// Cloned by Mohamed Hafez on 24 Nov 2020 from World "Final version" by Mohamed Hafez
// Please leave this clone trail here.
// Cloned by Mohamed Hafez on 13 Nov 2020 from World "Complex World (clone by Mohamed Hafez)" by Mohamed Hafez
// Please leave this clone trail here.
// Cloned by Mohamed Hafez on 8 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" 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?
const enemyalgorithm=2; // 1 for Default , 2 for A* , 3 for Random , 4 for firstneigbour with best heuristic
const agentalgorithm=3; // 1 for Default , 2 for A* ,3 for goingfar
const heuristicmethod=2; // 1 for Manhattan distance , 2 for Eucledean distance
AB.clockTick = 10;
// 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/mhafez/purpleflame.jpg' ;
const TEXTURE_MAZE = '/uploads/mhafez/redflame.jpg' ;
const TEXTURE_AGENT = '/uploads/mhafez/ball.jpg' ;
const TEXTURE_ENEMY = '/uploads/mhafez/mosalah3.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 = 50; // number of squares along side of world //[MH] Grid changed to 50x50
const NOBOXES = Math.trunc ( (gridsize * gridsize) / 3 ); //[MH] Grid density changed to be divided by 3
// 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/mhafez/stad_modified.jpg",
"/uploads/mhafez/stad_modified.jpg",
"/uploads/mhafez/stad_modified.jpg",
"/uploads/mhafez/black_background.jpg",
"/uploads/mhafez/stad_modified.jpg",
"/uploads/mhafez/stad_modified.jpg"
];
/*const SKYBOX_ARRAY = [
"/uploads//bluecloud_dn.jpg",
"/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 GRIDMIND = new Array(gridsize); // [MH] Array for A* Algorithm for Agent
var theagent, theenemy, thepath,theagentpath, astarpath;
var wall_texture, agent_texture, enemy_texture, maze_texture;
var fi=0;
var fim=0;
// enemy and agent position on squares
var ei, ej, ai, aj;
var badsteps;
var goodsteps;
//[MH] Openset and Closeset for Enemy A*
var openSet = [];
var closedSet = [];
var path=[];
var newpath2=[];
var start;
var end;
var previousei=0;
var previousej=0;
var previousai=0;
var previousaj=0;
var ariko=[]; //[MH] Array to save three.js objects while drawing to delete them in next search
//[MH] heuristic function for A*
function heuristic(a, b)
{
if (heuristicmethod==1) return ( Math.abs(a.i - b.i) + Math.abs(a.j - b.j) ); //[MH] Manhattan distance heuristic
if (heuristicmethod==2) return ( Math.sqrt(Math.pow((a.i - b.i),2) + Math.pow((a.j - b.j),2)) ); //[MH] Euclidean distance heuristic
}
//[MH] Function to delete element from the Openset array
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);
}
//[MH] Object for location on grid
function Spot(i, j)
{
// Location
this.i = i;
this.j = j;
this.value=0;
// f, g, and h values for A*
this.f = 0;
this.g = 0;
this.h = 0;
// Neighbors
this.neighbors = [];
this.previou = undefined;
// 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]);
}
}
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].value == GRID_WALL ) return true; // fixed objects //[MH] Adding .value since we are dealing with object now
if ( GRID[i][j].value == GRID_MAZE ) return true; //[MH] Adding .value since we are dealing with object now
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,text;
// set up GRID as 2D array
for ( i = 0; i < gridsize ; i++ )
{
GRID[i] = new Array(gridsize);
GRIDMIND[i] = new Array(gridsize);
}
for ( i = 0; i < gridsize ; i++ )
for ( j = 0; j < gridsize ; j++ )
{
GRID[i][j] = new Spot(i, j); //[MH] Define grid position as an object
GRIDMIND[i][j] = new Spot(i, j); //[MH] Define grid position of Mind as an object
}
// All the neighbors
