// Cloned by Kilian C on 9 Nov 2022 from World "V3 Capture the Diamond" by Kilian C
// Please leave this clone trail here.
// Cloned by Kilian C on 7 Nov 2022 from World "V2( A Star search complex world Attempt2 clone by Kilian C)" by Kilian C
// Please leave this clone trail here.
// Cloned by Kilian C on 1 Nov 2022 from World "A Star search complex world Attempt2" by Kilian C
// Please leave this clone trail here.
// Keeping V1 as fall back incase I break
// Cloned by Kilian C on 27 Oct 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 = 200;
// 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/kcarolan96/spacewall.jpg';
const TEXTURE_MAZE = '/uploads/kcarolan96/yellowSpace.png';
const TEXTURE_AGENT = 'uploads/kcarolan96/white_pebble.jpg';
const TEXTURE_ENEMY = 'uploads/kcarolan96/redspace.jpg';
const MUSIC_BACK = 'uploads/kcarolan96/midnight-123895.mp3'; // credit https://pixabay.com/music/modern-classical-midnight-123895/
const SOUND_ALARM = 'uploads/kcarolan96/Success-sound-effect.mp3'; // credit https://orangefreesounds.com/success-sound-effect/#google_vignette
const WALLMOVENO = 5;
const WALLMOVETICK = 10 ; // 10;
const gridsize = 30; // number of squares along side of world
const NOBOXES = Math.trunc ( (gridsize * gridsize) / 10 ); // 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 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
// 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"
];
// ===================================================================================================================
// === 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 ,thecube;
var wall_texture, agent_texture, enemy_texture, maze_texture;
// enemy and agent position on squares
var ei, ej, ai, aj;
var badsteps;
var goodsteps;
//**************Creating Global Variables**********************
var cubeArray = [];
var drawnPath;
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].obstacle == GRID_WALL ) return true; // fixed objects
if ( GRID[i][j].obstacle == 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 Functions ****************
//Backtranslate the THREE.Vector so I can remove the ghost blocks left when graphics are removed
// we dont care about y because it is effectively 2d with x and y becoming the i and j
// getting the opposite of above function translate x = is - m/2 gives me i=(2x+m)/2s
function backTranslate(x, z)
{
let i = ((2*x) + MAXPOS)/(2*squaresize);
let j = ((2*z) + MAXPOS)/(2*squaresize);
return {i,j};
}
// Heuristic Function h(x) using Manhattan Distance as each node there are only 4 possible next steps (noDiagonal)
//formula = D*|X1-X2| + |Y1-Y2|
function hFx(x,y)
{
var distI = Math.abs(x.i-y.i);
var distJ = Math.abs(x.j-y.j);
var manhat= distI+distJ;
return manhat;
}
// Search through array and remove specific element -> taken from coding train
function removeFromArray(arr,elt){
for (var i = arr.length - 1; i >= 0; i--){
if(arr[i]==elt){
arr.splice(i,1);
}
}
}
//constructor for nodes
function node(i,j){
this.i = i;
this.j= j;
this.obstacle =0;
//astar constructors
this.fx=0;
this.gx=0;
this.hx=0;
this.preNode = undefined;
this.neighbours=[];
this.getNeighbours= function(grid){ //gets this nodes neighbour (not diagonal)
var i = this.i;
var j = this.j;
if (i < gridsize - 1) this.neighbours.push(grid[i + 1][j]);
if (i > 0) this.neighbours.push(grid[i - 1][j]);
if (j < gridsize - 1) this.neighbours.push(grid[i][j + 1]);
if (j > 0) this.neighbours.push(grid[i][j - 1]);
};
}
//USER CODE//
function getEnemyPos() {
var enemy = GRID[ei][ej];
return enemy;
}
function aStar() {
var openSet = [];
var closedSet = [];
eBall = getEnemyPos();
//eBall.debug;
//start.debug = " START" + start.i +","+start.j;
openSet.push(eBall); //Add the black ball to the openSet
if (drawnPath) {
ABWorld.scene.remove(drawnPath);
} // Checking if drawnPath if yes remove path
while (openSet.length > 0) {
var best = 0;
for (var i = 0; i < openSet.length; i++) {
if (openSet[i].f < openSet[best].f) {
best = i;
}
}
var currentNode = openSet[best];
// End case -- result has been found, return the traced path
if (currentNode.i == end.i && currentNode.j == end.j) {
//debugger;
var curr = currentNode;
var path = [];
while (curr.preNode) {
path.push(curr);
curr = curr.preNode;
if (curr == eBall) {
break;
} //stops the infinity loop on second run
}
drawnPath = drawPath(path); // draw the path and give drawnPath a value so that second time function is called it removes the line
return path.reverse();
}
removeFromArray(openSet, currentNode); //Remove the current node from the openSet
closedSet.push(currentNode); // Add the current node to the closed set
var neighbours = currentNode.neighbours; //get currentNodes neighbours
for (var i = 0; i < neighbours.length; i++) // Go through each neighbour
{
var neighbour = neighbours[i];
if (closedSet.includes(neighbour) || neighbour.obstacle) //Skip if neighbout is in closed set or an obstacle
{
continue;
}
var gScore = currentNode.gx + 1; // Node to neighbout
var gScoreIsBest = false;
if (!openSet.includes(neighbour)) {
//Gets the nieghbour if not in openSet already i.e not visited
