// Cloned by Zephyr Chai on 6 Nov 2021 from World "Complex World (clone by yilin li)" by yilin li
// Please leave this clone trail here.
AB.clockTick = 100, AB.maxSteps = 1e3, AB.screenshotStep = 50;
const show3d = !0, TEXTURE_WALL = "/uploads/lin123/images.jpeg", TEXTURE_MAZE = "/uploads/lin123/300.jpeg",
TEXTURE_AGENT = "/uploads/lin123/1280px-Fantomo_ruga.svg.png",
TEXTURE_ENEMY = "/uploads/lin123/1920px-MOREmoji_pirate.svg.png", gridsize = 50,
NOBOXES = Math.trunc(gridsize * gridsize / 3), squaresize = 100, MAXPOS = gridsize * squaresize,
SKYCOLOR = 14548957, startRadiusConst = .8 * MAXPOS, maxRadiusConst = 10 * MAXPOS;
ABHandler.MAXCAMERAPOS = maxRadiusConst, ABHandler.GROUNDZERO = !0;
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"],
ACTION_LEFT = 0, ACTION_RIGHT = 1, ACTION_UP = 2, ACTION_DOWN = 3, ACTION_STAYSTILL = 4, GRID_BLANK = 0,
GRID_WALL = 1, GRID_MAZE = 2, diagonal = !0;
var BOXHeiGHT, theagent, theenemy, wall_texture, agent_texture, enemy_texture, maze_texture, ei, ej, ai, aj, badsteps,
goodsteps, start, end, GRID = new Array(gridsize), openSet = [], closedSet = [], path = [];
function loadResources() {
var e = new THREE.TextureLoader, t = new THREE.TextureLoader, n = new THREE.TextureLoader,
a = new THREE.TextureLoader;
e.load(TEXTURE_WALL, function (e) {
e.minFilter = THREE.LinearFilter, wall_texture = e, asynchFinished() && initScene()
}), t.load(TEXTURE_AGENT, function (e) {
e.minFilter = THREE.LinearFilter, agent_texture = e, asynchFinished() && initScene()
}), n.load(TEXTURE_ENEMY, function (e) {
e.minFilter = THREE.LinearFilter, enemy_texture = e, asynchFinished() && initScene()
}), a.load(TEXTURE_MAZE, function (e) {
e.minFilter = THREE.LinearFilter, maze_texture = e, asynchFinished() && initScene()
})
}
function asynchFinished() {
return !!(wall_texture && agent_texture && enemy_texture && maze_texture)
}
function occupied(e, t) {
return ei == e && ej == t || (ai == e && aj == t || (GRID[e][t] == GRID_WALL || GRID[e][t] == GRID_MAZE))
}
function translate(e, t) {
var n = new THREE.Vector3;
return n.y = 0, n.x = e * squaresize - MAXPOS / 2, n.z = t * squaresize - MAXPOS / 2, n
}
function initScene() {
var e, t, n, a;
for (e = 0; e < gridsize; e++) GRID[e] = new Array(gridsize);
for (e = 0; e < gridsize; e++) for (t = 0; t < gridsize; t++) 0 == e || e == gridsize - 1 || 0 == t || t == gridsize - 1 ? (GRID[e][t] = GRID_WALL, n = new THREE.BoxGeometry(squaresize, BOXHeiGHT, squaresize), (a = new THREE.Mesh(n)).material = new THREE.MeshBasicMaterial({map: wall_texture}), a.position.copy(translate(e, t)), ABWorld.scene.add(a)) : GRID[e][t] = GRID_BLANK;
for (var o = 1; o <= NOBOXES; o++) e = AB.randomIntAtoB(1, gridsize - 2), t = AB.randomIntAtoB(1, gridsize - 2), GRID[e][t] = GRID_MAZE, n = new THREE.BoxGeometry(squaresize, BOXHeiGHT, squaresize), (a = new THREE.Mesh(n)).material = new THREE.MeshBasicMaterial({map: maze_texture}), a.position.copy(translate(e, t)), ABWorld.scene.add(a);
do {
e = AB.randomIntAtoB(1, gridsize - 2), t = AB.randomIntAtoB(1, gridsize - 2)
