// ==== 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?
// 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/thephilipify/BlueFiDoorWC.jpg';
const TEXTURE_MAZE = '/uploads/thephilipify/BlueFiWall.jpg';
const TEXTURE_AGENT = '/uploads/thephilipify/starfoxship.jpg';
const TEXTURE_ENEMY = '/uploads/thephilipify/Andross.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/starter/Defense.Line.mp3';
const SOUND_ALARM = '/uploads/starter/air.horn.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) / 3);
// 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 = 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/thephilipify/BackgroundSmall.png",
"/uploads/thephilipify/BackgroundSmall.png",
"/uploads/thephilipify/BackgroundSmall.png",
"/uploads/thephilipify/BackgroundSmall.png",
"/uploads/thephilipify/BackgroundSmall.png",
"/uploads/thephilipify/BackgroundSmall.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.
//$.getScript("https://github.com/jeromeetienne/threex.dynamictexture/blob/master/threex.dynamictexture.js");
//--- 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;
var line; //The line drawn on the screen
/// *********************** STATISTIC MODE ************************* //////
// An important part is to gather metrics if this is set to true then rendering will not be performed, instead a report will be generated with performance
// statistics of the mind over a number of runs
var normalMode = true; //If this is false the rendering will be stopped
var maxStepsPerRun = 500; // Number of times to run the situation
var reports = [];
var stepsInCurrentRun = 0;
AB.clockTick = 100; //lowered this from 100 in order to increase the speed
// Speed of run: Step every n milliseconds. Default 100.
AB.maxSteps = 5000; //Run longer to try and catch more runs
var timesRun = 0;
/// *************************************************************** /////
function loadResources() // asynchronous file loads - call initScene() when all finished
{
if (normalMode) {
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();
});
} else
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
{
musicPause();
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;
if (normalMode) {
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;
if (normalMode) {
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;
if (normalMode) {
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;
if (normalMode) {
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
if (normalMode) {
ABWorld.scene.background = new THREE.CubeTextureLoader().load(SKYBOX_ARRAY, function () {
ABWorld.render();
AB.removeLoading();
AB.runReady = true; // start the run loop
});
} else {
AB.removeLoading();
AB.runReady = true;
}
}
// --- draw moving objects -----------------------------------
function drawEnemy() // given ei, ej, draw it
{
if (normalMode) {
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
{
if (normalMode) {
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 moveLogicalAgent(a) {
// move towards agent
// put some randomness in so it won't get stuck with barriers
var i = ai;
var j = aj;
var a = a.action;
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;
}
}
function moveLogicalEnemy(a) // this is called by the infrastructure that gets action a from the Mind
{
var i = ei;
var j = ej;
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)) {
ei = i;
ej = 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
+ " Enemy Location = (" + x[2] + "," + x[3] + ") "
+ " Agent Location = (" + x[0] + "," + x[1] + ") "
);
}
function updateStatusAfter() // agent and enemy have moved, can calculate score
{
// new state after both have moved
var y = AB.world.getState();
var score = (goodsteps / stepsInCurrentRun) * 100;
AB.msg(" Enemy Location = (" + y[2] + "," + y[3] + ") " +
" Agent Location = (" + y[0] + "," + y[1] + ")" +
" 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 () //What this guy returns, the mind can see, modify this to return whatever the mind needs
{
var x = [ai, aj, ei, ej, GRID, drawSpotOnTileBeingInvestigated, ABWorld]; //Philip - Updated this to include the grid so the mind has information to work with
return (x);
};
AB.world.takeAction = function (a) {
stepsInCurrentRun = stepsInCurrentRun + 1;
if (!normalMode && a.enemy.action == null) { //Philip - if the enemy doesn't have an action, they couldn't find a path so the run is dead. want to call this first to make sure the agent doesn't think its trapped when its blocked by the environment
restartRun(); //Philip - Lets not count this one since the maze was of low quality.
