Code viewer for World: WIP Basic Line Of Sight
/*
Idea outline:
Have the game only display objects within roughly a 5x5 radius of the player, when objects leave this radius, remove their drawings.
Try to implement for the enemy, have it search for player and also be aware of walls around it.
*/


// =============================================================================================
// More complex starter World for WWM
// 3d-effect Maze World (really a 2-D problem)
// Mark Humphrys, 2016.
//
// 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.
//
// Scoring on the server side is done by taking average of n runs.
// Runs where you get trapped and score zero can seriously affect this score. 
// =============================================================================================






// World must define these:
 
const	 	CLOCKTICK 	= 200;					// speed of run - move things every n milliseconds
const		MAXSTEPS 	= 1000;					// length of a run before final score
 





//---- global constants: -------------------------------------------------------

const gridsize = 30;						// number of squares along side of world	   

const NOBOXES =  Math.trunc ( (gridsize * gridsize) / 10 );
		// 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 BLANKCOLOR 	= SKYCOLOR ;			// make objects this color until texture arrives (from asynchronous file read)




const show3d = true;						// Switch between 3d and 2d view (both using Three.js) 
 
const startRadiusConst	 	= MAXPOS * 0.8 ;		// distance from centre to start the camera at
const skyboxConst			= MAXPOS * 3 ;		// where to put skybox 
const maxRadiusConst 		= MAXPOS * 10  ;		// maximum distance from camera we will render things  





//--- 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;
 
 




 
// --- some useful random functions  -------------------------------------------


function randomfloatAtoB ( A, B )			 
{
 return ( A + ( Math.random() * (B-A) ) );
}

function randomintAtoB ( A, B )			 
{
 return  ( Math.round ( randomfloatAtoB ( A, B ) ) );
}
  
function randomBoolean()			 
{
 if ( Math.random() < 0.5 ) { return false; }
 else { return true; }
}

function diff(num1, num2)
{
  if (num1 > num2)
    return num1-num2;
  else
    return num2-num1;
}

//The distance between num1 and num1, for graph coordinates
function diff(num1, num2)
{
  if (num1 > num2)
    return num1-num2;
  else
    return num2-num1;
}





//---- start of World class -------------------------------------------------------
 
function World() { 


// most of World can be private 
// regular "var" syntax means private variables:


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 WALLS 	= new Array ( 4 * gridsize );		// need to keep handles to wall and maze objects so can find them later to paint them 
var MAZE 	= new Array ( NOBOXES );
var theagent, theenemy;
  

// enemy and agent position on squares
var ei, ej, ai, aj;

var badsteps;
var goodsteps;
var  step;

 	var self = this;						// needed for private fn to call public fn - see below  

 


// regular "function" syntax means private functions:


function initGrid()
{
 for (var i = 0; i < gridsize ; i++) 
 {
  GRID[i] = new Array(gridsize);		// each element is an array 

  for (var j = 0; j < gridsize ; j++) 
  {
   GRID[i][j] = GRID_BLANK ;
  }
 }
}

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;
}

 
// 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 ( x ) 
{
 return ( x - ( MAXPOS/2 ) );
}





//--- skybox ----------------------------------------------------------------------------------------------


function initSkybox() 
{

// x,y,z positive and negative faces have to be in certain order in the array 
 
// mountain skybox, credit:
// http://stemkoski.github.io/Three.js/Skybox.html

  var materialArray = [
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/dawnmountain-xpos.png" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/dawnmountain-xneg.png" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/dawnmountain-ypos.png" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/dawnmountain-yneg.png" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/dawnmountain-zpos.png" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/dawnmountain-zneg.png" ), side: THREE.BackSide } ) )
 	];

  var skyGeometry = new THREE.CubeGeometry ( skyboxConst, skyboxConst, skyboxConst );	
  var skyMaterial = new THREE.MeshFaceMaterial ( materialArray );
  var theskybox = new THREE.Mesh ( skyGeometry, skyMaterial );
  threeworld.scene.add( theskybox );						// We are inside a giant cube
}


// This does the file read the old way using loadTexture.
// (todo) Change to asynchronous TextureLoader. A bit complex:
// Make blank skybox. Start 6 asynch file loads to call 6 return functions.
// Each return function checks if all 6 loaded yet. Once all 6 loaded, paint the skybox.		 


