// Cloned by Samaksh Chandra on 19 Jul 2022 from World "Complex World" by Starter user
// Please leave this clone trail here.
//For everywhere I have edited and inserted my code, I have used the text 'my code here'
//and to indicate the end to it, I have used the text 'my code ends'
// ==== 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/starter/wall.jpg' ;
const TEXTURE_MAZE = '/uploads/starter/my_maze.jpg' ;
const TEXTURE_AGENT = '/uploads/starter/thief-cartoon.jpg' ;
const TEXTURE_ENEMY = '/uploads/starter/police.jpg';
//here I have changed the parameters of the world to my own images
const MUSIC_BACK = '/uploads/starter/Defense.Line.mp3' ;
const SOUND_ALARM = '/uploads/starter/air.horn.mp3' ;
//const gridsize = 20; // number of squares along side of world
//my code starts
const gridsize = 50;
//Changed the gridsize to 50 as instructed to do so
//const NOBOXES = Math.trunc ( (gridsize * gridsize) / 10 );
// density of maze - number of internal boxes
// (bug) use trunc or can get a non-integer
const BOX_DEN = Math.trunc((gridsize*gridsize)/3);
//changed the box density to number of squares divided by 3
//BOX_DEN = Box Density
//my code ends
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"
];
// ===================================================================================================================
// === 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 world = new Array(gridsize); //Used my own variable here
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;
//my code starts
var visited_trails = [] //these are the ways which have already been seen/visited by our algo/which will be seen by our algo
var unvisited_tracks = [] //these are the ways which have yet to be explored by our algo
//Next I will define the colors of the paths which will be tracked using our a* algo.
var track_lines = 'purple'
var blocked_cells_color = 'green'
var free_cells_color = 'white'
//my code ends
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;
}*/
//my code starts
//this is a class which has been created to define our world better by initialising some basic parameters
class define_parameters{
//below defined is a constructor which determines the basic features of our grid matrix in which the game is being played
constructor(start_point, end_point, dead_end){
this.start_point = start_point;
this.end_point = end_point;
this.dead_end = dead_end; //if there is no way ahead for the enemy
this.adjacent_cells = []; //we also need to keep track of the surrounding cells to know enemy's and agent's relative locations
this.function_value = 0; //f-value of the function
this.heuristic_value = 0;
this.cost_value = 0;
this.former_cell = start_point; //value cannot be defined right now
//hence, at the start of the game it will point to null value.
}
//also adding a function which can tell if our enemy has encountered a dead_end
am_i_stuck(){
return this.dead_end;
//dead_end equal to 0 means its not a dead end (False)
//dead_end equal to 1 means it is a dead end (True)
}
plot_track_line_matrix(color_of_track_lines){
this.structure = new THREE.BoxGeometry ( squaresize, 1, squaresize ); //keeping y as 1 where x and z are defined by squaresize respectively
this.boundary = new Three.mesh(this.structure);
this.boundary.position.copy(translate(this.i,this.j));
//translate is used to move the origin i units on x-axis and j units on y-axis to dynamically extend the boundary of the track lines as and when it progresses
this.boundary.medium = new Three.MeshBasicMaterial();
this.boundary.medium.track.setColorName(color_of_track_lines);
ABWorld.scene.add(this.boundary); //add the track boundary to the world
}
//defining a class function to set up the adjacent cells function
attach_adjacent_cells(){
var x = this.i;
var y = this.j;
if(x<gridsize-1){
if(world[x+1][y].dead_end === true){ //checking if there is a dead end one square right to us
//if there is, then break and do nothing
}
else{
this.adjacent_cells.push(world[x+1][y]); //add the adjacent cell one square to the right
}
}
else if(x>0){
if(world[i-1][j].dead_end === true){ //checking if there is a dead end one square to the left
//do nothing
}
else{
this.adjacent_cells.push(world[i-1][y]); //add the square one step to the left
}
}
else if(y<gridsize-1){
if(world[x][y+1].dead_end === true){ //check if there is a dead_end one square to the top
//do nothing
}
else{
this.adjacent_cells.push(world[x][y+1]); //add one square to the top
}
}
else if(y>0){
if(world[x][y-1].dead_end === true){ //check if there is a dead_end one square to the bottom
//do nothing
}
else{
this.adjacent_cells.push(world[x][y-1]); //add one square to the bottom
}
}
}
//the function below removes any previous tracks
//this will be called later on in our algo.
pop_track(){
ABWorld.scene.remove(this.boundary);
}
//the class has fulfilled its purpose of defining the basic parameters of our world
//we can now exit it and write the heuristic function to calculate the manhattan distance
}
//this part of the code defines if we encounter a dead_end
//it is the same function as occupied(i,j). I have used it again by changing the name to add the dead_end feature
//and to rename the function without disrupting the original sanctity of the code on ancient brain.
