Code viewer for World: Assignment - 2 Submission ...

// Cloned by Kavach Dheer on 12 Nov 2022 from World "Assignment - 1 Submission" by Kavach Dheer 
// Please leave this clone trail here.



// Cloned by Kavach Dheer on 12 Nov 2022 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.

// *
var wallMoveNumber = 10;
var wallMoveTick =  4;

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

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

// Kavach Dheer 
// Changed the Looks of the World
const TEXTURE_WALL = '/uploads/kavach/yellow.jpeg';
const TEXTURE_MAZE = '/uploads/kavach/green.jpg';
const TEXTURE_AGENT = '/uploads/starter/pacman.jpg';
const TEXTURE_ENEMY = '/uploads/kavach/Tom.png';

// credits:
// http://commons.wikimedia.org/wiki/File:Old_door_handles.jpg
// https://commons.wikimedia.org/wiki/Category:Pac-Man_icons
// https://commons.wikimedia.org/wiki/Category:Skull_and_crossbone_icons
// http://en.wikipedia.org/wiki/File:Inscription_displaying_apices_(from_the_shrine_of_the_Augustales_at_Herculaneum).jpg


// Kavach Dheer 
// Added music, so the Worlds becomes fun
const MUSIC_BACK = '/uploads/kavachdheer/music.mp3';
const SOUND_ALARM = '/uploads/starter/air.horn.mp3';

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

// Kavach Dheer
// Changed the size of the Grid
const gridsize = 50;						// number of squares along side of world	   

const NOBOXES = Math.trunc((gridsize * gridsize) / 5 ); 
// 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 = 0xff0000;				// 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/laquica/grass.jpg'];

/*
 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

//  Kavach Dheer
// Changed the looks of the World
const SKYBOX_ARRAY = [
    "/uploads/starter/sky_neg_x.jpg",
    "/uploads/starter/sky_neg_y.jpg",
    "/uploads/starter/sky_neg_z.jpg",
    "/uploads/starter/sky_pos_z.jpg",
    "/uploads/starter/sky_pos_y.jpg",
    "/uploads/starter/sky_pos_y.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);

var theagent, theenemy;
var wall_texture, agent_texture, enemy_texture, maze_texture, maze_textre_2;

// Kavach Dheer
// enemy and agent position on squares
var ei, ej, ai, aj;
var openSet = [];
var closeSet = [];
var start, end;
var path = [];
var draw_path = [];
var mazeNew = [];
var Directions = [ACTION_LEFT, ACTION_RIGHT, ACTION_UP, ACTION_DOWN];

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 initScene() {
    var i, j, shape, thecube;

    for (i = 0; i < gridsize; i++)
        GRID[i] = new Array(gridsize);

    for (i = 0; i < gridsize; i++)
        for (j = 0; j < gridsize; j++)
            GRID[i][j] = new Spot(i, j);

    for (i = 0; i < gridsize; i++)
        for (j = 0; j < gridsize; j++)
            GRID[i][j].addNeighbors(GRID);

    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].value = 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].value = GRID_BLANK;


    for (var c = 1; c <= NOBOXES / 2; c++) {
        i = AB.randomIntAtoB(1, gridsize - 2);		// inner squares are 1 to gridsize-1
        j = AB.randomIntAtoB(1, gridsize - 2);

        GRID[i][j].value = GRID_MAZE;

        shape = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize);
        thebox = new THREE.Mesh(shape);
        thebox.material = new THREE.MeshBasicMaterial({ map: maze_texture });
        mazeNew.push([GRID[i][j], thebox]);

        thebox.position.copy(translate(i, j)); 		  	// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates 
        ABWorld.scene.add(thebox);
    }

    // set up enemy 
    // 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 

    ei = i;
    ej = j;

    openSet.push(GRID[ei][ej]);

    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;
    closeSet = [];

    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
    });
}

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);
}

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].value == GRID_WALL) return true;		// fixed objects	 
    if (GRID[i][j].value == 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;
}


