Code viewer for World: Cloned connect 4(AI opponent)











// =============================================================================================
// More complex starter World for WWM
// 3d-effect Maze World (really a 2-D problem)
// Mark Humphrys, 2016.
//
// 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.
//
// Scoring on the server side is done by taking average of n runs.
// Runs where you get trapped and score zero can seriously affect this score. 
// =============================================================================================






// World must define these:
 
const	 	CLOCKTICK 	= 100;					// speed of run - move things every n milliseconds
const		MAXSTEPS 	= 1000;					// length of a run before final score
 





//---- global constants: -------------------------------------------------------

const gridsize = 9;						// number of squares along side of world	   

const NOBOXES =  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 MAXPOS = gridsize * squaresize;		// length of one side in pixels 
	
const SKYCOLOR 	= 0xddffdd;				// a number, not a string 
const BLANKCOLOR 	= SKYCOLOR ;			// make objects this color until texture arrives (from asynchronous file read)




const show3d = true;						// Switch between 3d and 2d view (both using Three.js) 
 
const startRadiusConst	 	= MAXPOS * 0.8 ;		// distance from centre to start the camera at
const skyboxConst			= MAXPOS * 3 ;		// where to put skybox 
const maxRadiusConst 		= MAXPOS * 10  ;		// maximum distance from camera we will render things  





//--- 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;
const GRID_RED 	= 3;
const GRID_YELLOW 	= 4;
 
 




 
// --- some useful random functions  -------------------------------------------


function randomfloatAtoB ( A, B )			 
{
 return ( A + ( Math.random() * (B-A) ) );
}

function randomintAtoB ( A, B )			 
{
 return  ( Math.round ( randomfloatAtoB ( A, B ) ) );
}
  
function randomBoolean()			 
{
 if ( Math.random() < 0.5 ) { return false; }
 else { return true; }
}







//---- start of World class -------------------------------------------------------
 
function World() { 


// most of World can be private 
// regular "var" syntax means private variables:


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 WALLS 	= new Array ( 4 * gridsize );		// need to keep handles to wall and maze objects so can find them later to paint them 
var MAZE 	= new Array ( NOBOXES );
var theagent, theenemy;
  
var pieceColumn = 1;
var pieceRow = 0;

var red, yellow, piece;
var winner = false;

var turn = 1;

 	var self = this;						// needed for private fn to call public fn - see below  

 


// regular "function" syntax means private functions:


function initGrid()
{
 for (var i = 0; i < gridsize ; i++) 
 {
  GRID[i] = new Array(gridsize);		// each element is an array 

  for (var j = 0; j < gridsize ; j++) 
  {
   GRID[i][j] = GRID_BLANK ;
  }
 }
}

function occupied ( i, j )		// is this square occupied
{
 
}

 
// 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 ( x ) 
{
 return ( x - ( MAXPOS/2 ) );
}





//--- skybox ----------------------------------------------------------------------------------------------


function initSkybox() 
{

// x,y,z positive and negative faces have to be in certain order in the array 
 
// mountain skybox, credit:
// http://stemkoski.github.io/Three.js/Skybox.html

  var materialArray = [
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/dawnmountain-xpos.png" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/dawnmountain-xneg.png" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/dawnmountain-ypos.png" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/dawnmountain-yneg.png" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/dawnmountain-zpos.png" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/starter/dawnmountain-zneg.png" ), side: THREE.BackSide } ) )
 	];

  var skyGeometry = new THREE.CubeGeometry ( skyboxConst, skyboxConst, skyboxConst );	
  var skyMaterial = new THREE.MeshFaceMaterial ( materialArray );
  var theskybox = new THREE.Mesh ( skyGeometry, skyMaterial );
  threeworld.scene.add( theskybox );						// We are inside a giant cube
}


