Code viewer for Mind: Complex Mind (clone by Tom...

// Cloned by Tom McAllister on 20 Nov 2020 from World "Complex World" by Starter user
// Please leave this clone trail here.

// =============================================================================================
// 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/latin.jpg' ;
const TEXTURE_MAZE 	= '/uploads/starter/latin.jpg' ;
const TEXTURE_AGENT 	= '/uploads/starter/pacman.jpg' ;
const TEXTURE_ENEMY 	= '/uploads/starter/ghost.3.png' ;
const MUSIC_BACK  = '/uploads/starter/Defense.Line.mp3' ;
const SOUND_ALARM = '/uploads/starter/air.horn.mp3' ;
const gridsize = 50;						// number of squares along side of world
//const NOBOXES =  Math.trunc ( (gridsize * gridsize) / 3 );
const NOBOXES =  0;
		// 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 	= 0x001146;				// 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
const diagonal = true;



//--- change ABWorld defaults: -------------------------------

ABHandler.MAXCAMERAPOS 	= maxRadiusConst ;
ABHandler.GROUNDZERO		= true;						// "ground" exists at altitude zero


 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 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;
}


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();


  // 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)
}

//=== heuristic ===========================
// this must be always optimistic - real time will be this or longer

function heuristic(a, b) {
    if (diagonal) return (dist(a.i, a.j, b.i, b.j));

    // 2D distance
    // dist is a P5 function

    else return (abs(a.i - b.i) + abs(a.j - b.j));

    // else not diagonal, can only go across and down
    // so this is optimistic
    // not this is not optimistic if we can do diagonal move
}


// --- take actions -----------------------------------

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;
 // }

var neighbours = addNeighbours(ei, ej);
//console.log(neighbors);
var bestOption = aStar(neighbors)
}



function addNeighbours(i, j) {

	this.neighbors = [];

	if (i < gridsize - 1) this.neighbors.push(new Neighbour(i+1, j));
	if (i > 0) this.neighbors.push(new Neighbour(i-1, j));
	if (j < gridsize - 1) this.neighbors.push(new Neighbour(i, j+1));
	if (j > 0) this.neighbors.push(new Neighbour(i, j-1));


	if (diagonal)
	// diagonals are also neighbours:
	{
			if (i > 0 && j > 0) this.neighbors.push(new Neighbour(i-1, j-1));
			if (i < gridsize - 1 && j > 0) this.neighbors.push(new Neighbour(i+1, j-1));
			if (i > 0 && j < gridsize - 1) this.neighbors.push(new Neighbour(i-1, j+1));
			if (i < gridsize - 1 && j < gridsize - 1) this.neighbors.push(new Neighbour(i+1, j+1));
	}

	return neighbors;

}

class Neighbour {
  constructor(x, y) {
    this.x = x;
    this.y = y;
  }
}

function aStar(neighbors) {
	console.log(neighbors);
	console.log("yup")
}


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 + " &nbsp; x = (" + x.toString() + ") &nbsp; 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 ( " &nbsp; y = (" + y.toString() + ") <br>" +
		" Bad steps: " + badsteps +
		" &nbsp; Good steps: " + goodsteps +
		" &nbsp; 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.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
};

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  );
};


// --- 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
}