// Cloned by Vishu Bhatnagar on 20 Nov 2020 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/vishu/blocks.jpg';
const TEXTURE_MAZE = '/uploads/starter/latin.jpg';
const TEXTURE_AGENT = '/uploads/vishu/agent.jpg';
const TEXTURE_ENEMY = '/uploads/vishu/enemy.jpg';
// credits:
// https://cdn2.vectorstock.com/i/1000x1000/25/06/stones-wall-seamless-texture-vector-8232506.jpg
// https://i.pinimg.com/originals/26/58/96/2658968956497eb580b27c570e94556e.gif
// https://hg1.funnyjunk.com/thumbnails/comments/Well+he+couldnt+get+that+damn+road+runner+_836970c2c7924962f437a58a82f6cbc7.jpg
// http://en.wikipedia.org/wiki/File:Inscription_displaying_apices_(from_the_shrine_of_the_Augustales_at_Herculaneum).jpg
const MUSIC_BACK = '/uploads/vishu/RoadRunner.mp3';
const SOUND_ALARM = '/uploads/starter/air.horn.mp3';
// credits:
// https://www.televisiontunes.com/Road_Runner.html#google_vignette
// http://soundbible.com/1542-Air-Horn.html
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 = 0xdddddd; // 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;
// enemy and agent position on squares
var ei, ej, ai, aj;
var badsteps;
var goodsteps;
// vishu - variables created for a* logic usage
var start, end;
var columns = gridsize;
var rows = gridsize;
var ePath = [];
var oSet = [];
var cSet = [];
var path = [];
var agrid = new Array(columns);
var aPosition = [];
function loadResources() {
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() {
if (wall_texture && agent_texture && enemy_texture && maze_texture) return true;
else return false;
}
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;
}
//just to check only wall and maze
function occupiedWallMaze(e, t) {
if (GRID[e][t] == GRID_WALL || GRID[e][t] == GRID_MAZE) return true;
return false;
}
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;
}
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);
// 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] = 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] = 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] = GRID_MAZE;
shape = new THREE.BoxGeometry(squaresize, 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);
}
// 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;
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;
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() // 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)
}
//================= Vishu Changes Start here ==================================
function heuristic(e, t) { // method to get value for path calculation in a* algo f(n)=g(n)+f(n)
return Math.abs(e.i - t.i) + Math.abs(e.j - t.j);
}
function removeFromArray(e, t) {
for (var o = e.length - 1; o >= 0; o--) {
if (e[o] == t) {
e.splice(o, 1);
}
}
}
function FindPosition(x, y) { // for initializing the neigbour steps based on the current coordinate, x and y
this.i = x;
this.j = y;
this.f = 0;
this.g = 0;
this.h = 0;
this.neighborsSteps = [];
this.previous = 0;
this.addNeighbors = function (e) {
var t = this.i;
var o = this.j;
if (t < columns - 1) {
this.neighborsSteps.push(e[t + 1][o]);
if (t > 0) {
this.neighborsSteps.push(e[t - 1][o]);
if (o < rows - 1) {
this.neighborsSteps.push(e[t][o + 1])
if (o > 0) {
this.neighborsSteps.push(e[t][o - 1])
}
}
}
}
};
}
function aStarInitialization(e, t) { // method for creating a array of grid size, then adding neigbours and lookibg for a start and end point.
for (var o = 0; o < columns; o++) {
agrid[o] = new Array(rows);
}
for (o = 0; o < columns; o++) {
for (var a = 0; a < rows; a++) {
agrid[o][a] = new FindPosition(o, a);
}
}
for (o = 0; o < columns; o++) {
for (a = 0; a < rows; a++) {
agrid[o][a].addNeighbors(agrid);
}
}
start = agrid[e.i][e.j];
end = agrid[t.i][t.j],
start.wall = false;
end.wall = false;
oSet = []
oSet.push(start);
}
function findPath() { // this method will be used to find the path for enemy to agent. Used CylinderGeometry method of three.js for displaying the path on screen.
for (var e = 0; e > -1;) {
if (oSet.length === 0) {
console.log("No Path Found")
path = []
return path;
}
e = 0;
for (var t = 0; t < oSet.length; t++) {
if (oSet[t].f < oSet[e].f)
e = t
}
var o = oSet[e];
if (o === end) {
var a = o;
for ((path = []).push(a); a.previous;) {
path.push(a.previous);
a = a.previous;
}
for (t = 0; t < ePath.length; t++) {
ABWorld.scene.remove(ePath[t]);
}
// this section will be used to display the path for enemy to agent
for (t = 0; t < path.length; t++) {
shape = new THREE.CylinderGeometry(squaresize / 10, squaresize / 10, BOXHEIGHT/2, squaresize / 10);
ePath[t] = new THREE.Mesh(shape);
ePath[t].material = new THREE.MeshBasicMaterial({
color: 16712980
});
ePath[t].position.copy(translate(path[t].i, path[t].j));
ABWorld.scene.add(ePath[t]);
}
return path;
}
removeFromArray(oSet, o);
cSet.push(o);
var n = o.neighborsSteps;
for (t = 0; t < n.length; t++) {
var r = n[t];
var s = true;
if (r.i != o.i && r.j != o.j) {
s = occupiedWallMaze(o.i + (r.i - o.i), o.j) === false && occupiedWallMaze(o.i, o.j + (r.j - o.j)) === false;
}
if (!cSet.includes(r) && !occupiedWallMaze(r.i, r.j) && 1 == s) {
var i = o.g + heuristic(r, o);
var u = false;
if (oSet.includes(r) && i < r.g) {
r.g = i;
u = true;
} else {
r.g = i;
u = true;
oSet.push(r);
r.h = heuristic(r, end);
r.f = r.g + r.h;
r.previous = o;
}
}
}
}
}
function moveLogicalEnemy() {
var e, t;
eLoc = new Array(2);
aLoc = new Array(2);
eLoc.i = ei;
eLoc.j = ej;
aLoc.i = ai;
aLoc.j = aj;
f = heuristic(eLoc, aLoc);
aStarInitialization(eLoc, aLoc)
var o = findPath();
if (o.length > 1) {
e = o[o.length - 2].i;
t = o[o.length - 2].j
} else {
e = ei;
t = ej;
}
aPosition.push(aLoc);
if (aPosition.length > 6 && o.length < 3) {
aPosition[2].i = aLoc.i;
aPosition[2].j = aLoc.j
aPosition[4].i = aLoc.i
aPosition[4].j = aLoc.j
}
for ((e = aPosition[aPosition.length - 2].i), (t = aPosition[aPosition.length - 2].j); occupiedWallMaze(e, t);) {
var a = AB.randomIntAtoB(-1, 1);
(e = ei + a), (t = 0 === a ? AB.randomIntAtoB(ej - 1, ej + 1) : AB.randomIntAtoB(0, ej - a));
}
if (!occupied(e, t)) {
ei = e;
ej = t;
}
}
// =======================Vishu Changes end here =============================================
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;
}
}
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 arroskey 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 + " 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);
};
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
}