Ancient Brain
  
 
Code viewer for World: Domain Expansion

// Cloned by Rufus Tenali on 1 Nov 2023 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 = true;						// Switch between 3d and 2d view (both using Three.js) 


 const TEXTURE_WALL 	= '/uploads/flagged1/purplewalltexture.jpg' ;
 const TEXTURE_MAZE 	= '/uploads/flagged1/skulls.png' ;
 const TEXTURE_AGENT 	= '/uploads/flagged1/gojo.jpeg' ;
 const TEXTURE_ENEMY 	= '/uploads/flagged1/sukuna.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/flagged1/prisonrealmmusic.mp3' ;
	const SOUND_ALARM = '/uploads/flagged1/hollowpurple.mp3' ;

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

	
	
const 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 pixels

const spheresize = 55;

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 scene = new THREE.Scene();
// scene.background = new THREE.CubeTextureLoader()
// 	.setPath( '/uploads/flagged1/forest.png' )
// 	.load( [
// 				'px.png',
// 				'nx.png',
// 				'py.png',
// 				'ny.png',
// 				'pz.png',
// 				'nz.png'
// 			] );

//  const SKYBOX_ARRAY = [										 
//                 "/uploads/flagged1/forest-xpos.png",
//                 "/uploads/flagged1/forest-xneg.png",
//                 "/uploads/flagged1/forest-ypos.png",
//                 "/uploads/flagged1/forest-yneg.png",
//                 "/uploads/flagged1/forest-zpos.png",
//                 "/uploads/flagged1/forest-zneg.png"
//                 ];


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

 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"
                ];


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

/*
 const SKYBOX_ARRAY = [										 
                "/uploads/starter/posx.jpg",
                "/uploads/starter/negx.jpg",
                "/uploads/starter/posy.jpg",
                "/uploads/starter/negy.jpg",
                "/uploads/starter/posz.jpg",
                "/uploads/starter/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 s = 0;

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;

var shownPath = [];
var 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);
                        
                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)
}

//=======================================================Start of Rufus' Code===============================================================================
// Function to delete element from the array
function removeFromArray(arr, elt) 
{
  // Could use indexOf here instead to be more efficient
  for (var i = arr.length - 1; i >= 0; i--) 
    if (arr[i] == elt) 
      arr.splice(i, 1);
}

function MakeSpot(i,j) {
    this.i = i; //this is x point, so can draw
    this.j = j; //this is y point, so can draw
    this.f = 0; //the f value for spot (of f = g + h)
    this.g = 0; 
    this.h = 0;
  
    this.neighbors = [];
    this.previous = undefined; //unecessary because by definition, undefined.
    this.wall = GRID[i][j] !== GRID_BLANK; //changed the wall bit from original script
    this.addNeighbors = function(grid) {
        var x = this.i;
        var y = this.j;
  
        
        if (x < gridsize - 1) this.neighbors.push(grid[x + 1][y]) //got these from original A* script
        if (y < gridsize - 1) this.neighbors.push(grid[x][y + 1])
        
        
        if (x > 0) this.neighbors.push(grid[x - 1][y])
        if (y > 0) this.neighbors.push(grid[x][y - 1])
}
}

//heuristics is added in for various cost measuring 

//manhattan disease
function heuristic(a,b) {
    return (Math.abs(a.i - b.i) + Math.abs(a.j-b.j));
}

//Euclidean distance
function euclideanH(a,b) {
    return (Math.sqrt( Math.pow((a.i-b.i), 2) + Math.pow((a.j-b.j), 2))); 
}

//draawing path finding
function highlightPath(path, colour) {
    
    for (var i = 0; i < path.length -1; i++) {
        
        shape = new THREE.BoxGeometry(squaresize, .1, squaresize)
        ShownPath = new THREE.Mesh(shape)
        
        ShownPath.material = new THREE.MeshBasicMaterial({color: "purple"});
        
