Code viewer for World: Q annoys Picard
/*
Eamonn Winston
Student Number - 20214830
CA686I Assignment 1
M.Sc. Computing - Artificial Intelligence via ICT Skillnet

*/
// Cloned by Eamonn Winston on 25 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/ewinston/1606510313.png' ;
const TEXTURE_MAZE 	= '/uploads/ewinston/1606512408.png' ;
const TEXTURE_PICARD 	= '/uploads/ewinston/1606510095.png' ;
const TEXTURE_Q 	    = '/uploads/ewinston/1606510124.png' ;
const MUSIC_BACK  = '/uploads/starter/Defense.Line.mp3' ;
const SOUND_ALARM = '/uploads/starter/air.horn.mp3' ;
const gridsize = 50;						// number of squares along side of world	   
const NOBOXES =  Math.trunc ( (gridsize * gridsize) / 3);// density of maze - number of internal boxes
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 


 const SKYBOX_ARRAY = [	 									 
                "/uploads/ewinston/Starrysky.jpg",
                "/uploads/ewinston/Starrysky.jpg",
                "/uploads/ewinston/Starrysky.jpg",
                "/uploads/ewinston/Starrysky.jpg",
                "/uploads/ewinston/Starrysky.jpg",
                "/uploads/ewinston/Earthimage.jpg" 
                ];
                

/*
 const SKYBOX_ARRAY = [	 									 
                "/uploads/tom/black.jpeg",					 
                "/uploads/tom/black.jpeg",					 
                "/uploads/tom/black.jpeg",					 
                "/uploads/tom/black.jpeg",					 
                "/uploads/tom/black.jpeg",					 
                "/uploads/tom/black.jpeg",
                ];               
  */


// ===================================================================================================================
// === 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;

// contents of a grid square
const GRID_BLANK = 0;
const GRID_WALL = 1;
const GRID_MAZE = 2;
const GRID_Q = 10; // added if grid contains Q
const GRID_PICARD = 20; //added if grid contains Picard

var BOXHEIGHT; // 3d or 2d box height
var GRID = new Array(gridsize); // can query GRID to see if squares are occupied
var theagent, theenemy;
var wall_texture, picard_texture, q_texture, maze_texture;

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

// Eamonn's code: Set diagonal to true to add additional range of motion
var diagonal = true;
var badsteps;
var goodsteps;

const MAX_OPENSET = gridsize * gridsize;


// Needed to trace A* on grid
const LINETRACE = true;
var lineArray = [];
// End of Eamonn's code

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_PICARD, function (thetexture) {
        thetexture.minFilter = THREE.LinearFilter;
        picard_texture = thetexture;
        if (asynchFinished()) initScene();
    });

    loader3.load(TEXTURE_Q, function (thetexture) {
        thetexture.minFilter = THREE.LinearFilter;
        q_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 && picard_texture && q_texture && maze_texture) return true;
    else 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;
}

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 ( occSquare(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: q_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 ( occSquare(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: picard_texture } );
         ABWorld.scene.add(theagent);
         drawAgent(); 

        GRID[ai][aj] = GRID_PICARD;
        GRID[ei][ej] = GRID_Q;



    // 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
    }); 

}





// --- 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)
}

//-Eamonn's code: grid setup -------------------------------------------------------------------------------


function occSquare(i, j) // is the square occupied
{
    if (i <= gridsize && j <= gridsize &&
        i >= 0 && j >= 0) {

        switch (GRID[i][j]) {
            case GRID_WALL:
            case GRID_MAZE:
            case GRID_Q:
            case GRID_PICARD:
                return true;
            default:
                return false;
        }
    }
    return true;
}

function wallfunc(i, j) // square part of wall or maze
{
    switch (GRID[i][j]) {
        case GRID_WALL:
        case GRID_MAZE:
            return true;
        default:
            return false;
    }
}

//A* Functions - Create a spot location data type to contain required parameters for A*
// To help pass coordinates
class coordinates {
    constructor(i, j) {
        this.i = i;
        this.j = j;
    }
}
var start = new coordinates();
var destination = new coordinates();

function gridSpot(i, j) {

    // f, g, h, i and j values for A*
    this.f = 0;
    this.g = 0;
    this.h = 0;
    this.i = i;
    this.j = j;

    // Neighbors array
    this.neighbors = [];

    // Find my last location
    this.parent = undefined;
    this.closed = false; // are we in closed set

    // Find the neighbours
    this.addNeighbors = function () {
        var i = this.i;
        var j = this.j;

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

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

// A* Grid Array
var aStarGrid = [];

// Parallel A* Grid
function aStarInit() {
    
    var i, j;
    for (i = 0; i < gridsize; i++) {
        aStarGrid[i] = [];
        for (j = 0; j < gridsize; j++) {
            aStarGrid[i][j] = new gridSpot(i, j);
        }
    }

    for (i = 0; i < gridsize; i++) {
        for (j = 0; j < gridsize; j++) {
            aStarGrid[i][j].addNeighbors();
        }
    }
}

// A* function to find next best position
function aStar(grid, start, destination) {

    // Initialise both open and closed list
    var openSet = [];
    var completed = false;
    var child;
    var startNode = aStarGrid[start.i][start.j];
    var currentNode;
    var destinationNode = aStarGrid[destination.i][destination.j]; 
    var nextMove = new coordinates(start.i, start.j);
    openSet.push(startNode);