for (var i = 0; i < gridsize; i++)
for (var j = 0; j < gridsize; j++)
{
GRID[i][j].addNeighbors(GRID); //[MH] Adding neigbours for each point in Grid
GRIDMIND[i][j].addNeighbors(GRIDMIND); //[MH] Adding neigbours for each point in Mind 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].value = GRID_WALL; //[MH] Adding .value since we are dealing with object now
GRIDMIND[i][j].value = GRID_WALL; //[MH] Adding .value since we are dealing with object now
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].value = GRID_BLANK; //[MH] Adding .value since we are dealing with object now
GRIDMIND[i][j].value = GRID_BLANK; //[MH] Adding .value since we are dealing with object now
}
// 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].value = GRID_MAZE ; //[MH] Adding .value since we are dealing with object now
GRIDMIND[i][j].value = GRID_MAZE ; //[MH] Adding .value since we are dealing with object now
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();
start = GRID[ei][ej]; //[MH] start point of A* Alogrithm is enemy position
// 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();
end= GRID[ai][aj]; //[MH] End point of A* Path is Agent position
// [MH] Start point of A* Algorithm
openSet.push(start);
// 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 -----------------------------------
//[MH] Function to draw path from Enemy to Agent with blue color
function drawpath(i,j)
{
shape = new THREE.BoxGeometry ( squaresize, 0, squaresize );
astarpath = new THREE.Mesh( shape );
astarpath.material = new THREE.MeshBasicMaterial( {color: 0x0000ff} );
ABWorld.scene.add(astarpath);
astarpath.position.copy ( translate(i,j) ); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
ABWorld.lookat.copy ( astarpath.position );// if camera moving, look back at where the enemy is
}
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)
}
//[MH] Function to draw the path in Enemy path in green
function drawenemypath()
{
shape = new THREE.BoxGeometry ( squaresize, 0, squaresize );
thepath = new THREE.Mesh( shape );
thepath.material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
ABWorld.scene.add(thepath);
thepath.position.copy ( translate(previousei,previousej) ); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
ABWorld.lookat.copy ( thepath.position ); // if camera moving, look back at where the enemy is
}
function drawagentpath()
{
shape = new THREE.BoxGeometry ( squaresize, 0, squaresize );
theagentpath = new THREE.Mesh( shape );
theagentpath.material = new THREE.MeshBasicMaterial( {color: 0xff0000} );
ABWorld.scene.add(theagentpath);
theagentpath.position.copy ( translate(previousai,previousaj) ); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
ABWorld.lookat.copy ( theagentpath.position ); // if camera moving, look back at where the enemy is
}
// --- take actions -----------------------------------
function moveLogicalEnemy()
{
//[MH] A* star alogrithm for Enemy
if (enemyalgorithm==2)
{
//[MH] Delete old drawn Path
for (var i=0 ; i<ariko.length;i++)
{
ABWorld.scene.remove(ariko[i]);
}
//[MH] Clear all values for next A* Run
openSet=[];
closedSet=[];
start = GRID[ei][ej];
end= GRID[ai][aj];
openSet.push(start);
for ( i = 0; i < gridsize ; i++ )
{
for ( j = 0; j < gridsize ; j++ )
{
GRID[i][j].g=0;
GRID[i][j].f=0;
GRID[i][j].h=0;
GRID[i][j].previou=undefined;
}
}
//[MH] A* Algorithm start
while (openSet.length > 0)
{
// Best next option
var winner = 0;
for (var i = 0; i < openSet.length; i++)
if (openSet[i].f < openSet[winner].f) // [MH] Choose lowest cost
winner = i;
var current = openSet[winner];
// Did I finish?
