// Cloned by Stefano Marzo on 25 Oct 2021 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?
//$.getScript('https://cdnjs.cloudflare.com/ajax/libs/js-sha256/0.9.0/sha256.min.js',
// () => console.log('SHA256 Support Loaded'));
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 = 5;
// Take screenshot on this step. (All resources should have finished loading.) Default 50.
//---- global constants: -------------------------------------------------------
const show3d = false; // Switch between 3d and 2d view (both using Three.js)
const TEXTURE_WALL = '/uploads/stefano/wall.jpg' ;
const TEXTURE_MAZE = '/uploads/stefano/box.jpg' ;
const TEXTURE_AGENT = '/uploads/starter/pacman.jpg' ;
const TEXTURE_ENEMY = '/uploads/starter/ghost.3.png' ;
// credits:
// https://commons.wikimedia.org/wiki/Category:Pac-Man_icons
// https://commons.wikimedia.org/wiki/Category:Skull_and_crossbone_icons
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 = 40; // 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 NOBOXES = 50;
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/stefano/xp.jpg",
"/uploads/stefano/xn.jpg",
"/uploads/stefano/yp.jpg",
"/uploads/stefano/yn.jpg",
"/uploads/stefano/zp.jpg",
"/uploads/stefano/zn.jpg"
];
// ===================================================================================================================
// === End of tweaker's box ==========================================================================================
// ===================================================================================================================
// You will need to be some sort of JavaScript programmer to change things below the tweaker's box.
var makeCRCTable = function(){
var c;
var crcTable = [];
for(var n =0; n < 256; n++){
c = n;
for(var k =0; k < 8; k++){
c = ((c&1) ? (0xEDB88320 ^ (c >>> 1)) : (c >>> 1));
}
crcTable[n] = c;
}
return crcTable;
}
var crc32 = function(str) {
var crcTable = window.crcTable || (window.crcTable = makeCRCTable());
var crc = 0 ^ (-1);
for (var i = 0; i < str.length; i++ ) {
crc = (crc >>> 8) ^ crcTable[(crc ^ str.charCodeAt(i)) & 0xFF];
}
return (crc ^ (-1)) >>> 0;
};
//--- 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;
let path = [];
function loadResources() // asynchronous file loads - call initScene() when all finished
{
var loader1 = new THREE.TextureLoader();
var loader2 = new THREE.TextureLoader();
var loader3 = new THREE.TextureLoader();
var loader4 = new THREE.TextureLoader();
loader1.load ( TEXTURE_WALL, function ( thetexture )
{
thetexture.minFilter = THREE.LinearFilter;
wall_texture = thetexture;
if ( asynchFinished() ) initScene(); // if all file loads have returned
});
loader2.load ( TEXTURE_AGENT, function ( thetexture )
{
thetexture.minFilter = THREE.LinearFilter;
agent_texture = thetexture;
if ( asynchFinished() ) initScene();
});
loader3.load ( TEXTURE_ENEMY, function ( thetexture )
{
thetexture.minFilter = THREE.LinearFilter;
enemy_texture = thetexture;
if ( asynchFinished() ) initScene();
});
loader4.load ( TEXTURE_MAZE, function ( thetexture )
{
thetexture.minFilter = THREE.LinearFilter;
maze_texture = thetexture;
if ( asynchFinished() ) initScene();
});
}
function asynchFinished() // all file loads returned
{
if ( wall_texture && agent_texture && enemy_texture && maze_texture ) return true;
else return false;
}
//--- grid system -------------------------------------------------------------------------------
// my numbering is 0 to gridsize-1
function occupied ( i, j ) // is this square occupied
{
if ( ( ei == i ) && ( ej == j ) ) return true; // variable objects
if ( ( ai == i ) && ( aj == j ) ) return true;
if ( GRID[i][j] == GRID_WALL ) return true; // fixed objects
if ( GRID[i][j] == GRID_MAZE ) return true;
