// Cloned by Mandar Kotnis on 30 Oct 2021 from World "Complex World" by Starter user
// Please leave this clone trail here.
// This is the second world
// ==== 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.
//---- global constants: -------------------------------------------------------
const show3d = true; // Switch between 3d and 2d view (both using Three.js)
const TEXTURE_WALL = '/uploads/mandar97/maze_earth.png' ;
const TEXTURE_MAZE = '/uploads/mandar97/maze_block.png' ;
const TEXTURE_AGENT = '/uploads/mandar97/agent.png' ;
const TEXTURE_ENEMY = '/uploads/mandar97/enemy.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 = 30; // number of squares along side of world
const NOBOXES = Math.trunc ( (gridsize * gridsize) / 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/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;
}
OpenSet = []; // Sets for evaluating which Cells are remaining to be checked
ClosedSet = []; // Sets for evaluating which Cells are checked
SolutionPath = []; // The fastest path towards the agent
TrapArray = []; //
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();
//Creating a Cell class for each cell in the grid which is not a wall or maze with attributes like fScore,gScore, etc
for ( i = 0; i < gridsize ; i++ ) {
for ( j = 0; j < gridsize ; j++ ) {
if ( GRID[i][j] !== GRID_WALL && GRID[i][j] !== GRID_MAZE ) {
GRID[i][j]= new Cell(i,j);
}
}
}
//computing the valid neighbours for each cell which is not a wall or maze
for ( i = 0; i < gridsize ; i++ ) {
for ( j = 0; j < gridsize ; j++ ) {
if ( GRID[i][j] !== GRID_WALL && GRID[i][j] !== GRID_MAZE ) {
GRID[i][j].addNeighbours();
}
}
}
// 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
});
}
function Cell(i,j) {
this.i = i; // i position
this.j = j; // j position
this.f1 = 0; // f score towards goal
this.g1 = 0; // g score towards goal
this.h1 = 0; // h score towards goal
this.f2 = 0; // f score towards trap
this.g2 = 0; // g score towards trap
this.h2 = 0; // h score towards trap
this.neighbours = []; // list of valid neighbours(not including walls or maze)
this.degreesOfFreedom = 0; // how many valid neighbours(not including walls or maze) does the cell have
this.previous = null; // previous Cell for the shortest path
this.previousForTrap = null; // previous Cell for the shortest path towards a trap path
// Add valid neigbours (not wall or maze) to the array neighbours[]
this.addNeighbours = function() {
let Up = GRID[i - 1][j];
let Down = GRID[i + 1][j];
let Left = GRID[i][j - 1];
let Right = GRID[i][j + 1];
if (Up !== GRID_WALL && Up !== GRID_MAZE) {
this.neighbours.push(Up);
}
if (Down !== GRID_WALL && Down !== GRID_MAZE) {
this.neighbours.push(Down);
}
if (Left !== GRID_WALL && Left !== GRID_MAZE) {
this.neighbours.push(Left);
}
if (Right !== GRID_WALL && Right !== GRID_MAZE) {
this.neighbours.push(Right);
}
this.degreesOfFreedom = this.neighbours.length;
if(this.degreesOfFreedom === 1) {
TrapArray.push(this);
}
}
// Resets the f value, g value, h value to 0 and sets previous to null
this.resetScores = function() {
this.f1 = 0;
this.g1 = 0;
this.h1 = 0;
this.previous = null;
}
// Resets the f value, g value, h value to 0 and sets previous to null
this.resetScoresForTrap = function() {
this.f2 = 0;
this.g2 = 0;
this.h2 = 0;
this.previousForTrap = null;
}
}
// --- 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()
{
calculateTrapPath();
}
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.setGrid();
};
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
}
// Calculates the Manhattan distance between the agent and enemy
function calculateHeuristic(first, second) {
return Math.abs(first.i-second.i) + Math.abs(first.j-second.j);
}
function calculateTrapPath() {
let endOfSearch = false;
let checkpointFound = false; // variable to check if checkpoint (agent) has been found
if(TrapArray.length > 0) {
// Set all the arrays to empty
OpenSetTrap = [];
ClosedSetTrap = [];
OpenSetAgent = [];
ClosedSetAgent = [];
SolutionPathTrap = [];
SolutionPathAgent = [];
FinalSolution = [];
// Set fscore, gscore and hscore of every cell from enemy to agent to zero
for ( i = 0; i < gridsize ; i++ ) {
for ( j = 0; j < gridsize ; j++ ) {
if ( GRID[i][j] !== GRID_WALL && GRID[i][j] !== GRID_MAZE ) {
GRID[i][j].resetScoresForTrap();
}
}
}
// Set fscore, gscore and hscore of every cell from trap to agent to zero
for ( i = 0; i < gridsize ; i++ ) {
for ( j = 0; j < gridsize ; j++ ) {
if ( GRID[i][j] !== GRID_WALL && GRID[i][j] !== GRID_MAZE ) {
GRID[i][j].resetScores();
}
}
}
let current = GRID[ei][ej];
let goal = GRID[ai][aj];
OpenSetTrap.push(current);
// Removing the line highligting from enemy to agent if there exists one
