// Cloned by User Number on 6 Sep 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/starter/door.jpg' ;
const TEXTURE_MAZE = '/uploads/starter/latin.jpg' ;
const TEXTURE_AGENT = '/uploads/starter/pacman.jpg' ;
const TEXTURE_ENEMY = '/uploads/starter/ghost.3.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/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) / 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/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 ==========================================================================================
// ===================================================================================================================
function drawMinimap() {
var ctx = minimapCanvas.getContext('2d');
var cellWidth = minimapCanvas.width / gridsize;
var cellHeight = minimapCanvas.height / gridsize;
// Clear canvas
ctx.clearRect(0, 0, minimapCanvas.width, minimapCanvas.height);
// Draw grid
for (var i = 0; i < gridsize; i++) {
for (var j = 0; j < gridsize; j++) {
if(solution.path.includes(problem.maze[i][j])){
ctx.fillStyle = 'orange'; // Wall color
}
else if (problem.maze[i][j].iswall) {
ctx.fillStyle = 'gray'; // Wall color
} else if (i == problem.agent.i && j == problem.agent.j) {
ctx.fillStyle = 'blue'; // Agent color
} else if (i == problem.enemy.i && j == problem.enemy.j) {
ctx.fillStyle = 'red'; // Enemy color
} else {
ctx.fillStyle = 'white'; // Blank color
}
ctx.fillRect(i * cellWidth, j * cellHeight, cellWidth, cellHeight);
}
}
}
function musicPlay() { backmusic.play(); }
function musicPause() { backmusic.pause(); }
function soundAlarm()
{
var alarm = new Audio ( SOUND_ALARM );
alarm.play(); // play once, no loop
}
// A Class to describe a node in the grid
class problemNode {
constructor (i, j){
// Location
this.i = i;
this.j = j;
// Neighbors
this.neighbors = [];
// Wall / agent / enemy
this.iswall = false;
// 3d representation attributes - to be completed
this.shape = null;
this.mesh = null;
this.previous = null;
}
// Figure out who my neighbors are
addNeighbors(grid){
let i = this.i;
let j = this.j;
if (i < gridsize - 1) this.neighbors.push(grid[i + 1][j]);
if (i > 0) this.neighbors.push(grid[i - 1][j]);
if (j < gridsize - 1) this.neighbors.push(grid[i][j + 1]);
if (j > 0) this.neighbors.push(grid[i][j - 1]);
if (diagonal){
// diagonals are also neighbours:
if (i > 0 && j > 0) this.neighbors.push(grid[i - 1][j - 1]);
if (i < gridsize - 1 && j > 0) this.neighbors.push(grid[i + 1][j - 1]);
if (i > 0 && j < gridsize - 1) this.neighbors.push(grid[i - 1][j + 1]);
if (i < gridsize - 1 && j < gridsize - 1) this.neighbors.push(grid[i + 1][j + 1]);
}
}
makeWall(){
this.iswall = true;
this.shape = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );
this.mesh = new THREE.Mesh( this.shape );
this.mesh.material = new THREE.MeshBasicMaterial( { map: wall_texture } );
this.mesh.position.copy (translate(this.i,this.j)); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
ABWorld.scene.add(this.mesh);
}
removeWall(){
this.iswall = false;
// Remove the wall from the scene
if (this.mesh) {
ABWorld.scene.remove(this.mesh);
// Clean up to free memory
this.mesh.geometry.dispose();
this.mesh.material.dispose();
this.mesh = null;
this.shape = null;
}
}
}
class Enemy{
constructor(i, j){
this.i = i;
this.j = j;
this.shape = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );
this.mesh = new THREE.Mesh( this.shape );
this.mesh.material = new THREE.MeshBasicMaterial( {map: enemy_texture} );
ABWorld.scene.add(this.mesh);
}
}
class Agent{
constructor(i, j){
this.i = i;
this.j = j;
this.shape = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );
this.mesh = new THREE.Mesh( this.shape );
this.mesh.material = new THREE.MeshBasicMaterial( {map: agent_texture} );
ABWorld.scene.add(this.mesh);
}
}
// consider redoing this class so that it uses a "has-a" relationship rather than "is-a" inheritance
class solutionNode extends problemNode{
constructor(problemNode){
super(problemNode.i, problemNode.j);
// Inherits all of given problemNode's attributes
this.i = problemNode.i;
this.j = problemNode.j;
this.neighbors = problemNode.neighbors;
this.iswall = problemNode.iswall;
// f, g, and h values for A*
this.f = 0; // this is the evaluation function for A* which is f(n) = g(n) + h(n)
this.g = 0; // g(n) is the path cost from the initial state to node n
this.h = 0; // h(n) is the estimated cost of the shortest path from n to a goal state
// Where did I come from?
