// 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 + " 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 )
{
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
}