while(ABWorld.scene.children[ABWorld.scene.children.length - 1].type === 'Line') {
ABWorld.scene.children.pop();
}
// Calculating the nearest trap to agent
let distance = 10000000000000000;
let lowestTrap = 0;
for(let i=0; i<TrapArray.length; i++) {
if(distance > calculateHeuristic(TrapArray[i], goal)) {
lowestTrap = i;
distance = calculateHeuristic(TrapArray[i], goal);
}
}
while(!endOfSearch) {
// Every possible path has been exhausted and there is no way to reach the goal
if(OpenSetTrap.length === 0) {
endOfSearch = true;
break;
}
// Find the Cell with lowest F score
let lowestIndex = 0;
let current;
if(checkpointFound === false) {
for(let i=0; i<OpenSetTrap.length; i++) { // F score for a cell to agent
if(OpenSetTrap[i].f2 < OpenSetTrap[lowestIndex].f2 ) {
lowestIndex = i;
}
}
current = OpenSetTrap[lowestIndex];
} else {
for(let i=0; i<OpenSetAgent.length; i++) {
if(OpenSetAgent[i].f1 < OpenSetAgent[lowestIndex].f1 ) { // F score for a cell to nearest trap
lowestIndex = i;
}
}
current = OpenSetAgent[lowestIndex];
}
// The solution has been found
if(current === goal) {
if(checkpointFound === true) {
endOfSearch = true;
addLine(current, true);
SolutionPathAgent = SolutionPathAgent.reverse();
// Push the final path as solution
for(let i=0; i<SolutionPathTrap.length; i++) {
FinalSolution.push(SolutionPathTrap[i]);
}
for(let i=0; i<SolutionPathAgent.length; i++) {
FinalSolution.push(SolutionPathAgent[i]);
}
} else {
checkpointFound = true;
goal = TrapArray[lowestTrap]; // change the goal to nearest trap
OpenSetAgent.push(current); // add current cell in new OpenSet
addLine(current, false);
SolutionPathTrap = SolutionPathTrap.reverse();
}
} else {
if(checkpointFound === false) {
ClosedSetTrap.push(current);
OpenSetTrap.splice(lowestIndex, 1);
} else {
ClosedSetAgent.push(current);
OpenSetAgent.splice(lowestIndex, 1);
}
let neighbours = current.neighbours;
for(let i=0; i<neighbours.length; i++) { // Check for the next possible solution
let neighbour = neighbours[i];
let newPath = false;
if(checkpointFound === false) {
if(!ClosedSetTrap.includes(neighbour)) {
let tempGScore = current.g2 + 1;
if(OpenSetTrap.includes(neighbour)) {
if (tempGScore < neighbour.g2) { // Modify only if tempScore is less than the current score
neighbour.g2 = tempGScore;
newPath = true;
}
} else {
neighbour.g2 = tempGScore;
OpenSetTrap.push(neighbour);
newPath = true;
}
if(newPath) {
neighbour.h2 = calculateHeuristic(neighbour, goal);
neighbour.f2 = neighbour.h2 + neighbour.g2;
neighbour.previousForTrap = current;
}
}
} else {
if(!ClosedSetAgent.includes(neighbour)) {
let tempGScore = current.g1 + 1;
if(OpenSetAgent.includes(neighbour)) {
if (tempGScore < neighbour.g1) { // Modify only if tempScore is less than the current score
neighbour.g1 = tempGScore;
newPath = true;
}
} else {
neighbour.g1 = tempGScore;
OpenSetAgent.push(neighbour);
newPath = true;
}
if(newPath) {
neighbour.h1 = calculateHeuristic(neighbour, goal);
neighbour.f1 = neighbour.h1 + neighbour.g1;
neighbour.previous = current;
}
}
}
}
}
}
if(endOfSearch) {
// There is a way to reach the goal
if(SolutionPathTrap.length > 0) {
let nextStep = FinalSolution[0];
if ( ! occupied(nextStep.i,nextStep.j) ) // if no obstacle then move, else just miss a turn
{
ei = nextStep.i;
ej = nextStep.j;
}
} else { // There is no way to reach the goal and hence we declare no solution and stop the run
AB.msg ( " <br> <font color=red> <B> No Solution! </B> </font> ", 4 );
AB.abortRun = true;
goodsteps = 0; // you score zero as far as database is concerned
musicPause();
soundAlarm();
}
}
} else {
// If there is no trap in the maze, try to restrict the agent as much as possible
for ( i = 0; i < gridsize ; i++ ) {
for ( j = 0; j < gridsize ; j++ ) {
if ( GRID[i][j].degreesOfFreedom === 2) {
TrapArray.push(GRID[i][j]);
}
}
}
}
}
function addLine(current, checkpointFound) {
let tempCell = current;
//create a red Line
let material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
let points = [];
if(checkpointFound === false) {
while(tempCell.previousForTrap) {
//Backtrack towards the original path
SolutionPathTrap.push(tempCell);
tempCell = tempCell.previousForTrap;
// Adding co-ordinates to the point
let tempPt = translate(tempCell.i, tempCell.j);
points.push( new THREE.Vector3(tempPt.x, tempPt.y, tempPt.z));
}
} else {
while(tempCell.previous) {
//Backtrack towards the original path
SolutionPathAgent.push(tempCell);
tempCell = tempCell.previous;
// Adding co-ordinates to the point
let tempPt = translate(tempCell.i, tempCell.j);
points.push( new THREE.Vector3(tempPt.x, tempPt.y, tempPt.z));
}
}
const geometry = new THREE.BufferGeometry().setFromPoints( points );
const line = new THREE.Line( geometry, material );
ABWorld.scene.add( line );
}