Ancient Brain
  
 
Code viewer for World: Complex World (clone by Ab...

// Cloned by Abdirahman Shire on 10 Aug 2024 from World "Complex World" by Starter user 
// Please leave this clone trail here.
 
//Please see the code that starts with abdirahman.shire2@mail.dcu.ie


// ==== 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       = 50; // 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) 


//abdirahman.shire2@mail.dcu.ie
//Here I have changed the uploads to use my own
 const TEXTURE_WALL 	= 'uploads/ashire/colorful_large_DCU.jpg';
 const TEXTURE_MAZE 	= '/uploads/ashire/sky.jpg' ;
 const TEXTURE_AGENT 	= '/uploads/ashire/woman-user-color-icon.png' ;
 const TEXTURE_ENEMY 	= '/uploads/ashire/white_knife_with_blood_black_background.png' ;

// 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


//abdirahman.shire2@mail.dcu.ie
//Using my sound from a different site 
 
	const MUSIC_BACK  = '/uploads/ashire/start-from-the-beginning-186401.mp3' ;
	const SOUND_ALARM = '/uploads/ashire/explosion-42132.mp3' ;

// credits:
// http://www.dl-sounds.com/royalty-free/defense-line/
// https://pixabay.com/sound-effects


//abdirahman.shire2@mail.dcu.ie
//increased gridsize and square size
	
	
const gridsize = 30; // 18;						// number of squares along side of world	   

const NOBOXES =  Math.trunc ( (gridsize * gridsize) / 3 );  // 10
		// density of maze - number of internal boxes
		// (bug) use trunc or can get a non-integer 

const squaresize = 120;					// 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 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



	
//abdirahman.shire2@mail.dcu.ie

function occupied(i, j) {
    // Ensure that the indices are within bounds
    if (i < 0 || i >= gridsize || j < 0 || j >= gridsize) return true;

    // Check if the square is a wall or part of the maze
    if (GRID[i][j] == GRID_WALL || GRID[i][j] == GRID_MAZE) return true;

    // If none of the above, the square is not occupied
    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)
}



//abdirahman.shire2@mail.dcu.ie
//I first created the nodes for the heuristic function
// A* Node structure
function AStarNode(i, j, g, h, parent) {
    this.i = i;  // grid x position
    this.j = j;  // grid y position
    this.g = g;  // cost from start
    this.h = h;  // heuristic cost to goal
    this.f = g + h;  // total cost
    this.parent = parent;  // parent node
}


//abdirahman.shire2@mail.dcu.ie
// Heuristic function: Manhattan distance
function heuristic(i1, j1, i2, j2) {
    return Math.abs(i1 - i2) + Math.abs(j1 - j2);
}

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

//abdirahman.shire2@mail.dcu.ie
//Updated the function of move enemy with daignoal disabled
function moveLogicalEnemy() {
    var openList = [];
    var closedList = [];
    var path = [];  // To store the final path

    // Add the starting position of the enemy to the open list
    openList.push(new AStarNode(ei, ej, 0, heuristic(ei, ej, ai, aj), null));

    while (openList.length > 0) {
        // Find the node with the lowest f value
        var currentIndex = 0;
        for (var i = 1; i < openList.length; i++) {
            if (openList[i].f < openList[currentIndex].f) {
                currentIndex = i;
            }
        }

        var currentNode = openList[currentIndex];

        // If we've reached the agent's position, reconstruct the path
        if (currentNode.i == ai && currentNode.j == aj) {
            while (currentNode != null) {
                path.push(currentNode);
                currentNode = currentNode.parent;
            }
            path.reverse();

            console.log("Path found:", path);  // Debugging: Print path details

            // Move to the next step in the path and check if the agent is blocked
            if (path.length > 1) {
                var next_i = path[1].i;
                var next_j = path[1].j;

                if (next_i == ai && next_j == aj) {
                    // Enemy has caught the agent - check if the agent is blocked
                    console.log("Enemy has caught the agent! Checking if the agent is blocked.");
                    // Check if the agent is blocked on all sides
                    if (agentBlocked()) {
                        console.log("Agent is blocked! Ending the game.");
                        goodsteps = 0;  // You score zero as far as the database is concerned
                        AB.abortRun = true;
                        musicPause();
                        soundAlarm();
                    } else {
                        console.log("Agent is not fully blocked, allow it to move.");
                    }
                } else {
                    drawPathSegment(ei, ej, next_i, next_j);  // Draw line before moving
                    ei = next_i;
                    ej = next_j;
                }
            }
            return;
        }

