// Cloned by Vinay sr Reddy on 12 Nov 2022 from World "star wars A* (clone by Vinay sr Reddy)" by Vinay sr Reddy
// Please leave this clone trail here.
AB.clockTick = 100; // 100;
AB.maxSteps = 1000;
AB.screenshotStep = 50;
const show3d = true;
const TEXTURE_WALL = '/uploads/vinaysr/2643-1762-312039f9-8421-44a1-afef-c5ad563ead26.jpg.gallery.jpg' ;
const TEXTURE_MAZE = '/uploads/vinaysr/star-destroyer_0-scaled.jpg' ;
const TEXTURE_AGENT = '/uploads/vinaysr/png-transparent-star-wars-luke-skywalker-using-lightsaber-illustration-anakin-skywalker-luke-skywalker-star-wars-ig-88-bossk-cartoon-future-soldier-cartoon-character-comics-child.png' ;
const TEXTURE_ENEMY = '/uploads/vinaysr/93b8493226b6efba26fa3a813fda9a4d.png';
const MUSIC_BACK = '/uploads/vinaysr/StarWarsTheImperialMarchDarthVadersTheme.mp3';
const SOUND_ALARM = '/uploads/vinaysr/8d82b5_Star_Wars_Darth_Vader_I_Have_You_Now_Sound_Effect.mp3';
const gridsize = 20; // 20;
const NOBOXES = Math.trunc ( (gridsize * gridsize) / 10 ); // 10
const WALLMOVENO= 5; // 5 // no of walls to move
const WALLMOVETICK= 1; // to move in this no of ticks
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
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"
];
// 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;
var openSet = [];
var closedSet = [];
var start;
var end;
var path = []
var oldPath = []
function Spot(i, j, type = GRID_BLANK) {
this.i = i;
this.j = j;
this.f = 0;
this.g = 0;
this.h = 0;
this.neighbors = [];
this.wall = false;
this.maze = false;
this.previous = undefined;
if (type == GRID_WALL) this.wall = true;
if (type == GRID_MAZE) this.maze = true;
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]);
};
}
function merge(mze,a){
v=mze.slice(0,a-1)
q=mze.slice(a,mze.length)
return v.concat(q)
}
var mze=[]
function star_destroyer(){
if(WALLMOVENO>NOBOXES)
{
WALLMOVENO=0
}
for (var k = 1; k <=WALLMOVENO; k++) {
a = AB.randomIntAtoB(1,mze.length+1);
M=mze[a-1]
var block = ABWorld.scene.getObjectByName("Maze"+M.i+M.j);
ABWorld.scene.remove( block )
M.maze=false
mze=merge(mze,a)
do {
i = AB.randomIntAtoB(1, gridsize - 2);
j = AB.randomIntAtoB(1, gridsize - 2);
} while (occupied(i, j));
GRID[i][j].maze=true
mze.push(GRID[i][j])
shape = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize);
thecube = new THREE.Mesh(shape);
thecube.material = new THREE.MeshBasicMaterial({ map: maze_texture });
thecube.name = "Maze"+i+j;
thecube.position.copy(translate(i, j)); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
ABWorld.scene.add(thecube);
}
}
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) {
// is this square occupied
if (ei == i && ej == j) return true; // variable objects
if (ai == i && aj == j) return true;
if (GRID[i][j].wall || GRID[i][j].maze ) return true; // fixed objects
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 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;
// set up GRID as 2D array
for (i = 0; i < gridsize; i++) GRID[i] = new Array(gridsize);
// 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] = new Spot(i, j, GRID_WALL);
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] = new Spot(i, j, 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] = new Spot(i, j, GRID_MAZE);
mze.push(GRID[i][j])
shape = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize);
thecube = new THREE.Mesh(shape);
thecube.material = new THREE.MeshBasicMaterial({ map: maze_texture });
thecube.position.copy(translate(i, j)); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
ABWorld.scene.add(thecube);
}
for (i = 0; i < gridsize; i++)
for (j = 0; j < gridsize; j++) GRID[i][j].addNeighbors(GRID);
initialGrid = [...GRID]; // Store a copy of the inital grid
// 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();
// 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;
console.log("Start Position", ai, aj);
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
}
);
}
function heuristic(position0, position1) {
let d1 = Math.abs(position1.x - position0.x);
let d2 = Math.abs(position1.y - position0.y);
return d1 + d2;
}
function removeFromArray(arr, elt) {
for (var i = arr.length - 1; i >= 0; i--) if (arr[i] == elt) arr.splice(i, 1);
}
function resetSearch() {
for (i = 0; i < gridsize; i++)
for (j = 0; j < gridsize; j++) GRID[i][j].previous = undefined;
}
// --- 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)
}
// draw path
function drawPath() {
for (let obj of oldPath ) {
var t = ABWorld.scene.getObjectByName("PathObject"+obj.i+obj.j);
ABWorld.scene.remove(t)
}
for(let pathBlock of path ) {
var shape = new THREE.BoxGeometry(70,70,70)
var material = new THREE.MeshBasicMaterial({ color: "#fffffff"});
material.transparent = true;
material.opacity = 0.7;
var r = new THREE.Mesh( shape, material );
r.name = "PathObject"+pathBlock.i+pathBlock.j;
r.position.copy(translate(pathBlock.i, pathBlock.j));
ABWorld.scene.add(r);
}
}
function moveLogicalEnemy() {
closedSet = [];
openSet = [];
start = GRID[ei][ej];
end = GRID[ai][aj];
openSet.push(start);
var goodPath = false;
var current = null;
while (true) {
if (openSet.length > 0) {
console.log("open set -", openSet);
var done = 0;
for (var i = 0; i < openSet.length; i++)
if (openSet[i].f < openSet[done].f) winner = i;
current = openSet[done];
if (current === end) {
goodPath = true;
break;
}
removeFromArray(openSet, current);
closedSet.push(current);
var neighbors = current.neighbors;
for (var i = 0; i < neighbors.length; i++) {
var neighbor = neighbors[i];
if (!closedSet.includes(neighbor) && !neighbor.wall && !neighbor.maze ) {
var g = current.g + 1;
var bit = false;
if (openSet.includes(neighbor)) {
if (g < neighbor.g) {
neighbor.g = g;
bit = true;
}
} else {
neighbor.g = g;
bit = true;
openSet.push(neighbor);
}
if (bit) {
neighbor.h = heuristic(neighbor, end);
neighbor.f = neighbor.g + neighbor.h;
neighbor.previous = current;
}
}
}
}
else {
consloge.log("no path")
break;
}
}
if( path.length > 0 ) {
oldPath = [...path]
}
path = [];
var temp = current;
path.push(temp);
while (temp.previous) {
if( !( temp.previous == start || temp.previous == end ) ) {
path.push(temp.previous);
}
temp = temp.previous;
}
console.log("Path Found ", path);
ei = path[path.length - 1].i;
ej = path[path.length - 1].j;
resetSearch();
}
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--;
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 +
" x = (" +
x.toString() +
") 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(
" 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) {
if(AB.step%WALLMOVETICK===0){
star_destroyer()
}
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();
drawPath();
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.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
}