Code viewer for World: Barry's (Partially?) Worki...

// Cloned by barry on 5 Nov 2019 from World "Complex World" by Starter user 
// Please leave this clone trail here.
 



// ==== Starter World ===============================================================================================
// (c) Ancient Brain Ltd. All rights reserved.
// This code is only for use on the Ancient Brain site.
// This code may be freely copied and edited by anyone on the Ancient Brain site.
// This code may not be copied, re-published or used on any other website.
// To include a run of this code on another website, see the "Embed code" links provided on the Ancient Brain site.
// ==================================================================================================================



// =============================================================================================
// 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 = false;						// Switch between 3d and 2d view (both using Three.js) 


const TEXTURE_WALL 	= '/uploads/starter/door.jpg' ;
const TEXTURE_MAZE 	= '/uploads/starter/latin.jpg' ;
const TEXTURE_AGENT 	= '/uploads/starter/pacman.jpg' ;
const TEXTURE_ENEMY 	= '/uploads/starter/ghost.3.png' ;

// 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

const music = '/uploads/starter/Defense.Line.mp3' ;
const alarm = '/uploads/starter/air.horn.mp3' ;

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

	
	
const gridSize = 20;						// number of squares along side of world	   

const numBoxes = 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 maxPosition = gridSize * squareSize;		// length of one side in pixels 
	
const skyColor = 0xddffdd;				// a number, not a string 

const startRadiusConst = maxPosition * 0.8 ;		// distance from centre to start the camera at
const maxRadiusConst = maxPosition * 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

 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"
                ];


// space skybox, credit:
// http://en.spaceengine.org/forum/21-514-1
// x,y,z labelled differently

/*
 const SKYBOX_ARRAY = [										 
                "/uploads/starter/sky_pos_z.jpg",
                "/uploads/starter/sky_neg_z.jpg",
                "/uploads/starter/sky_pos_y.jpg",
                "/uploads/starter/sky_neg_y.jpg",
                "/uploads/starter/sky_pos_x.jpg",
                "/uploads/starter/sky_neg_x.jpg"
                ];
*/				


// urban photographic skyboxes, credit:
// http://opengameart.org/content/urban-skyboxes

/*
 const SKYBOX_ARRAY = [										 
                "/uploads/starter/posx.jpg",
                "/uploads/starter/negx.jpg",
                "/uploads/starter/posy.jpg",
                "/uploads/starter/negy.jpg",
                "/uploads/starter/posz.jpg",
                "/uploads/starter/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 square
const gridBlank = 0;
const gridWall 	= 1;
const gridMaze 	= 2;
 
var boxHeight;		

var grid = new Array(gridSize);			

var agent, enemy;
var wallTexture, agentTexture, enemtyTexture, mazeTexture; 

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

var badSteps;
var goodSteps;

// asynchronous file loads - call initScene() when all finished
function loadResources() {

	var loader1 = new THREE.TextureLoader();
	var loader2 = new THREE.TextureLoader();
	var loader3 = new THREE.TextureLoader();
	var loader4 = new THREE.TextureLoader();
	
	loader1.load(TEXTURE_ENEMY, function (texture) {
		texture.minFilter  = THREE.LinearFilter;
		wallTexture = texture;
		if (asynchFinished()) { 
			initScene(); 
		}	// if all file loads have returned 
	});

	loader2.load (TEXTURE_AGENT, function (texture) {
		texture.minFilter  = THREE.LinearFilter;
		agentTexture = texture;
		if (asynchFinished()) {
			initScene();
		}			 
	});	
	
	loader3.load(TEXTURE_WALL, function (texture) {
		texture.minFilter  = THREE.LinearFilter;
		enemtyTexture = texture;
		if (asynchFinished()) { 
			initScene(); 
		}	// if all file loads have returned 
	});
	
	loader4.load(TEXTURE_MAZE, function (texture) {
		texture.minFilter  = THREE.LinearFilter;
		mazeTexture = texture;
		if (asynchFinished()) { 
			initScene(); 
		}	
	});
	
}

function asynchFinished() {
    return wallTexture && agentTexture && enemtyTexture && mazeTexture;
}	
	
