// Cloned by AncientBrain@123 on 25 Oct 2021 from World "Complex World" by Starter user
// Please leave this clone trail here.
// ===================================================================================================================
// === 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/tanmay96/1636505255.png' ;
const TEXTURE_MAZE = '/uploads/tanmay96/1636506825.png' ;
const TEXTURE_AGENT = '/uploads/tanmay96/1636505647.png' ;
const TEXTURE_ENEMY = '/uploads/tanmay96/1637076264.png' ;
const TEXTURE_Arrow = '/uploads/tanmay96/1636505748.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 = 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 * .9 ; // distance from centre to start the camera at
const maxRadiusConst = MAXPOS * 20 ; // maximum distance from camera we will render things
//--- change ABWorld defaults: -------------------------------
ABHandler.MAXCAMERAPOS = maxRadiusConst ;
ABHandler.GROUNDZERO = !0; // "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/deadlock/bkg1_back6.png",
"/uploads/deadlock/bkg1_back6.png",
"/uploads/deadlock/bkg1_back6.png",
"/uploads/deadlock/bkg1_back6.png",
"/uploads/deadlock/bkg1_back6.png",
"/uploads/deadlock/bkg1_back6.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, shape, thecube, thestar;
var wall_texture, agent_texture, enemy_texture, maze_texture, arrow_texture;
// enemy and agent position on squares
var ei, ej, ai, aj;
var badsteps;
var goodsteps;
var start;
var end;
var xi = [], xj = [], starArray = [], openSet = [], closedSet = [], path = [];
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();
var loader5 = 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();
});
loader5.load ( TEXTURE_Arrow, function ( thetexture)
{
thetexture.minFilter = THREE.LinearFilter;
arrow_texture = thetexture;
if ( asynchFinished() ) initScene();
});
}
function asynchFinished() // all file loads returned
{
if ( wall_texture && agent_texture && enemy_texture && maze_texture && arrow_texture) return true;
else return false;
}
//--- grid system -------------------------------------------------------------------------------
// my numbering is 0 to gridsize-1
function occupied(e, t) {
return ei == e && ej == t || (ai == e && aj == t || !!GRID[e][t].wall)
}
// 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, t )
{
var v = new THREE.Vector3();
v.y = 0;
v.x = ( e * squaresize ) - ( MAXPOS/2 );
v.z = ( t * squaresize ) - ( MAXPOS/2 );
return v;
}
function heuristic(e, t)
{
if (t !== undefined)
{
return Math.abs( e.i - t.i ) + Math.abs( e.j - t.j);
}
}
function removeFromArray(e, t)
{
for (var a = e.length - 1; a >= 0; a--) e[a] == t && e.splice(a, 1)
}
function Spot(e, t)
{
this.i = e, this.j = t, this.f = 0, this.g = 0, this.h = 0, this.neighbors = [], this.previous = void 0, 0 === e || e === gridsize - 1 || 0 === t || t === gridsize - 1 ? (this.wall = !0, shape = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize), (thecube = new THREE.Mesh(shape)).material = new THREE.MeshBasicMaterial({
map: wall_texture}),
thecube.position.copy(translate(e, t)), ABWorld.scene.add(thecube)) : this.wall = !1;
for (var a = 0; a <= NOBOXES; a++) e === xi[a] && t === xj[a] && (this.wall = !0);
this.addNeighbors = function(e) {
var t = this.i,
a = this.j;
t < gridsize - 1 && this.neighbors.push(e[t + 1][a]), t > 0 && this.neighbors.push(e[t - 1][a]), a < gridsize - 1 && this.neighbors.push(e[t][a + 1]), a > 0 && this.neighbors.push(e[t][a - 1])
};
}
function initScene() // all file loads have returned
{
var e, t;
for (e = 0; e < gridsize; e++)
GRID[e] = new Array(gridsize);
for (var a = 0, r = 1; r <= NOBOXES; r++)
e = AB.randomIntAtoB(1, gridsize - 2),
t = AB.randomIntAtoB(1, gridsize - 2),
xi[a] = e, xj[a] = t,
shape = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize),
(thecube = new THREE.Mesh(shape)).material = new THREE.MeshBasicMaterial({map: maze_texture}),
thecube.position.copy(translate(e, t)),
ABWorld.scene.add(thecube),
a++;
for (e = 0; e < gridsize; e++)
for (t = 0; t < gridsize; t++)
GRID[e][t] = new Spot(e, t);
for (e = 0; e < gridsize; e++)
for (t = 0; t < gridsize; t++)
GRID[e][t].addNeighbors(GRID);
do {
