// Cloned by rohan on 4 Nov 2022 from World "AI_Assignment2022_world1_Scooby-Do" by rohan
// Please leave this clone trail here.
// Cloned by rohan on 1 Nov 2022 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.
// Rohan: -------to set up no. of walls to be moved and timestep for the moving walls-------
const WALLMOVENO= 2; // if set zero no walls will move
const WALLMOVETICK= 2; // if set as zero then no walls will move in milliseconds
let wallList=[]
//---- global constants: -------------------------------------------------------
const show3d = true; // Switch between 3d and 2d view (both using Three.js)
const TEXTURE_WALL = '/uploads/rohanb456/depositphotos_3625609-stock-photo-white-brick-wall.jpg' ;
const TEXTURE_MAZE = '/uploads/rohanb456/kurinsky_lead_house-1280x600scooby-do-walls.jpg' ;
const TEXTURE_AGENT = '/uploads/rohanb456/scrappy.png' ;
const TEXTURE_ENEMY = '/uploads/rohanb456/Scooby-Doo.png' ;
// Credits
// https://en.wikipedia.org/wiki/Scooby-Doo_(character)
// https://www.pinterest.ie/pin/771804454880520113/
// https://in.pinterest.com/pin/682436149780330845/
// credits:
// http://commons.wikimedia.org/wiki/File:Old_door_handles.jpg
// https://www.cartoonbrew.com/how-to/how-to-create-a-scooby-doo-haunted-house-step-by-step-with-scoob-production-designer-michael-kurinsky-192777.html
// 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/rohanb456/8d82b5_Scooby_Doo_Theme_Song.mp3' ;
const SOUND_ALARM = '/uploads/rohanb456/hello.mp3' ;
// credits:
// http://soundfxcenter.com/download-sound/scooby-doo-theme-song/
// https://www.soundboard.com/sb/sound/20247
const gridsize = 30; // 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 NOBOXES = (gridsize * gridsize) / 7;
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"
];*/
//const SKYBOX_ARRAY = ["/uploads/starter/dawnmountain-xpos.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 grid = new Array(gridsize);
var theagent, theenemy;
var count = 0;
var wall_texture, agent_texture, enemy_texture, maze_texture;
// enemy and agent position on squares
var ei, ej, ai, aj;
var badsteps;
var goodsteps;
const diag = false; // sets diagonal moves
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;
}
var path = [];
// Rohan: basically itemPoint which has attributes such as x,y coordinates
// to check if the cell is wall or maze we use the isitWall param
// at the time of initialization we are assigning the f and g values to infinity
function itemPoint(i, j, isitWall) {
this.i = i;
this.j = j;
this.f = Number.MAX_VALUE;
this.g = Number.MAX_VALUE;
this.h = 0;
this.neighbors = [];
this.wall = false;
this.previous = null;
if (isitWall){
this.wall = true;
}
// neighbours are added if only movement is possible
// maze and walls are removed
this.addNeighbors = function(grid)
{
var i = this.i;
var j = this.j;
if (i < gridsize - 1 && !grid[i + 1][j].wall) this.neighbors.push(grid[i + 1][j]);
if (i > 0 && !grid[i - 1][j].wall) this.neighbors.push(grid[i - 1][j]);
if (j < gridsize - 1 && !grid[i][j + 1].wall) this.neighbors.push(grid[i][j + 1]);
if (j > 0 && !grid[i][j - 1].wall) this.neighbors.push(grid[i][j - 1]);
// Set the diagonal Moves such that if they are allowed we need to add the diag neighbor
if (diag)
{
if (i > 0 && j > 0 && !grid[i - 1][j - 1].wall) this.neighbors.push(grid[i - 1][j - 1]);
if (i < gridsize - 1 && j > 0 && !grid[i + 1][j - 1].wall) this.neighbors.push(grid[i + 1][j - 1]);
if (i > 0 && j < gridsize - 1 && !grid[i - 1][j + 1].wall) this.neighbors.push(grid[i - 1][j + 1]);
if (i < gridsize - 1 && j < gridsize - 1 && !grid[i + 1][j + 1].wall) this.neighbors.push(grid[i + 1][j + 1]);
}
}
}
var openList = [];
var closedList = [];
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);
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;
grid[i][j] = new itemPoint(i, j, true);
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;