} else {
updateStatusBefore(a.enemy); // show status line before moves
moveLogicalAgent(a.agent);
if ( ( AB.step % 2 ) == 0 ) // slow the enemy down to every nth step
moveLogicalEnemy(a.enemy.action);
if (badstep()) badsteps++;
else goodsteps++;
drawAgent();
drawEnemy();
drawLine(a.enemy.path);
updateStatusAfter(); // show status line after moves
if (agentBlocked()) // if agent blocked in, run over
{
if (normalMode) {
AB.abortRun = true;
goodsteps = 0; // you score zero as far as database is concerned
musicPause();
soundAlarm();
}
else saveResultsAndRestartRun(true, false);
}
if (!normalMode && stepsInCurrentRun >= maxStepsPerRun) { //Philip - end the run in this case also
saveResultsAndRestartRun(false, true);
musicPause();
}
}
};
AB.world.endRun = function () {
musicPause();
if (normalMode) {
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);
} else {
buildFinalReport();
}
};
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() {
if (normalMode) {
var alarm = new Audio(SOUND_ALARM);
alarm.play(); // play once, no loop
}
}
// More below
//
//
//
//
//
//
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//
//
///*******************************************///
//************New Methods I've Added**********///
//Used by the agent now to move away. Based on what was originally in the mind
//Moves semirandomly away to avoid getting stuck
function movementCheck() {
if (ej < aj) return (AB.randomPick(ACTION_UP, AB.randomPick(ACTION_RIGHT, ACTION_LEFT)));
if (ej > aj) return (AB.randomPick(ACTION_DOWN, AB.randomPick(ACTION_RIGHT, ACTION_LEFT)));
if (ei < ai) return (AB.randomPick(ACTION_RIGHT, AB.randomPick(ACTION_UP, ACTION_DOWN)));
if (ei > ai) return (AB.randomPick(ACTION_LEFT, AB.randomPick(ACTION_UP, ACTION_DOWN)));
return (AB.randomIntAtoB(0, 3));
}
//This is an object to hold information about a unit in the map.
//It should hold its current position
//Its next move
//Its intended path
function Entity() {
this.nextSquare = null;
this.path = [];
this.action = null;
this.pathFound = false;
}
//This is going to hold the data of all the entities that have been added
function Entities() {
this.enemy = null;
this.agent = null;
}
function drawLine(x) { //Draw a line using the recieved coordinates
if (normalMode) {
if (line) ABWorld.scene.remove(line);
const material = new THREE.LineBasicMaterial({
color: 0x00ff00
});
const points = [];
x.forEach(point => {
points.push(translate(point.i, point.j));
});
const geometry = new THREE.BufferGeometry().setFromPoints(points);
line = new THREE.Line(geometry, material);
ABWorld.scene.add(line);
}
}
var investigatingSpot;
function drawSpotOnTileBeingInvestigated(scene, i, j) {
// if(investigatingSpot) investigatingSpot.position.copy ( translate(i,j) );
//else
// {
if (normalMode) {
shape = new THREE.BoxGeometry(50, 50, 50);
investigatingSpot = new THREE.Mesh(shape);
investigatingSpot.material = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
investigatingSpot.position.copy(translate(i, j)); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
scene.add(investigatingSpot);
}
//}
}
function buildFinalReport() {
var totalGoodSteps = 0;
var totalBadSteps = 0;
var totalUntrappedGoodSteps = 0;
var totalUntrappedBadSteps = 0;
var avgGoodSteps = 0;
var avgBadSteps = 0;
var avgUntrappedGoodSteps = 0;
var avgUntrappedBadSteps = 0; //Looking to maximise this if not trapped
var numberOfTimesTrapped = 0;
var numberOfTimesStepsExceeded = 0;
for (var i = 0; i < reports.length; i++) {
totalGoodSteps += reports[i].goodSteps;
totalBadSteps += reports[i].badSteps;
if (reports[i].trapped) {
numberOfTimesTrapped += 1;
} else {
totalUntrappedGoodSteps += reports[i].goodSteps;
totalUntrappedBadSteps += reports[i].badSteps;
}
if (reports[i].stepsExceeded)
numberOfTimesStepsExceeded += 1;
}
avgGoodSteps = totalGoodSteps / reports.length;
avgBadSteps = totalBadSteps / reports.length;
avgUntrappedGoodSteps = totalUntrappedGoodSteps / (reports.length - numberOfTimesTrapped);
avgUntrappedBadSteps = totalUntrappedBadSteps / (reports.length - numberOfTimesTrapped);
AB.msg("Final Report: <br>" +
"Number of Times Run: " + timesRun + "<br>" +
"Number of Successful Runs: " + reports.length + "<br>" +
"Average Good Steps: " + avgGoodSteps + "<br>" +
"Average Bad Steps: " + avgBadSteps + "<br>" +
"Number of Times Trapped: " + numberOfTimesTrapped + "<br>" +
"Average Untrapped Good Steps: " + avgUntrappedGoodSteps + "<br>" +
"Average Untrapped Bad Steps: " + avgUntrappedBadSteps + "<br>" +
"Number of StepsExceeded: " + numberOfTimesStepsExceeded + "<br>");
};
function Report(goodSteps, badSteps, trapped, stepsExceeded) {
this.goodSteps = goodSteps;
this.badSteps = badSteps;
this.trapped = trapped;
this.stepsExceeded = stepsExceeded;
}
function saveResultsAndRestartRun(trapped, stepsExceeded) {
reports.push(new Report(goodsteps, badsteps, trapped, stepsExceeded));
restartRun();
}
function restartRun() {
goodsteps = 0;
badsteps = 0;
stepsInCurrentRun = 0;
timesRun += 1;
initScene();
}