Code viewer for World: A* Practical(Transformers)

// Cloned by Pratiksha Biradar on 27 Nov 2020 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/biradap2/wall.jpg' ;
const TEXTURE_MAZE 	= '/uploads/biradap2/maze.jpg' ;
const TEXTURE_AGENT 	= '/uploads/biradap2/autobots.jpg' ;
const TEXTURE_ENEMY 	= '/uploads/biradap2/decepticon.jpg' ;

const MUSIC_BACK  = '/uploads/biradap2/music.mp3' ;
const SOUND_ALARM = '/uploads/starter/air.horn.mp3' ;

	
const gridsize = 20;						// 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 
// https://opengameart.org/node/10112
 const SKYBOX_ARRAY = [										 
                "/uploads/biradap2/Weltraum.png",
                "/uploads/biradap2/WeltraumH.png",
                "/uploads/biradap2/WeltraumL.png",
                "/uploads/biradap2/WeltraumO.png",
                "/uploads/biradap2/WeltraumR.png",
                "/uploads/biradap2/WeltraumU.png"
                ];


// ===================================================================================================================
// === End of 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;

// Open and closed set
var path = [];
var previous = 0;
var drawpathline;
var starttime = performance.now();

	
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].Flag == GRID_WALL ) return true;		// fixed objects	 
 if ( GRID[i][j].Flag == 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);
		
	 // initialising variables for each location
	 for (i = 0; i < gridsize; i++)
      for (j = 0; j < gridsize; j++) 
             GRID[i][j] = new Spot(i, j);
             
     // adding neighbours for each location
     for (i = 0; i < gridsize; i++)
      for (j = 0; j < gridsize; j++) 
            GRID[i][j].addNeighbours(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].Flag = 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].Flag = GRID_BLANK;
        }
		
   // set up maze 
    for ( var a=0,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].Flag = 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);
		a++;
	}
	// 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
	 });
}
 
function Spot(i, j) 
{
  // Location
 this.i = i;
 this.j = j;

  // f, g, and h values for A*
  this.f = 0;
  this.g = 0;
  this.h = 0;

  // Neighbours
  this.neighbours = [];

  this.previous = undefined;
  this.wall = true;
  
  // to identify wall or maze structure
  this.Flag =0;
  
  // Figure out who my neighbours are
    this.addNeighbours = function(GRID) 
  {
      this.neighbours = [];
      var x = this.i;
      var y = this.j;
      console.log("x" + x+ "y" + y);
      
      if (x < gridsize - 1)   this.neighbours.push(GRID[x + 1][y]);
      if (x > 0)          this.neighbours.push(GRID[x - 1][y]);
      if (y < gridsize - 1)   this.neighbours.push(GRID[x][y + 1]);
      if (y > 0)          this.neighbours.push(GRID[x][y - 1]);
  }
}

// --- 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)
}


// --- take actions -----------------------------------
function moveLogicalEnemy()
{ 
// move towards agent 
// put some randomness in so it won't get stuck with barriers 
 implementAStar();
 drawpathline = showPath(path);
 var newei=0;
 var newej=0;
    if((0 == Math.abs(ei - ai) && Math.abs(ej - aj) <= 1) || (Math.abs(ei - ai) <= 1 && 0 == Math.abs(ej - aj))) {
        newei=ei;
        newej=ej;
    } else {
        newei = path[path.length-2].i;
        newej = path[path.length-2].j;
    }
    ei = newei;
    ej = newej;
}

function showPath(path) {
  // Find the path by working backwards
    if(drawpathline) {
        ABWorld.scene.remove(drawpathline);    
    }
  const linecolor = new THREE.LineDashedMaterial({
        color: "white",
        linewidth: 1
    });
    var previ, prevj, points = [];
    for (c = path.length; c > 0; c--) { 
        previ = path[c - 1].i; 
        prevj = path[c - 1].j;
        points.push(translate(previ, prevj));
    }
     var setPoints = (new THREE.BufferGeometry).setFromPoints(points);
     var line = new THREE.Line(setPoints, linecolor);
     ABWorld.scene.add(line);
     return line;
}

// 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 implementAStar() {
    var openSet = []; 
    var closedSet = []; 
    var start = GRID[ei][ej];
    var end = GRID[ai][aj];
    var totalSize = Math.round(gridsize * gridsize);
    var currentNode;
    openSet.push(start);
    console.log("search start");
   for (var d = 0; d < totalSize ; d++) {
    if (!(openSet.length > 0)) {
        console.log("fail - no path exists");
        break;
    }
    
    for (var y = 0,winner = 0; y < openSet.length; y++) {
      if (openSet[y].f < openSet[winner].f)
        winner = y;
    }
    
    var current = openSet[winner];
    
    if (calculateheuristic(current, end) === 1) {
      console.log("success - found path");
      currentNode=current;
      break;
    }
    removeFromArray(openSet, current);
    closedSet.push(current);
    var neighbours = current.neighbours;
    for (y = 0; y < neighbours.length; y++) {
      var neighbour = neighbours[y];
      if(occupied(neighbour.i,neighbour.j)) {
          neighbour.wall = true;
      }else {
          neighbour.wall = false;
      }
      if (!closedSet.includes(neighbour) && !neighbour.wall) {
        var tempG = current.g + calculateheuristic(neighbour, current);
        var newPath = false;
        if (openSet.includes(neighbour)) {
          if (tempG < neighbour.g) {
            neighbour.g = tempG;
            newPath = true;
          }
        }
        else {
         neighbour.g = tempG;
         newPath = true;
          openSet.push(neighbour);
        }
        
        // Yes, it's a better path
        if (newPath) {
          neighbour.h = calculateheuristic(neighbour, end);
          neighbour.f = neighbour.g + neighbour.h;
          neighbour.previous = current;
        }
      }
    }
  }
     // Find the path by working backwards
    path = [];
    var temp = currentNode;
    path.push(temp);
    while (temp.previous) {
      path.push(temp.previous);
      temp = temp.previous;
    }
    
    // reset all values again
   for (y = 0; y < gridsize; y++) {
    for (var z = 0; z < gridsize; z++) {
      if (GRID[y][z].f !== 0)
        GRID[y][z].f = 0;
      GRID[y][z].g = 0;
      GRID[y][z].h = 0;
      GRID[y][z].previous = 0;
    }
  }
}

function calculateheuristic(first, last) {
     const a = new THREE.Vector3(first.i, 0, first.j);
     const  b = new THREE.Vector3(last.i, 0, last.j);
    return a.distanceTo(b)
}

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()			// 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; 
 var timeelapsed = Math.round(performance.now() - starttime);
 AB.msg ( " &nbsp; y = (" + y.toString() + ") <br>" +
		" Bad steps: " + badsteps + 
		" &nbsp; Good steps: " + goodsteps + 
		" &nbsp; Time elapsed: " + timeelapsed + "ms" +
		" &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 
}