// Cloned by Albertas Ovodas on 1 Nov 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?
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 =false;// Switch between 3d and 2d view (both using Three.js) const TEXTURE_WALL ='/uploads/albert17/1636801845.png';const TEXTURE_MAZE ='/uploads/albert17/1636801869.png';const TEXTURE_AGENT ='/uploads/albert17/steve.jpg';const TEXTURE_ENEMY ='/uploads/albert17/creeeper.png';// credits:// https://d31sxl6qgne2yj.cloudfront.net/wordpress/wp-content/uploads/20190102094851/Minecraft-Dirt-Block.jpg - Dirt block// https://i.pinimg.com/originals/07/a1/83/07a183c099835c0ef27cf52fd8be66a8.png - cobblestone block// https://i.pinimg.com/originals/54/f4/b5/54f4b55a59ff9ddf2a2655c7f35e4356.jpg - steve// https://i.pinimg.com/originals/7a/a3/0c/7aa30c0658b18c60becc10a3563360b9.png - creeperconst MUSIC_BACK ='/uploads/albert17/Minecraft-Calm1-Old.mp3';const SOUND_ALARM ='/uploads/albert17/DeathsoundinMinecraft1.mp3';// credits:// http://gamethemesongs.com/Minecraft_-_Calm_1_-_Old.html// https://www.soundboard.com/sb/sound/1023123const gridsize =50;// number of squares along side of world const NOBOXES =Math.trunc ((gridsize * gridsize)/4);// density of maze - number of internal boxes// (bug) use trunc or can get a non-integer const squaresize =100;// size of square in pixelsconst 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 atconst 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 const SKYBOX_ARRAY =["/uploads/starter/sky_pos_z.jpg","/uploads/starter/sky_neg_z.jpg","/uploads/starter/sky_pos_y.jpg","/uploads/starter/sky_neg_y.jpg","/uploads/starter/sky_pos_x.jpg","/uploads/starter/sky_neg_x.jpg"];// ===================================================================================================================// === 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 squareconst GRID_BLANK =0;const GRID_WALL =1;const GRID_MAZE =2;var BOXHEIGHT;// 3d or 2d box height var GRID =newArray(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// added variables needed for a star// added start and end pointsvar ei, ej, ai, aj;var openSet =[];var closedSet =[];var start;var end;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 )returntrue;elsereturnfalse;}//--- grid system -------------------------------------------------------------------------------// my numbering is 0 to gridsize-1function occupied ( i, j )// is this square occupied{if(( ei == i )&&( ej == j ))returntrue;// variable objects if(( ai == i )&&( aj == j ))returntrue;if( GRID[i][j].obstacle == GRID_WALL )returntrue;// fixed objects if( GRID[i][j].obstacle == GRID_MAZE )returntrue;returnfalse;}// 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;}// removefromarray function dublicated from A star by Daniel Shiffmanfunction removeFromArray(arr, elt){for(var i = arr.length -1; i >=0; i--)if(arr[i]== elt)
arr.splice(i,1);}// dublicated from A star by Daniel Shiffman and personilizedfunctionSpot(i, j){// Locationthis.i = i;this.j = j;// f, g, and h values for A*this.f =0;this.g =0;this.h =0;// Am i a wall// Am i trapped// Who are my neighboursthis.obstacle =0;this.trapped =false;this.neighbors =[];// Where did I come from?this.previous =undefined;// Figure out who my neighbors arethis.addNeighbors =function(grid){var i =this.i;var j =this.j;if(i < gridsize -1)this.neighbors.push(grid[i +1][j]);if(i >0)this.neighbors.push(grid[i -1][j]);if(j < gridsize -1)this.neighbors.push(grid[i][j +1]);if(j >0)this.neighbors.push(grid[i][j -1]);if(i >0&& j >0)this.neighbors.push(grid[i -1][j -1]);if(i < gridsize -1&& j >0)this.neighbors.push(grid[i +1][j -1]);if(i >0&& j < gridsize -1)this.neighbors.push(grid[i -1][j +1]);if(i < gridsize -1&& j < gridsize -1)this.neighbors.push(grid[i +1][j +1]);}// Am I trapped a function where if all 8 nodes around object are obstacles then trappedthis.addtrapped =function(grid){var i =this.i;var j =this.j;var COUNT =0;if((grid[i +1][j].obstacle == GRID_WALL)&&(grid[i +1][j].obstacle == GRID_MAZE)) COUNT++;if((grid[i -1][j].obstacle == GRID_WALL)&&(grid[i -1][j].obstacle == GRID_MAZE)) COUNT++;if((grid[i][j +1].obstacle == GRID_WALL)&&(grid[i][j +1].obstacle == GRID_MAZE)) COUNT++;if((grid[i][j -1].obstacle == GRID_WALL)&&(grid[i][j -1].obstacle == GRID_MAZE)) COUNT++;if(COUNT ==3){this.trapped =true;
trapped.push(this)}}// remove neighbours last link fucntion dublicated and moddifed from A star by Daniel Shiffman.this.removelinks =function(grid){var i =this.i;var j =this.j;
grid[i][j].previous =undefined;}}function initScene()// all file loads have returned {var i,j, shape, thecube;// set up GRID as 2D arrayfor( i =0; i < gridsize ; i++)
GRID[i]=newArray(gridsize);for(var i =0; i < gridsize; i++)for(var j =0; j < gridsize; j++){
GRID[i][j]=newSpot(i, j);}// All the neighborsfor(var i =0; i < gridsize; i++)for(var j =0; j < gridsize; j++){
