Code viewer for World: assignment1-Astar-chase (c...

// Cloned by rohan on 15 Nov 2021 from World "assignment1-Astar-chase" by Radwan Duadu 
// Please leave this clone trail here.
 
AB.clockTick=100,AB.maxSteps=1e3,AB.screenshotStep=50;const show3d=!0,TEXTURE_WALL="/uploads/duadur2/wallB.jpg",TEXTURE_MAZE="/uploads/starter/latin.jpg",TEXTURE_AGENT="/uploads/starter/pacman.jpg",TEXTURE_ENEMY="/uploads/starter/ghost.3.png",TEXTURE_Arrow="/uploads/duadur2/star.jpg",MUSIC_BACK="/uploads/starter/Defense.Line.mp3",SOUND_ALARM="/uploads/starter/air.horn.mp3",gridsize=20,NOBOXES=Math.trunc(gridsize*gridsize/10),squaresize=100,MAXPOS=gridsize*squaresize,SKYCOLOR=14548957,startRadiusConst=.8*MAXPOS,maxRadiusConst=10*MAXPOS;ABHandler.MAXCAMERAPOS=maxRadiusConst,ABHandler.GROUNDZERO=!0;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"],ACTION_LEFT=0,ACTION_RIGHT=1,ACTION_UP=2,ACTION_DOWN=3,ACTION_STAYSTILL=4,GRID_BLANK=0,GRID_WALL=1,GRID_MAZE=2;var BOXHEIGHT,theagent,theenemy,shape,thecube,thestar,wall_texture,agent_texture,enemy_texture,maze_texture,arrow_texture,ei,ej,ai,aj,badsteps,goodsteps,start,end,GRID=new Array(gridsize),xi=[],xj=[],starArray=[],openSet=[],closedSet=[],path=[];function loadResources(){var e=new THREE.TextureLoader,t=new THREE.TextureLoader,a=new THREE.TextureLoader,r=new THREE.TextureLoader,n=new THREE.TextureLoader;e.load(TEXTURE_WALL,function(e){e.minFilter=THREE.LinearFilter,wall_texture=e,asynchFinished()&&initScene()}),t.load(TEXTURE_AGENT,function(e){e.minFilter=THREE.LinearFilter,agent_texture=e,asynchFinished()&&initScene()}),a.load(TEXTURE_ENEMY,function(e){e.minFilter=THREE.LinearFilter,enemy_texture=e,asynchFinished()&&initScene()}),r.load(TEXTURE_MAZE,function(e){e.minFilter=THREE.LinearFilter,maze_texture=e,asynchFinished()&&initScene()}),n.load(TEXTURE_Arrow,function(e){e.minFilter=THREE.LinearFilter,arrow_texture=e,asynchFinished()&&initScene()})}function asynchFinished(){return!!(wall_texture&&agent_texture&&enemy_texture&&maze_texture&&arrow_texture)}function occupied(e,t){return ei==e&&ej==t||(ai==e&&aj==t||!!GRID[e][t].wall)}function translate(e,t){var a=new THREE.Vector3;return a.y=0,a.x=e*squaresize-MAXPOS/2,a.z=t*squaresize-MAXPOS/2,a}function heuristic(e,t){return Math.abs(e.i-t.i)+Math.abs(e.j-t.j)}function removeFromArray(e,t){for(var a=e.length-1;a>=0;a--)e[a]==t&&e.splice(a,1)}function Spot(e,t){this.i=e,this.j=t,this.f=0,this.g=0,this.h=0,this.neighbors=[],this.previous=void 0,0===e||e===gridsize-1||0===t||t===gridsize-1?(this.wall=!0,shape=new THREE.BoxGeometry(squaresize,BOXHEIGHT,squaresize),(thecube=new THREE.Mesh(shape)).material=new THREE.MeshBasicMaterial({map:wall_texture}),thecube.position.copy(translate(e,t)),ABWorld.scene.add(thecube)):this.wall=!1;for(var a=0;a<=NOBOXES;a++)e===xi[a]&&t===xj[a]&&(this.wall=!0);this.addNeighbors=function(e){var t=this.i,a=this.j;t<gridsize-1&&this.neighbors.push(e[t+1][a]),t>0&&this.neighbors.push(e[t-1][a]),a<gridsize-1&&this.neighbors.push(e[t][a+1]),a>0&&this.neighbors.push(e[t][a-1])}}function initScene(){var e,t;for(e=0;e<gridsize;e++)GRID[e]=new Array(gridsize);for(var a=0,r=1;r<=NOBOXES;r++)e=AB.randomIntAtoB(1,gridsize-2),t=AB.randomIntAtoB(1,gridsize-2),xi[a]=e,xj[a]=t,shape=new THREE.BoxGeometry(squaresize,BOXHEIGHT,squaresize),(thecube=new THREE.Mesh(shape)).material=new THREE.MeshBasicMaterial({map:maze_texture}),thecube.position.copy(translate(e,t)),ABWorld.scene.add(thecube),a++;for(e=0;e<gridsize;e++)for(t=0;t<gridsize;t++)GRID[e][t]=new Spot(e,t);for(e=0;e<gridsize;e++)for(t=0;t<gridsize;t++)GRID[e][t].addNeighbors(GRID);do{e=AB.randomIntAtoB(1,gridsize-2),t=AB.randomIntAtoB(1,gridsize-2)}while(occupied(e,t));ei=e,ej=t,shape=new THREE.BoxGeometry(squaresize,BOXHEIGHT,squaresize),(theenemy=new THREE.Mesh(shape)).material=new THREE.MeshBasicMaterial({map:enemy_texture}),ABWorld.scene.add(theenemy),drawEnemy();do{e=AB.randomIntAtoB(1,gridsize-2),t=AB.randomIntAtoB(1,gridsize-2)}while(occupied(e,t));ai=e,aj=t,shape=new