Code viewer for World: Complex World (clone by Adesh)
// Cloned by Adesh on 1 Nov 2021 from World "Complex World" by Starter user
// Please leave this clone trail here.
 



// ==== Starter World =================================================================================================
// This code is designed for use on the Ancient Brain site.
// This code may be freely copied and edited by anyone on the Ancient Brain site.
// To include a working run of this program on another site, see the "Embed code" links provided on Ancient Brain.
// ====================================================================================================================



// =============================================================================================
// More complex starter World
// 3d-effect Maze World (really a 2-D problem)
// Movement is on a semi-visible grid of squares
//
// 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.
// =============================================================================================


 





// ===================================================================================================================
// === Start of tweaker's box ========================================================================================
// ===================================================================================================================

// The easiest things to modify are in this box.
// You should be able to change things in this box without being a JavaScript programmer.
// Go ahead and change some of these. What's the worst that could happen?

AB.clockTick       = 100;    

// Speed of run: Step every n milliseconds. Default 100.

AB.maxSteps        = 1000;    

// Length of run: Maximum length of run in steps. Default 1000.

AB.screenshotStep  = 50;  
 
// Take screenshot on this step. (All resources should have finished loading.) Default 50.



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

const show3d = true; // Switch between 3d and 2d view (both using Three.js)


const TEXTURE_WALL = '/uploads/adeshs/exterior.png' ;
const TEXTURE_MAZE = '/uploads/adeshs/blocks.jpg' ;
const TEXTURE_AGENT = '/uploads/adeshs/chicken-fig.png' ;
const TEXTURE_ENEMY = '/uploads/adeshs/angryface.png' ;

// credits:
// https://www.nicepng.com/png/full/252-2528226_file-u-f-svg-wikimedia-commons-open-chicken.png
// https://vecta.io/symbols/187/smileys-emotion-face-negative/0/angry-face-with-horns
// https://www.solidbackgrounds.com/images/1024x768/1024x768-gray-solid-color-background.jpg
// https://w7.pngwing.com/pngs/951/239/png-transparent-stone-wall-brick-brick-texture-free-s-miscellaneous-building-material.png

const MUSIC_BACK  = '/uploads/adeshs/background-music.mp3' ;
const SOUND_ALARM = '/uploads/adeshs/game-over.mp3' ;

// credits:
// https://www.fiftysounds.com/royalty-free-music/game-defeat.html
// https://orangefreesounds.com/electronic-house-background-music/

const gridsize = 50; // number of squares along side of world  

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  



//--- 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/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"
//                 ];


// space skybox, credit:
// http://en.spaceengine.org/forum/21-514-1
// x,y,z labelled differently


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"
                ];



// urban photographic skyboxes, credit:
// http://opengameart.org/content/urban-skyboxes


//  const SKYBOX_ARRAY = [
//                 "/uploads/starter/posx.jpg",
//                 "/uploads/starter/negx.jpg",
//                 "/uploads/starter/posy.jpg",
//                 "/uploads/starter/negy.jpg",
//                 "/uploads/starter/posz.jpg",
//                 "/uploads/starter/negz.jpg"
//                 ];




// ===================================================================================================================
// === End of tweaker's box ==========================================================================================
// ===================================================================================================================


// 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;

var pathToAgent = [];   //variable to keep track of the path to the agent

// enemy and agent position on squares
var ei, ej, ai, aj;

var badsteps;
var goodsteps;



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] == 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;
}

//My code changes BEGINS
function heuristic(e, t) {
    return ( Math.abs(e.i - t.i) + Math.abs(e.j - t.j) )
}

function Spot(e, a) {
    // Location
    this.i = e,
    this.j = a,
    // f, g, and h values for A*
    this.f = 0,
    this.g = 0,
    this.h = 0,
    // Neighbors
    this.neighbors = [],
    // Where did I come from?
    this.previous = void 0,
    // Am I an wall?
    this.wall = GRID[e][a] !== GRID_BLANK,
    // Figure out who my neighbors are
    this.addNeighbors = function (e) {
        var a = this.i,
        t = this.j;
        a < gridsize - 1 && this.neighbors.push(e[a + 1][t]),
        t < gridsize - 1 && this.neighbors.push(e[a][t + 1]),
        a > 0 && this.neighbors.push(e[a - 1][t]),
        t > 0 && this.neighbors.push(e[a][t - 1]);
    };
}


function removeFromArray(array, value) {
 for (var i = array.length - 1; i >= 0; i--) {
   if (array[i] == value) {
     array.splice(i, 1);
   }
 }
}