GRID[i][j].addNeighbors(GRID);}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;}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);}for( i =1; i < gridsize-1; i++)for( j =1; j < gridsize-1; j++){
GRID[i][j].addtrapped(GRID);}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();do{
i = AB.randomIntAtoB(1,gridsize-2);
j = AB.randomIntAtoB(1,gridsize-2);}while( occupied(i,j));// search for empty square
ai = i;
aj = j;
shape =new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );
theagent =new THREE.Mesh( shape );
theagent.material =new THREE.MeshBasicMaterial({ map: agent_texture });ABWorld.scene.add(theagent);
drawAgent();ABWorld.scene.background =new THREE.CubeTextureLoader().load ( SKYBOX_ARRAY,function(){ABWorld.render();
AB.removeLoading();
AB.runReady =true;// start the run loop});// add the start and end
start = GRID[ei][ej];
end = GRID[ai][aj];}// --- 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)}// drawing the line was done from THREE libararyfunction drawPathLine(pathLine){const material =new THREE.LineBasicMaterial({
color:'#FFFF00',
linewidth:1,
linecap:'round',
linejoin:'round'});var startline;var endline;var geometry;var line;var points =[];for(c = pathLine.length; c>0; c--){
startline = pathLine[c-1].i;
endline = pathLine[c-1].j;
points.push(translate(startline,endline));}
geometry =new THREE.BufferGeometry().setFromPoints( points );
line =new THREE.Line( geometry, material );ABWorld.scene.add( line );return line;}// heuristic found online which uses simple math from a choice of many heuristicss -- http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html// converted to THREE vectors for computatunal math// got from Three js libary -- https://threejs.org/docs/#api/en/math/Vector3.distanceTofunction simpleheuristic(x,y){
x =new THREE.Vector2(x.i, x.j);
y =new THREE.Vector2(y.i, y.j);
dist = x.distanceTo(y);return(dist)}// added varibales to loop// variables or lines// variable to detect if trappedvar point;varDraw;var pathLine =[];var trapped =[]// --- take actions -----------------------------------function moveLogicalEnemy(){if(Draw)ABWorld.scene.remove(Draw);
openSet.push(start);
console.log("Enemy is at: "+ start.i +", "+ start.j);
console.log("Agent is at: "+ end.i +", "+ end.j);while(true){if(openSet.length >0){var winner =0;for(var i =0; i < openSet.length; i++)if(openSet[i].f < openSet[winner].f)
winner = i;var current = openSet[winner];if(simpleheuristic(current,end)==1){
console.log("Winner!!");
point = current;break;}
removeFromArray(openSet, current);
closedSet.push(current);var neighbors = current.neighbors;for(var i =0; i < neighbors.length; i++){var neighbor = neighbors[i];if(!closedSet.includes(neighbor)&&(!occupied(neighbor.i,neighbor.j))){var tempG = current.g + simpleheuristic(neighbor, current);var newPathLine =false;if(openSet.includes(neighbor)){if(tempG < neighbor.g){
neighbor.g = tempG;
newPathLine =true;}}else{
neighbor.g = tempG;
newPathLine =true;
openSet.push(neighbor);}if(newPathLine){
neighbor.h = simpleheuristic(neighbor, end);
neighbor.f = neighbor.g + neighbor.h;
neighbor.previous = current;}}}}else{
console.log('no route! Stop!');break;}}
pathLine =[];var temp = point;
pathLine.push(temp);while(temp.previous){
pathLine.push(temp.previous);
temp = temp.previous;}Draw= drawPathLine(pathLine)
console.log("Start Path Finding");if(pathLine.length >1){var nextmove = pathLine[pathLine.length-2];
console.log("The next step is: "+ nextmove.i +", "+ nextmove.j)}else{
console.log("The Agent is next to enemy no more moves")}
openSet =[];
closedSet =[];if(pathLine.length >1)if(!occupied(nextmove.i,nextmove.j)){
ei=nextmove.i;
ej = nextmove.j;
start = GRID[ei][ej]}for(var i =0; i < gridsize; i++)for(var j =0; j < gridsize; j++){
GRID[i][j].removelinks(GRID);}}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--;elseif( a == ACTION_RIGHT ) i++;elseif( a == ACTION_UP ) j++;elseif( a == ACTION_DOWN ) j--;if(! occupied(i,j)){
ai = i;
aj = j;
end = GRID[ai][aj];}}// --- 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 )returntrue;// not ready yet // if not one of our special keys, send it to default key handling:if(! ourKeys ( event ))returntrue;// 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();returnfalse;}// --- score: -----------------------------------function badstep()// is the enemy within one square of the agent{if((Math.abs(ei - ai)<2)&&(Math.abs(ej - aj)<2))returntrue;elsereturnfalse;}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 movedvar 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();
console.log("Agent Is Trapped, Enemy Wins")}};
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.maxStepsvar s =( goodsteps / AB.maxSteps )*100;// float like 93.4372778 var x =Math.round (s *100);// 9344return( 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 =newAudio( SOUND_ALARM );
alarm.play();// play once, no loop }