    // Clear search history
    console.info("Clearing search history");
    for (i = 0; i < gridsize; i++) {
        for (j = 0; j < gridsize; j++) {
            currentNode = aStarGrid[i][j];
            currentNode.f = currentNode.h = currentNode.g = 0;
            currentNode.closed = false;
            currentNode.parent = null;
        }
    }

    // Create loop to find destination
    while ((openSet.length > 0) && !completed) {

        if (openSet.length > MAX_OPENSET) {
            // Prevent Memory Issues when debugging the open set
            console.error("Open set issue...");
            completed = true;
            return nextMove;
        }

        // Sort the list based on the f value
        openSet.sort((a, b) => (a.f > b.f) ? 1 : -1); 
        currentNode = openSet.shift(); 
        currentNode.closed = true; 
        if (currentNode == destinationNode) {

            // Line Trace
            if (LINETRACE){
                lineArray.push(destinationNode);
            }

            // How to get next node
            while (currentNode.parent != startNode) {
                
                if (LINETRACE){
                    lineArray.push(currentNode);
                }
                currentNode = currentNode.parent;
            }
            completed = true;
            if (LINETRACE){
                lineArray.push(startNode);
            }


        } else {
            // if destination isn't found, build open set
            for (n = 0; n < currentNode.neighbors.length; n++) {
                // for each of the neighbours, calculate the children
                child = currentNode.neighbors[n];

                // check if in closed set or occupied
                if (child.closed) {
                    // move to next child
                } else if (wallfunc(child.i, child.j)) {
                    child.closed = true;
                } else {
                    child.h = aStarHeuristics(child, destinationNode);
                    child.f = child.g + child.h;
                    child.parent = currentNode;
                    if (openSet.indexOf(child) < 0) {
                        openSet.push(child);
                    }

                } 
            } 
        } 
    }

    nextMove.i = currentNode.i;
    nextMove.j = currentNode.j;
    return nextMove;
}


function aStarHeuristics(start, end) {
    if (diagonal)
        return (Math.pow(start.i - end.i, 2) + Math.pow((start.j - end.j), 2));
    else
        return (Math.abs(start.i - start.i) + Math.abs(start.j - end.j));
}

function moveLogicalEnemy() {

    var i, j;
    start.i = ei;
    start.j = ej;
    destination.i = ai;
    destination.j = aj;

    // call the a* algorithm 
    routeAstar = aStar(GRID, start, destination);

    // If space is empty then move the enemy 
    if (!occSquare(routeAstar.i, routeAstar.j)) {
        GRID[ei][ej] = GRID_BLANK; 
        ei = routeAstar.i;
        ej = routeAstar.j;
        GRID[ei][ej] = GRID_Q;
    }

}
// End of Eamonn's code----------------------------------------------------------------------------------

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 ( ! occSquare(i,j) ) 
 {
  ai = i;
  aj = j;
 }
}
//--Eamonn's Code-----Trace the movement of Q using A*

var lastLineTrace = [];
var previousLine;

function drawTrace()
{

var point1;
var point2; 
var line;


    //Create a green line to track A* range of motion
    var mat = new THREE.LineBasicMaterial({color:'green', linewidth:200 });
    var geo = new THREE.Geometry();   
    
    for ( i = lineArray.length; i > 1; i--)
    {
        point1 = lineArray.shift();

        if (point1.parent){
            
            point1 = point1.parent;
            geo.vertices.push( translate(point1.i, point1.j) );
        }
        else {
            geo.vertices.push( translate(point1.i, point1.j) );

        }        
    }
        line = new THREE.Line(geo, mat);

    
    lastLineTrace.push(line);
    ABWorld.scene.add(line);

}

//----------End of Eamonn's code--------------------------------------------------------------------------


// --- 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 (occSquare(ai - 1, aj) &&
            occSquare(ai + 1, aj) &&
            occSquare(ai, aj + 1) &&
            occSquare(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 + "<br>x = (" + x.toString() + ")");
    
}


function updateStatusAfter() // agent and enemy have moved, can calculate score
{

    var y = AB.world.getState();
    var score = (goodsteps / ABRun.step) * 100;

    AB.msg( " Bad steps: " + badsteps +
            " Good steps: " + goodsteps +
            " Score: " + score.toFixed(2) + "% ", 2);
}

AB.world.newRun = function () {
    AB.loadingScreen();
    AB.runReady = false;

    badsteps = 0;
    goodsteps = 0;
    aStarInit();


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


    loadResources(); // aynch file loads
};



AB.world.getState = function () {
    var x = [ai, aj, ei, ej];
    return (x);
};

var enemyAngle = 0;
var cameraAngle;

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 
        {
            ABRun.abortRun = true;
            goodsteps = 0;                  // you score zero as far as database is concerned                        
            musicPause();
            soundAlarm();
        }


    //Trace the movement
    if (LINETRACE){
        drawTrace();
    }

};

AB.world.endRun = function () {
    
    if (AB.abortRun) AB.msg(" <br> <font color=red> <B> Agent trapped.</B> </font>   ", 3);
    else AB.msg(" <br> <font color=green> <B> Run over. </B> </font>   ", 3);
};

AB.world.getScore = function () {

    var s = ( goodsteps / AB.maxSteps) * 100; // float like 93.4372778
    var x = Math.round(s * 100); // 9344
    return (x / 100); // 93.44
};

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 
}