grid[i][j] = new itemPoint(i, j, false);
}
// 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;
grid[i][j].wall = true;
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
wallList.push(thecube); // push thecube values on to the array
ABWorld.scene.add(thecube);
}
// All the neighbors
for (var i = 0; i < gridsize; i++)
for (var j = 0; j < gridsize; j++)
grid[i][j].addNeighbors(grid);
// 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)
}
// Rohan: func to delete element from the array
function arrayRemoval(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);
}
// ------ take actions -----------------------------------
// Rohan: Manhattan distance implementation heuristic function
function heu(a,b) {
return Math.abs(a.i-b.i) + Math.abs(a.j-b.j);
//return Math.pow(Math.abs(a.i - b.i),2) + Math.pow(Math.abs(a.j - b.j),2); // uncomment to perform euclidean dist
}
function moveLogicalEnemy() {
// clearing the openList, closedList and path before each A* run
while(openList.length > 0){
openList.pop();
}
while(closedList.length > 0){
closedList.pop();
}
while(path.length > 0){
path.pop();
}
clearPreviousAttri();
var n = astar (grid[ei][ej], grid[ai][aj]);
printPath(n);
}
// Rohan: as the code was entering infinite loop while tracking the path the below func was built
// below function clears the attribute before the start of A* func
function clearPreviousAttri() {
for(var i=0; i < gridsize-1; i++){
for(var j=0; j < gridsize-1; j++){
grid[i][j].previous = null;
}
}
}
// Rohan: A* search func takes two inputs firstly enemy position which is start point and agent position which is the target.
// target and start node is sent in the below function
function astar(start, target) {
start.f = start.g + heu(start, target);
openList.push(start);
while (openList.length > 0)
{
// checks for the node in openList with min f value.
// can optimized by implementing Min Heap which will reduce the Time Complexity
var temp = 0;
for(var i = 0; i < openList.length; i++){
if(openList[i].f < openList[temp].f){
temp = i;
}
}
var current = openList[temp];
if (current == target){
return current;
}
// to get the path check with every neighbor
for (var i = 0; i < current.neighbors.length; i++){
var neighbor = current.neighbors[i];
var G = current.g + heu(current, neighbor);
// check for the presence of neighbour in openList and ClosedList
// as we have removed walls and maze from neighbor list we can skip neighbor.wall
if (!openList.includes(neighbor) && !closedList.includes(neighbor) && !neighbor.wall){
neighbor.previous = current;
neighbor.g = current.g + heu(current, neighbor);
neighbor.f = neighbor.g + heu(neighbor, target);
openList.push(neighbor)
}
else{
if(G < neighbor.g){
neighbor.previous = current;
neighbor.g = G;
neighbor.f = neighbor.g + heu(neighbor, target);
if(closedList.includes(neighbor)){
arrayRemoval(closedList,neighbor);
openList.push(neighbor);
}
}
}
}
arrayRemoval(openList,current);
closedList.push(current);
}
return null;
}
// Rohan: to tracks the path from start node to target node below func can be used
// to go step by step and not to move at once
function printPath(target){
var n = target;
if (n === null)
return;
// the previous nodes are pushed into the path list as they are tracked back
while(n.previous !== null){
path.push(n);
n = n.previous;
}
path.push(n);
// we check path length > 2 to trap the agent
if(path.length > 2){
// length - 1 will be the starting point which is the last element path so path length - 2 which is the next move is picked
if (!occupied(path[path.length - 2].i, path[path.length - 2].j)) {
drawPath(ei, ej, path[path.length - 2].i, path[path.length - 2].j); // the current and the next position is passed as the corrdinates
ei = path[path.length - 2].i;
ej = path[path.length - 2].j;
}
}
// path[0] and path[1] is the position of agent and enemy, where path length == 2 means we have 2 elements in the path list