function find_dead_end(i,j){
//i and j are the coordinates of our enemy in a 2D plane
if( (ei == i) && (ej == j) ) return true;
if( (ai == i) && (aj == j) ) return true;
if(world[i][j].dead_end === true) return true;
return false;
}
//my code ends
// 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++ )
world[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 ) )
{
//world[i][j] = GRID_WALL;
//my code here
world[i][j] = new define_parameters(i,j,true);
//my code ends
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
//world[i][j] = GRID_BLANK;
//my code here
world[i][j] = new define_parameters(i,j,false);
//my code ends
// 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);
world[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 ( find_dead_end(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 ( find_dead_end(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
//my code starts
//adding adjacent cells
i = 0;
while(i<gridsize){
j = 0;
while(j<gridsize){
world[i][j].attach_adjacent_cells();
j++;
}
i++;
}
//my code ends
ABWorld.scene.background = new THREE.CubeTextureLoader().load ( SKYBOX_ARRAY, function()
{
ABWorld.render();
AB.removeLoading();
AB.runReady = true; // start the run loop
});
//my code here
var first_cell = world[ei][ej];
//setting up enemy at the first cell of the grid
var last_cell = world[ai][aj];
//setting up agent at the last cell of the grid
first_cell.dead_end = false; //as there can be no dead_end encountered at the start
last_cell.dead_end = false; //we don't want the agent to be stuck at the start of the game
//at the start, all the tracks are open to exploration, so no preference can be decided here
//Therefore, we will push all the possible tracks to our unvisited_tracks stack
//which also includes information about the possible trails which can be visited by our algo at the start of the game
unvisited_tracks.push(first_cell);
//my code ends
}
// --- 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 code here
//we need to define a function to remove the cell which is not required or which has already been traversed
function pop_element(stack, item){
iterable = stack.length;
iterable = iterable-1;
while(iterable>=0){
if(stack[iterable] == item){
stack.splice(iterable,1);
//remove one item from the index specified by iterable
i = i-1;
}
else{
i = i-1;
}
}
}
function calculate_heuristic_value(x,y){
//we will be using the manhattan distance to calculate the heuristic value at each step
var d1 = Math.abs(x.i-y.i);
//calculate the distance on the x-axis
var d2 = Math.abs(x.j-y.j);
//calculate the distance on the y-axis
var sum = d1+d2; //manhattan distance
return sum; //return the manhattan distance to calculate the heuristic
}
//Our A* algorithm will also need to encounter reinitialized parameters - meaning at every step the algorithm will calculate
//new tracks and so old tracks and their initialization will be of no use to us.
function return_to_original_state(){
iterable_on_x = 0;
while(iterable_on_x<gridsize){
iterable_on_y = 0;
while(iterable_on_y<gridsize){
if(world[i][j].dead_end === false){
world[i][j].function_value = 0;
world[i][j].heuristic_value = 0;
world[i][j].cost_value = 0;
iterable_on_y++;
}
else{
iterable_on_y++;
}
}
iterable_on_x++;
}
}
//now we have to write a function to erase the previous track which the algo followed
//because at every step, our algo has to check for new tracks to reach its goal.
var previous_track = [];
function redirect_enemy(){
iterable = 0;
while(iterable<previous_track.length){
previous_track[iterable].pop_track(track_lines); //the color of previous track will be passed in the a* algorithm below
console.log('Pop the track and show color: ',previous_track[iterable]);
}
}
//my code ends here
// --- take actions -----------------------------------
function moveLogicalEnemy()
{
// move towards agent
// put some randomness in so it won't get stuck with barriers
//my code here
//here we begin writing the a* algorithm
//firstly we will start writing our algorithm by setting everything back to how it was
//that is, the original state
//this can be done by calling the function return_to_original_state()
return_to_original_state();
redirect_enemy(); //this is done to erase any previous tracks that might have been traversed.
//we have already initialized the first and the last cell of our world
//for simplicity purposes, we will do that again here locally else, the global initialization in the class will take care of it.
let first_cell_fixed = world[ei][ej];
//since a variable was already defined and we will use that to traverse, I defined a constant
//setting up enemy at the first cell of the grid
let last_cell_fixed = world[ai][aj];
//since a variable was already defined and we will use that to traverse, I defined a constant
//setting up agent at the last cell of the grid
// first_cell.dead_end = false; //as there can be no dead_end encountered at the start
// last_cell.dead_end = false;
unvisited_tracks = [first_cell_fixed];
//the first step of the path should be at the start at every restart of the game
//now we begin our loop for the a* algorithm
let current_track = [];
//to keep track of the current track the enemy is on
var counter = 0;
var minimum_function_value = 0; //this is the f-value, and we will select the lowest f-value at every step.
var select_present_node = null; //this is to select the present node which our algo will go to.