  
// loader return can call private function


function loadTextures()
{

 var loader1 = new THREE.TextureLoader();
 loader1.load ( '/uploads/starter/door.jpg',		function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		paintWalls ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
	} ); 

 var loader2 = new THREE.TextureLoader();
 loader2.load ( '/uploads/starter/latin.jpg',		function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		paintMaze ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
 	} ); 

 var loader3 = new THREE.TextureLoader();
 loader3.load ( '/uploads/starter/pacman.jpg',	function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		theagent.material =  new THREE.MeshBasicMaterial( { map: thetexture } );
	} ); 

 var loader4 = new THREE.TextureLoader();
 loader4.load ( '/uploads/starter/ghost.3.png',	function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		theenemy.material =  new THREE.MeshBasicMaterial( { map: thetexture } );
	} ); 
	
	var loader5 = new THREE.TextureLoader();
 loader5.load ( '/uploads/kevin501/red4.png',	function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		red.material =  new THREE.MeshBasicMaterial( { map: thetexture } );
	} ); 
	
	var loader6 = new THREE.TextureLoader();
 loader6.load ( '/uploads/kevin501/yellow4.png',	function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		yellow.material =  new THREE.MeshBasicMaterial( { map: thetexture } );
	} ); 

}


 


// --- add fixed objects ---------------------------------------- 
   
 
function initLogicalWalls()		// set up logical walls in data structure, whether doing graphical run or not	
{
 for (var i = 0; i < gridsize ; i++) 
  for (var j = 0; j < gridsize ; j++) 
   if ( ( i==0 ) || ( i==gridsize-1 ) || ( j==0 ) || ( j==gridsize-1 ) )
   {
       if(j==0)
        continue;
        
    	GRID[i][j] = GRID_WALL ;		 
   }
}


function initThreeWalls()		// graphical run only, set up blank boxes, painted later 	
{
 var t = 0;
 for (var i = 0; i < gridsize ; i++) 
  for (var j = 0; j < gridsize ; j++) 
   if ( GRID[i][j] == GRID_WALL )
   {
 	 var shape    = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );			 
 	 var thecube  = new THREE.Mesh( shape );
	 thecube.material.color.setHex( BLANKCOLOR  );			  
 
    	 thecube.position.x = translate ( i * squaresize );   		// translate my simple (i,j) block-numbering coordinates to three.js (x,y,z) coordinates 
    	 thecube.position.z = translate ( j * squaresize );   	
    	 thecube.position.y =  0;	
 
 	 threeworld.scene.add(thecube);
	 WALLS[t] = thecube;				// save it for later
	 t++; 
   }
}


function paintWalls ( material )		 
{
 for ( var i = 0; i < WALLS.length; i++ )
 { 
   if ( WALLS[i] )  WALLS[i].material = material;
 }
}





function drawPiece()
{
  var x = translate(pieceColumn * squaresize);   //translate ( ei * squaresize );   	
  var z = translate ( pieceRow * squaresize );   	
  var y =  0;	
	
 piece.position.x = x;
 piece.position.y = y;
 piece.position.z = z;
 threeworld.scene.add(piece);
 
 if(turn == 0){
  	    var loader6 = new THREE.TextureLoader();
        loader6.load ( '/uploads/kevin501/red4.png',	function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		piece.material =  new THREE.MeshBasicMaterial( { map: thetexture } );
	    } ); 
  }
  else{
  	    var loader6 = new THREE.TextureLoader();
        loader6.load ( '/uploads/kevin501/yellow4.png',	function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		piece.material =  new THREE.MeshBasicMaterial( { map: thetexture } );
	    } ); 
  }
}

function drawRed()
{
  var x = translate(pieceColumn * squaresize);   //translate ( ei * squaresize );   	
  var z = translate ( pieceRow * squaresize );   	
  var y =  0;	

 red.position.x = x;
 red.position.y = y;
 red.position.z = z;
 threeworld.scene.add(red);
}



function dropPiece(turnPiece){
    
    var i = 0;
    
    while(i < 7){
        if(i==0 && !(GRID[pieceColumn][pieceRow+1] == GRID_BLANK))
            break;
        else if(GRID[pieceColumn][pieceRow+1] == GRID_BLANK){
            pieceRow++;
            drawRed();
            i++;
        }
        else
            break;
            