// that is similar to src and dest postion in A*
// which also shows that one cell is away from enemy and can trap the agent
else {
trapAgent();
}
}
var points = [];
// Rohan: to draw the path
function drawPath(x1, y1, x2, y2){
points.push(translate(x1, y1));
points.push(translate(x2, y2));
// create Tube Geometry
var tubeGeometry = new THREE.TubeGeometry(
new THREE.CatmullRomCurve3(points),
512,// path segments
0.5,// THICKNESS
8, //Roundness of Tube
false //closed
);
//geometry = new THREE.BufferGeometry().setFromPoints( points );
var material = new THREE.LineBasicMaterial( { color : 0x00ff00, wireframe: true , linewidth: 10 , linecap: 'round', linejoin: 'round' } );
let line = new THREE.Line( tubeGeometry, material );
//line = new THREE.Line( tubeGeometry, material );
ABWorld.scene.add(line);
}
// Rohan: below func traps agent when A* has two or less elements in path
// which defines that the enemy is close to agent which means that there is difference in one cell
var count = 0;
function trapAgent(){
// firstly check if the the agent is surrounded by all the sides so that the enemy can trap the agent
// else we can move the enemy horizontally or vertically by one position based on count variable
if (!threesidesTrapAgent()){
var neighbors = grid[ei][ej].neighbors;
for (var i = 0; i < neighbors.length; i++){
if(Math.abs(neighbors[i].j - aj) == 1 || Math.abs(neighbors[i].i - ai) == 1){
if (count % 2 === 0 && !occupied(ai, aj + 1)){
ei = ai;
ej = aj + 1;
} else if(count % 2 !== 0 && !occupied(ai + 1, aj)){
ei = ai + 1;
ej = aj;
}
count++;
}
}
}
}
// Rohan: here we check if the agent is surrounded by three sides , if so then we trap it
function threesidesTrapAgent(){
if (occupied (ai-1,aj) && occupied (ai+1,aj) && occupied (ai,aj+1)){
if(!occupied(ai,aj-1)){
ei = ai;
ej = aj - 1;
}
return true;
}
else if (occupied (ai-1,aj) && occupied (ai+1,aj) && occupied (ai,aj-1)){
if(!occupied (ai,aj+1)){
ei = ai;
ej = aj + 1;
}
return true;
}
else if (occupied (ai-1,aj) && occupied (ai,aj+1) && occupied (ai,aj-1)){
if(!occupied (ai+1,aj)){
ei = ai + 1;
ej = aj;
}
return true;
}
else if (occupied (ai+1,aj) && occupied (ai,aj+1) && occupied (ai,aj-1)){
if(!occupied (ai-1,aj)){
ei = ai - 1;
ej = aj;
}
return true;
}
return false;
}
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();
// Rohan: calling the moving walls function per timestep
//if ( ( AB.step % 2 ) == 0 )
wallsmovePerStep();
//wallstobeMoved()
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
}
// Rohan: moving wall function, has to have WALLMOVETICK > 0 else no walls will move
// first check the condition
// then execute the while condition that moves the walls
function wallstobeMoved()
{
let movedWalls=[];
const time=new Date();
if(WALLMOVENO<NOBOXES&&WALLMOVETICK>0)
{
while(movedWalls.length<WALLMOVENO&&!agentBlocked()){
movingWalls=wallList.sample();
level=notConverted(movingWalls.position);
x=[level.x-1,level.x,level.x+1].sample();
y=[level.y-1,level.y,level.y+1].sample();
newLevel=translate(x,y);
occupied(x,y)||movedWalls.includes([newLevel.x,newLevel.y].toString())||(movingWalls.position.copy(newLevel),movedWalls.push([newLevel.x,newLevel.y].toString()),
GRID[level.x][level.y]=GRID_BLANK,
GRID[x][y]=GRID_MAZE)
console.log("walls moving from position: "+level.x+","+level.y+"to: "+x+","+y);
console.log("walls that have moved: "+movedWalls.length);
console.log("given time is : "+60*time.getMinutes()+time.getSeconds());
}
}
}
// Rohan: to move walls per timestep in seconds
let checkout=0;
function wallsmovePerStep()
{
setTimeout(function()
{
wallstobeMoved(),
checkout++;
},checkout*WALLMOVETICK*1000);
}
function notConverted(r)
{
var v = new THREE.Vector3();
v.x = ( r.x+MAXPOS/2)/squaresize ;
v.y = ( r.z+MAXPOS/2)/squaresize ;
return v;
}
Array.prototype.sample=function()
{
return this[Math.floor(Math.random()*this.length)]
};