Code viewer for World: World 1: A* to seek out th...

// Cloned by Musthaq Ahmed on 12 Nov 2022 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?


AB.clockTick       = 100; // 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/musthaqahmed4/star.jpg' ;
 const TEXTURE_MAZE 	= '/uploads/musthaqahmed4/brick.jpg' ;
 const TEXTURE_AGENT 	= '/uploads/musthaqahmed4/agent_.png' ;
 const TEXTURE_ENEMY 	= '/uploads/musthaqahmed4/enemy_.jpg' ;
 
//credits
//https://upload.wikimedia.org/wikipedia/commons/thumb/c/c1/Messier_041_2MASS.jpg/640px-Messier_041_2MASS.jpg
//https://upload.wikimedia.org/wikipedia/commons/thumb/6/64/Fallen_bricks.jpg/640px-Fallen_bricks.jpg
//https://upload.wikimedia.org/wikipedia/commons/thumb/1/13/Emoji_u1f385.svg/640px-Emoji_u1f385.svg.png
//https://upload.wikimedia.org/wikipedia/commons/thumb/8/80/Mayan_skull_front_p2.jpg/640px-Mayan_skull_front_p2.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/musthaqahmed4/RushtotheEnd-StevenOBrienMustCreditCC-BYwww.steven-obrien.net.mp3' ;
	const SOUND_ALARM = '/uploads/musthaqahmed4/MLGAirHorn-SoundEffect.mp3' ;

//credits
//https://www.steven-obrien.net/?gclid=Cj0KCQiApb2bBhDYARIsAChHC9sM0KZsppiBQwgs8ASk8No3bTCXE7xI3YwiKVropWbYKmcvIF17WiEaAlLREALw_wcB#rush-to-the-end!
//https://djlunatique.com/mlg-air-horn/

// credits:
// http://www.dl-sounds.com/royalty-free/defense-line/
// http://soundbible.com/1542-Air-Horn.html 


const gridsize = 20; // 20;						// number of squares along side of world	   

const NOBOXES =  Math.trunc ( (gridsize * gridsize) / 10 );  // 10 
		// density of maze - number of internal boxes
		// (bug) use trunc or can get a non-integer 

const squaresize = 10;					// 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 


// space skybox, credit:
// http://en.spaceengine.org/forum/21-514-1
// x,y,z labelled differently

// urban photographic skyboxes, credit:
//https://opengameart.org/content/urban-skyboxes

 const SKYBOX_ARRAY = [										 
                "/uploads/musthaqahmed4/posx.jpg",
                "/uploads/musthaqahmed4/negx_.jpg",
                "/uploads/musthaqahmed4/posy.jpg",
                "/uploads/musthaqahmed4/negy.jpg",
                "/uploads/musthaqahmed4/posz.jpg",
                "/uploads/musthaqahmed4/negz.jpg"
                ];
				


// ===================================================================================================================
// === End of tweaker's box ==========================================================================================
// ===================================================================================================================


// You will need to be some sort of JavaScript programmer to change things below the tweaker's box.









//--- Mind can pick one of these actions -----------------

const ACTION_LEFT 			= 0;		   
const ACTION_RIGHT 			= 1;
const ACTION_UP 			= 2;		 
const ACTION_DOWN 			= 3;
const ACTION_STAYSTILL 		= 4;

// in initial view, (smaller-larger) on i axis is aligned with (left-right)
// in initial view, (smaller-larger) on j axis is aligned with (away from you - towards you)


// contents of a grid square

const GRID_BLANK 	= 0;
const GRID_WALL 	= 1;
const GRID_MAZE 	= 2;


var BOXHEIGHT;		// 3d or 2d box height 
var GRID 	= new Array(gridsize);			// can query GRID about whether squares are occupied, will in fact be initialised as a 2D array   
var theagent, theenemy ,thecube;
var wall_texture, agent_texture, enemy_texture, maze_texture; 


//global variable
var cubeArray = [];
var drawnPath;

// 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].obstacle == GRID_WALL ) return true;		// fixed objects	 
 if ( GRID[i][j].obstacle == 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 backTranslate(x, z)    //to remove the blocks
{
    let i = ((2*x) + MAXPOS)/(2*squaresize);
    let j = ((2*z) + MAXPOS)/(2*squaresize);
    return {i,j};
}

// Heuristic Function h(x)

function heuristic(x,y)
{
   var distI = Math.abs(x.i-y.i);
   var distJ = Math.abs(x.j-y.j);
   var manhat= distI+distJ;
   return manhat;
}

//to remove the specific elements
function rmarray(arr,elt){
    for (var i = arr.length - 1; i >= 0; i--){
        if(arr[i]==elt){
            arr.splice(i,1);
        }
    }
}

