// Cloned by Jackson Tarus on 11 Nov 2023 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/jackt/grass.jpg' ;
const TEXTURE_MAZE = '/uploads/jackt/wood.jpg' ;
const TEXTURE_AGENT = '/uploads/jackt/agent.png' ;
const TEXTURE_ENEMY = '/uploads/jackt/enemy.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
const MUSIC_BACK = '/uploads/jackt/TomJerryCantStopConductingClassicCartoonWBKidsTubeRipper.com.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
const gridsize = 40; // 20; // number of squares along side of world
const NOBOXES = Math.trunc ( (gridsize * gridsize) / 4 ); // 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
// mountain skybox, credit:
// http://stemkoski.github.io/Three.js/Skybox.html
const SKYBOX_ARRAY = [
"/uploads/jackt/px.png",
"/uploads/jackt/nx.png",
"/uploads/jackt/py.png",
"/uploads/jackt/ny.png",
"/uploads/jackt/pz.png",
"/uploads/jackt/nz.png"
];
https://ancientbrain.com/uploads/jackt/nx.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;
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;
}
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
});
}
// --- 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)
}
// /**
// * Location Constructor to indicate a position within the screen
// **/
// class Node {
// constructor(i, j) {
// this.i = i;
// this.j = j;
// this.g = Infinity; // cost from start node
// this.h = 0; // heuristic (estimated cost to goal)
// this.parent = null;
// }
// compareTo(otherNode) {
// return (this.g + this.h) - (otherNode.g + otherNode.h);
// }
// }
// /**
// * Build the path from Enemy to the Agent
// **/
// function reconstructPath(currentNode) {
// const path = [];
// while (currentNode !== null) {
// path.push([currentNode.i, currentNode.j]);
// currentNode = currentNode.parent;
// }
// return path.reverse();
// }
// /**
// * Check the validity of the move.
// * Will be invalid if there it is a maze or wall.
// **/
// function isValidMove(rows, cols, i, j, closedSet, grid) {
// return (
// i >= 0 && i < rows &&
// j >= 0 && j < cols &&
// grid[i][j] == 0 &&
// !closedSet.has(`${i},${j}`)
// );
// }
// /**
// * Simple manhattan Heuristic
// **/
// function calculateHeuristic(neighborNode, goalNode) {
// return Math.abs(neighborNode.i - goalNode.i) + Math.abs(neighborNode.j - goalNode.j);
// }
// /**
// * Helper method to get the neigbour nodes
// **/
// function findNeighbors(currentNode, grid, closedSet, rows, cols) {
// const neighbors = [
// [0, 1], // right
// [1, 0], // down
// [0, -1], // left
// [-1, 0], // up
// ];
// const validNeighbors = [];
// for (const [di, dj] of neighbors) {
// const neighborI = currentNode.i + di;
// const neighborJ = currentNode.j + dj;
// if (isValidMove(rows, cols, neighborI, neighborJ, closedSet, grid)) {
// validNeighbors.push(new Node(neighborI, neighborJ));
// // }
// }
// }
// return validNeighbors;
// }
// /**
// * Astar algorithm
// **/
// function astar(grid, start, goal) {
// const rows = grid.length;
// const cols = grid[0].length;
// const openSet = [];
// const closedSet = new Set();
// const startNode = new Node(start[0], start[1]);
// const goalNode = new Node(goal[0], goal[1]);
// var totalStatesSearched = 0;
// startNode.g = 0;
// startNode.h = calculateHeuristic(startNode, goalNode);
// openSet.push(startNode);
// while (openSet.length > 0) {
// openSet.sort((a, b) => a.compareTo(b));
// const currentNode = openSet.shift();
// totalStatesSearched++;
// if (currentNode.i === goalNode.i && currentNode.j === goalNode.j) {
// console.log(`AStar: ${start[0]},${start[1]};${goal[0]},${goal[1]};${totalStatesSearched}`);
// // console.log("AStar ", start, goal, totalStatesSearched); // Displays A star total states
// return reconstructPath(currentNode);
// }
// closedSet.add(`${currentNode.i},${currentNode.j}`);
// const neighbors = findNeighbors(currentNode, grid, closedSet, rows, cols);