        ShownPath.position.copy(translate(path[i].i, path[i].j))
        ABWorld.scene.add(ShownPath)
        
        shownPath.push(ShownPath)
    }
}

//this is implementing the A* searching formula for the enemy to search
function moveLogicalEnemy() {
    
    var grid = new Array(gridsize); //this is making a list
    var openSet = []; //array of nodes we need to check
    var closedSet = []; //the array of nodes that will no longer be searched
    
    //removes previous positions  
    for (var i = 0; i < shownPath.length; i++) 
        ABWorld.scene.remove(shownPath[i]);
    
    //create empty gridsize
    for (i = 0; i < gridsize; i++)
        grid[i] = new Array(gridsize);
        
    //nested loop to call spot function
    for (var i = 0; i < gridsize; i++)
        for (var j = 0; j < gridsize; j++)
            grid[i][j] = new MakeSpot(i, j);
        
    //nested loop to create neighbours
    for (i = 0; i < gridsize; i++)
        for (var j = 0; j < gridsize; j++) 
            grid[i][j].addNeighbors(grid);

    //set enemy position into openSet
    for (openSet.push(grid[ei][ej]); openSet.length > 0;) {
        
        //winning index for cost effective path is set
        var winner = 0;
        
        for (var i = 0; i < openSet.length; i++)
        
            if (openSet[i].f < openSet[winner].f)
            
                //winner set as i if f value is greater
                winner = i;
                
        var current = openSet[winner];
        
        if (current === grid[ai][aj]) { 

            var MoveOptionsForEnemy = [];
            //agent's current position
            var BestOption = current; 

            //add in bestOption for enemies options
            //push all nodes to create node path to the destination
            MoveOptionsForEnemy.push(BestOption);
            while (BestOption.previous) {
                
                //move the previous to the list
                MoveOptionsForEnemy.push(BestOption.previous);
                
                //the previous becomes the BestOption
                BestOption = BestOption.previous;

            }
            
            //highlights the path between enemy and agent
            highlightPath(MoveOptionsForEnemy, 	255);
            
            var NumberOfOptionsMinusTwo = MoveOptionsForEnemy.length - 2;


            //check if occupied
            var isOccupied = occupied(
            MoveOptionsForEnemy[NumberOfOptionsMinusTwo].i,
            MoveOptionsForEnemy[NumberOfOptionsMinusTwo].j
             );
            
            
            //if not occupied
            if (!isOccupied) {
                
            ei = MoveOptionsForEnemy[NumberOfOptionsMinusTwo].i;
            ej = MoveOptionsForEnemy[NumberOfOptionsMinusTwo].j;
            }
            break
        }
        removeFromArray(openSet, current)
        closedSet.push(current);
        
        //potential neighbours checked
        var neighbors = current.neighbors;
        
        //for each neighbor in the set of neighbors
        for (i = 0; i < neighbors.length; i++) {
            
            var neighbor = neighbors[i];
            
            if (neighbor[i] === grid[ai][aj]) {
                
                //checking node origin
                neighbor.previous = current;
                
                break
            }
            
            if (!closedSet.includes(neighbor) && !neighbor.wall) {
                
                //calculate the heuristic
                var tempG = current.g + euclideanH(neighbor, current);
                
                var newPath = false;
                
                if (openSet.includes(neighbor)) 
                {
                    if (tempG < neighbor.g) 
                    {
                     neighbor.g = tempG; 
                     newPath = true; 
                    }
                 }
                else 
                    {
                    neighbor.g = tempG; 
                    newPath = true; 
                    openSet.push(neighbor); 
                    }

                //if new path check heuristics
                if (newPath) 
                {
                    neighbor.h = euclideanH(neighbor, grid[ai][aj]); 
                    neighbor.f = neighbor.g + neighbor.h; 
                    neighbor.previous = current; //keeps track of where you've been
                 }
                 
                 //insert f = g + h
                 s += 1;
          console.log(neighbor.f.toFixed(2) + " = " +  neighbor.g.toFixed(2) + " + " + neighbor.h.toFixed(2));
          console.log(s);
            }
        }
    }
}

function moveLogicalAgent( a ) 
{ 
 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 of Rufus' Code==========================================================================

// --- 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.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 
}