// Cloned by Theo Delettre (21262281) on 6 Nov 2021 from World "Terminator 7" by Theo Delettre
// Please leave this clone trail here.
// Cloned by Theo Delettre (21262281) on 27 Oct 2021 from World "Complex World" by Starter user
// Please leave this clone trail here.
//World is in 2D for clarity's sake, feel free to switch between 2D and 3D by changing value below
const show3d = false; // Switch between 3d and 2d view (both using Three.js)
// ==== 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 TEXTURE_WALL = '/uploads/theonogo/Mario_Ground.png' ;
const TEXTURE_MAZE = '/uploads/theonogo/Moincraft.jpg' ;
const TEXTURE_AGENT = '/uploads/theonogo/Scream_Cat.jpg' ;
const TEXTURE_ENEMY = '/uploads/theonogo/Da_Terminato.jpg' ;
// The Array of textures 1 to 10+
// This is the simplest, lightest ways of displaying numbers/letters in THREE.js
const NUM_ARRAY = [
"/uploads/theonogo/0.jpg",
"/uploads/theonogo/1.jpg",
"/uploads/theonogo/2.jpg",
"/uploads/theonogo/3.jpg",
"/uploads/theonogo/4.jpg",
"/uploads/theonogo/5.jpg",
"/uploads/theonogo/6.jpg",
"/uploads/theonogo/7.jpg",
"/uploads/theonogo/8.jpg",
"/uploads/theonogo/9.jpg",
"/uploads/theonogo/10.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/theonogo/Terminator2-MainTheme.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
// Materials for drawing the A* Path
const openMat = new THREE.MeshBasicMaterial( { color: 0xC6D57E, wireframe: false} );
const closedMat = new THREE.MeshBasicMaterial( { color: 0xD57E7E, wireframe: false} );
const pathMat = new THREE.MeshBasicMaterial( { color: 0xA2CDCD, wireframe: true} );
const prevMat = new THREE.MeshBasicMaterial( { color: 0x000000, wireframe: true} );
const gridsize = 50; // 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/theonogo/haloright.png",
"/uploads/theonogo/haloleft.png",
"/uploads/theonogo/haloplease.png",
"/uploads/theonogo/halobot.png",
"/uploads/theonogo/haloback.png",
"/uploads/theonogo/halofront.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 TRAPGRID =new Array(gridsize); // a grid that informs the A* distance to the nearest hole from every position
//These help us draw the A* path and are given by the enemy mind
var AMAP = null;
var lastPos = null;
var pathGroup = new THREE.Group();
var theagent, theenemy;
var wall_texture, agent_texture, enemy_texture, maze_texture;
var num_textures = new Array(NUM_ARRAY.length);
// enemy and agent position on squares
var ei=null, ej=null, ai=null, aj=null;
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();
});
for ( var n = 0; n < NUM_ARRAY.length; n++ )
startArrayLoad ( n );
}
// We also have to load the 1-10 number textures
function startArrayLoad ( n ) // asynchronous file load of texture n
{
var loader = new THREE.TextureLoader();
loader.load ( NUM_ARRAY[n], function ( thetexture )
{
thetexture.minFilter = THREE.LinearFilter;
num_textures[n] = thetexture;
if ( asynchFinished() ) initScene();
});
}
function asynchFinished() // all file loads returned
{
if ( wall_texture && agent_texture && enemy_texture && maze_texture ){
for ( var i = 0; i < NUM_ARRAY.length; i++ )
if ( ! num_textures[i] )
return false;
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, k=0 )
{
var v = new THREE.Vector3();
v.y = k;
v.x = ( i * squaresize ) - ( MAXPOS/2 );
v.z = ( j * squaresize ) - ( MAXPOS/2 );
return v;
}
// We calculate for each empty map position the A* distance to the nearest hole, save them in TRAPGRID, and display them
function initTrapGrid()
{
console.log("Loading TrapGrid");
// We first identify all of the holes
var holes = [];
for ( i = 1; i < gridsize-1 ; i++ ){
for ( j = 1; j < gridsize-1 ; j++ ){
if(numNeighbors(i,j) == 3 && !occupied(i,j)){
holes.push([i,j]);
TRAPGRID[i][j] = 0;
}
}
}
console.log("Holes:", holes);
// Now we go through each position and find the distance
var minDist;
var curDist;
for (let iCoord = 1; iCoord < gridsize-1 ; iCoord++ ){
for (let jCoord = 1; jCoord < gridsize-1 ; jCoord++ ){
if(occupied(iCoord,jCoord)){
TRAPGRID[iCoord][jCoord] = gridsize;
} else if(TRAPGRID[iCoord][jCoord] !== 0){
minDist = null;
curDist = null;