//Calculate the heuristic
gScoreIsBest = true;
neighbour.hx = hFx(neighbour, end);
openSet.push(neighbour);
} else if (gScore < neighbour.gx) {
gScoreIsBest = true;
}
if (gScoreIsBest) {
//Gets the best path found so far (not neccessarily the best path)
//neighbour.debug = "NEIGHBOUR: " + neighbour.i + "," + neighbour.j;
neighbour.preNode = currentNode;
neighbour.gx = gScore;
neighbour.hx = hFx(neighbour, end);
neighbour.fx = neighbour.gx + neighbour.hx;
//neighbour.debug = "Fx = Hx + Gx: " + neighbour.fx + "=" + neighbour.gx + "+" + neighbour.hx;
}
}
}
// If we cant find a path return an empty array
console.log("No path found");
return [];
}
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);
//get gridNodes
for (i = 0; i < gridsize; i++){
for(j=0; j < gridsize; j++){
GRID[i][j]=new node(i,j);
}
}
//get Node Neighbours
for (i = 0; i < gridsize; i++){
for(j=0; j < gridsize; j++){
GRID[i][j].getNeighbours(GRID);
}
}
// 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].obstacle = 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].obstacle = 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].obstacle = GRID_MAZE;
shape = new THREE.CylinderGeometry(0,squaresize/2, 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;
// start = GRID[ei][ej];
// start.debug="START: " + start;
//openSet.push(start);
shape = new THREE.CylinderGeometry ( squaresize/2, squaresize/2, BOXHEIGHT );
theenemy = new THREE.Mesh( shape );
theenemy.material = new THREE.MeshBasicMaterial( { map: enemy_texture } );
ABWorld.scene.add(theenemy);
drawEnemy();
//statPosition
// 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;
end = GRID[ai][aj];
//console.log({end});
shape = new THREE.OctahedronGeometry ( squaresize*0.5 );
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
});
}
// Values were repeating themselves
function genRandomElements(list) {
let arrayCopy = [...list];
let newArray = [];
for(let i = 0; i < WALLMOVENO ; i++) {
let randNum = Math.floor(Math.random()*arrayCopy.length);
let splicedItem = arrayCopy.splice(randNum, 1)[0];
newArray.push(splicedItem);
}
return newArray;
}
function moveWall()
{
var cubesToMove = genRandomElements(cubeArray);
if(cubeArray.length >= WALLMOVENO)
{ //prevents it trying to remove cubes that are not there
for(var c = 0; c < WALLMOVENO ; c ++)
{
var x = cubesToMove[c].position.x;
var z = cubesToMove[c].position.z;
var points = backTranslate(x,z);
var i = points.i;
var j = points.j;
console.log("CUBES: " + cubeArray.length);
console.log(c+". the points are: " + i+","+j);
GRID[i][j].obstacle = GRID_BLANK ;
removeFromArray(cubeArray, cubesToMove[c]);
ABWorld.scene.remove(cubesToMove[c]);
}
}
// console.log("RUN DONE ");
var m =0;
while (m < WALLMOVENO)
{
var a = AB.randomIntAtoB(1,gridsize-2); // inner squares are 1 to gridsize-2
var b = AB.randomIntAtoB(1,gridsize-2);
GRID[a][b].obstacle = GRID_MAZE ;
if( GRID[a][b].i == ai && GRID[a][b].j ==aj || GRID[a][b].i == ei && GRID[a][b].j == ej)
{
GRID[a][b].obstacle = GRID_BLANK;
}
else
{
m=m+1;
shape = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );
thecube = new THREE.Mesh( shape );
thecube.material = new THREE.MeshBasicMaterial( { map: maze_texture } );
thecube.position.copy ( translate(a,b) ); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
ABWorld.scene.add(thecube);
cubeArray.push(thecube);
}
}
}
// --- draw moving objects -----------------------------------
// --- draw moving objects -----------------------------------
//MY CODE Draw the Path
function drawPath(path) {
var x;
var y;
var coords = [];
pathCol = '#2FF924'; //Starwars green as its in space
for (var k = path.length; k > 0; k--) {
x = path[k - 1].i;
y = path[k - 1].j;
//console.log(x);
//console.log(x + "," + y);
coords.push(translate(x, y));
}
//draw line using
// https://threejs.org/docs/#api/en/materials/LineBasicMaterial
const lineConstruct = new THREE.LineBasicMaterial({
color: pathCol,
});
var connect = new THREE.BufferGeometry().setFromPoints(coords);
line = new THREE.Line(connect, lineConstruct);
ABWorld.scene.add(line);
return line;
}
// function drawMaze()
// {
// thecube.position.copy ( translate(i,j) ); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
// ABWorld.lookat.copy(thecube.position);
// }
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 -----------------------------------
// --- take actions -----------------------------------
//My Code
function moveLogicalEnemy() {
// debugger;
// start = GRID[ei][ej];
// start.debug="START: " + start.i;
//calls the aStar()
//This is called on takeAction.
//Changes the enemy postion by setting it to index 0 on the reversedPath
var revPath = aStar();
if (!occupied(revPath[0].i, revPath[0].j)) {
ei = revPath[0].i;
ej = revPath[0].j;
}
}
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;
}
end = GRID[ai][aj];
//console.log(end);
}
// --- 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();
stepTicket();
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 );
};
function stepTicket() //moves wall every x amount of steps
{
if( ( AB.step % WALLMOVETICK ) == 0)
{
moveWall();
}
}
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
}