//---  grid system -------------------------------------------------------------------------------
function occupied (i, j) {
    if ((ei == i) && (ej == j)) {
		return true;
	} 

	if ((ai == i) && (aj == j)) {
		return true;
	} 

	// fixed objects
	if (grid[i][j] == gridWall) {
        return true;
	}	

	if (grid[i][j] == gridMaze) {
        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 maxPosition
// to centre everything on origin, subtract (maxPosition/2) from all dimensions 
function translate (i, j) {
	var v = new THREE.Vector3();
	
	v.y = 0;	
	v.x = (i * squareSize) - (maxPosition/2);   		 
	v.z = (j * squareSize) - (maxPosition/2);   	
	
	return v;
}

function initScene() {	
    
	var i, j, shape, cube;
	 
	for (i = 0; i < gridSize; i++) {
	    grid[i] = new Array(gridSize);		 
	}
		
    setupWalls(i, j, shape, cube);
    setupMaze(i, j, shape, cube);
	setupEnemy(i, j, shape);  
	setupAgent(i, j, shape);
	setupSkybox();
}

function setupWalls(i , j, shape, cube) {
    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] = gridWall;		 
		    	shape = new THREE.BoxGeometry (squareSize, boxHeight, squareSize);			 
			    cube = new THREE.Mesh(shape);
			    cube.material = new THREE.MeshBasicMaterial({ map: wallTexture });
			    
			    // translate my (i,j)  grid coordinates to three.js (x,y,z) coordinates 
			    cube.position.copy(translate(i,j)); 		  	
			    ABWorld.scene.add(cube);
	        } else {
		        grid[i][j] = gridBlank;  
	        }
	    }
    }
}

function setupMaze(i, j, shape, cube) {
    for (var c=1 ; c <= numBoxes ; c++)	{
		i = AB.randomIntAtoB(1, gridSize-2);		// inner squares are 1 to  gridSize-2
		j = AB.randomIntAtoB(1, gridSize-2);
			
		grid[i][j] = gridMaze ;
		
		shape = new THREE.BoxGeometry (squareSize, boxHeight, squareSize);			 
		cube = new THREE.Mesh(shape);
		cube.material = new THREE.MeshBasicMaterial({ map: mazeTexture });		  

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

function setupEnemy(i, j, shape) {
    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);			 
	enemy = new THREE.Mesh(shape);
 	enemy.material = new THREE.MeshBasicMaterial({ map: enemtyTexture });
	ABWorld.scene.add(enemy);
	drawEnemy();
}

function setupAgent(i, j, shape) {
    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);			 
	agent = new THREE.Mesh(shape);
	agent.material =  new THREE.MeshBasicMaterial({ map: agentTexture });
	ABWorld.scene.add(agent);
	drawAgent(); 
}

function setupSkybox() {
    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() {
	enemy.position.copy(translate(ei,ej)); 		  	// translate my (i,j)  grid coordinates to three.js (x,y,z) coordinates 
	ABWorld.lookat.copy(enemy.position);	 		// if camera moving, look back at where the enemy is  
}

function drawAgent() {		// given ai, aj, draw it 
	agent.position.copy(translate(ai,aj)); 		  	// translate my (i,j)  grid coordinates to three.js (x,y,z) coordinates 
	ABWorld.follow.copy(agent.position);			// follow vector = agent position (for camera following agent)
}

// --- take actions -----------------------------------
var openSet = [];
var closedSet = [];

function heuristic(a, b, diagonal) {
    if (diagonal) {
        return (dist(a.i, a.j, b.i, b.j));
    } else {
        return ( abs(a.i - b.i) + abs(a.j - b.j) );
    }
}

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 moveLogicalEnemy() { 
// move towards agent 
// put some randomness in so it won't get stuck with barriers
    var i, j;
    
    if (ei < ai) {
        i = AB.randomIntAtoB(ei, ei+1); 
    }
    
    if (ei == ai) {
        i = ei; 
    }
    
    if (ei > ai) {
        i = AB.randomIntAtoB(ei-1, ei); 
    }

    if (ej < aj) {
        j = AB.randomIntAtoB(ej, ej+1); 
    }
    
    if (ej == aj) {
        j = ej; 
    }
    
    if (ej > aj) {
        j = AB.randomIntAtoB(ej-1, ej); 
    }
    
    // if no obstacle then move, else just miss a turn
    if (!occupied(i,j)) {
       ei = i;
       ej = j;
    }
    
    // New node at enemy postion
    var enemyNode = new Node(ei, ej, true);
    // New node at agent postion
    var agentNode =new Node(ai, aj, true);
    
    // Add enemy node to open list
    openSet.push(enemyNode);
    