this.previous = undefined;
}
}
class Problem {
constructor(){
// Start and end
this.maze = this.create_maze();
this.enemy = this.createEnemy();
this.agent = this.createAgent();
}
create_maze(){
var maze = new Array(gridsize); //gridsize is a global variable
for ( let i = 0; i < gridsize ; i++ )
maze[i] = new Array(gridsize);
// Add an empty problemNode for every element of the array
for (let i = 0; i < gridsize; i++)
for (let j = 0; j < gridsize; j++)
maze[i][j] = new problemNode(i, j);
// Add neighbors to each node
for (let i = 0; i < gridsize; i++)
for (let j = 0; j < gridsize; j++)
maze[i][j].addNeighbors(maze);
// set up walls - this sets up the outer wall of the maze.
for (let i = 0; i < gridsize; i++){
for ( let j = 0; j < gridsize; j++){
if ((i==0) || (i==gridsize-1) || (j==0) || (j==gridsize-1)){
maze[i][j].makeWall();
}
}
}
// set up maze - This adds the inner maze walls.
for ( var c=1 ; c <= NOBOXES ; c++ ){
let i = AB.randomIntAtoB(1,gridsize-2); // inner squares are 1 to gridsize-2
let j = AB.randomIntAtoB(1,gridsize-2);
if (!maze[i][j].iswall){
maze[i][j].makeWall();
}
}
return maze;
}
createEnemy(){
// start in random location
let i = AB.randomIntAtoB(1,gridsize-2);
let j = AB.randomIntAtoB(1,gridsize-2);
do{
i = AB.randomIntAtoB(1,gridsize-2);
j = AB.randomIntAtoB(1,gridsize-2);
} while (this.maze[i][j].iswall); // search for empty square
let enemy = new Enemy(i,j);
return enemy;
}
createAgent(){
// start in random location
let i = AB.randomIntAtoB(1,gridsize-2);
let j = AB.randomIntAtoB(1,gridsize-2);
do
{
i = AB.randomIntAtoB(1,gridsize-2);
j = AB.randomIntAtoB(1,gridsize-2);
}
while (this.maze[i][j].iswall || (this.enemy.i == i && this.enemy.j == j)); // search for empty square
let agent = new Agent(i,j);
return agent;
}
isOccupied(i, j){
//check for wall, enemy and agent
let result = false;
if (this.maze[i][j].iswall) result = true;
if (this.enemy.i == i && this.enemy.j == j) result = true;
if (this.agent.i == i && this.agent.j == j) result = true;
return result;
}
}
class Solution{
constructor(prblm){
this.prblm = prblm;
this.initial = prblm.maze[this.prblm.enemy.i][this.prblm.enemy.j];
this.goal = prblm.maze[this.prblm.agent.i][this.prblm.agent.j];
this.frontier = [];
this.reached = [];
this.path = [];
this.pathend = null;
this.pathfound = false;
this.nextstep = null;
//this.clean_previous(this.prblem);
this.pathfound = this.solve();
this.initial.previous = null;
if (this.pathfound){
this.path = this.backtrack();
this.nextstep = this.path[this.path[0]];
console.log("path.length = " + this.path.length)
}
else{
console.log("No path found.");
}
}
solve(){
let node = this.initial;
if (this.isGoal(node)){return true;}
this.frontier.push(node);
this.reached.push(node);
do{
node = this.frontier.pop();
for (let i = 0; i < node.neighbors.length; i++){
let s = node.neighbors[i];
if (this.isGoal(s)){return true;}
if (!this.reached.includes(s)){
this.reached.push(s);
this.frontier.push(s);
s.previous = node;
}
}
}while(this.frontier.length > 0);
return false;
}
isGoal(node){
for (let n = 0; n < node.neighbors.length; n++){
if (node.neighbors[n].i == this.goal.i && node.neighbors[n].j == this.goal.j){
this.pathend = node;
return true;
}
}
return false;
}
backtrack(){
// Find the path by working backwards
let temp_path = [];
let temp = this.pathend;
temp_path.push(temp);
while (temp.previous){
temp_path.push(temp.previous);
temp = temp.previous;
}
return temp_path;
}
clean_previous(){
for (let i = 0; i < gridsize; i++){
for (let j = 0; j < gridsize; j++){
this.prblm.maze[i][j].previous = null;
}
}
}
}