        // Move current node from open to closed list
        openList.splice(currentIndex, 1);
        closedList.push(currentNode);

        // Check all possible movements (up, down, left, right)
        var neighbors = [
            { i: currentNode.i - 1, j: currentNode.j },
            { i: currentNode.i + 1, j: currentNode.j },
            { i: currentNode.i, j: currentNode.j - 1 },
            { i: currentNode.i, j: currentNode.j + 1 }
        ];

        for (var neighbor of neighbors) {
            // Check bounds and occupation
            if (neighbor.i < 0 || neighbor.i >= gridsize || neighbor.j < 0 || neighbor.j >= gridsize) continue;  // Out of bounds
            if (occupied(neighbor.i, neighbor.j)) continue;  // Skip occupied squares

            // Create neighbor node
            var g = currentNode.g + 1;
            var h = heuristic(neighbor.i, neighbor.j, ai, aj);
            var neighborNode = new AStarNode(neighbor.i, neighbor.j, g, h, currentNode);

            // If it's already in the closed list, skip it
            if (closedList.some(node => node.i == neighborNode.i && node.j == neighborNode.j)) continue;

            // If it's not in the open list, add it
            var openNode = openList.find(node => node.i == neighborNode.i && node.j == neighborNode.j);
            if (!openNode) {
                openList.push(neighborNode);
            } else if (g < openNode.g) {
                // If it's already in the open list and we've found a better path, update it
                openNode.g = g;
                openNode.f = g + openNode.h;
                openNode.parent = currentNode;
            }
        }
    }

    // Debugging: If no path found, print message
    console.log("No path found, enemy stays still.");
}



//abdirahman.shire2@mail.dcu.ie
//Added a function to draw a segment
function drawPathSegment(x1, y1, x2, y2) {
    // Create a white line material
    const material = new THREE.LineBasicMaterial({ color: 0xffffff });  // White line

    // Create geometry for the line
    const points = [];
    points.push(translate(x1, y1));
    points.push(translate(x2, y2));

    const geometry = new THREE.BufferGeometry().setFromPoints(points);
    
    const line = new THREE.Line(geometry, material);
    ABWorld.scene.add(line);

    // Re-render the scene to ensure the lines are visible
    ABWorld.render();
}



function drawPathSegment(x1, y1, x2, y2) {
    // Create a white line material
    const material = new THREE.LineBasicMaterial({ color: 0xffffff });  // White line

    // Create geometry for the line
    const points = [];
    points.push(translate(x1, y1));
    points.push(translate(x2, y2));

    const geometry = new THREE.BufferGeometry().setFromPoints(points);
    
    const line = new THREE.Line(geometry, material);
    ABWorld.scene.add(line);

    // Re-render the scene to ensure the lines are visible
    ABWorld.render();
}




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() {
    // Check if the agent is surrounded by walls or the enemy
    const blockedLeft = occupied(ai - 1, aj) || (ei === ai - 1 && ej === aj);
    const blockedRight = occupied(ai + 1, aj) || (ei === ai + 1 && ej === aj);
    const blockedUp = occupied(ai, aj + 1) || (ei === ai && ej === aj + 1);
    const blockedDown = occupied(ai, aj - 1) || (ei === ai && ej === aj - 1);

    if (blockedLeft && blockedRight && blockedUp && blockedDown) {
        // If blocked, trigger game over sequence
        AB.abortRun = true;
        goodsteps = 0; // You score zero as far as the database is concerned
        musicPause();
        soundAlarm();

        // Explicitly end the run and stop the game loop
        AB.world.endRun(); 
        return true; // Return true indicating the agent is blocked
    }

    return false; // Return false if the agent is not blocked
}



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 
}