    // Check open list != empty
    if(openSet.length > 0) {
            
        var winner = 0;
        // Get the current node
        for (var x = 0; x < openSet.length; x++) {
            if (openSet[x].f < openSet[winner].f) 
            winner = x;
        }
                
        var current = openSet[winner];
        console.log("Current: " + current);
        // Did I finish?
        if (enemyNode === agentNode) {
            console.log("success - found path");
        }
            
        // If not finished, remove the current node
        // from the open list
        removeFromArray(openSet, current);
            
        // Add the current node to the closed list
        closedSet.push(current);
    
        // 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?
        // Check that neighbour is not on closed list
        // And that neigbour is not wall
        if (!closedSet.includes(neighbor) && !neighbor.wall) {
            // Get the g value of the current node
            var tempG = current.g + heuristic(neighbor, current);
    
            // Is this a better path than before?
            var newPath = false;
                
            // Check neighbour is in the open list
            if (openSet.includes(neighbor)) {
                // if the current g value is less than the 
                // that of the neighbour, we're on the 
                // right track
                if (tempG < neighbor.g) {
                    neighbor.g = tempG;
                    newPath = true;
                }
            } else {
                // we need to move the neighbour
                neighbor.g = tempG;
                newPath = true;
                openSet.push(neighbor);
            }
    
            // Yes, it's a better path
            if (newPath)  {
                neighbor.h = heuristic(neighbor, end);
                neighbor.f = neighbor.g + neighbor.h;
                neighbor.previous = current;
            }
          }
        }
    }
}

// this is called by the infrastructure that gets action a from the Mind  
function moveLogicalAgent(a) {			
    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 keys = [ 37, 38, 39, 40 ];
function ourKeys(event) { 
    return (keys.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_U);   
    }
	
	// 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: -----------------------------------
// is the enemy within one square of the agent
function badstep() {
    if ((Math.abs(ei - ai) < 2) && (Math.abs(ej - aj) < 2)) {
        return true;
    } else {
        return false;
    } 
}

// agent is blocked on all sides, run over
function agentBlocked() {		
    return (occupied (ai - 1, aj) && occupied (ai + 1, aj) && occupied (ai, aj + 1) && occupied (ai, aj - 1));		
} 

// 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
function updateStatusBefore(a) {
    var x = AB.world.getState();
    AB.msg ("Step: " + AB.step + " &nbsp; x = (" + x.toString() + ") &nbsp; a = (" + a + ")"); 
}

// agent and enemy have moved, can calculate score
function updateStatusAfter() {		
 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();		
	document.onkeydown = keyHandler;	
};

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

AB.world.takeAction = function (a) {
    // show status line before moves 
    updateStatusBefore(a);			
    moveLogicalAgent(a);
    
    // slow the enemy down to every nth step
    if ((AB.step % 2) === 0)	{
        moveLogicalEnemy();
    }	
    
    if (badstep()) {
        badSteps++;
    } else {
        goodSteps++;
    }

    drawAgent();
    drawEnemy();

    updateStatusAfter();			

    if (agentBlocked()) {			
	    AB.abortRun = true;
	    goodSteps = 0;			    
	    soundAlarm();
    }
};

AB.world.endRun = function() {
    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);
// function musicPlay()   { backmusic.play();  }
// function musicPause()  { backmusic.pause(); }
function soundAlarm() {
	var alarm = new Audio (alarm);  
	alarm.play();
}

// An object to describe a spot in the grid
function Node(i, j, diagonal) {
    // Location
    this.i = i;
    this.j = j;

    // f, g, and h values for A*
    this.f = 0;
    this.g = 0;
    this.h = 0;
    
    // Neighbors
    this.neighbors = [];
    
    // Where did I come from?
    this.parent = undefined;
    
    // Figure out who my neighbors are
    this.addNeighbors = function(grid) {
        
        console.log("GRID:::::: " + grid);
        
        var i = this.i;
        var j = this.j;
        
        if (gridWall) {
            this.wall = true;
        } else {
            this.wall = false;
        }
        
        
        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]);
        }
        
        // diagonals are also neighbours:
        if (diagonal) {
            if (i > 0 && j > 0) {
                this.neighbors.push(grid[i - 1][j - 1]);
            }
            
            if (i < gridSize - 1 && j > 0) {
                this.neighbors.push(grid[i + 1][j - 1]);
            }
            
            if (i > 0 && j < gridSize - 1) {
                this.neighbors.push(grid[i - 1][j + 1]);
            }
            
            if (i < gridSize - 1 && j < gridSize - 1) {
                this.neighbors.push(grid[i + 1][j + 1]);
            }
        }
    } 
}