// 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 problem = undefined;
var solution = undefined;
var wall_texture, agent_texture, enemy_texture, maze_texture;
var diagonal = false;
var badsteps;
var goodsteps;
var minimapCanvas = document.createElement("canvas");
minimapCanvas.width = 200; // Assuming a 200x200 pixel minimap for simplicity
minimapCanvas.height = 200;
minimapCanvas.style.position = "absolute";
minimapCanvas.style.bottom = "10px";
minimapCanvas.style.left = "10px";
minimapCanvas.style.zIndex = "1"; // Make sure the minimap is above the three.js canvas
document.body.appendChild(minimapCanvas);
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
// 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
problem = new Problem();
solution = new Solution(problem);
drawEnemy();
drawAgent();
drawMinimap();
musicPause();
// 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 problem.enemy.i, problem.enemy.i, draw it
{
problem.enemy.mesh.position.copy ( translate(problem.enemy.i,problem.enemy.j) ); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
ABWorld.lookat.copy ( problem.enemy.mesh.position ); // if camera moving, look back at where the enemy is
}
function drawAgent() // given problem.agent.i, problem.agent.j, draw it
{
problem.agent.mesh.position.copy ( translate(problem.agent.i,problem.agent.j) ); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
ABWorld.follow.copy ( problem.agent.mesh.position ); // follow vector = agent position (for camera following agent)
}
// --- take actions -----------------------------------
function moveLogicalEnemy()
{
// move towards agent
// put some randomness in so it won't get stuck with barriers
var i, j;
if ( problem.enemy.i < problem.agent.i ) i = AB.randomIntAtoB(problem.enemy.i, problem.enemy.i+1);
if ( problem.enemy.i == problem.agent.i ) i = problem.enemy.i;
if ( problem.enemy.i > problem.agent.i ) i = AB.randomIntAtoB(problem.enemy.i-1, problem.enemy.i);
if ( problem.enemy.j < problem.agent.j ) j = AB.randomIntAtoB(problem.enemy.j, problem.enemy.j+1);
if ( problem.enemy.j == problem.agent.j ) j = problem.enemy.j;
if ( problem.enemy.j > problem.agent.j ) j = AB.randomIntAtoB(problem.enemy.j-1, problem.enemy.j);
if ( ! problem.isOccupied(i,j) ) // if no obstacle then move, else just miss a turn
{
problem.enemy.i = i;
problem.enemy.j = j;
}
}
function moveLogicalAgent( a ){ // this is called by the infrastructure that gets action a from the Mind
var i = problem.agent.i;
var j = problem.agent.j;
if ( a == ACTION_LEFT ) i--;
else if ( a == ACTION_RIGHT ) i++;
else if ( a == ACTION_UP ) j++;
else if ( a == ACTION_DOWN ) j--;
if (!problem.isOccupied(i,j)){
problem.agent.i = i;
problem.agent.j = 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(problem.enemy.i - problem.agent.i) < 2 ) && ( Math.abs(problem.enemy.j - problem.agent.j) < 2 ) ) return true;
else return false;
}
function agentBlocked() // agent is blocked on all sides, run over
{
return ( problem.isOccupied (problem.agent.i-1,problem.agent.j) &&
problem.isOccupied (problem.agent.i+1,problem.agent.j) &&
problem.isOccupied (problem.agent.i,problem.agent.j+1) &&
problem.isOccupied (problem.agent.i,problem.agent.j-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 = [ problem.agent.i, problem.agent.j, problem.enemy.i, problem.enemy.j ];
return ( x );
};
AB.world.takeAction = function ( a )
{
updateStatusBefore(a); // show status line before moves
solution = new Solution(problem);
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
drawMinimap();
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 );