Code viewer for World: World 2:Resit_Assignement ...

// Cloned by Khizer Ahmed on 23 Jul 2022 from World "Resit_Assignement 1: Khizer Ahmed Biyabani" by Khizer Ahmed 
// Please leave this clone trail here.
 


// Cloned by Khizer Ahmed on 17 Nov 2021 from World "Complex World" by Starter user 
// Please leave this clone trail here.

// Resit Assignement 1   : World 2 'Trapping the Agent'
 



// ==== 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/khizer2599/upside_down.jpg' ;
 const TEXTURE_MAZE 	= '/uploads/khizer2599/1658586769.png' ;
 const TEXTURE_AGENT 	= '/uploads/khizer2599/1658586837.png' ;
 const TEXTURE_ENEMY 	= '/uploads/khizer2599/1658586413.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/khizer2599/stranger-things-theme-song.mp3' ;
	const SOUND_ALARM = '/uploads/khizer2599/jumpscare.mp3' ;

// credits:
// http://www.dl-sounds.com/royalty-free/defense-line/
// http://soundbible.com/1542-Air-Horn.html 

	
	
const gridsize = 50;						// 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  



//--- 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 ==========================================================================================
// ===================================================================================================================


// 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 diagonal = false; 
 

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;

var path = [];          // For path track.
var previousMove = []; // Position Tracking of the moving objects.
var line = null;
var trap_path;
var previoustrap = [];      //Storing the previous trap.
	
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 
{
	return !!(wall_texture && agent_texture && enemy_texture && maze_texture);
}	
	
	
 

//--- grid system -------------------------------------------------------------------------------
// my numbering is 0 to gridsize-1

	
function occupied(x, y) {
 return ei == x && ej == y || ai == x && aj == y || GRID[x][y].type == GRID_WALL || GRID[x][y].type == GRID_MAZE;
}

 
// 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(e, o) 
{
 var globalBonePosition = new THREE.Vector3();
 return globalBonePosition.y = 0, globalBonePosition.x = e * squaresize - MAXPOS / 2, globalBonePosition.z = o * squaresize - MAXPOS / 2, globalBonePosition;
}

// Drawing a path-line from the enemy(Vecna) to agent(Maxine)

function drawLine() 
{
    if (line !== null) 
    {
        ABWorld.scene.remove(line);
    }
    var connects = [];
    var material = new THREE.LineDashedMaterial( {
	color: '#FF0000',
	linewidth: 1,
	scale: 1,
	dashSize: 1,
	gapSize: 100,
    } );
    //console.log(path);
    var i = 0;
    for (; i < this.path.length; i++) 
    {
        connects.push(translate(this.path[i].i, this.path[i].j));
    }
    var a = (new THREE.BufferGeometry()).setFromPoints(connects);
    line = new THREE.Line(a, material);
    ABWorld.scene.add(line);
}

// Calculating the Distance between the enemy(Vecna) and the agent(Maxine).  

function calculateDistance(loc1, loc2) 
{
    return Math.abs(loc1 - loc2);
}




function grid_arrangement(type, i, j) 
{
    this.i = i;
    this.j = j;
    this.type = type;
    this.f = 0;
    this.g = 0;
    this.h = 0;
    this.neighbors = [];
    this.previous = null;
    this.addNeighbors = function() 
    {
        this.neighbors = [];
        var j = this.i;
        var i = this.j;
        if (j < gridsize - 1) 
        {
            this.neighbors.push(GRID[j + 1][i]);
        }
        if (j - 1 > 0) 
        {
            this.neighbors.push(GRID[j - 1][i]);
        }
        if (i + 1 < gridsize) 
        {
            this.neighbors.push(GRID[j][i + 1]);
        }
        if (i - 1 > 0) 
        {
            this.neighbors.push(GRID[j][i - 1]);
        }
    };
}



function initScene() 
{
    var x;
    var y;
    var enemy_position;
    var light;
    x = 0;
    for (; x < gridsize; x++) 
    {
        GRID[x] = new Array(gridsize);
    }
    x = 0;
    for (; x < gridsize; x++) 
    {
        y = 0;
        for (; y < gridsize; y++) 
        {
            if (0 === x || x == gridsize - 1 || 0 === y || y == gridsize - 1) 
            {
                GRID[x][y] = new grid_arrangement(GRID_WALL, x, y);
                sphere = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize);
                (light = new THREE.Mesh(sphere)).material = new THREE.MeshBasicMaterial({
                map : wall_texture
                });
                light.position.copy(translate(x, y));
                ABWorld.scene.add(light);
            } 
            else 
            {
                GRID[x][y] = new grid_arrangement(GRID_BLANK, x, y);
            }
        }
    }
    
