > ej && GRID[ei][ej+1] === GRID_BLANK){
ej = ej + 1;
} else if (aj < ej && GRID[ei][ej-1] === GRID_BLANK){
ej = ej - 1;
} else if (ai > ei && GRID[ei+1][ej] === GRID_BLANK){
ei = ei + 1;
} else if (ai < ei && GRID[ei-1][ej] === GRID_BLANK){
ei = ei - 1;
}
}
// pursuit_mode = 'STEERING'
} else if(pursuit_mode == 'STEERING'){
if(locking_spots.length > 0){
var [lockEntranceI,lockEntranceJ] = findClosestLockingSpot(ai, aj);
console.log("Steering towards "+lockEntranceI+":"+lockEntranceJ);
// if the agent is not at the entrance it needs to be steered
if(ai != lockEntranceI || aj != lockEntranceJ){
// ideal positions for the enemy to steer the agent
var idealEIRelativePosition = 0;
var idealEJRelativePosition = 0;
if(ai > lockEntranceI){
idealEIRelativePosition += 1;
}
if(ai < lockEntranceI){
idealEIRelativePosition += -1;
}
if(aj > lockEntranceJ){
idealEJRelativePosition += 1;
}
if(aj < lockEntranceJ){
idealEJRelativePosition += -1;
}
// current positons relative to the agent
currentEIRelativePosition = ei-ai;
currentEJRelativePosition = ej-aj;
console.log("Ideal relative position: "+idealEIRelativePosition+":"+idealEJRelativePosition);
console.log("Current relative position: "+currentEIRelativePosition+":"+currentEJRelativePosition);
// If it's not on the ideal place to steer the agent, try to correct it's position
if(currentEIRelativePosition != idealEIRelativePosition || currentEJRelativePosition != idealEJRelativePosition ){
//calculates the position adjustement
positionAdjustmentI = idealEIRelativePosition-currentEIRelativePosition;
positionAdjustmentJ = idealEJRelativePosition-currentEJRelativePosition;
// if it needs to adjust 2 moves in a direction correct it to a single on since it's not valid
if(Math.abs(positionAdjustmentI) > 1) positionAdjustmentI = positionAdjustmentI/2;
if(Math.abs(positionAdjustmentJ) > 1) positionAdjustmentJ = positionAdjustmentJ/2;
console.log("Adjustment needed on position: "+positionAdjustmentI+":"+positionAdjustmentJ);
if(isValidEIMove(ei+positionAdjustmentI, ej+positionAdjustmentJ)){
ei = ei+positionAdjustmentI;
ej = ej+positionAdjustmentJ;
}else if (isValidEIMove(ei+positionAdjustmentI, ej)){
ei = ei+positionAdjustmentI;
}else if (isValidEIMove(ei, ej+positionAdjustmentJ)){
ej = ej+positionAdjustmentJ;
}
}
} else {
console.log("No locking spot to steer the agent towards!")
}
}
}
}
function calculateWinningPosition(){
var closedSides = 0;
var winningPosition;
if(GRID[ai+1][aj] !== GRID_BLANK){
closedSides+=1;
} else {
winningPosition = [ai+1, aj]
}
if(GRID[ai-1][aj] !== GRID_BLANK){
closedSides+=1;
}else {
winningPosition = [ai-1, aj]
}
if(GRID[ai][aj+1] !== GRID_BLANK){
closedSides+=1;
}else {
winningPosition = [ai, aj+1]
}
if(GRID[ai][aj-1] !== GRID_BLANK){
closedSides+=1;
}else {
winningPosition = [ai, aj-1]
}
if(closedSides == 3){
console.log("AI is cornered at: "+ai+":"+aj);
return winningPosition;
} else {
return null;
}
}
function isValidEIMove(moveI, moveJ){
// not valid position
if(GRID[moveI][moveJ] !== GRID_BLANK){
return false;
}
// ai is present at the position
if(ai == moveI && aj == moveJ){
return false;
}
// would move more than a single tile
if(Math.abs(ei-moveI)>1 || Math.abs(ej-moveJ) > 1){
return false;
}
return true;
}
function findClosestLockingSpot(currentI, currentJ){
var result = null;
closestDistance = 100000;
for(var pos = 0; pos < locking_spots.length; pos++){
var [lockingI, lockingJ] = locking_spots[pos];
currentDistance =Math.abs(lockingI - currentI)+ Math.abs(lockingJ - currentJ)
if(currentDistance<closestDistance){
result = [lockingI, lockingJ];
closestDistance = currentDistance;
}
}
return result;
}
function cloneGrid(grid) {
currentGrid = new Array(gridsize)
for (var i = 0; i < gridsize; i++) {
currentGrid[i] = new Array();
for (var j = 0; j < gridsize; j++) {
isWall = GRID[i][j] !== GRID_BLANK
currentGrid[i].push(new Spot(i, j, isWall))
}
}
for (var i = 0; i < gridsize; i++) {
for (var j = 0; j < gridsize; j++) {
currentGrid[i][j].addNeighbors(currentGrid)
}
}
return currentGrid
}
// Spot "class" inspired from https://github.com/CodingTrain/website/blob/dbd1dfe415fd0a6e1f2bbeb8675e39c42d32ee71/CodingChallenges/CC_051_astar/P5/spot.js
function Spot(i, j, isWall) {
// Location
this.i = i;
this.j = j;
// f, g, and h values for A*
this.f = 0;
this.g = 0;
this.h = 0;
// Neighbors
this.neighbors = [];
// Where did I come from?
this.previous = undefined;
// Am I a wall?
this.isWall = isWall
// Figure out who my neighbors are
this.addNeighbors = function (grid) {
var i = this.i;
var j = this.j;
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 (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]);
}
};
}
function drawPathLine(path){
if(pathline){
ABWorld.scene.remove(pathline);
}
//create a blue LineBasicMaterial
const material = new THREE.LineBasicMaterial( { color: 0x00ff00 } );
// After material create the points that we would like the line to draw from
const points = [];
for(var i = 0; i<path.length; i++){
points.push(translate(path[i].i, path[i].j))
}
console.dir(points)
// creates a geometry based on the points
const geometry = new THREE.BufferGeometry().setFromPoints( points );
// create a line with the geometry and material
pathline = new THREE.Line( geometry, material );
ABWorld.scene.add( pathline );
// renderer.render( scene, camera );
}