if (current === end)
{
console.log("success - found path");
break;
}
// Best option moves from openSet to closedSet
removeFromArray(openSet, current);
closedSet.push(current); //[MH] paths explored
// 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) && (neighbor.value)!==2 && (neighbor.value)!==1) // [MH] Discard walls and mazes from being neighbors
{
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, end); //[MH] Calculate heuristic to agent
neighbor.f = neighbor.g + neighbor.h; //[MH] Caclulate cost to agent
neighbor.previou = current; //[MH] Save previous node to be used for drawing the path
}
}
}
}
//[MH] Get shortest Path from Enemy to Agent
path = [];
var temp = current;
path.push(temp);
while (temp.previou)
{
path.push(temp.previou);
temp = temp.previou;
}
i=path[path.length-2].i; //[MH] Lenght-2 to discard myself otherwise will not move as array first point is own location
j=path[path.length-2].j; //[MH] Lenght-2 to discard myself otherwise will not move
previousei=ei;
previousej=ej;
if ( ! occupied(i,j) ) // if no obstacle then move, else just miss a turn
{
ei = i;
ej = j;
}
// [MH] Draw Path from Enemy to Agent
for (var f = 0; f < path.length-1; f++)
{
drawpath(path[f].i,path[f].j);
ariko.push(astarpath); //[MH] Put each drawing object in an array so I can delete it for next run
}
}
//[MH] Default algorithm
if (enemyalgorithm==1)
{
// 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;
}
}
//[MH] Algorithm for Enemy moving in random
if (enemyalgorithm==3)
{
// very random algorithm
var i,j;
i=ei + AB.randomIntAtoB (-1,1);
j=ej + AB.randomIntAtoB (-1,1);
if ( ! occupied(i,j) ) // if no obstacle then move, else just miss a turn
{
ei = i;
ej = j;
}
}
//[MH] Algorithm for enemy moving by picking the box with the shortest distance to Agent
if (enemyalgorithm==4)
{
var i,j;
var z=[];
var bfs=[];
var min2=[];
//[MH] Calculate distance from all Enemy neighbors to Agent
if( ! occupied(ei,ej+1)) bfs[0]=Math.sqrt(Math.pow(ei-ai,2 ) + Math.pow(ej+1-aj,2)) ; else bfs[0]=5;
if( ! occupied(ei+1,ej)) bfs[1]=Math.sqrt(Math.pow(ei+1-ai,2 ) + Math.pow(ej-aj,2)) ; else bfs[1]=5;
if( ! occupied(ei,ej-1)) bfs[2]=Math.sqrt(Math.pow(ei-ai,2 ) + Math.pow(ej-1-aj,2)) ; else bfs[2]=5;
if( ! occupied(ei-1,ej)) bfs[3]=Math.sqrt(Math.pow(ei-1-ai,2 ) + Math.pow(ej-aj,2)) ; else bfs[3]=5;
//choose neighbors with min. distance to agent
var min = Math.min.apply(null, bfs);
for (var f = 0; f < bfs.length; f++ )
{
if (bfs[f]==min)
{
min2.push(f);
}
}
f= AB.randomElementOfArray ( min2 );
console.log(fi);
//[MH] If enemy stucked in same place , give him some random
if (fi>=2) f = AB.randomIntAtoB (0,3);
// [MH] choose next hop with minimum distance to agent
if (f==0) i=ei , j= ej+1;
if (f==1) i=ei+1 , j= ej;
if (f==2) i=ei , j= ej-1;
if (f==3) i=ei-1 , j= ej;
if ( ! occupied(i,j) ) // if no obstacle then move, else just miss a turn
{
ei = i;
ej = j;
fi=0;
}
else
{
//[MH] Count if enemy is stucked for 3 rounds
fi++ ;
}
}
}
function moveLogicalAgent( a) // this is called by the infrastructure that gets action a from the Mind
{
var i = ai;
var j = aj;
previousai=ai;
previousaj=aj;
//[MH] Action to move based on Mind (applies for default and A* Mind)
if (agentalgorithm<3)
{
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;
}
}
//[MH] Agent algorithm to escape from Enemy by going far and avoid being stucked by the wall
if (agentalgorithm==3)
{
// [MH] if agent got stucked , give it some random
if (fim>=2) a = AB.randomIntAtoB (0,3);
if (a==0) i=ai , j= aj+1;
if (a==1) i=ai+1 , j= aj;
if (a==2) i=ai , j= aj-1;
if (a==3) i=ai-1 , j= aj;
if ( ! occupied(i,j) ) // if no obstacle then move, else just miss a turn
{
ai = i;
aj = j;
fim=0;
}
else
{
fim++ ;
}
}
//[MH] When enemy leaves its positon , clear the value of its spot marking it as enemy
GRIDMIND[ei][ej].value=0;
}
// --- 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.slice(0,4).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.slice(0,4).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()
{
//[MH] Passing more parameters to Mind to be able to build the other 2 algorithms
var x = [ ai, aj, ei, ej , agentalgorithm , GRID[ai][aj-1].value ,GRID[ai+1][aj].value , GRID[ai-1][aj].value , GRID[ai][aj+1].value ,gridsize ,GRIDMIND]; //[MH] Giving more informaiton for the agent mind
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
}