    }
    
    if(!(i==0) && !winner){
    
      	setGRIDTurnPiece(turnPiece);
      	drawTurnPiece(turnPiece);
        redrawPiece(turnPiece);
        checkWin(turnPiece);
        
        if(turnPiece == 3 )
            turn = 1;
        else
            turn = 0;
            
    }
    
}

function setGRIDTurnPiece(turnPiece){
    if(turnPiece == 3)
            GRID[pieceColumn][pieceRow] = GRID_RED;
    if(turnPiece == 4)
            GRID[pieceColumn][pieceRow] = GRID_YELLOW;
}

function drawTurnPiece(turnPiece){
    
    var shape    = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );			 
      	var thecube  = new THREE.Mesh( shape );
    	thecube.material.color.setHex( BLANKCOLOR  );			  
    
      	thecube.position.x = translate ( pieceColumn * squaresize );   	
      	thecube.position.z = translate ( pieceRow * squaresize );   	
      	thecube.position.y =  0;
      	threeworld.scene.add(thecube);
      	
      	
     	if(turnPiece == 3){
      	    var loader6 = new THREE.TextureLoader();
            loader6.load ( '/uploads/kevin501/red4.png',	function ( thetexture ) {			 
    		thetexture.minFilter = THREE.LinearFilter;
    		thecube.material =  new THREE.MeshBasicMaterial( { map: thetexture } );
    	    } ); 
      	}
      	
      	if(turnPiece == 4){
      	    var loader6 = new THREE.TextureLoader();
            loader6.load ( '/uploads/kevin501/yellow4.png',	function ( thetexture ) {			 
    		thetexture.minFilter = THREE.LinearFilter;
    		thecube.material =  new THREE.MeshBasicMaterial( { map: thetexture } );
    	    } ); 
      	}
}

function checkWin(turnPiece){
    
    for (var i = 0; i < gridsize ; i++) 
 {
  for (var j = 0; j < gridsize ; j++) 
  {
      
      if(GRID[i][j] == turnPiece){
          checkHorizontal(i, j, turnPiece);
          checkVertical(i, j, turnPiece);
          checkDiagonalLeft(i, j, turnPiece);
          checkDiagonalRight(i, j, turnPiece);
      }
   
  }
 }
    
}

function checkDiagonalRight(a, b, c){
   var i;
    for(i = 0; i < 4; i++){
        if(GRID[a][b] == c){
            a++;
            b++;
             
        }
        else
            break;
    }
   
    if(i == 4){
        winner = true;
        printWinner(c)
    }
        
}

function checkDiagonalLeft(a, b, c){
   var i;
    for(i = 0; i < 4; i++){
        if(GRID[a][b] == c){
            a++;
            b--;
             
        }
        else
            break;
    }
    if(i == 4){
        winner = true;
        printWinner(c)
    }
        
}

function checkVertical(a, b, c){
    var i;
    for(i = 0; i < 4; i++){
        if(GRID[a][b] == c){
            b++;
        }
        else
            break;
    }
    
    if(i == 4){
        winner = true;
        printWinner(c)
    }
}

function printWinner(c){
    if(c == 3)
        $("#user_span6").html( " &nbsp; <font color=red> <B> RED is WINNER </B> </font>   "  );
    else
        $("#user_span6").html( " &nbsp; <font color=red> <B> YELLOW is WINNER </B> </font>   "  );
}


function checkHorizontal(a, b, c){
    var i;
    for(i = 0; i < 4; i++){
        if(GRID[a][b] == c){
            a++;
        }
        else
            break;
    }
    if(i == 4){
        winner = true;
        printWinner(c)
    }
}

function redrawPiece(){
   
    pieceColumn = 1;
    pieceRow = 0;
    drawPiece();
}

function initThreeRed()
{
 var shape    = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );			 
 red = new THREE.Mesh( shape );
 red.material.color.setHex( BLANKCOLOR  );	
 drawRed();		  
}

function initThreePiece()
{
 var shape    = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );			 
 piece = new THREE.Mesh( shape );
 piece.material.color.setHex( BLANKCOLOR  );	
 drawPiece();		  
}