    var i = 1;
    for (; i <= NOBOXES; i++) 
    {
        x = AB.randomIntAtoB(1, gridsize - 2);
        y = AB.randomIntAtoB(1, gridsize - 2);
        GRID[x][y] = new grid_arrangement(GRID_MAZE, x, y);
        sphere = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize);
        (light = new THREE.Mesh(sphere)).material = new THREE.MeshBasicMaterial({
        map : maze_texture
        });
        light.position.copy(translate(x, y));
        ABWorld.scene.add(light);
    }
    do {
            x = AB.randomIntAtoB(1, gridsize - 2);
            y = AB.randomIntAtoB(1, gridsize - 2);
        } while (occupied(x, y));
        
    ei = x;
    ej = y;
    enemy_position = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize);
    (theenemy = new THREE.Mesh(enemy_position)).material = new THREE.MeshBasicMaterial({
    map : enemy_texture
    });
    
    ABWorld.scene.add(theenemy);
    var container = new THREE.BoxGeometry(100, 100, 100);
    var material = new THREE.MeshBasicMaterial({
   color : 0
    });
    
    
    var result = new THREE.Mesh(container, material);
    ABWorld.scene.add(result);
    result.position.copy(translate(ei, ej));
    ABWorld.lookat.copy(result.position);
    do 
    {
        x = AB.randomIntAtoB(1, gridsize - 2);
        y = AB.randomIntAtoB(1, gridsize - 2);
    } while (occupied(x, y));
    
    
    ai = x;
    aj = y;
    enemy_position = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize);
    (theagent = new THREE.Mesh(enemy_position)).material = new THREE.MeshBasicMaterial({
   map : agent_texture
    });
    
    ABWorld.scene.add(theagent);
    ABWorld.scene.background = (new THREE.CubeTextureLoader()).load(SKYBOX_ARRAY, function() {
    ABWorld.render();
    AB.removeLoading();
    AB.runReady = true;
    });
}



// --- 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)
}



// Function to delete element from the array the openSet and closedSet
function removeFromArray(arr, elt) 
{
  // Could use indexOf here instead to be more efficient
    for (var i = arr.length - 1; i >= 0; i--) 
        if (arr[i] == elt) 
            arr.splice(i, 1);
}

// Heuristic function 

function heuristic(n, position) 
{
    var last = new THREE.Vector3(n.i, 0, n.j);
    var current = new THREE.Vector3(position.i, 0, position.j);
    return last.distanceTo(current);
}



// --- take actions -----------------------------------

// A star logic to catch Maxine (Agent) by enemy. To find the closest possible path. 

function aStar_implemented() 
{
    var e = false;
    openSet = [];
    closedSet = [];
    path = [];
    var i = 0;
    for (; i < gridsize; i++) {
        var id = 0;
        for (; id < gridsize; id++) 
        {
            GRID[i][id].f = 0;
            GRID[i][id].h = 0;
            GRID[i][id].g = 0;
            GRID[i][id].previous = null;
            GRID[i][id].addNeighbors();
        }
    }
    openSet.push(GRID[ei][ej]);
    var current = null;
    for (; 0 == e;) 
    {
        var w = 0;
        if (0 != openSet.length) 
        {
            i = 0;
            for (; i < openSet.length; i++) 
            {
                if (openSet[i].f < openSet[w].f) 
            {
                w = i;
            }
        }
     if ((current = openSet[w]) !== GRID[ai][aj]) 
     {
       removeFromArray(openSet, current);
       closedSet.push(current);
       var neighbors = current.neighbors;
       i = 0;
       for (; i < neighbors.length; i++) {
         var neighbor = neighbors[i];
         if (neighbor.type != GRID_WALL && neighbor.type != GRID_MAZE && !closedSet.includes(neighbor)) 
         {
           var ng = current.g + heuristic(neighbor, current);
           var d = false;
           if (openSet.includes(neighbor)) 
           {
             if (ng < neighbor.g) 
             {
               neighbor.g = ng;
               d = true;
             }
           } 
        else 
        {
            neighbor.g = ng;
            d = true;
            openSet.push(neighbor);
        }
        if (d) 
        {
            neighbor.h = heuristic(neighbor, GRID[ai][aj]);
            neighbor.f = neighbor.g + neighbor.h;
            neighbor.previous = current;
        }
        }
       }
    } 
    else 
    {
       console.log("Success - enemy found path to agent");
       e = true;
    }
   } 
   else 
   {
     e = true;
   }
 }
    var next = current;
    (path = []).push(next);
    for (; next.previous;) 
    {
        path.push(next.previous);
        next = next.previous;
    }
    path = path.reverse();
    drawLine();
    trapfinder();
 