  









// --- asynchronous load textures from file ----------------------------------------
// credits:
// http://commons.wikimedia.org/wiki/File:Old_door_handles.jpg?uselang=en-gb
// 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
  
// loader return can call private function


function loadTextures()
{

 var loader1 = new THREE.TextureLoader();
 loader1.load ( '/uploads/starter/door.jpg',		function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		paintWalls ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
	} ); 

 var loader2 = new THREE.TextureLoader();
 loader2.load ( '/uploads/starter/latin.jpg',		function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		paintMaze ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
 	} ); 

 var loader3 = new THREE.TextureLoader();
 loader3.load ( '/uploads/starter/pacman.jpg',	function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		theagent.material =  new THREE.MeshBasicMaterial( { map: thetexture } );
	} ); 

 var loader4 = new THREE.TextureLoader();
 loader4.load ( '/uploads/starter/ghost.3.png',	function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		theenemy.material =  new THREE.MeshBasicMaterial( { map: thetexture } );
	} ); 

}


 


// --- add fixed objects ---------------------------------------- 
   
 
function initLogicalWalls()		// set up logical walls in data structure, whether doing graphical run or not	
{
 for (var i = 0; i < gridsize ; i++) 
  for (var j = 0; j < gridsize ; j++) 
   if ( ( i===0 ) || ( i==gridsize-1 ) || ( j===0 ) || ( j==gridsize-1 ) )
   {
    	GRID[i][j] = GRID_WALL ;		 
   }
}


function initThreeWalls()		// graphical run only, set up blank boxes, painted later 	
{
 var t = 0;
 for (var i = 0; i < gridsize ; i++) 
  for (var j = 0; j < gridsize ; j++) 
   if ( GRID[i][j] == GRID_WALL )
   {
 	 var shape    = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );			 
 	 var thecube  = new THREE.Mesh( shape );
	 thecube.material.color.setHex( BLANKCOLOR  );			  
 
    	 thecube.position.x = translate ( i * squaresize );   		// translate my simple (i,j) block-numbering coordinates to three.js (x,y,z) coordinates 
    	 thecube.position.z = translate ( j * squaresize );   	
    	 thecube.position.y = 0;	
 
 	 threeworld.scene.add(thecube);
	 WALLS[t] = thecube;				// save it for later
	 t++; 
   }
}


function paintWalls ( material )		 
{
 for ( var i = 0; i < WALLS.length; i++ )
 { 
   //if ((diff(WALLS[i].position.x, theagent.position.x) <= 5) && (diff(WALLS[i].position.z, theagent.position.z) <= 5))
   //{
       if(WALLS[i])
       {
           WALLS[i].material = material; 
       }
   //}

    //else
    //{
    //    WALLS[i].material = material;        
    //}
 }
}





function initLogicalMaze()		 
{
 for ( var c=1 ; c <= NOBOXES ; c++ )
 {
  	var i = randomintAtoB(1,gridsize-2);	// inner squares are 1 to gridsize-2
  	var j = randomintAtoB(1,gridsize-2);
    	GRID[i][j] = GRID_MAZE ;		 
 }
}


function initThreeMaze()		  	
{
 var t = 0;
 for (var i = 0; i < gridsize ; i++) 
  for (var j = 0; j < gridsize ; j++) 
   if ( GRID[i][j] == GRID_MAZE )
   {
   	var shape    = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );			 
  	var thecube  = new THREE.Mesh( shape );
	thecube.material.color.setHex( BLANKCOLOR  );			  

  	thecube.position.x = translate ( i * squaresize );   	
  	thecube.position.z = translate ( j * squaresize );   	
  	thecube.position.y =  0;	
 
 	threeworld.scene.add(thecube);
	MAZE[t] = thecube;		// save it for later
	t++; 
   }
}


function paintMaze ( material )		 
{
 for ( var i = 0; i < MAZE.length; i++ )
 { 
//if ((diff(MAZE[i].position.x, theagent.position.x) <= 5) && (diff(MAZE[i].position.z, theagent.position.z) <= 5))
   //{
        if(MAZE[i])
        {
            MAZE[i].material = material;             
        }
  // }