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

// Kavach Dheer
function heuristic(one, two) {
    return (Math.abs(one.i - two.i) + Math.abs(one.j - two.j));
}

function Spot(i, j) {
    this.value = 0;

    this.i = i;
    this.j = j;

    this.f = 0;
    this.g = 0;
    this.h = 0;

    this.neighbors = [];
    this.previous = undefined;

    this.addNeighbors = function (grid) {
        var i = this.i;
        var j = this.j;

        if (i < gridsize - 1)
            this.neighbors.push(grid[i + 1][j]);
        if (i > 0)
            this.neighbors.push(grid[i - 1][j]);
        if (j < gridsize - 1)
            this.neighbors.push(grid[i][j + 1]);
        if (j > 0)
            this.neighbors.push(grid[i][j - 1]);
    }

    this.changeValue = function (v) {
        this.value = v;
    }
}

// Kavach Dheer
function removeObject(uuid) {
    ABWorld.scene.remove(ABWorld.scene.getObjectByProperty('uuid', uuid));
}

// Kavach Dheer
function drawPath(path, sketch_path) {
    var shape, thepath;
    if (sketch_path.length > 0) {
        for (const priorId of sketch_path) {
            var tempUUID = priorId;
            removeObject(tempUUID);
        }
        sketch_path.splice(0, sketch_path.length);
    }

    for (var i = 0; i < path.length; i++) {
        shape = new THREE.BoxGeometry(squaresize, .1, squaresize)
        thepath = new THREE.Mesh(shape);
        thepath.material = new THREE.MeshBasicMaterial({ color: "white" });

        thepath.position.copy(translate(path[i].i, path[i].j)); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates 
        sketch_path.push(thepath.uuid);
        ABWorld.scene.add(thepath);
    }
};

// Kavach Dheer
function movingMaze() {
    var wall_i, wall_j, direction, random_Item;

    for (var x = 0; x < wallMoveNumber; x++) {
        random_Item = mazeNew[Math.floor(Math.random() * mazeNew.length)];
        var i = random_Item[0].i;
        var j = random_Item[0].j;
        wall_i = random_Item[0].i;
        wall_j = random_Item[0].j;

        mazeNew.splice(mazeNew.indexOf(random_Item), 1);

        direction = Directions[Math.floor(Math.random() * Directions.length)];

        if (direction == ACTION_LEFT)
            wall_i--;
        else if (direction == ACTION_RIGHT)
            wall_i++;
        else if (direction == ACTION_UP)
            wall_j++;
        else if (direction == ACTION_DOWN)
            wall_j--;

        if (!occupied(wall_i, wall_j)) {
            GRID[i][j].changeValue(GRID_BLANK);

            random_Item[0].value = GRID_BLANK;
            random_Item[0].i = wall_i;
            random_Item[0].j = wall_j;
            random_Item[0].value = GRID_MAZE;

            GRID[wall_i][wall_j].value = GRID_MAZE;
            random_Item[1].position.copy(translate(wall_i, wall_j));
        }
        mazeNew.push(random_Item);
    }
}

function moveLogicalEnemy() {
    end = GRID[ai][aj];
    start = GRID[ei][ej];

    if (closeSet.length > 0) {
        closeSet.splice(0, closeSet.length);
    }

    if (openSet.length > 1) {
        openSet.splice(0, openSet.length);
        openSet.push(start);
    }

    if (path.length > 0) {
        path.splice(0, path.length);
    }
    var finished = false;

    while (openSet.length > 0) {
        var leastindex = 0;

        for (var i = 0; i < openSet.length; i++) {
            if (openSet[i].f < openSet[leastindex].f) {
                leastindex = i;
            }
        }

        var current = openSet[leastindex];

        if (current === end) {
            var temp = current;
            while (temp.previous != start) {
                temp = temp.previous;
                path.push(temp)
            }
            break;
        }

        removeFromArray(openSet, current);
        closeSet.push(current);

        var neighbors = current.neighbors;
        for (var i = 0; i < neighbors.length; i++) {
            var neighbor = neighbors[i];

            if (!closeSet.includes(neighbor) && neighbor.value === 0) {
                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;
                }
            }
        }
    }
    var i = temp.i;
    var j = temp.j;
    if (!occupied(i, j))  	// if no obstacle then move, else just miss a turn
    {
        ei = i;
        ej = j;
    }
}

//Move the Agent
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 (!ourKeys(event))
        return true;

    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();
    if (path.length > 0) {
        drawPath(path, draw_path);
    }
    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();
    }

    if ((AB.step % wallMoveTick) === 0)
        movingMaze();
};

AB.world.endRun = function () {
    musicPause();
    if (AB.abortRun) AB.msg(" <br> <font color=purple> <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();
}