} while (occupied(e, t));
ei = e, ej = t, n = new THREE.BoxGeometry(squaresize, BOXHeiGHT, squaresize), (theenemy = new THREE.Mesh(n)).material = new THREE.MeshBasicMaterial({map: enemy_texture}), ABWorld.scene.add(theenemy), drawEnemy();
do {
e = AB.randomIntAtoB(1, gridsize - 2), t = AB.randomIntAtoB(1, gridsize - 2)
} while (occupied(e, t));
ai = e, aj = t, n = new THREE.BoxGeometry(squaresize, BOXHeiGHT, squaresize), (theagent = new THREE.Mesh(n)).material = new THREE.MeshBasicMaterial({map: agent_texture}), ABWorld.scene.add(theagent), drawAgent(), ABWorld.scene.background = (new THREE.CubeTextureLoader).load(SKYBOX_ARRAY, function () {
ABWorld.render(), AB.removeLoading(), AB.runReady = !0
})
}
function drawEnemy() {
theenemy.position.copy(translate(ei, ej)), ABWorld.lookat.copy(theenemy.position)
}
function drawAgent() {
theagent.position.copy(translate(ai, aj)), ABWorld.follow.copy(theagent.position)
}
// a* methods start
let openArr = [];
let closeArr = [];
function f(ti, tj) {
return g(ti, tj) + h(ti, tj)
}
function g(ti, tj) {
if (ti != ei && tj != ej) {
return 14;
}
return 10;
}
function h(ti, tj) {
D = 10;
D2 = 14;
dx = Math.abs(ti - ai);
dy = Math.abs(tj - aj);
return D * (dx + dy) + (D2 - 2 * D) * Math.min(dx, dy);
}
function isValid(ti, tj) {
if (GRID[ti][tj] == GRID_WALL || GRID[ti][tj] == GRID_MAZE) {
return false;
}
return true;
}
function getMinFTarget() {
temp = -1;
minCost = Number.MAX_VALUE;
for (i = 0; i < openArr.length; i++) {
currentCost = f(openArr[i].x, openArr[i].y);
if (currentCost < minCost) {
temp = i;
minCost = currentCost;
}
}
return temp;
}
function isStartPoint(node) {
if (node.x == ei && node.y == ej) {
return true;
}
return false;
}
function isTargetPoint(node) {
if (node.x == ai && node.y == aj) {
return true;
}
return false;
}
function isInArr(node, arr) {
for (i = 0; i < arr.length; i++) {
if (node.x == arr[i].x && node.y == arr[i].y) {
return true;
}
}
return false;
}
function isInOpenArr(node) {
return isInArr(node, openArr);
}
function isInCloseArr(node) {
return isInArr(node, closeArr);
}
function processPoint(ti, tj, parent) {
if (!isValid(ti, tj)) {
return;
}
node = {x: ti, y: tj, parent: parent, cost: f(ti, tj)};
if (isInCloseArr(node)) {
return;
}
if (!isInOpenArr(node)) {
/*if (parent.parent == null && !isStartPoint(parent)) {
console.log('error2, ', parent);
return;
}*/
//console.log('push', node);
//openArr.push({x: node.x, y: node.y, parent: {x: parent.x, y: parent.y, parent: parent.parent, cost: parent.cost}, cost:f(ti, tj)});
openArr.push(node);
}
}
function getMovement(node) {
while(true) {
if (isStartPoint(node.parent)) {
ei = node.x;
ej = node.y;
return;
}
node = node.parent;
}
}
function Astar() {
openArr = [];
closeArr = [];
initialNode = {x: ei, y: ej, parent: null, cost: 0};
openArr.push(initialNode);
while(true) {
i = getMinFTarget();
if (i < 0) {
console.log('a* failure');
return;
}
currentNode = openArr[i];
if (isTargetPoint(currentNode)) {
getMovement(currentNode);