   // else
   // {
     //   MAZE[i].material = material;        
    //}
 }
}







// --- enemy functions -----------------------------------


function drawEnemy()	// given ei, ej, draw it 
{
  var x = translate ( ei * squaresize );   	
  var z = translate ( ej * squaresize );   	
  var y = 0;	

 theenemy.position.x = x;
 theenemy.position.y = y;
 theenemy.position.z = z;
 //If within field of view 
 if((diff(x, theagent.position.x) <= 5) && (diff(z, theagent.position.z) <= 5))
 {//Draw
    threeworld.scene.add(theenemy);
 }
 else
 {// Otherwise delete possible previous drawing
    threeworld.scene.remove(theenemy);
 }
}


function initLogicalEnemy()
{
// start in random location:
 var i, j;
 do
 {
  i = randomintAtoB(1,gridsize-2);
  j = randomintAtoB(1,gridsize-2);
 }
 while ( occupied(i,j) );  	  // search for empty square 

 ei = i;
 ej = j;
}


function initThreeEnemy()
{
 var shape    = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );			 
 theenemy = new THREE.Mesh( shape );
 theenemy.material.color.setHex( BLANKCOLOR  );	
}


function moveLogicalEnemy()
{ 
// move towards agent 
// put some randomness in so it won't get stuck with barriers 

 var i, j;
 if ( ei < ai ) i = randomintAtoB(ei, ei+1); 
 if ( ei == ai ) i = ei; 
 if ( ei > ai ) i = randomintAtoB(ei-1, ei); 

 if ( ej < aj ) j = randomintAtoB(ej, ej+1); 
 if ( ej == aj ) j = ej; 
 if ( ej > aj ) j = randomintAtoB(ej-1, ej); 
 
 if ( ! occupied(i,j) )  	// if no obstacle then move, else just miss a turn
 {
  ei = i;
  ej = j;
 }
}





// --- agent functions -----------------------------------


function drawAgent()	// given ai, aj, draw it 
{
  var x = translate ( ai * squaresize );   	
  var z = translate ( aj * squaresize );   	
  var y = 0;	

 theagent.position.x = x;
 theagent.position.y = y;
 theagent.position.z = z;
 threeworld.scene.add(theagent);
}


function initLogicalAgent()
{
// start in random location:
 var i, j;
 do
 {
  i = randomintAtoB(1,gridsize-2);
  j = randomintAtoB(1,gridsize-2);
 }
 while ( occupied(i,j) );  	  // search for empty square 

 ai = i;
 aj = j;
}

function initThreeAgent()
{
 var shape    = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );			 
 theagent = new THREE.Mesh( shape );
 theagent.material.color.setHex( BLANKCOLOR );	
 drawAgent(); 		  
}


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;
 }
}



function keyHandler(e)		
// user control 
// Note that this.takeAction(a) is constantly running at same time, redrawing the screen.
{
    if (e.keyCode == 37)  moveLogicalAgent ( ACTION_LEFT 	);
    if (e.keyCode == 38)  moveLogicalAgent ( ACTION_DOWN  	);
    if (e.keyCode == 39)  moveLogicalAgent ( ACTION_RIGHT 	);
    if (e.keyCode == 40)  moveLogicalAgent ( ACTION_UP	);
    //Only Draw when the player has moved, thus changing whats in view
    drawEnemy();
   //paintWalls(); 
    //paintMaze();
}





// --- 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 = self.getState();
 var status = " Step: <b> " + step + " </b> &nbsp; x = (" + x.toString() + ") &nbsp; a = (" + a + ") "; 