}

var is_trap = [];

function checkIf_trap(s)   // Function for Checking the trap 
{
        var neighbors = s.neighbors;
        var o = 0;
        var i = 0;
        for (; i < neighbors.length; i++) 
        {
            if (neighbors[i].type == GRID_BLANK) 
            {
                 o++;
            }
        }
    return 1 === o ? 1 : 0;
}



function trapfinder()   // Grid Trap Locator
{
    if (this.is_trap.length > 50) 
    {
        this.is_trap = [];
    }
    var val = 0;
    for (; val < gridsize; val++) 
    {
    var n = 0;
    for (; n < gridsize; n++) 
    {
        if (GRID[val][n].type == GRID_BLANK && checkIf_trap(GRID[val][n])) 
        {
            this.is_trap.push(GRID[val][n]);
        }
    }
 }
}



function enemytoagent_distance()    // distance from enemy to the agent. 
{
    if (this.previoustrap.length > 0) 
    {
        i = 0;
        for (; i < this.previoustrap.length; i++) 
        {
            var c = this.previoustrap[i];
            ABWorld.scene.remove(c);
        }
    }
    var i = 0;
    for (; i < this.is_trap.length; i++) 
    {
        this.is_trap[i].distance = heuristic(GRID[ai][aj], this.is_trap[i]);
    }
        this.is_trap.sort(function(a, b) 
    {
        return a.distance - b.distance;
    });
    
    // The trap mark. Cylindrical
    
    var body_g = new THREE.CylinderGeometry(10, 10, 20, 32);
    var body_m = new THREE.MeshBasicMaterial({
    color : '#FFFFFF'
    });
    var body = new THREE.Mesh(body_g, body_m);
    
    ABWorld.scene.add(body);
    this.previoustrap.push(body);
    body.position.copy(translate(this.is_trap[0].i, this.is_trap[0].j));
    ABWorld.lookat.copy(body.position);
    this.marked;
}

/// Agent (Maxine) and Enemy (Vecna) Moves.


function moveLogicalEnemy()
{
    if (aStar_implemented(), enemytoagent_distance(), !(path.length <= 1)) 
    {
        var v1 = path[1];
        if (!occupied(v1.i, v1.j)) 
        {
            ei = v1.i;
            ej = v1.j;
            previousMove.push(GRID[ei][ej]);
        }
    }
}


function moveLogicalAgent(defaction) 

{
    var i = ai;
    var charsetBitSize = aj;
    if (defaction == ACTION_LEFT) 
    {
        i--;
    } 
    else 
    {
        if (defaction == ACTION_RIGHT) 
        {
            i++;
        } 
   else 
   {
     if (defaction == ACTION_UP) 
     {
       charsetBitSize++;
     } 
     else 
     {
       if (defaction == ACTION_DOWN) 
       {
         charsetBitSize--;
       }
    }
   }
 }
    if (!occupied(i, charsetBitSize)) 
    {
        ai = i;
        aj = charsetBitSize;
    }
}




// --- 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() 
{
    return Math.abs(ei - ai) < 2 && Math.abs(ej - aj) < 2;
}


function agentBlocked() 
{
    return occupied(ai - 1, aj) && occupied(ai + 1, aj) && occupied(ai, aj + 1) && occupied(ai, aj - 1);
} 

// Updating the status before and after the moves. 


function updateStatusBefore_moves(s) 
{
    var default_favicon = AB.world.getState();
    AB.msg(" Step: " + AB.step + " &nbsp; x = (" + default_favicon.toString() + ") &nbsp; a = (" + s + ") ");
    ABWorld.scene.remove(ABWorld.scene.getObjectByName("astarpath"));
}


function updateStatusAfter_moves() 
{
    var default_favicon = AB.world.getState();
    var e_total = goodsteps / AB.step * 100;
    AB.msg(" &nbsp; y = (" + default_favicon.toString() + ") <br> Bad steps: " + badsteps + " &nbsp; Good steps: " + goodsteps + " &nbsp; Score: " + e_total.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_moves(a);
    // show status line before moves 
    var t = [ai,aj];
  

    moveLogicalAgent(a);

    if ( ( AB.step % 2 ) === 0 )		// slow the enemy down to every nth step
        moveLogicalEnemy();
    

    if ( badstep() ) 
    { 
        badsteps++;
    }
    else   
    {			
        goodsteps++;
    }
    drawAgent();
    drawEnemy();
    updateStatusAfter_moves();			// 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();
	    console.log('Agent Trapped in the Nearest Trap.')
    }

};



AB.world.endRun = function()
{
    musicPause(); 
    if ( AB.abortRun ) AB.msg ( " <br> <font color=red> <B> Vecna Cursed Maxine. 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 
}