return false;
}
// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
// logically, coordinates are: y=0, x and z all positive (no negative)
// logically my dimensions are all positive 0 to MAXPOS
// to centre everything on origin, subtract (MAXPOS/2) from all dimensions
function translate ( i, j )
{
var v = new THREE.Vector3();
v.y = 0;
v.x = ( i * squaresize ) - ( MAXPOS/2 );
v.z = ( j * squaresize ) - ( MAXPOS/2 );
return v;
}
function initScene() // all file loads have returned
{
var i,j, shape, thecube;
// set up GRID as 2D array
for ( i = 0; i < gridsize ; i++ )
GRID[i] = new Array(gridsize);
// set up walls
for ( i = 0; i < gridsize ; i++ )
for ( j = 0; j < gridsize ; j++ )
if ( ( i==0 ) || ( i==gridsize-1 ) || ( j==0 ) || ( j==gridsize-1 ) )
{
GRID[i][j] = GRID_WALL;
shape = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );
thecube = new THREE.Mesh( shape );
thecube.material = new THREE.MeshBasicMaterial( { map: wall_texture } );
thecube.position.copy ( translate(i,j) ); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
ABWorld.scene.add(thecube);
}
else
GRID[i][j] = GRID_BLANK;
// set up maze
for ( var c=1 ; c <= NOBOXES ; c++ )
{
i = AB.randomIntAtoB(1,gridsize-2); // inner squares are 1 to gridsize-2
j = AB.randomIntAtoB(1,gridsize-2);
if((i != 1 || j != 1) || (i != gridsize-2 || j != gridsize-2)) { //avoid put a maze in 1,1 and 49,49
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;
//enemy will start in 1,1
//ei = 1;
//ej = 1;
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;
//ai = gridsize-2;
//aj = gridsize-2;
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)
}
/* MODEL */
const ENEMY = 'E';
class Puzzle{
constructor(grid, ei, ej) {
this.cell = this.cloneStateTranspose(grid);
this.LEFT = 'LEFT';
this.RIGHT = 'RIGHT';
this.UP = 'UP';
this.DOWN = 'DOWN';
this.ex = ei;
this.ey = ej;
this.cell[ej][ei] = ENEMY;
}
getCell(x, y) {
return this.cell[x][y];
}
swap(x1, y1, x2, y2) {
let tempCell = this.getCell(x1, y1);
this.cell[x1][y1] = this.getCell(x2, y2);
this.cell[x2][y2] = tempCell;
}
getBlankCell() {
for(let i in this.cell){
for(let j in this.cell[i]) {
if(this.getCell(i,j) == ENEMY)
return {x:Number(i), y:Number(j)};
}
}
}
isPossibleMove(x, y) {
let distX = Math.abs(x-this.ex);
let distY = Math.abs(y-this.ey);
let dist = distX + distY;
if(x < 0 || y < 0) return false;
if(x > GRID.length-1 || y > GRID.length -1) return false;
if(this.cell[x][y] == GRID_WALL) {
return false;
}
if(this.cell[x][y] == GRID_MAZE) {
return false;
}
return (dist == 1 && this.inRange(x) && this.inRange(y));//&& !occupied(x,y));//
}
inRange(n) {
return n >= 1 && n < GRID.length-1;
}
getPossibleMoves() {
let moves = [];
let enemy = this.getBlankCell(); //try avoid calling this function
//cnsole.log(this.ex, this.ey)
this.ex = enemy.x;
this.ey = enemy.y;
//cnsole.log('enemy coords', enemy);
if(this.isPossibleMove(this.ex-1, this.ey)) {
moves.push({x: Number(this.ex-1), y: Number(this.ey)});
}
if(this.isPossibleMove(this.ex+1, this.ey)) {
moves.push({x: Number(this.ex+1), y: Number(this.ey)});
}
if(this.isPossibleMove(this.ex, this.ey-1)) {
moves.push({x: Number(this.ex), y: Number(this.ey-1)});
}
if(this.isPossibleMove(this.ex, this.ey+1)) {
moves.push({x: Number(this.ex), y: Number(this.ey+1)});
}
//cnsole.log('get possible moves: ', this.cell, moves);
//OK
return moves;
}
getDirection(x1, y1, x2, y2){
let distX = x1 - x2;
let distY = y1 - y2;
if(distX == 1) return this.UP;
if(distX == -1) return this.DOWN;
if(distY == 1) return this.LEFT;
if(distY == -1) return this.RIGHT;
}
getPossibleDirections() {
let moves = this.getPossibleMoves();
let directionList = [];
for(let move of moves) {
directionList[this.getDirection(this.ex, this.ey,move.x, move.y)] = move;
}