//We sort by the 2D distance to do the likely shorter paths first and save on computing time
holes.sort((a,b) => distance2D(a[0],a[1],iCoord,jCoord) - distance2D(b[0],b[1],iCoord,jCoord));
// We find the A* distance from current position to each hole
for(k=0; k<holes.length ; k++){
//If the current minimum found A* distance to curr hole is smaller than the 2D distance
// we can stop searching. since we sorted the holes array earlier we know there will be no shorter distance
if(distance2D(iCoord, jCoord, holes[k][0], holes[k][1]) >= curDist && curDist !== null )
{
break;
} else {
// We simply reuse our A* algorithm (but with diagonals disabled since this is agent distance)
curDist = enemyThink(holes[k][0], holes[k][1],iCoord, jCoord, GRID, false).pathLength;
}
if((minDist === null || curDist<minDist) && curDist!==null){
minDist = curDist;
}
}
// Save it in array. if nothing was found add max possible distance
if(minDist!==null) TRAPGRID[iCoord][jCoord] = minDist;
else TRAPGRID[iCoord][jCoord] = gridsize;
}
console.log("A* for",iCoord,jCoord, "is",TRAPGRID[iCoord][jCoord] );
}
}
// This draws the distance to the nearest hole for all empty positions in the maze
var currNum;
for (let k = 1; k < gridsize-1 ; k++ ){
for (let l = 1; l < gridsize-1 ; l++ ){
if(GRID[k][l] != GRID_MAZE ){
shape = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );
thecube = new THREE.Mesh( shape );
currNum = TRAPGRID[k][l];
if(currNum > 10) currNum = 10;
thecube.material = new THREE.MeshBasicMaterial( { map: num_textures[currNum] } );
thecube.position.copy ( translate(k,l, -10) ); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
ABWorld.scene.add(thecube);
}
}
}
console.log(TRAPGRID);
}
// returns number of adjacent walls/maze walls. If there are 3, it is a suitable hole
function numNeighbors(i,j){
return occupied(i-1,j) + occupied(i+1,j) + occupied(i,j-1) + occupied(i,j+1);
}
function distance2D(ai,aj,bi,bj){
return Math.abs(bi-ai)+Math.abs(bj-aj);
}
function initScene() // all file loads have returned
{
var i,j, shape, thecube;
// set up GRID and TRAPGRID 2D arrays
for ( i = 0; i < gridsize ; i++ ){
GRID[i] = new Array(gridsize);
TRAPGRID[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 and draw the TrapGrid (A* distance to nearest hole for each coord)
initTrapGrid();
// 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();
ABWorld.scene.add(pathGroup);
// 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)
}
//~~~~~~~~~ MY OWN FUNCTION ~~~~~~~~~
// Draws the Open and closed positions for the current step as well as the A* path we found
function drawPath()
{
//Make sure we clear the previous step's path before drawing the new one
pathGroup.clear();
var i,j, shape, thecube, mat;
//First we draw all the open (green) and closed (red) squares
if(AMAP!==null) {
for ( i = 0; i < gridsize ; i++ ) {
for ( j = 0; j < gridsize ; j++ ) {
if(AMAP[i][j] !== null && !occupied(i,j))
{
shape = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );
if(AMAP[i][j].isClosed){
mat = closedMat;
} else {
mat = openMat;
}
thecube = new THREE.Mesh( shape, mat );
thecube.position.copy ( translate(i,j) ); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
pathGroup.add(thecube);
}
}
}
}
// We draw the path we found in this step in blue wireframes (black for our objective)
var currPos = lastPos;
while(currPos !==null){
shape = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );
if(currPos.prev === null){
mat = prevMat;
} else {
mat = pathMat;
}
thecube = new THREE.Mesh( shape, mat );
thecube.position.copy ( translate(currPos.i,currPos.j) ); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
pathGroup.add(thecube);
currPos = currPos.prev;
}
}
// --- take actions -----------------------------------
function moveLogicalEnemy()
{
//send our grid, and the position of our players within it to the A* algorithm
newpos = enemyThink(ai, aj, ei, ej, GRID, true);
//If the enemy is more than 4 tiles away on the fastest path or the agent is already in a hole we can go with simple A*
// herding the agent at a greater distance is not that effective.