return;
}
x = currentNode.x;
y = currentNode.y;
openArr.splice(i);
closeArr.push(currentNode);
processPoint(x-1, y+1, currentNode);
processPoint(x-1, y, currentNode);
processPoint(x-1, y-1, currentNode);
processPoint(x, y+1, currentNode);
processPoint(x, y-1, currentNode);
processPoint(x+1, y+1, currentNode);
processPoint(x+1, y, currentNode);
processPoint(x+1, y-1, currentNode);
}
}
// a* methods end
function moveLogicalEnemy() {
// var e, t;
// ei < ai && (e = AB.randomIntAtoB(ei, ei + 1)), ei == ai && (e = ei), ei > ai && (e = AB.randomIntAtoB(ei - 1, ei)), ej < aj && (t = AB.randomIntAtoB(ej, ej + 1)), ej == aj && (t = ej), ej > aj && (t = AB.randomIntAtoB(ej - 1, ej)), occupied(e, t) || (ei = e, ej = t)
Astar();
}
function moveLogicalAgent(e) {
var t = ai, n = aj;
e == ACTION_LEFT ? t-- : e == ACTION_RIGHT ? t++ : e == ACTION_UP ? n++ : e == ACTION_DOWN && n--, occupied(t, n) || (ai = t, aj = n)
}
var OURKEYS = [37, 38, 39, 40];
function ourKeys(e) {
return OURKEYS.includes(e.keyCode)
}
function keyHandler(e) {
return !AB.runReady || (!ourKeys(e) || (37 == e.keyCode && moveLogicalAgent(ACTION_LEFT), 38 == e.keyCode && moveLogicalAgent(ACTION_DOWN), 39 == e.keyCode && moveLogicalAgent(ACTION_RIGHT), 40 == e.keyCode && moveLogicalAgent(ACTION_UP), e.stopPropagation(), e.preventDefault(), !1))
}
function badstep() {
return Math.abs(ei - ai) < 2 && Math.abs(ej - aj) < 2
}
function agentBlocked() {
return occupied(ai - 1, aj) && occupied(ai + 1, aj) && occupied(ai, aj + 1) && occupied(ai, aj - 1)
}
function updateStatusBefore(e) {
var t = AB.world.getState();
AB.msg(" Step: " + AB.step + " x = (" + t.toString() + ") a = (" + e + ") ")
}
function updateStatusAfter() {
var e = AB.world.getState(), t = goodsteps / AB.step * 100;
AB.msg(" y = (" + e.toString() + ") <br> Bad steps: " + badsteps + " Good steps: " + goodsteps + " Score: " + t.toFixed(2) + "% ", 2)
}
AB.world.newRun = function () {
AB.loadingScreen(), AB.runReady = !1, badsteps = 0, goodsteps = 0, BOXHeiGHT = squaresize, ABWorld.init3d(startRadiusConst, maxRadiusConst, 14548957), loadResources(), document.onkeydown = keyHandler
}, AB.world.getState = function () {
return [ai, aj, ei, ej]
}, AB.world.takeAction = function (e) {
updateStatusBefore(e), moveLogicalAgent(e), AB.step % 2 == 0 && moveLogicalEnemy(), badstep() ? badsteps++ : goodsteps++, drawAgent(), drawEnemy(), updateStatusAfter(), agentBlocked() && (AB.abortRun = !0, goodsteps = 0, musicPause(), soundAlarm())
}, AB.world.endRun = function () {
musicPause(), AB.abortRun ? AB.msg(" <br> <font color=red> <B> Agent trapped. Final score zero. </B> </font> ", 3) : AB.msg(" <br> <font color=green> <B> Run over. </B> </font> ", 3)
}, AB.world.getScore = function () {
var e = goodsteps / AB.maxSteps * 100;
return Math.round(100 * e) / 100
};
//var backmusic = AB.backgroundMusic(MUSIC_BACK);
function musicPlay() {
//backmusic.play()
}
function musicPause() {
//backmusic.pause()
}
function soundAlarm() {
//new Audio(SOUND_ALARM).play()
}