Code viewer for World: Complex World 1 by Ishrat Syed
// Cloned by Ishrat Syed on 11 Nov 2022 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?

// We will be creating a simulation of Alien and Spaceship [Ishrat Syed]


AB.clockTick       = 20; //  20;    

// 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)

// Start - #WORLDIMAGE Changes of the arena --User: Ishrat Syed  (ishsyed)
 const TEXTURE_WALL = '/uploads/ishsyed/fire.jpeg' ;
 const TEXTURE_MAZE = '/uploads/ishsyed/asteroid.jpeg' ;
 const TEXTURE_AGENT = '/uploads/ishsyed/jaadu.png' ;
 const TEXTURE_ENEMY = '/uploads/ishsyed/S.jpg' ;
// End - #WORLDIMAGE Changes of the arena --User: Ishrat Syed  (ishsyed)

// 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

// Start - #SOUND Modified the chase sound and capture sound User: Ishrat Syed  (ishsyed)
const MUSIC_BACK  = '/uploads/ishsyed/Jadoo-Remix-Bgm.mp3' ;
const SOUND_ALARM = '/uploads/ishsyed/Jadoo.mp3' ;
// End - #SOUND Modificaion of the sounds ends here

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



const gridsize = 30; // number of squares in the world //Modified User: Ishrat Syed  (ishsyed)

const NOBOXES =  Math.trunc ( (gridsize * gridsize) / 10 );  // 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 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

// Start - Modified to alter the
 const SKYBOX_ARRAY = [
                "/uploads/ishsyed/S1.png",
                "/uploads/ishsyed/S2.png",
                "/uploads/ishsyed/S3.png",
                "/uploads/ishsyed/S4.png",
                "/uploads/ishsyed/S5.png",
                "/uploads/ishsyed/S6.png"
                ];


// ===================================================================================================================
// === 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 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;

// Start - #VARIABLES every variable used in the code has been declared below this section by User : Ishrat Syed  (ishsyed)

var  thePath, theAgentPath, aStarPath;
const diagonal = false;      // Control diagonal movement using diagonal variable
const useAstarAlgo = true;  // Compare optimized step using Heuristic and normal search
var openSet = [];   // Point which needs to be traversed
var closedSet = []; // Point which has been traversed
var path = [];
var newpath2 = [];
var ariko = [];
var start;
var end;
var gridmoveno = 5;
var allmazeobj = [];
var previousei = 0; //Previous enemy position
var previousej = 0; //Previous enemy position
var previousai = 0; //Previous agent position
var previousaj = 0; //Previous agent position
// End - End of #VARIABLES

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 ) // function to check if a given square is occupied
{
 if ( ( ei == i ) && ( ej == j ) ) return true; // variable objects
 if ( ( ai == i ) && ( aj == j ) ) return true;

 if ( GRID[i][j].value == GRID_WALL ) return true; // fixed objects User: Ishrat Syed  (ishsyed)
 if ( GRID[i][j].value == GRID_MAZE ) return true; //User: Ishrat Syed  (ishsyed)

 return false;
}

//Start function - grid location object User: Ishrat Syed (ishsyed)
function Spot(i, j) {

// Location
this.i = i;
this.j = j;
this.value = 0;

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


// Neighbors
this.neighbors = [];
this.previou = undefined;

// Figure out who my neighbors are
this.addNeighbors = function(GRID) {
var i = this.i;
var j = this.j;

if (i < gridsize - 1) this.neighbors.push(GRID[i + 1][j]);
if (i > 0) this.neighbors.push(GRID[i - 1][j]);
if (j < gridsize - 1) this.neighbors.push(GRID[i][j + 1]);
if (j > 0) this.neighbors.push(GRID[i][j - 1]);

}

}

//End function for allocation location on grid

 
// 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, themaze;

// set up GRID as 2D array

for ( i = 0; i < gridsize ; i++ ) {
GRID[i] = new Array(gridsize);
}
   
    for (i = 0; i < gridsize; i++)
for (j = 0; j < gridsize; j++) {
GRID[i][j] = new Spot(i, j); //Grid position as an object defined by User: Ishrat Syed  (ishsyed)
}

for (var i = 0; i < gridsize; i++)
for (j = 0; j < gridsize; j++) {
GRID[i][j].addNeighbors(GRID); //Adding neigbours for all points in the grid - User: Ishrat Syed  (ishsyed)
}

// 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].value = GRID_WALL;   // as it is an object now, we use value over here User: Ishrat Syed  (ishsyed)
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].value = 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].value = GRID_MAZE ;  //Adding value as its an object User: Ishrat Syed  (ishsyed)

shape    = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );
themaze  = new THREE.Mesh( shape );
themaze.material = new THREE.MeshBasicMaterial( { map: maze_texture } );  

themaze.position.copy ( translate(i,j) );   // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
ABWorld.scene.add(themaze);
}

   
// 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();  
     start = GRID[ei][ej];   // Start indicates the enemy's starting position on the grid User: Ishrat Syed (ishsyed)


// 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();
end = GRID[ai][aj];    // In this case, the end point of path finding algorithm is agent's position User: Ishrat Syed  (ishsyed)

openSet.push(start);   // Adding the path to openSet that haven't been traversed yet User: Ishrat Syed  (ishsyed)


