Code viewer for World: CA1-2nd world

// Cloned by HaoIoCheong on 15 Nov 2021 from World "CA1-1st world " by HaoIoCheong 
// Please leave this clone trail here.

//-------------------------------------------------------------------------------------------
//Student Name & ID :Hao Io Cheong(21267114)

//World 2: World 1 plus code to trap the agent

//First world 
// https://run.ancientbrain.com/run.php?world=2462791630&mind=0550746587&userid=karinmeow321&dataticket=02138796667804173246342849305186


// ================================
// === Start of tweaker's box ======================================================================================== 
// ===================================================================================================================
AB.clockTick       =  50;    
AB.maxSteps        = 700;    
AB.screenshotStep  = 50;   
//---- global constants: -------------------------------------------------------
 const show3d = !false;	//3D display
 const TEXTURE_WALL 	= '/uploads/karinmeow321/army.jpg' ;
 const TEXTURE_MAZE 	= '/uploads/starter/latin.jpg' ;
 const TEXTURE_AGENT 	= '/uploads/karinmeow321/Capture.JPG' ;
 const TEXTURE_ENEMY 	= '/uploads/karinmeow321/doll1.jpg' ;
 const MUSIC_BACK       = '/uploads/karinmeow321/SQUIDGAMEPinkSoldiersSonerKaracaRemixMp3Noi.org.mp3' ;
 const SOUND_ALARM      = '/uploads/karinmeow321/gun-gunshot-01.mp3' ;
 
 const gridsize = 50;						// number of squares along side of world =50
 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 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  
 const pathcolor = 'pink';
//--- 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/karinmeow321/nightsky_ft.png",
                "/uploads/karinmeow321/nightsky_bk.png",
                "/uploads/karinmeow321/nightsky_up.png",
                "/uploads/karinmeow321/nightsky_dn.png",
                "/uploads/karinmeow321/nightsky_rt.png",
                "/uploads/karinmeow321/nightsky_lf.png"
                ];
// ===================================================================================================================
// === End of 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 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 path=[];
var DrawaPath;

var badsteps; 
var goodsteps;
var openSet=[]; //A* 
var closedSet=[];
//Defineholes 
var holes = [];


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;
}	

//=== heuristic ===========================
// this must be always optimistic - real time will be this or longer 
function heuristic(x, y) {
    return Math.abs(x.i - y.i) + Math.abs(x.j - y.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);
}	
//--- 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] == GRID_WALL ) return true;		// fixed objects	 
 if ( GRID[i][j] == GRID_MAZE ) 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 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;
}

//Added a spot that contain location, A* related scores 
//Coding Train code
//Storing info:
function Spot(x,y){
     // Location
  this.x = x;
  this.y = y;

  // f, g, and h values for A*
  this.f = 0;
  this.g = 0;
  this.h = 0;
  
  // Neighbors?
  this.neighbors = [];
  //hole?
  this.hole = false;

  // Where did I come from?
  this.previous = undefined;

  // Am I an wall?
  if (occupied(this.x, this.y))   this.wall = true;
  else                          this.wall = false;
  
  // Figure out who my neighbors are
  this.addNeighbors = function(grid) 
  {
    var x = this.x;
    var y = this.y;
    
    if (x < gridsize - 1)   this.neighbors.push(grid[x + 1][y]);
    if (x > 0)          this.neighbors.push(grid[x - 1][y]);
    if (y < gridsize - 1)   this.neighbors.push(grid[x][y + 1]);
    if (y > 0)          this.neighbors.push(grid[x][y - 1]);
    if (x > 0 && y > 0)                 this.neighbors.push(grid[x - 1][y - 1]);
    if (x < gridsize - 1 && y > 0)          this.neighbors.push(grid[x + 1][y - 1]);
    if (x > 0 && y < gridsize - 1)          this.neighbors.push(grid[x - 1][y + 1]);
    if (x < gridsize - 1 && y < gridsize - 1)   this.neighbors.push(grid[x + 1][y + 1]);
   
 } 
//Figure out where the holes are
//Added holes array  
 this.addHoles = function(SPOTS) {
    // Location
    var x = this.x;
    var y = this.y;
    var blocks = 0;
    //loop through the all grids and look for any location has greater or equal to 3 blocks, as block can appear in different form, some are simple U shape, and others might not be. 
    if( x < gridsize - 1)
        if(SPOTS[x + 1][y].wall) blocks++;
    if (x > 0)
        if(SPOTS[x - 1][y].wall) blocks++;
    if( y < gridsize - 1)
        if(SPOTS[x][y + 1].wall) blocks++;
    if( y > 0)
        if(SPOTS[x][y - 1].wall) blocks++;
    if(blocks>=3) { 
        //which means it is a hole
        this.hole = true; 
        //add into the holes array 
        holes.push(this);
    }
 }
}