return directionList;
}
move(direction) {
this.moveWithoutTemplate(direction);
//this.getHtml();
}
moveWithoutTemplate(direction) {
let directions = this.getPossibleDirections();
let move = directions[direction];
if(typeof move !== 'undefined') {
this.swap(this.ex, this.ey, move.x, move.y);
}
}
getState(){
return this.cell;
}
cloneState(){
let l = [];
for(let i in this.cell) {
let s = [];
for(let j in this.cell[i]){
s.push(this.cell[i][j]);
}
l.push(s);
}
return l;
}
cloneStateTranspose(grid) {
let l = [];
for(let i in grid) {
let s = [];
for(let j in grid[i]){
s.push(grid[j][i]);
}
l.push(s);
}
return l;
}
getNextState(direction) {
let puzzle = new Puzzle([[0]], 0, 0);
puzzle.cell = this.cloneState();
puzzle.moveWithoutTemplate(direction);
return puzzle.getState();
}
static cloneState(puzzle, grid) {
let l = [];
let x, y;
for(let i in grid) {
let s = [];
for(let j in grid[i]){
s.push(grid[i][j]);
if(grid[i][j] == ENEMY) {
x = i;
y = j;
}
}
l.push(s);
}
puzzle.cell = l;
puzzle.ex = x;
puzzle.ey = y;
}
getNextPossibleStatesDirections(){
let directions = this.getPossibleDirections();
//cnsole.log('possible directions', directions);
let statesDirections = [];
if(typeof directions[this.LEFT] != 'undefined'){
statesDirections.push({
state: this.getNextState(this.LEFT),
direction: this.LEFT
});
}
if(typeof directions[this.RIGHT] != 'undefined'){
statesDirections.push({
state: this.getNextState(this.RIGHT),
direction: this.RIGHT
});
}
if(typeof directions[this.UP] != 'undefined'){
statesDirections.push({
state: this.getNextState(this.UP),
direction: this.UP
});
}
if(typeof directions[this.DOWN] != 'undefined'){
statesDirections.push({
state: this.getNextState(this.DOWN),
direction: this.DOWN
});
}
return statesDirections;
}
}
/* END MODEL */
/* SEARCH */
/**
* the Stack mantains the elements ordered by their cost.
* it always pops the minimum cost Node with O(1) time
* it adds new node with O(log_2(n)) time
*/
class Stack{
constructor(){
this.stack = [];
}
add(el) {
this.stack.splice(this.sortedIndex(this.stack, el.cost), 0, el);
}
getNext() {
return this.stack.shift();
}
getMinCost() {
let min = this.stack[0].cost;
let i = 0;
let j = 0;
for(i = 0; i < this.stack.length; i++) {
if(this.stack[i].cost < min){
j = i;
}
}
return this.stack.splice(j, 1);
}
/**
*
* @param {*} array array to look into
* @param {*} value new element to insert
* @returns the index of the array where
* insert the new element in O(log_2(n)) time
*
*/
sortedIndex(array, value) {
let low = 0,
high = array.length;
let mid = 0; //bit shifting
while (low < high) {
mid = (low + high) >>> 1; //bit shifting
if (array[mid].cost < value) low = mid + 1;
else high = mid;
}
return low;
}
pop(){
return this.stack.shift();
}
}
/**
* HashTable of the states reached
*/
class StateTable{
constructor(){
this.states = [];
}
}
/**
* Graph Node
*/
class Node{
constructor(state, direction, parent, cost, depth, posX, posY){
this.state = state;
this.direction = direction;
this.parent = parent;
this.cost = cost; //depth + manhattan distance
this.depth = depth;
this.posX = posX;
this.posY = posY;
this.whatsUP = GRID[posX][posY-1];
this.whatsDOWN = GRID[posX][posY+1];
this.whatsLEFT = GRID[posX-1][posY];
this.whatsRIGHT = GRID[posX+1][posY];
}
}
class BestFirstSolver{
constructor(randomPuzzle, goalPuzzle, memLimit){
this.randomPuzzle = randomPuzzle;
this.dimension = randomPuzzle.size;
this.stack = new Stack();
this.solution = [];
this.stateTable = new StateTable();
this.goal = goalPuzzle.cloneState();
this.nodeCreated = 0;
this.iterationsCount = 0;
this.createNode(randomPuzzle.cloneState(), null, null, randomPuzzle.ex, randomPuzzle.ey);
console.log(this.stack.stack);
this.memLimit = memLimit;
}
hash(x){
return crc32(JSON.stringify(x));
}