THREE.BoxGeometry(squaresize,BOXHEIGHT,squaresize),(theagent=new THREE.Mesh(shape)).material=new THREE.MeshBasicMaterial({map:agent_texture}),ABWorld.scene.add(theagent),drawAgent(),ABWorld.scene.background=(new THREE.CubeTextureLoader).load(SKYBOX_ARRAY,function(){ABWorld.render(),AB.removeLoading(),AB.runReady=!0})}function drawEnemy(){theenemy.position.copy(translate(ei,ej)),ABWorld.lookat.copy(theenemy.position)}function drawPath(){for(var e=0;e<path.length-2;e++)if(path.length>2){var t=path[e];shape=new THREE.BoxGeometry(squaresize,.1,squaresize),(thestar=new THREE.Mesh(shape)).material=new THREE.MeshBasicMaterial({map:arrow_texture}),starArray[e]=thestar.uuid,thestar.position.copy(translate(t.i,t.j)),ABWorld.scene.add(thestar)}}function drawAgent(){theagent.position.copy(translate(ai,aj)),ABWorld.follow.copy(theagent.position)}function AStar(){for(openSet=[],closedSet=[],path=[],start=GRID[ei][ej],end=GRID[ai][aj],openSet.push(start);openSet.length>0;){for(var e=0,t=0;t<openSet.length;t++)openSet[t].f<openSet[e].f&&(e=t);var a=openSet[e];if(a===end){console.log("success - found path");break}removeFromArray(openSet,a),closedSet.push(a);var r=a.neighbors;for(t=0;t<r.length;t++){var n=r[t];if(!closedSet.includes(n)&&!n.wall){var o=a.g+heuristic(n,a),i=!1;openSet.includes(n)?o<n.g&&(n.g=o,i=!0):(n.g=o,i=!0,openSet.push(n)),i&&(n.h=heuristic(n,end),n.f=n.g+n.h,n.previous=a)}}var s=a;for((path=[]).push(s);s.previous;)path.push(s.previous),s=s.previous}for(t=0;t<gridsize;t++)for(var u=0;u<gridsize;u++)0!==GRID[t][u].f&&(GRID[t][u].f=0,GRID[t][u].g=0,GRID[t][u].h=0,GRID[t][u].previous=void 0)}function removePath(){console.log("removing");for(var e=0;e<starArray.length;e++){var t=starArray[e];const a=ABWorld.scene.getObjectByProperty("uuid",t);ABWorld.scene.remove(a)}}function moveLogicalEnemy(){AStar(),drawPath();var e=path.length,t=path[e-2];occupied(t.i,t.j)||(ei=t.i,ej=t.j)}function sleep(e){return new Promise(t=>setTimeout(t,e))}function moveLogicalAgent(e){var t=ai,a=aj;e==ACTION_LEFT?t--:e==ACTION_RIGHT?t++:e==ACTION_UP?a++:e==ACTION_DOWN&&a--,occupied(t,a)||(ai=t,aj=a)}var OURKEYS=[37,38,39,40];function ourKeys(e){return OURKEYS.includes(e.keyCode)}function keyHandler(e){return!AB.runReady||(!ourKeys(e)||(37==e.keyCode&&moveLogicalAgent(ACTION_LEFT),38==e.keyCode&&moveLogicalAgent(ACTION_DOWN),39==e.keyCode&&moveLogicalAgent(ACTION_RIGHT),40==e.keyCode&&moveLogicalAgent(ACTION_UP),e.stopPropagation(),e.preventDefault(),!1))}function badstep(){return Math.abs(ei-ai)<2&&Math.abs(ej-aj)<2}function agentBlocked(){return occupied(ai-1,aj)&&occupied(ai+1,aj)&&occupied(ai,aj+1)&&occupied(ai,aj-1)}function updateStatusBefore(e){AB.world.getState();AB.msg(" Step: "+AB.step+" &nbsp; a = ("+e+") ")}function updateStatusAfter(){AB.world.getState();var e=goodsteps/AB.step*100;AB.msg(" Bad steps: "+badsteps+" &nbsp; Good steps: "+goodsteps+" &nbsp; Score: "+e.toFixed(2)+"% ",2)}AB.world.newRun=function(){AB.loadingScreen(),AB.runReady=!1,badsteps=0,goodsteps=0,BOXHEIGHT=squaresize,ABWorld.init3d(startRadiusConst,maxRadiusConst,14548957),loadResources(),document.onkeydown=keyHandler},AB.world.getState=function(){return[ai,aj,ei,ej,GRID]},AB.world.takeAction=function(e){updateStatusBefore(e),moveLogicalAgent(e),AB.step%2==0&&moveLogicalEnemy(),badstep()?badsteps++:goodsteps++,drawAgent(),drawEnemy(),updateStatusAfter(),agentBlocked()&&(AB.abortRun=!0,goodsteps=0,musicPause(),soundAlarm()),sleep(100).then(()=>{removePath()})},AB.world.endRun=function(){musicPause(),AB.abortRun?AB.msg(" <br> <font color=red> <B> Agent trapped. Final score zero. </B> </font>   ",3):AB.msg(" <br> <font color=green> <B> Run over. </B> </font>   ",3)},AB.world.getScore=function(){var e=goodsteps/AB.maxSteps*100;return Math.round(100*e)/100};var backmusic=AB.backgroundMusic(MUSIC_BACK);function musicPlay(){backmusic.play()}function musicPause(){backmusic.pause()}function soundAlarm(){new Audio(SOUND_ALARM).play()}