// Cloned by Thomas Mc Cann on 3 Nov 2019 from World "Complex World" by Starter user
// Please leave this clone trail here.
// ==== Starter World ===============================================================================================
// (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.
// ==================================================================================================================
// =============================================================================================
// 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 = 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/midnightsky/brain1.jpg";
// 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;
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
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);
}
// 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)
}
//*********************************************************************************************************************************
//*********************************************************************************************************************************
//
// THOMAS MC CANN - CA686FL Foundations of Artificial Intelligence - Heuristic Search: Assignment 1
//
//*********************************************************************************************************************************
//*********************************************************************************************************************************
// Enemy Maze Mind 2D Array
// Required to evaluate each maze position and assign f(n), g(n) and h(n) values.
// to assign f(n), g(n) and h(n) values to each Maze position, to add neighbouring squares
var enemysMazeMap = new Array(gridsize);
// MazePosion object constructor that take in i,j vales that correspond to the complex world GRID values/positions
function MazePosition(i, j) {
// i and j hold the MazePosition location
this.i = i;
this.j = j;
// Initialise each MazePosition's f(n),g(n) and h(n)
// as part of the A* Alogortim
this.f = 0; // f(n) = g(n) + h(n)
this.g = 0; // g(n) - distance from start
this.h = 0; // h(n) - reseult of the heuristic evaluation function that calculates the curents positon from the goal ( target / good guy).
// A MazePosition object keep a record of the MazePosition postion object before it
// in the path which A* calcultes.
this.cameFrom = null;
// Array to hold each MazePosition objects neighbours
this.neighbours = [];
// If the MazePosition is discovered to be a wall or part of the maze then 'this.wall' will be set to true as discovered during game time
this.wall = false;
}
// Create empty enemysMazeMap array gridsize X gridsize
for (let i = 0; i < enemysMazeMap.length; i++) {
enemysMazeMap[i] = new Array(gridsize);
} // end of for loop
// Initialise each MazePosition in the enemysMazeMap 2D array
for (let i = 0; i < gridsize; i++) {
for (let j = 0; j < gridsize; j++) {
enemysMazeMap[i][j] = new MazePosition(i, j);
// Adding the maze perimeter/boundary walls to limit search area
// (I hope this is not cheating as neither good guy or bad guy use this area)
// NOTE: Decided against this and GRID may not be initialised. However I migth add this later.
// if(GRID[i][j] == GRID_WALL){
// enemysMazeMap[i][j].wall = true;
// }
}
}
// Function to add each MazePosition's neighbours
MazePosition.prototype.addNeigbours = function(gridsize) {
var i = this.i;
var j = this.j;
// The order in which neighbours are added will
// affect the A star's alogrithm (in this example)
// as nieghbours are evaluated by the default order in which
// they were added to each spots/node neighbour array.
// The enemy will only be able to move to positions
// verticall and horizontally as the good guy can only move UP, DOWN, LEFT, RIGHT
// Only vertical and horizontal neighbours will be added
// This could be modified to factor in walls and only add neigbours to
// Maze positions within the boundaries walls of the maze.
// However in the interest of fairness in this exercise we will
// let the enemy discover the walls during the Path finding (A*)
// and add them to the enemysMazeMap as walls as discoverd at runtime.
if (i < gridsize - 1) {
this.neighbours.push(enemysMazeMap[i + 1][j]);
}
if (i > 0) {
this.neighbours.push(enemysMazeMap[i - 1][j]);
}
if (j < gridsize - 1) {
this.neighbours.push(enemysMazeMap[i][j + 1]);
}
if (j > 0) {
this.neighbours.push(enemysMazeMap[i][j - 1]);
}
}
// Used to partially reset each MazePsotion before the end of moveLogicalEnemy()
function resetEnemyMazeMapPositionValues() {
for (let i = 0; i < gridsize; i++) {
for (let j = 0; j < gridsize; j++) {
enemysMazeMap[i][j].cameFrom = null;
enemysMazeMap[i][j].neighbours = [];
enemysMazeMap[i][j].f = 0; // f(n) = g(n) + h(n)
enemysMazeMap[i][j].g = 0; // g(n) - distance from start
enemysMazeMap[i][j].h = 0; // h(n)
// NOTE: We will not reset the boolean wall variable
// NOTE: i an j will also remain as is.