while(counter>0){
counter = unvisited_tracks.length;
if(counter>0){
var local_iter = 0;
while(local_iter<counter){
if(unvisited_tracks[local_iter].function_value < unvisited_tracks[minimum_function_value].function_value){
minimum_function_value = local_iter;
}
local_iter++;
}
//now we will assign the lowest function value to the next potential node
select_present_node = unvisited_tracks[minimum_function_value];
//point to note is that here our loop can end as if the present node is the last cell in our world
//then our algo ends there
if(select_present_node === last_cell){
console.log('The enemy has caught the agent');
break;
}
else{
//now if it was not our last cell of the world, then it means that we have already visited that node
//so it no longer needs to be in visited_trails
//instead we shift it to visited_trails and let our algo know that
pop_element(unvisited_tracks, select_present_node);
visited_trails.push(select_present_node);
}
//Having defined the tracks already gone by and the one's to look at
//The next step is to look at all the adjacent cells
//and from there define where our enemy is likely to go
var adjacent_cells = select_present_node.adjacent_cells;
//having represented all the adjacent cells, we have to select the one having the minimum function value
sub_local_iter = 0;
while(sub_local_iter<adjacent_cells.length){
var store_current_cell = adjacent_cells[sub_local_iter];
//if our node has not been traversed
if(!visited_trails.includes(store_current_cell)){
if(!store_current_cell.am_i_stuck()){
//now we can derive the cost value of the function as we are not at a dead end
//and our enemy has not visited the current node
var local_cost = select_present_node.cost_value + heuristic(store_current_cell,select_present_node);
//We have to check if this path is feasible to traverse
var potential_track = false;
//now we will check which unvisited tracks include the adjacent cells we added to traverse
if(unvisited_tracks.includes(store_current_cell)){
//check if for any track the cost value is lower
if(local_cost<store_current_cell.cost_value){
//assign that value to the local cost and update cost value of the function
store_current_cell.cost_value = local_cost;
//we have found a new track hence set the value of potential track to true
potential_track = true;
}
}
else{
//in case we do not find any new track, assign the same track value to the cost function
//and update the track to unvisited tracks
store_current_cell.cost_value = local_cost;
//change value of potential track to true
potential_track = true;
//then push the current cell to the unvisited track
//note that in previous step we were not adding the cell to the unvisited_tracks
//here we are doing that because the cost value is lesser, and the track has not been visited
//hence, setting potential track value to true
unvisited_track.push(store_current_cell);
}
//with the knowledge that now we have written a case which will give us a better path
if(potential_track){
//define new heuristic for the distance from adjacent cell to the last cell
store_current_cell.heuristic_value = heuristic(store_current_cell,last_cell);
store_current_cell.function_value = store_current_cell.cost_value + store_current_cell.heuristic_value;
//after this step, instruct the enemy to assign the former cell as the present one
store_current_cell.former_cell = select_present_node;
}
}
}
}
}
}
}
//I have completed the logic for the a* algorithm
//Next, I mention what the enemy will do if it comes across a path which is not feasible
//and it realises so later on so it has to backtrack it's progress
//it has to do this step by step, one cell at a time
var backtrack_quotient = select_present_node;
//start with the present cell
//add the present cell to the current track
current_track.push(backtrack_quotient);
//then loop it to allow it to find previous cells on it's own
while(backtrack_quotient.former_cell){
//till the time backtrack process holds true
current_track.push(backtrack_quotient.former_cell);
//reset the backtrack quotient to the former cell value
backtrack_quotient = backtrack_quotient.former_cell;
}
//there is another perspective through which we can look at our back track (the previous track) as
//the one we are currently traversing (the front track)
current_track.reverse();
//hence, we will reverse the direction of traversal
previous_track = current_track;
//the previous track which our enemy had traversed now becomes the current track we are trying to go back to
//using the starting point as the agent location
if(current_track[current_track.length - 1].start_point == ai){
if(current_track[current_track.length - 1].end_point == aj){
local_iter = 0;
while(local_iter<=current_track.length - 1){
local_iter++;
//draw the track lines using current track that the enemy is on
current_track[local_iter].plot_track_line_matrix(track_lines);
//let's print it on our console for debugging purposes
console.log('track line: ',current_track[local_iter]);
}
//if there are more than two cells to traverse in our backward direction
if(current_track.length>2){
start_point = current_track[1].start_point;
end_point = current_track[1].end_point;
}
else{
start_point = ei;
end_point = ej;
}
//if the enemy does not encounter a dead end, it can move in any direction
if(!find_dead_end(start_point,end_point)){
ei = start_point;
ej = end_point;
}
}
}
/*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 ( ! find_dead_end(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 ( ! find_dead_end(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 ( find_dead_end (ai-1,aj) &&
find_dead_end (ai+1,aj) &&
find_dead_end ( ai,aj+1) &&
find_dead_end ( 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.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
}