  // 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)
}


// Start - This function highlights the path between agent and enemy User : Ishrat Syed  (ishsyed)

function highlightpath(i,j) {
    shape = new THREE.BoxGeometry(squaresize, 0, squaresize);
aStarPath = new THREE.Mesh(shape);
aStarPath.material = new THREE.MeshBasicMaterial({
color: 0x0000ff
});
ABWorld.scene.add(aStarPath);
aStarPath.position.copy(translate(i, j)); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
ABWorld.lookat.copy(aStarPath.position); // if camera moving, look back at where the enemy is
}

// End of path highlight function

// Start - This Function removes the point from array User : Ishrat Syed (ishsyed)
 function removeElement(arr, element) {
     //Find the index of the element in the array
     const indexElement = arr.indexOf(element);
     if( indexElement > -1) {  //If the element is found in the given array
         arr.splice(indexElement, 1);
     }
 }

//End - Function element removal

//Start - This Function computes the heuristic cost User : Ishrat Syed  (ishsyed)

function heuristic(pointA, pointB)
{
   
        return Math.abs(pointA.i - pointB.i) + Math.abs(pointA.j - pointB.j);
}

//End - Heuristic function ends

// Start - This Function moves the walls User : Ishrat Syed  (ishsyed)

function moveWalls(mazeObject) {
    do
{
 i = AB.randomIntAtoB(1,gridsize-2);
 j = AB.randomIntAtoB(1,gridsize-2);
}
while ( occupied(i,j) );
}

// End - Moving wall function
// --- take actions -----------------------------------

function moveLogicalEnemy()
{
// move towards agent
// put some randomness in so it won't get stuck with barriers
   
       
// Delete old drawn Path User:Ishrat Syed  (ishsyed)
for (var i = 0; i < ariko.length; i++) {
ABWorld.scene.remove(ariko[i]);
}

//Reset the variables and clear all values for next iteration of A* User:Ishrat Syed  (ishsyed)
openSet = [];
closedSet = [];
start = GRID[ei][ej];
end = GRID[ai][aj];
openSet.push(start);

for (i = 0; i < gridsize; i++) {
for (j = 0; j < gridsize; j++) {
GRID[i][j].g = 0;
GRID[i][j].f = 0;
GRID[i][j].h = 0;
GRID[i][j].previou = undefined;
}
}

//A* Algorithm begins User:Ishrat Syed  (ishsyed)
while (openSet.length > 0) {

// Best next option
var winner = 0;

for (var i = 0; i < openSet.length; i++)
if (openSet[i].f < openSet[winner].f) // Choose lowest cost  User:Ishrat Syed  (ishsyed)
winner = i;

var current = openSet[winner];
// check if we have completed the iteration?
if (current === end) {
console.log("success - found path");
break;
}

// Best option moves from openSet to closedSet
removeElement(openSet, current);
closedSet.push(current); //paths explored User:Ishrat Syed  (ishsyed)
// Check all the neighbors
var neighbors = current.neighbors;

//--- start of for loop -----------
for (var i = 0; i < neighbors.length; i++) {
var neighbor = neighbors[i];
// Valid next spot?
if (!closedSet.includes(neighbor) && (neighbor.value) !== 2 && (neighbor.value) !== 1) // User:Ishrat Syed  (ishsyed) Discard walls and mazes from being neighbors
{
var tempG = current.g + heuristic(neighbor, current);
// Is this a better path than before?
var newPath = false;
if (openSet.includes(neighbor)) {
if (tempG < neighbor.g) {
neighbor.g = tempG;
newPath = true;
}
} else {
neighbor.g = tempG;
newPath = true;
openSet.push(neighbor);
}

// Yes, it's a better path
if (newPath) {
neighbor.h = heuristic(neighbor, end); //Calculate heuristic to agent User:Ishrat Syed  (ishsyed)
neighbor.f = neighbor.g + neighbor.h; // Caclulate cost to agent User:Ishrat Syed  (ishsyed)
neighbor.previou = current; //Save the previous node to be used for drawing the path User:Ishrat Syed  (ishsyed)
}
}
}
}

//find the shortest path from Enemy to Agent User:Ishrat Syed  (ishsyed)

path = [];
var temp = current;
path.push(temp);
while (temp.previou) {
path.push(temp.previou);
temp = temp.previou;
}
i = path[path.length - 2].i; // Lenght-2 to discard myself otherwise will not move as array first point is own location User:Ishrat Syed  (ishsyed)
j = path[path.length - 2].j; //Lenght-2 to discard myself otherwise will not move User:Ishrat Syed  (ishsyed)
previousei = ei;
previousej = ej;

if (!occupied(i, j)) // if there is no obstacle then move, else continue and avoid the turn
{
ei = i;
ej = j;
}

// Draw a path from Enemy to Agent User:Ishrat Syed  (ishsyed)

for (var f = 0; f < path.length - 1; f++) {
highlightpath(path[f].i, path[f].j);
ariko.push(aStarPath); // Put each drawing object in an array so that it can be deleted in the next iteration User:Ishrat Syed  (ishsyed)
}

}


function moveLogicalAgent( a ) // this is called by the infrastructure that gets action a from the Mind
{
 var i = ai;
 var j = aj;
 previousai = ai;
 previousaj = 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;

 AB.msg ( " &nbsp; y = (" + y.toString() + ") <br>" +
" Bad steps: " + badsteps +
" &nbsp; Good steps: " + goodsteps +
" &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> Alien 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
}