}
} // end outter for loop
}
// Add each MazePositions neighbours from the enemysMazeMap
for (let i = 0; i < gridsize; i++) {
for (let j = 0; j < gridsize; j++) {
enemysMazeMap[i][j].addNeigbours(enemysMazeMap);
}
} // end of for loop
// A* heuristic evalution function to calculate the distance between the enemy and target
// This function can be used to calculate both the euclidean and manhattan distance
// between x,y positions in a grid system.
function heuristic(enemyPosition, targetPosition, euclidean = false) {
// The raw Euclidean distance as a heurstic
// Best when we can move both vertically and diagonally
// It is the straight line distance between points
if (euclidean) {
return AB.distance2D(
enemyPosition.i,
enemyPosition.j,
targetPosition.i,
targetPosition.j
);
}
// The Manhattan (Taxi cab) distance as a heurstic
// Best when we can only move vertically and horizontally
else {
return (
Math.abs(enemyPosition.i - targetPosition.i) +
Math.abs(enemyPosition.j - targetPosition.j)
);
}
}
// Utility function to remove a element from an array
// Start at the back of the array
// If we reomve an itme at th front hten all
// elements shift forward (along with their indexes).
function RemoveFromArray(arr, ele) {
arr.splice(arr.indexOf(ele), 1);
}
// Objects to hold the enemy start and target positions which will be
// updated during each call of moveLogicalEnemy() by the world
var enemyStartPos = null;
var targetPos = null;
// --- take actions -----------------------------------
//*********************************************************************************************************************************
//*********************************************************************************************************************************
//
// THOMAS MC CANN - CA686FL Foundations of Artificial Intelligence - Heuristic Search: Assignment 1
//
//*********************************************************************************************************************************
//*********************************************************************************************************************************
function moveLogicalEnemy() {
let path = [];
console.log("CONTENT OF ENENMY MAZE");
console.log(enemysMazeMap)
// Start of A* Algorithm
// Arrays to hold open and closed sets od postions in the maze during A* Algorithm
var openSet = [];
var closedSet = [];
// Get the current positions of the enemy and the good guy
enemyStartPos = enemysMazeMap[ei][ej];
targetPos = enemysMazeMap[ai][aj];
console.log("enemyStartPos is a type of: ");
console.log(typeof enemyStartPos);
console.log(Object.keys(enemyStartPos));
console.log(enemyStartPos);
console.log("Enemey in GRID: i = " + ei + " j = " + ej); // All good
console.log(targetPos);
console.log("Target in GRID: i = " + ai + " j = " + aj); // All good
// Push the maze postion of the enemy to the openSet
openSet.push(enemyStartPos);
console.log("Content of openSet before WHILE loop: ");
console.log(openSet); // For Debug
console.log("OPENSET LENGHT : " + openSet.length);
// I ACCIDENTLY DELETED SOME CODE WITHOUT REALISING AND THEN HAD TO TRY REPLICATE IT ONCE I DISCOVERED WHAT HAD HAPPENED.
// I HAVE SOMEHOW MADE THINGS WORSE :-(
// SOMETHING BAD IS NOW HAPPENING IN THE MAIN WHILE LOOP!!! IT KEPT CRASHING ANCIENT BRAIN.
// TRYING TO DEBUG IN ANCIENT BRAIN BUT HAVING DIFFICULTIES
// While OpenSet has members continue
while (openSet.length > 0) {
console.log("OPENSET INSIDE START OF WHILE LOOP"); // For Debug
console.log(openSet); // For Debug
// Evaluate the node with the lowest f
var indexOfLowestFInOpenSet = 0;
for (let i = 0; i < openSet.length; i++) {
// If the f at index i is less than the other f
if (openSet[i].f < openSet[indexOfLowestFInOpenSet].f) {
// The index of the array member with
// the lowest f value (Note: f is g + h )
indexOfLowestFInOpenSet = i;
}
}
console.log("INSIDE WHILE LOOP INDEX OF OPENSET WITH LOWEST f VALUE" + indexOfLowestFInOpenSet);
// Get the MazePostion in the openSet with current lowest f(n)
var current = openSet[indexOfLowestFInOpenSet];
console.log("OPENSET AFTER: "); // For Debug
console.log(openSet); // For Debug
// Something bad happens after this.