// for (const neighborNode of neighbors) {
// const tentativeG = currentNode.g + 1;
// if (tentativeG < neighborNode.g) {
// neighborNode.g = tentativeG;
// neighborNode.h = calculateHeuristic(neighborNode, goalNode);
// neighborNode.parent = currentNode;
// if (!openSet.some(node => node.i === neighborNode.i && node.j === neighborNode.j)) {
// openSet.push(neighborNode);
// }
// }
// }
// }
// return null;
// }
// let pathVisualization = null;
// /**
// * Path from enemy to agent at this specific moment
// **/
// function drawPath(path) {
// // Remove the previous path visualization
// if (pathVisualization !== null) {
// ABWorld.scene.remove(pathVisualization);
// }
// // Create a new visualization for the current path
// const pathGeometry = new THREE.BufferGeometry();
// const pathPositions = [];
// for (const [i, j] of path) {
// pathPositions.push((i - gridsize / 2) * squaresize, BOXHEIGHT / 2, (j - gridsize / 2) * squaresize);
// }
// pathGeometry.setAttribute('position', new THREE.Float32BufferAttribute(pathPositions, 3));
// const pathMaterial = new THREE.LineBasicMaterial({ color: 0x00FF00 }); // Green color for the path
// pathVisualization = new THREE.Line(pathGeometry, pathMaterial);
// // Add the new path visualization to the scene
// ABWorld.scene.add(pathVisualization);
// }
// /**
// * Code for BFS to see the number of calculations
// *
// * */
// function bfs(grid, start, goal) {
// const rows = grid.length;
// const cols = grid[0].length;
// const totalStatesAvailable = rows * cols;
// const queue = [];
// const visited = new Set();
// queue.push(start);
// visited.add(`${start[0]},${start[1]}`);
// let totalStatesSearched = 0;
// while (queue.length > 0) {
// const currentNode = queue.shift();
// totalStatesSearched++;
// if (currentNode[0] === goal[0] && currentNode[1] === goal[1]) {
// return {
// totalStatesSearched,
// totalStatesAvailable,
// };
// }
// const neighbors = findNeighborsBFS(currentNode, grid, visited, rows, cols);
// for (const neighbor of neighbors) {
// queue.push(neighbor);
// visited.add(`${neighbor[0]},${neighbor[1]}`);
// }
// }
// return {
// totalStatesSearched,
// totalStatesAvailable,
// };
// }
// function findNeighborsBFS(currentNode, grid, visited, rows, cols) {
// const neighbors = [
// [0, 1], // right
// [1, 0], // down
// [0, -1], // left
// [-1, 0], // up
// ];
// const validNeighbors = [];
// for (const [di, dj] of neighbors) {
// const neighborI = currentNode[0] + di;
// const neighborJ = currentNode[1] + dj;
// if (
// neighborI >= 0 &&
// neighborI < rows &&
// neighborJ >= 0 &&
// neighborJ < cols &&
// grid[neighborI][neighborJ] == 0 &&
// !visited.has(`${neighborI},${neighborJ}`)
// ) {
// validNeighbors.push([neighborI, neighborJ]);
// }
// }
// return validNeighbors;
// }
// --- take actions -----------------------------------
/**
* Updated code to move the enemy
**/
// function moveLogicalEnemy()
// {
// const startPoint = [ei, ej];
// const goalPoint = [ai, aj];
// const path = astar(GRID, startPoint, goalPoint);
// const bfsResult = bfs(GRID, startPoint, goalPoint);
// console.log(`BFS: ${startPoint[0]},${startPoint[1]};${goalPoint[0]},${goalPoint[1]};${bfsResult.totalStatesSearched}`);
// // console.log("BFS:", startPoint , goalPoint, bfsResult.totalStatesSearched); // Displays BFS total states
// if (path === null) {
// console.log("No valid path found.");
// } else {
// if ( ! occupied(path[1][0] , path[1][1]) ) //Already checked in compution of Astar anyway
// {
// ei = path[1][0];
// ej = path[1][1];
// }
// }
// }
// 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 + " 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.takeAction = function ( a )
{
updateStatusBefore(a); // show status line before moves
};
// 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 );
// };