// Cloned by joeninetytwo on 11 Nov 2023 from World "Complex World 1 - A* to seek out the agent" by Prathmesh Lad
// Please leave this clone trail here.
// Cloned by Prathmesh Lad on 11 Nov 2021 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 = 300;
// 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/prathmeshlad/wall3.png' ;
const TEXTURE_MAZE = '/uploads/prathmeshlad/1.jpg' ;
const TEXTURE_AGENT = '/uploads/starter/pacman.jpg' ;
const TEXTURE_ENEMY = '/uploads/starter/ghost.3.png' ;
// credits:
// https://commons.wikimedia.org/wiki/Category:Pac-Man_icons
// https://commons.wikimedia.org/wiki/Category:Skull_and_crossbone_icons
const MUSIC_BACK = '/uploads/starter/Defense.Line.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 = 20; // 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 = 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
var statessearched = 0;
//--- 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/prathmeshlad/beach_2.jpg",
"/uploads/prathmeshlad/beach_2.jpg",
"/uploads/prathmeshlad/bluecloud_up.jpg",
"/uploads/prathmeshlad/beach_btm.jpg",
"/uploads/prathmeshlad/beach_2.jpg",
"/uploads/prathmeshlad/beach_2.jpg"
];
// 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;
var aStarPath = []; //myCode: this array stores the path which the enemy will follow to track the agent. It is highlighted in the world.
var ei, ej, ai, aj; //enemy and agent position on the grid cells
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) { //myCode: function to determine whether the blocks are occupied
if(ei == i && ej == j){ //cell occupied if enemy present at (i,j)
return true;
}else if(ai == i && aj == j){ //cell occupied if agent present at (i,j)
return true;
}else if (GRID[i][j] == GRID_WALL || GRID[i][j] == GRID_MAZE){ //cell occupied if wall or maze block present at (i,j)
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 ) //this function translates or converts the 2D coordinates into 3D coordinates
{
var v = new THREE.Vector3();
v.y = 0; //keeping y coordinate always 0 since the objects always move in a 2D plane
v.x = ( i * squaresize ) - ( MAXPOS/2 );
v.z = ( j * squaresize ) - ( MAXPOS/2 );
return v;
}
//myCodeBegins
function heuristic(e, a) { //function to calculate the value of h(x) or the heuristic guess
var hx = 0;
//hx = Math.abs(e.i - a.i) + Math.abs(e.j - a.j);
return hx;
}
function doSpot(e, a) { //function to findout the neighbors of the current cell
this.i = e;
this.j = a;
this.f = 0;
this.g = 0;
this.h = 0;
this.neighbors = []; //neighbors[] will store the neighboring cells in the enemyGrid
this.previous = void 0;
this.wall = GRID[e][a] !== GRID_BLANK;
this.addNeighbors = function(enemyGrid) {
var a = this.i;
var b = this.j;
//get all the neighbouring cells of the current cell and push into neighbours[]
if( a < gridsize - 1 ){
this.neighbors.push(enemyGrid[a + 1][b]);
}
if( b < gridsize - 1 ){
this.neighbors.push(enemyGrid[a][b + 1]);
}
if( a > 0 ){
this.neighbors.push(enemyGrid[a - 1][b]);
}
if( b > 0 ){
this.neighbors.push(enemyGrid[a][b - 1]);
}
}
}
function popOpenSet(openSet, n) { //function to remove visited cells from the open set array
for (var a = openSet.length - 1; a >= 0; a--){
if(openSet[a] == n){
statessearched++;
openSet.splice(a, 1);
}
}
}
function displayEnemyPath(enemyPath, pathColor) { //function to highlight the path from the enemy to the agent
for (var t = 0; t < enemyPath.length - 1; t++){
shape = new THREE.BoxGeometry(squaresize, .1, squaresize);
path = new THREE.Mesh(shape);
path.material = new THREE.MeshBasicMaterial({
color: pathColor //setting the path color
});
path.position.copy(translate(enemyPath[t].i, enemyPath[t].j));
ABWorld.scene.add(path);
aStarPath.push(path);
}
}
//myCodeEnds
function initScene() {
var e, a, t, i;
for (e = 0; e < gridsize; e++){ //creating a 2D array to represent the enemy grid
GRID[e] = new Array(gridsize);
}
for (e = 0; e < gridsize; e++){
for (a = 0; a < gridsize; a++){
if( e == 0 || e == gridsize - 1 || a == 0 || a == gridsize - 1){ //identifying the walls
GRID[e][a] = GRID_WALL;
t = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize), (i = new THREE.Mesh(t)).material = new THREE.MeshBasicMaterial({
map: wall_texture //applying the wall texture
});
i.position.copy(translate(e, a)); //translating coordinates into a 3D world
ABWorld.scene.add(i); //adding walls to the world
} else{
GRID[e][a] = GRID_BLANK;
}
}
}
for (var r = 1; r <= NOBOXES; r++){
//generating random grid maze with blocks
e = AB.randomIntAtoB(1, gridsize - 2);
a = AB.randomIntAtoB(1, gridsize - 2);
GRID[e][a] = GRID_MAZE;
t = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize);
(i = new THREE.Mesh(t)).material = new THREE.MeshBasicMaterial({
map: maze_texture
});
i.position.copy(translate(e, a));
ABWorld.scene.add(i); //adding the maze blocks to the world after mapping the texture and translating the coordinates
}
//generate random coordinates for the enemy to spawn
do {
e = AB.randomIntAtoB(1, gridsize - 2);