 $("#user_span3").html( status );
}


function   updateStatusAfter()		// agent and enemy have moved, can calculate score
{
 // new state after both have moved
 var y = self.getState();
 var status = " &nbsp; y = (" + y.toString() + ") <BR> "; 
 $("#user_span4").html( status );

 var score = self.getScore();

 var status = "   Bad steps: " + badsteps + 
		" &nbsp; Good steps: " + goodsteps + 
		" &nbsp; Score: " + score.toFixed(2) + "% "; 

 $("#user_span5").html( status );
}






//--- public functions / interface / API ----------------------------------------------------------


	this.endCondition;			// If set to true, run will end. 



this.newRun = function() 
{

// (subtle bug) must reset variables like these inside newRun (in case do multiple runs)

  this.endCondition = false;
  badsteps = 0;	
  goodsteps = 0;
	step = 0;


 // for all runs:

 	initGrid();
	initLogicalWalls(); 
	initLogicalMaze();
	initLogicalAgent();
	initLogicalEnemy();

 // for graphical runs only:

  if ( true  )
  {
	if ( show3d )
	{
	 BOXHEIGHT = squaresize;
	 threeworld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR  ); 	
	}	     
	else
	{
	 BOXHEIGHT = 1;
	 threeworld.init2d ( startRadiusConst, maxRadiusConst, SKYCOLOR  ); 		     
	}

	initSkybox();
 	initMusic();

	// Set up objects first:

	initThreeWalls(); 
	initThreeMaze();
	initThreeAgent();
	initThreeEnemy();

	// Then paint them with textures - asynchronous load of textures from files. 
	// The texture file loads return at some unknown future time in some unknown order.
	// Because of the unknown order, it is probably best to make objects first and later paint them, rather than have the objects made when the file reads return.
	// It is safe to paint objects in random order, but might not be safe to create objects in random order. 

	loadTextures();	

	document.onkeydown = keyHandler;	 
  }

};




this.getState = function()
{
 var x = [ ai, aj, ei, ej ];
  return ( x );  
};



this.takeAction = function ( a )
{
  step++;

  if ( true  )
   updateStatusBefore(a);			// show status line before moves 

  moveLogicalAgent(a);

  if ( ( step % 3 ) == 0 )		// slow the enemy down to every nth step
    moveLogicalEnemy();


  if ( badstep() )
   badsteps++;
  else
   goodsteps++;

  if ( true  )
  {
   drawAgent();
   updateStatusAfter();			// show status line after moves  
  }


  if ( agentBlocked() )			// if agent blocked in, run over 
  {
	this.endCondition = true;
	goodsteps = 0;			// you score zero as far as database is concerned 			 
  	if ( true  )
  	{
	 musicPause();
	 soundAlarm();
	}
  }

};



this.endRun = function()
{
 if ( true  )
 {
  musicPause(); 
  if ( this.endCondition )
    $("#user_span6").html( " &nbsp; <font color=red> <B> Agent trapped. Final score zero. </B> </font>   "  );
  else
    $("#user_span6").html( " &nbsp; <font color=red> <B> Run over. </B> </font>   "  );
 }
};


this.getScore = function()
{
 return ( ( goodsteps / step ) * 100 );
};


}

//---- end of World class -------------------------------------------------------








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



function initMusic()
{
	// put music element in one of the spans
  	var x = "<audio  id=theaudio  src=/uploads/starter/Defense.Line.mp3   autoplay loop> </audio>" ;
  	$("#user_span1").html( x );
} 
 

function musicPlay()  
{
	// jQuery does not seem to parse pause() etc. so find the element the old way:
 	document.getElementById('theaudio').play();
}


function musicPause() 
{
 	document.getElementById('theaudio').pause();
}


function soundAlarm()
{
 	var x = "<audio    src=/uploads/starter/air.horn.mp3   autoplay  > </audio>";
  	$("#user_span2").html( x );
}