//node constructor
function node(i,j){
    this.i = i;
    this.j= j;
    this.obstacle =0;
    //Astar constructors
    this.fx=0;
    this.gx=0;
    this.hx=0;
    this.preNode = undefined;
    this.neighbours=[];
    this.getNeighbours= function(grid){ // to get node neighbour
        var i = this.i;
        var j = this.j;
        if (i < gridsize - 1)   this.neighbours.push(grid[i + 1][j]);
        if (i > 0)              this.neighbours.push(grid[i - 1][j]);
        if (j < gridsize - 1)   this.neighbours.push(grid[i][j + 1]);
        if (j > 0)              this.neighbours.push(grid[i][j - 1]);
    };
    
}

function getenemy() {
    var enemy = GRID[ei][ej];
    return enemy;
}

//A star implementation
function Astar() {

    var openSet = [];
    var closedSet = [];
    eBall = getenemy();


    //start.debug = " START" + start.i +","+start.j;
    openSet.push(eBall); //Add black ball to openSet

    if (drawnPath) {
        ABWorld.scene.remove(drawnPath);
    } 

    while (openSet.length > 0) {
        var best = 0;
        for (var i = 0; i < openSet.length; i++) {
            if (openSet[i].f < openSet[best].f) {
                best = i;
            }
        }
        var currentNode = openSet[best];

        // result has been found, return the traced path
        if (currentNode.i == end.i && currentNode.j == end.j) {
            //debugger;
            var curr = currentNode;
            var path = [];
            while (curr.preNode) {
                path.push(curr);
                curr = curr.preNode;
                if (curr == eBall) {
                    break;
                } //infinity loop stopped
            }
            drawnPath = drawPath(path); // gives drawnPath a value to remove the line
            return path.reverse();
        }


        rmarray(openSet, currentNode); //removes current node
        closedSet.push(currentNode); //current node added


        var neighbours = currentNode.neighbours; //currentNodes neighbours

        for (var i = 0; i < neighbours.length; i++) // Going through each neighbour
        {
            var neighbour = neighbours[i];
            if (closedSet.includes(neighbour) || neighbour.obstacle) //Skip if neighbour is an obstacle
            {
                continue;
            }
            var gScore = currentNode.gx + 1; // node to neighbour
            var gScoreIsBest = false;


            if (!openSet.includes(neighbour)) {
                //gets the neighbour

                gScoreIsBest = true;
                neighbour.hx = heuristic(neighbour, end);
                openSet.push(neighbour);
            } else if (gScore < neighbour.gx) {
                gScoreIsBest = true;
            }

            if (gScoreIsBest) {
                //best path found so far
                //neighbour.debug = "NEIGHBOUR: " + neighbour.i + "," + neighbour.j;
                neighbour.preNode = currentNode;
                neighbour.gx = gScore;
                neighbour.hx = heuristic(neighbour, end);
                neighbour.fx = neighbour.gx + neighbour.hx;
                //neighbour.debug = "Fx = Hx + Gx: " + neighbour.fx + "=" + neighbour.gx + "+" + neighbour.hx;
            }
        }
    }

    //return a empty array if no path found
    console.log("No path found");
    return [];
}
	
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);
		
	//grid nodes
	 for (i = 0; i < gridsize; i++){
	     for(j=0; j < gridsize; j++){
	         GRID[i][j]=new node(i,j);
	     }
	 }
	 
	 //get node neighbours
    	 for (i = 0; i < gridsize; i++){
	         for(j=0; j < gridsize; j++){
	         GRID[i][j].getNeighbours(GRID);
	     }
	 }

	// 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].obstacle = 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].obstacle = 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].obstacle = 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();		  
    //startPosition
	 
	
	// 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;
     end = GRID[ai][aj];
     //console.log({end});
	 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
	 });
 		
}


 function randomelements(list) {
  let arrayCopy = [...list];
    let newArray = [];
}


//path drawing
function drawPath(path) {
    var x;
    var y;
    var coords = [];
    pathCol = '#ff0000';
    for (var k = path.length; k > 0; k--) {
        x = path[k - 1].i;
        y = path[k - 1].j;
        //console.log(x);
        //console.log(x + "," + y);
        coords.push(translate(x, y));
    }

        const lineConstruct = new THREE.LineBasicMaterial({
        color: pathCol,
    });
    var connect = new THREE.BufferGeometry().setFromPoints(coords);
    line = new THREE.Line(connect, lineConstruct);
    ABWorld.scene.add(line);

    return line;



}


function drawEnemy()		// given ei, ej, draw it 
{
	theenemy.position.copy ( translate(ei,ej) ); 		  	// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates 

	ABWorld.lookat.copy ( theenemy.position );	 		// if camera moving, look back at where the enemy is  
}


function drawAgent()		// given ai, aj, draw it 
{
	theagent.position.copy ( translate(ai,aj) ); 		  	// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates 

	ABWorld.follow.copy ( theagent.position );			// follow vector = agent position (for camera following agent)
}



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

function moveLogicalEnemy() {

    var revPath = Astar(); 
    
    if (!occupied(revPath[0].i, revPath[0].j)) {
        ei = revPath[0].i;
        ej = revPath[0].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;
 }
 
 end = GRID[ai][aj];
 //console.log(end);
 
}




// --- 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();
 stepTicket();
 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 );  
};

function stepTicket() //moves wall every x amount of steps
{

}

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 
}