Code viewer for World: Complex World (clone by Ja...

// 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 + " &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.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  );
// };