a = AB.randomIntAtoB(1, gridsize - 2);
} while (occupied(e, a));
ei = e;
ej = a;
t = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize);
(theenemy = new THREE.Mesh(t)).material = new THREE.MeshBasicMaterial({
map: enemy_texture
});
ABWorld.scene.add(theenemy);
drawEnemy();
//generate random coordinates for the agent to spawn
do {
e = AB.randomIntAtoB(1, gridsize - 2);
a = AB.randomIntAtoB(1, gridsize - 2);
} while (occupied(e, a));
ai = e;
aj = a;
t = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize);
(theagent = new THREE.Mesh(t)).material = new THREE.MeshBasicMaterial({
map: agent_texture
});
ABWorld.scene.add(theagent);
drawAgent();
//setting the background from the SKYBOX_ARRAY
ABWorld.scene.background = (new THREE.CubeTextureLoader).load(SKYBOX_ARRAY, function() {
ABWorld.render();
AB.removeLoading();
AB.runReady = !0;
});
}
// --- draw moving objects -----------------------------------
function drawEnemy(){ //function to draw enemy
theenemy.position.copy ( translate(ei,ej) ); //convert my 2D i,j coordinates to a 3D x,y,z coordinates
ABWorld.lookat.copy ( theenemy.position ); //look towards the enemy when the camera is moving
}
function drawAgent(){ //function to draw agent
theagent.position.copy ( translate(ai,aj) ); //convert my 2D i,j coordinates to a 3D x,y,z coordinates
ABWorld.follow.copy ( theagent.position ); //the camera will track the agent
}
// --- take actions -----------------------------------
//myCodeBegins: this function uses the A* algorithm to track the agent. Important part of my code*
function enemyMovement() {
for (var enemyGrid = new Array(gridsize), openSet = [], closedSet = [], i = 0; i < aStarPath.length; i++){
ABWorld.scene.remove(aStarPath[i]);
}
for (i = 0; i < gridsize; i++){
enemyGrid[i] = new Array(gridsize); //creating a 2D array for storing neighbours
}
for (i = 0; i < gridsize; i++){
for (var r = 0; r < gridsize; r++){ //traversing every cell to determine the cost of every cell
enemyGrid[i][r] = new doSpot(i, r); //creating object for each cell and storing the cost in enemyGrid[i][r]
}
}
for (i = 0; i < gridsize; i++){
for (r = 0; r < gridsize; r++){ //traversing every cell when the enemy moves
enemyGrid[i][r].addNeighbors(enemyGrid); //for every step the enemy takes, find the neighbouring cells
}
}
for (openSet.push(enemyGrid[ei][ej]); openSet.length > 0;) { //pushing the neighbouring nodes into openSet[]
var tmp = 0;
for (i = 0; i < openSet.length; i++){
if(openSet[i].f < openSet[tmp].f){ //checking the smallest cost neighbouring node among all the neighbours
tmp = i;
}
}
var n = openSet[tmp]; //storing the least cost neighbour in n
if (n === enemyGrid[ai][aj]) { //agent present at the least cost neighbouring node
var enemyPath = [], u = n;
for (enemyPath.push(u); u.previous;){
enemyPath.push(u.previous), //push all the nodes which the enemy has visited and arrived at the current node into enemyPath[]
u = u.previous; //back track the path for the enemy
}
displayEnemyPath(enemyPath, "#03fce7"); //highlighting the path
var pathLength = enemyPath.length - 2; //excluding the enemy and agent positions from enemyPath[]
if( occupied(enemyPath[pathLength].i, enemyPath[pathLength].j) ){
break; //break if there are obstacles in the path
} else{
ei = enemyPath[pathLength].i;
ej = enemyPath[pathLength].j; //if no obstacles in the path, move the enemy towards the agent
break;
}
}
popOpenSet(openSet, n); //remove the visited node (n) from the open set
closedSet.push(n); //push the visited node (n) into the closed set
var neighboursOfNeighbour = n.neighbors; //store the neighbours of current cell (n) in neighboursOfNeighbour
for (i = 0; i < neighboursOfNeighbour.length; i++) {
var tmp = neighboursOfNeighbour[i];
if (tmp[i] === enemyGrid[ai][aj]) { //agent is present at the neighbouring neighbour of n
tmp.previous = n; //move the enemy to the neighbouring neighbour of n
break;
}
if (!closedSet.includes(tmp) && !tmp.wall) {
var l = n.g + heuristic(tmp, n); //calculate heuristic for n if it is not in closed set and not a wall
if(openSet.includes(tmp) && l < tmp.g){ //if tmp is in open set and the known value (g) is less than the calculated fx i.e. l
tmp.g = l; //assign the g of tmp with the calculated fx which is l
}else{
tmp.g = l; //if tmp is not in open set, assign l to the g of tmp and push tmp in open set
openSet.push(tmp);
tmp.h = heuristic(tmp, enemyGrid[ai][aj]); //calculate the heuristic guess starting from tmp to the agent
tmp.f = tmp.g + tmp.h; //calculate the A* path cost
tmp.previous = n;
}
}
}
}
console.log(statessearched);
}
//myCodeEnds
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(){
// this function checks whether the agent is blocked from all four sides
if ( occupied (ai-1,aj) && occupied (ai+1,aj) && occupied (ai,aj+1) && occupied (ai,aj-1) ){
return true;
}else{
return false;
}
}
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
enemyMovement();
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
}