createNode(state, direction, parent, posX, posY) {
if(typeof this.stateTable.states[this.hash(state)] === 'undefined') {
let cost = 0;
let depth = 0;
if(parent != null) {
cost = parent.depth + this.distance(state);
depth = parent.depth + 1;
}
let node = new Node(state, direction, parent, cost, depth, posX, posY);
this.stack.add(node);
this.stateTable.states[this.hash(state)] = false;
this.nodeCreated += 1;
}
}
isGoal(state){
for(let i in this.goal){
for(let j in this.goal[i]){
if(this.goal[i][j] != state[i][j]){
return false;
}
}
}
return true;
}
expand(node) {
if(typeof this.stateTable.states[this.hash(node.state)] !== 'undefined') {
let p = new Puzzle([[0]], 0, 0); //give it puzzle.ex, puzzle.ey
Puzzle.cloneState(p, node.state);
let nextPossibleStates = p.getNextPossibleStatesDirections();
for(let stateDirection of nextPossibleStates) {
this.createNode(stateDirection.state, stateDirection.direction, node, p.ex, p.ey);
}
}
}
/**
*
* @returns the last node expandend which contains the solution
*/
search() {
let next = this.stack.getNext();
while(!this.isGoal(next.state)) {
this.expand(next);
next = this.stack.getNext();
if (next === undefined) return null; //no solution
this.iterationsCount+=1;
}
return next;
}
findEnemy(state) {
for(let i = 0; i < state.length; i++) {
for(let j = 0; j < state[i].length; j++) {
if(state[j][i] == ENEMY) {
return {i: i, j: j};
}
}
}
}
solve(node) {
if (node === null) return null; // if no solution return null
let directions = [];
while(node.parent != null) {
directions.unshift(node.direction);
path.unshift(this.findEnemy(node.state));
node = node.parent;
}
return directions;
}
calcSolution() {
this.solution = this.solve(this.search());
if(this.solution === null) {
console.log('No solutions...');
AB.world.noSolution();
}
}
distance(state) {
let d = Math.abs(ai - this.randomPuzzle.ex + Math.abs(aj - this.randomPuzzle.ey));
return d;
}
createCoordsMap(state) {
let m = [];
for(let i = 0; i < Math.pow(this.dimension,2); i++) {
m[i] = this.getCoord(i, state);
}
return m;
}
getCoord(num, state) {
for(let i = 0; i < this.dimension; i++) {
for(let j = 0; j < this.dimension; j++) {
if(state[i][j] == num) return {x: i, y: j};
}
}
}
/**
* @returns the average number of branches expanded
*/
getAverageExpansion() {
return this.nodeCreated/this.iterationsCount;
}
}
/* SEARCH ENDS */
/* GRAPHICS */
let drawpathline;
function showPath(e) {
if(drawpathline !== undefined)
ABWorld.scene.remove(drawpathline);
let line = new THREE.LineDashedMaterial({
color: "green",
linewidth: squaresize/2
});
var t, i, r = [];
for (c = e.length; c > 0; c--) t = e[c - 1].i, i = e[c - 1].j, r.push(translate(t, i));
var n = (new THREE.BufferGeometry).setFromPoints(r),
o = new THREE.Line(n, line);
ABWorld.scene.add(o);
return o;
}
/* END GRAPHICS */
// --- take actions -----------------------------------
function moveLogicalEnemy() {
/* INSTANCE OF SEARCH */
let astar = new BestFirstSolver(new Puzzle(GRID, ei, ej), new Puzzle(GRID, ai, aj), 1000000);
//cnsole.log('Shortest way from: ', astar.randomPuzzle.cell, 'to: ', astar.goal, 'x:',ai, 'y:', aj);
astar.calcSolution();
//cnsole.log('Solution: ', astar.solution);
//cnsole.log(astar.nodeCreated);
drawpathline = showPath(path);
if(path.length > 1) {//avoid enemy to jump over agent
ei = path[0].i;
ej = path[0].j;
}
path = [];
//AB.controlPause();
}
/*
function moveLogicalEnemy()
{
// 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;
}
}
*/
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.noSolution = function()
{
if ( AB.abortRun ) AB.msg ( " <br> <font color=red> <B> No admissible solution. </B> </font> ", 3 );
else AB.msg ( " <br> <font color=green> <B> Run over. </B> </font> ", 3 );
};
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
}