  // Making a 2D array
function Re_canculating_Spots() {
    SPOTS = [];
    for ( i = 0; i < gridsize ; i++ ) {
	     SPOTS[i] = new Array(gridsize);
	}
	 
	for (var i = 0; i < gridsize; i++) 
    for (var j = 0; j < gridsize; j++) 
      SPOTS[i][j] = new Spot(i, j);

      // All the neighbors
    for (var i = 0; i < gridsize; i++) 
        for (var j = 0; j < gridsize; j++) {
            SPOTS[i][j].addNeighbors(SPOTS);
            SPOTS[i][j].addHoles(SPOTS);
        }
}
	
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);		 

	Re_canculating_Spots();
	
	// 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] = 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] = 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] = GRID_MAZE ;
		
		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);		
	}
	 	 
	 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;
 
	 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 Createthepath(path)
{
//path color
    const pathcolor = 'pink';
//Define the line info - LineBasicMaterial is under three.js
//https://threejs.org/docs/#api/en/objects/Line
    const visinfo = new THREE.LineBasicMaterial({color: pathcolor , linewidth: 10});
    var vis = [];
    for (i = path.length; i>0; i--)
        vis.push(translate(path[i-1].x,path[i-1].y));
    //setFromPoints function from BufferGeometry
    //https://www.tabnine.com/code/javascript/functions/three/BufferGeometry/setFromPoints
    var setFromPoints = new THREE.BufferGeometry().setFromPoints( vis );
    var line = new THREE.Line( setFromPoints, visinfo );
    ABWorld.scene.add( line );
 //return colored line
    return line;
}

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 Astar() {
      if (DrawaPath)
       ABWorld.scene.remove(DrawaPath);
        
 //All nodes in openSet are ready to go into review, any nodes in closedSet are finished reviewing and no need to revisit again
//Process keep lopping under no more nodes in openSet 
    openSet = [];
    closedSet=[];
//First is starting from enemy i&j
    openSet.push(SPOTS[ei][ej]); 
    console.log('start search');
    
    while(true) {
    
    var end = SPOTS[ai][aj];
//When openset is not empty 
    if (openSet.length > 0)  
  {
    // Best next option
    var winner = 0;
    
    for (var i = 0; i < openSet.length; i++) 
      if (openSet[i].f < openSet[winner].f) 
        winner = i;
        
    var current = openSet[winner]; 
    if (current === end) 
    {
        console.log("success - found path");
        path = [];
          var temp = current;
          path.push(temp);
          while (temp.previous) 
          {
            path.push(temp.previous);
            temp = temp.previous;
          }
     // Find the path by working backwards      
    path = [];
    var temp = current;
    path.push(temp);
    while (temp.previous) 
    {
        path.push(temp.previous);
        temp = temp.previous;
    }
    DrawaPath = Createthepath(path)
        return path[path.length - 2];
    }

    // Best option moves from openSet to closedSet
    removeFromArray(openSet, current);
    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?
      if (!closedSet.includes(neighbor) && !neighbor.wall) 
      {
        var tempG = current.g + heuristic(neighbor, current);
        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);
        }

        if (newPath) 
        {
          neighbor.h = heuristic(neighbor, end);
          neighbor.f = neighbor.g + neighbor.h;
          neighbor.previous = current;
        }
      }
      if (DrawaPath)
       ABWorld.scene.remove(DrawaPath);
    }
    //--- end of for loop -----------
    
  }
        // --- end still searching -----------------------------
      else 
      {
        console.log('fail - no path exists');
        return;
      }
  }
}


function moveLogicalEnemy()
{ 
 var Spot = Astar();
 if(Spot) {
    console.log("Next step gonna be (" + Spot.x + "," + Spot.y + ")." )
    ei = Spot.x;
    ej = Spot.y;
 }
 else {
     console.log("Step not found");
 }
 Re_canculating_Spots();
}

///------------------------------------------

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;
 }
}
//----------------------------------------------
//CA 2 Trap agent in action 
function Push_agent_to_hole(nextMove) {
    if(heuristic(nextMove, SPOTS[ai][aj])>=3) {
        console.log("Already pushed agent within potential block, not going to move and patiently ready for him to go in");
        if (SPOTS[ai][aj].hole) { //As if agent is inside a hole 
            console.log("Someone got trapped");
        } else {
            console.log("Still trying to get him trapped");
        } }}

// --- 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> Oh no! 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 
}