function showPathToAgent(c) {
 for ( var i = 0; i < c.length - 1; i++) {
   shape = new THREE.BoxGeometry(squaresize, .1, squaresize);
   highlightedPath = new THREE.Mesh(shape);
   highlightedPath.material = new THREE.MeshBasicMaterial({
     color : 'green'
   });
   highlightedPath.position.copy(translate(c[i].i, c[i].j));
   ABWorld.scene.add(highlightedPath);
   pathToAgent.push(highlightedPath);
 }
}

function initScene() {
  var e;
  var sphere;
  var light;
  for (var index = 0; index < gridsize; index++) {
    GRID[index] = new Array(gridsize);
  }
  for (index = 0; index < gridsize; index++) {
    for (e = 0; e < gridsize; e++) {
      if (index == 0 || index == gridsize - 1 || 0 == e || e == gridsize - 1) {
        GRID[index][e] = GRID_WALL;
        sphere = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize);
        (light = new THREE.Mesh(sphere)).material = new THREE.MeshBasicMaterial(
          {
            map: wall_texture,
          }
        );
        light.position.copy(translate(index, e));
        ABWorld.scene.add(light);
      } else {
        GRID[index][e] = GRID_BLANK;
      }
    }
  }
  for (var r = 1; r <= NOBOXES; r++) {
    index = AB.randomIntAtoB(1, gridsize - 2);
    e = AB.randomIntAtoB(1, gridsize - 2);
    GRID[index][e] = GRID_MAZE;
    sphere = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize);
    (light = new THREE.Mesh(sphere)).material = new THREE.MeshBasicMaterial({
      map: maze_texture,
    });
    light.position.copy(translate(index, e));
    ABWorld.scene.add(light);
  }
  do {
    index = AB.randomIntAtoB(1, gridsize - 2);
    e = AB.randomIntAtoB(1, gridsize - 2);
  } while (occupied(index, e));
  ei = index;
  ej = e;
  sphere = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize);
  (theenemy = new THREE.Mesh(sphere)).material = new THREE.MeshBasicMaterial({
    map: enemy_texture,
  });
  ABWorld.scene.add(theenemy);
  drawEnemy();
  do {
    index = AB.randomIntAtoB(1, gridsize - 2);
    e = AB.randomIntAtoB(1, gridsize - 2);
  } while (occupied(index, e));
  ai = index;
  aj = e;
  sphere = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize);
  (theagent = new THREE.Mesh(sphere)).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 = true;
    }
  );
}
//My code changes ENDS

 


// --- 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)
}


// --- take actions -----------------------------------

//My code changes BEGINS
function moveLogicalEnemy() {
  var open_nodes = new Array(gridsize);
  var openList = [];
  var closedList = [];
  for (var i = 0; i < pathToAgent.length; i++) {
    ABWorld.scene.remove(pathToAgent[i]);
  }
  for (i = 0; i < gridsize; i++) {
    open_nodes[i] = new Array(gridsize);
  }
  for (i = 0; i < gridsize; i++) {
    for (var j = 0; j < gridsize; j++) {
      open_nodes[i][j] = new Spot(i, j);
    }
  }
  for (i = 0; i < gridsize; i++) {
    for (j = 0; j < gridsize; j++) {
      open_nodes[i][j].addNeighbors(open_nodes);
    }
  }
  openList.push(open_nodes[ei][ej]);
  for (; openList.length > 0; ) {
    var lowestF = 0;
    for (i = 0; i < openList.length; i++) {
      if (openList[i].f < openList[lowestF].f) {
        lowestF = i;
      }
    }
    var current = openList[lowestF];
    if (current === open_nodes[ai][aj]) {
      var res = [];
      var next = current;
      res.push(next);
      for (; next.previous; ) {
        res.push(next.previous);
        next = next.previous;
      }
      showPathToAgent(res);
      var k = res.length - 2;
      if (!occupied(res[k].i, res[k].j)) {
        ei = res[k].i;
        ej = res[k].j;
      }
      break;
    }
    removeFromArray(openList, current);
    closedList.push(current);
    var neighbors = current.neighbors;
    for (i = 0; i < neighbors.length; i++) {
      var neighbor = neighbors[i];
      if (neighbor[i] === open_nodes[ai][aj]) {
        neighbor.previous = current;
        break;
      }
      
      if (!closedList.includes(neighbor) && !neighbor.wall) {
        var ng = current.g + heuristic(neighbor, current);
        var p = false;
        if (openList.includes(neighbor)) {
          if (ng < neighbor.g) {
            neighbor.g = ng;
            p = true;
          }
        } else {
          neighbor.g = ng;
          p = true;
          openList.push(neighbor);
        }
        if (p) {
          neighbor.h = heuristic(neighbor, open_nodes[ai][aj]);
          neighbor.f = neighbor.g + neighbor.h;
          neighbor.previous = current;
        }
        
      }
    }
  }
}
//My code changes ENDS

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 + " &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> 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
}