// 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 + " x = (" + x.toString() + ") 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 (" 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();
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]);
}
}
}
}