console.log("CURRENT NODE IS SET TO:");
console.log(current);
console.log("TARGET NODE IS SET TO:");
console.log(targetPos);
break;
if (current === targetPos) {
console.log("FOUND OPTIMAL PATH TO THE TARGET");
// Clear and create a new path
path = [];
var temp = current;
while (temp !== null) {
path.push(temp);
temp = temp.cameFrom;
break;
}
console.log("Showing optimal path found to target:")
console.log(path);
} else {
// Otherwsie remove the spot/node/element from the openSet
// and push it on to the closed set
RemoveFromArray(openSet, current);
console.log("AFTER ITEM REMOVED FROM OPEN SET"); // SEEMS EMPTY
closedSet.push(current); // For Debug
console.log("OPENSET AFTER ITEM REMOVED FROM OPEN SET"); // SEEMS EMPTY
console.log(openSet); // For Debug
console.log("CLOSED SET NOW HAS"); //
console.log(closedSet); // For Debug
// Get the current spots elements
var neighbours = current.neighbours;
console.log("NEIGHBOURS OF CURRENT:");
console.log(neighbours);
// Evaluate neighbours
for (let i = 0; i < neighbours.length; i++) {
var neighbour = neighbours[i];
console.log("CURENT NEIGHBOUR BEING EXAMINED");
console.log(neighbour);
if (
GRID [neighbour.i] [neighbour.j] == GRID_WALL ||
GRID [neighbour.i] [neighbour.j] == GRID_MAZE
) {
// If our inspection of the path show it is a wall or part of the maze then we do not want to
// include it in our path.
neighbour.wall = true;
console.log("Found a wall");
}
// If the neighbour is not part of the closed set or is has been registered as a wall in then
if (!closedSet.includes(neighbour) && !neighbour.wall) {
// tentative g(n) value if g(n) does not already
// have a lower g(n) value. (Or no g(n) value at all.)
// var tempG = current.g + heuristic(neighbour, current); <- Seems to increase h(n) way too much
// Under certain conditions this seems more effective/faster
// Each move is only one cell away from the last cell so added
// 1 to the distance form start is adequate and will keep h(n) lower.
// May not work as well under some other game parameters
var tempG = current.g + 1;
console.log("TEMPG");
console.log(tempG);
var newPath = false;
if (openSet.includes(neighbour)) {
if (tempG < neighbour.g) {
neighbour.g = tempG;
// This g is lower then we have a new path!
newPath = true;
}
} else {
// If this MazePosition is not already on the openSet push it on to the openSet
// Use the tentative tempG as its new g value
neighbour.g = tempG;
openSet.push(neighbour);
// We have a new curent more optimal path sp far
newPath = true;
}
console.log("NEWPATH" + newPath);
// Only recalculate the h(n) and f(n) for this neighbour if it was a new path
if (newPath) {
// Calculate h
neighbour.h = heuristic(neighbour, targetPos);
// f(n) = g(n) + h(n)
neighbour.f = neighbour.g + neighbour.h;
// Keep track of where we came from
neighbour.cameFrom = current;
console.log(current);
}
} // end -- if(openSet.includes(neighbour))
} // end for loop of checking neighbours
}
} // end while loop
// Things to do before we exit the moveLogicalEnemy function.
// console.log("Showing optimal path found to target:");
//console.log(path);
// Move the enemy on step along the best path.
// ei = path[0].i;
// ej = path[0].j;
// console.log("Enemy currently at i: " + ei);
// console.log("Enemy currently at j: " + ej);
// console.log(path);
// console.log("Next move for enemy is to j: " + path[0]);
// if (!occupied(path[0].i,path[0].j) )
// {
// ei = i;
// ej = j;
// }
// resetEnemyMazeMapPositionValues();
} // end of moveLogicalEnemy
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
moveLogicalEnemy();
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
}