function moveLogicalEnemy()
{ 
// move towards agent 
// put some randomness in so it won't get stuck with barriers 
    if(turn == 0){
         var i;
         i = randomintAtoB(1, 7); 
         pieceColumn = i;
         dropPiece(3);
    }
}



function moveLogicalPosition(a)
{
      if ( a == ACTION_LEFT ) 	pieceColumn--;
 else if ( a == ACTION_RIGHT ) 	pieceColumn++;   
}


function keyHandler(e)		
// user control 
// Note that this.takeAction(a) is constantly running at same time, redrawing the screen.
{
    
    if(turn == 1){
        if (e.keyCode == 37)  moveLogicalPosition ( ACTION_LEFT 	);
        if (e.keyCode == 39)  moveLogicalPosition( ACTION_RIGHT 	);
        if (e.keyCode == 40) 
            dropPiece(GRID_YELLOW);
        
    }
}






//--- public functions / interface / API ----------------------------------------------------------


	this.endCondition;			// If set to true, run will end. 



this.newRun = function() 
{

// (subtle bug) must reset variables like these inside newRun (in case do multiple runs)

  this.endCondition = false;
  badsteps = 0;	
  goodsteps = 0;
	step = 0;


 // for all runs:

 	initGrid();
	initLogicalWalls(); 


 // for graphical runs only:

  if ( true  )
  {
	if ( show3d )
	{
	 BOXHEIGHT = squaresize;
	 threeworld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR  ); 	
	}	     
	else
	{
	 BOXHEIGHT = 1;
	 threeworld.init2d ( startRadiusConst, maxRadiusConst, SKYCOLOR  ); 		     
	}

	initSkybox();
 	initMusic();

	// Set up objects first:

	initThreeWalls(); 
	initThreeRed();
	initThreePiece();

	// Then paint them with textures - asynchronous load of textures from files. 
	// The texture file loads return at some unknown future time in some unknown order.
	// Because of the unknown order, it is probably best to make objects first and later paint them, rather than have the objects made when the file reads return.
	// It is safe to paint objects in random order, but might not be safe to create objects in random order. 

	loadTextures();	

	document.onkeydown = keyHandler;	 
  }

};




this.getState = function()
{
 var x = 0;//[ ai, aj, ei, ej ];
  return ( x );  
};



this.takeAction = function ( a )
{
  
  if ( ( step % 2 ) == 0 )		// slow the enemy down to every nth step
    moveLogicalEnemy();


  
  if ( true  )
  {
   
   drawPiece();
   
  }


  if ( winner )			// if agent blocked in, run over 
  {
	this.endCondition = true;
		// you score zero as far as database is concerned 			 
  	if ( true  )
  	{
	 musicPause();
	 soundAlarm();
	}
  }

};



this.endRun = function()
{
 if ( true  )
 {
  musicPause(); 
  if ( this.endCondition ){
    //if(turn==1)
       // $("#user_span6").html( " &nbsp; <font color=red> <B> RED is WINNER </B> </font>   "  );
    //else
        //$("#user_span6").html( " &nbsp; <font color=red> <B> YELLOW is WINNER </B> </font>   "  );
        
        turn = 3;
       
  }
 }
};




}

//---- end of World class -------------------------------------------------------








// --- music and sound effects ----------------------------------------
// credits:
// http://www.dl-sounds.com/royalty-free/defense-line/
// http://soundbible.com/1542-Air-Horn.html 



function initMusic()
{
	// put music element in one of the spans
  	var x = "<audio  id=theaudio  src=/uploads/starter/Defense.Line.mp3   autoplay loop> </audio>" ;
  	$("#user_span1").html( x );
} 
 

function musicPlay()  
{
	// jQuery does not seem to parse pause() etc. so find the element the old way:
 	document.getElementById('theaudio').play();
}


function musicPause() 
{
 	document.getElementById('theaudio').pause();
}


function soundAlarm()
{
 	var x = "<audio    src=/uploads/starter/air.horn.mp3   autoplay  > </audio>";
  	$("#user_span2").html( x );
}