// Cloned by Rufus Tenali on 4 Nov 2023 from World "CA686 A Star Practical World 1 2021 by Damian Debny" by Damian Debny // Please leave this clone trail here.// Cloned by Damian Debny on 31 Oct 2021 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.// ====================================================================================================================// =============================================================================================// A Star Practical World 1// By Damian Debny// Student Number: 21263489// 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 using the A Star algorithm// - 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/debnyd2/brick.jpg';const TEXTURE_MAZE ='/uploads/debnyd2/gold.jpg';const TEXTURE_AGENT ='/uploads/starter/pacman.jpg';const TEXTURE_ENEMY ='/uploads/starter/ghost.3.png';// credits:// https://free-3dtextureshd.com/download/gold-textures-square-wall-seamless-pack-bpr-material-background-high-resolution-free-download-hd-4k/// https://www.freepik.com/premium-photo/very-old-brick-wall-texture-background-square-ratio_16851393.htm// https://commons.wikimedia.org/wiki/Category:Pac-Man_icons// https://commons.wikimedia.org/wiki/Category:Skull_and_crossbone_iconsconst MUSIC_BACK ='/uploads/debnyd2/chateau.mp3';const SOUND_ALARM ='/uploads/debnyd2/darthvaderno.mp3';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 pixelsconst 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 atconst maxRadiusConst = MAXPOS *10;// maximum distance from camera we will render things // Open and closed setvar openSet =[];var closedSet =[];// The road takenvar path =[];var start;var end;//--- 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 // urban photographic skyboxes, credit:// http://opengameart.org/content/urban-skyboxesconst SKYBOX_ARRAY =["/uploads/debnyd2/posx.jpg","/uploads/debnyd2/negx.jpg","/uploads/debnyd2/posy.jpg","/uploads/debnyd2/negy.jpg","/uploads/debnyd2/posz.jpg","/uploads/debnyd2/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.//--- 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 squareconst GRID_BLANK =0;const GRID_WALL =1;const GRID_MAZE =2;const pathcolour ='darkred';const opencolour ='lightgreen';const closedcolour ='lightpink';var BOXHEIGHT;// 3d or 2d box height var GRID =newArray(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 squaresvar 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 )returntrue;elsereturnfalse;}//--- grid system -------------------------------------------------------------------------------// my numbering is 0 to gridsize-1function heuristic(x, y){//return ( Math.abs(x.i - y.i) + Math.abs(x.j - y.j) );return(Math.sqrt((x.j - x.i)*(x.j - x.i)+(y.j - y.i)*(y.j - y.i)));}function occupied ( i, j )// is this square occupied{if(( ei == i )&&( ej == j ))returntrue;// variable objects if(( ai == i )&&( aj == j ))returntrue;if( GRID[i][j].type == GRID_WALL )returntrue;// fixed objects if( GRID[i][j].type == GRID_MAZE )returntrue;returnfalse;}function removeFromArray(arr, item){for(var i = arr.length -1; i >=0; i--){if(arr[i]== item){
arr.splice(i,1);}}}functionSpot(i, j){//Co-ordinatesthis.i = i;this.j = j;/*
* f = evaluation function
* g = distance from current spot to start
* h = heuristic estimated distance from current spot to goal
*/this.f =0;this.g =0;this.h =0;//Neighboursthis.neighbours =[];//Previous spotthis.previous =undefined;this.shape;this.thecube;//Spot type: blank, wall, mazethis.type = GRID_BLANK;this.setBlank =function(){this.type = GRID_BLANK;};this.setWall =function(){this.type = GRID_WALL;};this.setMaze =function(){this.type = GRID_MAZE;};this.resetEvaluation =function(){this.f =0;this.g =0;this.h =0;};// Daniel Shiffman// Nature of Code: Intelligence and Learning// https://github.com/shiffman/NOC-S17-2-Intelligence-Learning// Part 1: https://youtu.be/aKYlikFAV4k// Part 2: https://youtu.be/EaZxUCWAjb0// Part 3: https://youtu.be/jwRT4PCT6RU//Display spotthis.show =function(col){if(this.type == GRID_WALL){this.shape =new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );this.thecube =new THREE.Mesh(this.shape );this.thecube.material =new THREE.MeshBasicMaterial({ map: wall_texture });this.thecube.position.copy ( translate(i,j));// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates ABWorld.scene.add(this.thecube);}elseif(this.type == GRID_MAZE){this.shape =new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );this.thecube =new THREE.Mesh(this.shape );this.thecube.material =new THREE.MeshBasicMaterial({ map: maze_texture });this.thecube.position.copy ( translate(i,j));// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates ABWorld.scene.add(this.thecube);}elseif(col){this.shape =new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );this.thecube =new THREE.Mesh(this.shape );this.thecube.material =new THREE.MeshBasicMaterial({ color: col, wireframe:false});this.thecube.position.copy ( translate(i,j));// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates ABWorld.scene.add(this.thecube);}};//Remove cube from scenethis.removeMesh =function(){ABWorld.scene.remove(this.thecube);};//Add this spot's neighboursthis.addNeighbours =function(GRID){var i =this.i;var j =this.j;if(i < gridsize -2){//Vertical and horizontalif(i < gridsize -2)this.neighbours.push(GRID[i +1][j]);if(i >1)this.neighbours.push(GRID[i -1][j]);if(j < gridsize -2)this.neighbours.push(GRID[i][j +1]);if(j >1)this.neighbours.push(GRID[i][j -1]);//Diagonalif(i >1&& j >1)this.neighbours.push(GRID[i -1][j -1]);if(i < gridsize -2&& j >1)this.neighbours.push(GRID[i +1][j -1]);if(i >1&& j < gridsize -2)this.neighbours.push(GRID[i -1][j +1]);if(i < gridsize -2&& j < gridsize -2)this.neighbours.push(GRID[i +1][j +1]);}};}// 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;}// Empty the open and closed setsfunction resetSets(){
closedSet =[];
openSet =[];}function initScene()// all file loads have returned {var i,j, shape, thecube;// set up GRID as 2D arrayfor( i =0; i < gridsize ; i++)
GRID[i]=newArray(gridsize);//Populate the gridfor(i =0; i < gridsize; i++){for(j =0; j < gridsize; j++){
GRID[i][j]=newSpot(i, j);}}//Add the neighboursfor(i =0; i < gridsize; i++){for(j =0; j < gridsize; j++){
GRID[i][j].addNeighbours(GRID);}}// set up wallsfor( 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].setWall();
GRID[i][j].show();}else
GRID[i][j].setBlank();// 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].setMaze();
GRID[i][j].show();}// set up enemy // start in random locationdo{
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 locationdo{
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)}// --- take actions -----------------------------------function moveLogicalEnemy(){// move towards agent by using an A Star algorithmvar i, j;
start = GRID[ei][ej];
start.previous =undefined;
end = GRID[ai][aj];
openSet.push(start);var complete =false;
console.log('Start search...');//Remove current path from scenefor(i =0; i < path.length-1; i++){
path[i].removeMesh();}Loop1:while(!complete){if(openSet.length >0){//Best optionvar winner =0;for(i =0; i < openSet.length; i++){if(openSet[i].f < openSet[winner].f){
winner = i;}}var current = openSet[winner];//Is it finished?if(current === end){
complete =true;//Create path by working backwards
path =[];var tmp = current;
path.push(tmp);while(tmp.previous){
path.push(tmp.previous);
tmp = tmp.previous;}if(path.length >1){//Update enemy position if new position isn't occupiedvar tmpI, tmpJ;
tmpI = path[path.length-2].i;
tmpJ = path[path.length-2].j;if(!occupied(tmpI, tmpJ)){
ei = tmpI;
ej = tmpJ;}}//Draw path as solid blocksfor(i =1; i < path.length -2; i++){
path[i].show(pathcolour);}
console.log("Success - path was found");
resetSets();breakLoop1;}//Best option moves from openSet to closedSet
removeFromArray(openSet, current);
closedSet.push(current);//Check all neighboursvar neighbours = current.neighbours;for(i =0; i < neighbours.length; i++){var neighbour = neighbours[i];//Next valid spotif(!closedSet.includes(neighbour)&& neighbour.type != GRID_WALL && neighbour.type != GRID_MAZE){var tmpG = current.g + heuristic(neighbour, current);//Is this a better pathvar newPath =false;if(openSet.includes(neighbour)){if(tmpG < neighbour.g){
neighbour.g = tmpG;
newPath =true;}}else{
neighbour.g = tmpG;
newPath =true;
openSet.push(neighbour);}//If it's a better pathif(newPath){
neighbour.h = heuristic(neighbour, end);
neighbour.f = neighbour.g + neighbour.h;
neighbour.previous = current;}}}}else{
console.log("Failure - no path exists"+" "+ openSet.length);
complete =true;
resetSets();breakLoop1;}}}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--;elseif( a == ACTION_RIGHT ) i++;elseif( a == ACTION_UP ) j++;elseif( 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 )returntrue;// not ready yet // if not one of our special keys, send it to default key handling:if(! ourKeys ( event ))returntrue;// 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();returnfalse;}// --- score: -----------------------------------function badstep()// is the enemy within one square of the agent{if((Math.abs(ei - ai)<2)&&(Math.abs(ej - aj)<2))returntrue;elsereturnfalse;}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 +" x = ("+ x.toString()+") a = ("+ a +") ");}function updateStatusAfter()// agent and enemy have moved, can calculate score{// new state after both have movedvar y = AB.world.getState();var score =( goodsteps / AB.step )*100;
AB.msg (" y = ("+ y.toString()+") <br>"+" 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(){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.maxStepsvar s =( goodsteps / AB.maxSteps )*100;// float like 93.4372778 var x =Math.round (s *100);// 9344return( 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 =newAudio( SOUND_ALARM );
alarm.play();// play once, no loop }