// important to get the A* dist rather than simple 2D distance since there could be a big wall in the way
if(newpos.pathLength > 2 || TRAPGRID[ai][aj] ===0){
if ( ! occupied(newpos.nexti,newpos.nextj) ) // if no obstacle then move, else just miss a turn
{
ei = newpos.nexti;
ej = newpos.nextj;
}
AMAP = newpos.AMAP;
lastPos = newpos.last;
} else {
// Otherwise we use our trapper algorithm to find the next move
$.getScript ( "/worlds/4777509945.js", function() {
newpos = trapperThink(ai, aj, ei, ej, GRID, TRAPGRID);
if ( ! occupied(newpos.nexti,newpos.nextj) ) // if no obstacle then move, else just miss a turn
{
ei = newpos.nexti;
ej = newpos.nextj;
}
// we do not draw the path for the trapper algorithm, since it only does the next move
AMAP = null;
lastPos = null;
});
}
}
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();
drawPath();
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
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// --- Below is A* world 1 enemy mind code ---
// used here rather than linked to the js file for js performance reasons
// minor changes to also allow for A* without diagonals for TRAPGRID and to return path length
// not as many comments as can be found in Enemy Mind I created for World 1
function enemyThink(ai, aj, ei, ej, GRID, diagonal){
//if(!diagonal) console.log("lets gooo",ai,aj,ei,ej);
const gridsize = GRID.length;
var open = [];
//AMAP serves as a way to add info to seen grid coords and so also serves as
// our "closed" set
var AMAP = new Array(gridsize);
for ( i = 0; i < gridsize ; i++ ) {
AMAP[i] = new Array(gridsize);
for ( j = 0; j < gridsize ; j++ ) {
AMAP[i][j] = null;
}
}
// We start by exploring our starting position, where the enemy currently is
addPos(ei,ej,0,null);
var curr = open[0];
while(curr !== null){
if(curr.h===0){
curr.isClosed = true;
break;
} else {
addNeighbors(curr.i,curr.j,curr.g);
curr.isClosed = true;
open.splice(open.indexOf(curr), 1);
curr = maxOpen();
}
}
if(curr!==null){
var lastcurr = curr;
var pathL = 0;
if(curr.prev !== null)
{
pathL++
while(curr.prev.prev!==null){
pathL++;
curr = curr.prev;
}
}
return {
nexti:curr.i ,
nextj: curr.j,
AMAP: AMAP,
last: lastcurr,
pathLength: pathL
};
} else {
return {
nexti:ei ,
nextj: ej,
AMAP: AMAP,
last: null,
pathLength: null
};
}
function Pos(i,j,g,prev) {
this.i = i;
this.j = j;
this.g = g;
this.h = Math.abs(distance2D(ai,aj,this.i,this.j) - diagonal);
this.f = this.g + this.h;
this.isClosed = false;
this.prev = prev;
this.update = function(newG, from) {
if(newG < this.g){
this.g = newG;
this.f = this.g + this.h;
this.prev = from;
}
}
}
// Adds information to the given coordinate
function addPos(i,j,newG,from){
if(AMAP[i][j]===null){
AMAP[i][j] = new Pos(i,j,newG,from);
open.push(AMAP[i][j]);
} else if(!AMAP[i][j].isClosed){
AMAP[i][j].update(newG,from);
}
}
function addNeighbors(x,y,currG){
for ( i = x-1; i <= x+1 ; i++ ) {
for ( j = y-1; j <= y+1 ; j++ ) {
//if(x >=0 && y>=0 && x<gridsize && y<gridsize) { //Not necessary since there should be a wall outline
if(GRID[i][j] != 1 && GRID[i][j] != 2 && !(x==i && y==j) && (diagonal || (x==i || y==j)) && (x!= ai || y!=aj)){
addPos(i,j, currG + distance2D(x,y,i,j), AMAP[x][y])
}
}
}
}
function maxOpen(){
var maxPos = null;
for ( i = 0; i < open.length ; i++ ) {
if(maxPos===null){
maxPos = open[i];
} else if (open[i].f < maxPos.f){
maxPos = open[i];
}
}
return maxPos;
}
}