e = AB.randomIntAtoB(1, gridsize - 2),
t = AB.randomIntAtoB(1, gridsize - 2)
} while (occupied(e, t));
ei = e,
ej = t,
shape = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize),
(theenemy = new THREE.Mesh(shape)).material = new THREE.MeshBasicMaterial({map: enemy_texture}),
ABWorld.scene.add(theenemy),
drawEnemy();
do {
e = AB.randomIntAtoB(1, gridsize - 2),
t = AB.randomIntAtoB(1, gridsize - 2)
} while (occupied(e, t));
ai = e,
aj = t,
shape = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize),
(theagent = new THREE.Mesh(shape)).material = new THREE.MeshBasicMaterial({map: agent_texture}),
ABWorld.scene.add(theagent),
drawAgent(),
ABWorld.scene.background = (new THREE.CubeTextureLoader).load(SKYBOX_ARRAY, function() { ABWorld.render(), AB.removeLoading(), AB.runReady = !0
})
}
/* 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)
}
// ------- to draw a path from enemy to agent while moving towards agent---------
function drawPath() {
for (var e = 0; e < path.length - 2; e++)
if (path.length > 2) {
var t = path[e];
shape = new THREE.BoxGeometry(squaresize, .1, squaresize),
(thestar = new THREE.Mesh(shape)).material = new THREE.MeshBasicMaterial({map: arrow_texture}),
starArray[e] = thestar.uuid,
thestar.position.copy(translate(t.i, t.j)),
ABWorld.scene.add(thestar)
}
}
// ------- A* Algorithm to trap the agent--------------
function AStar() {
for (openSet = [], closedSet = [], path = [], start = GRID[ei][ej], end = GRID[ai][aj], openSet.push(start); openSet.length > 0;) {
for (var e = 0, t = 0; t < openSet.length; t++)
openSet[t].f < openSet[e].f && (e = t);
var a = openSet[e];
if (a === end) {
console.log("success - found path");
break;
}
removeFromArray(openSet, a), closedSet.push(a);
var r = a.neighbors;
for (t = 0; t < r.length; t++) {
var n = r[t];
if (!closedSet.includes(n) && !n.wall) {
var o = a.g + heuristic(n, a),
i = !1;
//openSet.includes(n) ? o < n.g && (n.g = o, i = !0) : (n.g = o, i = !0, openSet.push(n)), i && (n.h = heuristic(n, end), n.f = n.g + n.h, n.previous = a)
openSet.includes(n) ? o < n.g && (n.g = o, i = !0) : (n.g = o, i = !0, openSet.push(n)), i && (n.h = heuristic(n, end), n.f = n.g + n.h, n.previous = a)
}
}
var s = a;
for ((path = []).push(s); s.previous;)
path.push(s.previous), s = s.previous;
}
for (t = 0; t < gridsize; t++)
for (var u = 0; u < gridsize; u++) 0 !== GRID[t][u].f && (GRID[t][u].f = 0, GRID[t][u].g = 0, GRID[t][u].h = 0, GRID[t][u].previous = void 0)
}
// ------- to remove the node which has been over----------
function removePath() {
console.log("removing");
for (var e = 0; e < starArray.length; e++) {
var t = starArray[e];
const a = ABWorld.scene.getObjectByProperty("uuid", t);
ABWorld.scene.remove(a)
}
}
// --- take actions -----------------------------------
function moveLogicalEnemy()
{
// move towards agent
// put some randomness in so it won't get stuck with barriers
AStar(), drawPath();
var e = path.length,
t = path[e - 2];
if (t !== undefined){
occupied(t.i, t.j) || (ei = t.i, ej = t.j);
}
}
function sleep(e) {
return new Promise(t => setTimeout(t, e))
}
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(e) {
AB.world.getState();
AB.msg(" Step: " + AB.step + " a = (" + e + ") ")
}
function updateStatusAfter() {
AB.world.getState();
var e = goodsteps / AB.step * 100;
AB.msg(" Bad steps: " + badsteps + " Good steps: " + goodsteps + " Score: " + e.toFixed(2) + "% ", 2)
}
AB.world.newRun = function() {
AB.loadingScreen(), AB.runReady = !1, badsteps = 0, goodsteps = 0, BOXHEIGHT = squaresize, ABWorld.init3d(startRadiusConst, maxRadiusConst, 14548957), loadResources(), document.onkeydown = keyHandler
}, AB.world.getState = function() {
return [ai, aj, ei, ej, GRID]
}, AB.world.takeAction = function(e) {
updateStatusBefore(e), moveLogicalAgent(e), AB.step % 2 === 0 && moveLogicalEnemy(), badstep() ? badsteps++ : goodsteps++, drawAgent(), drawEnemy(), updateStatusAfter(), agentBlocked() && (AB.abortRun = !0, goodsteps = 0, musicPause(), soundAlarm()), sleep(100).then(() => {
removePath()
})
}, AB.world.endRun = function() {
musicPause(), AB.abortRun ? AB.msg(" <br> <font color=red> <B> Agent trapped. Final score zero. </B> </font> ", 3) : AB.msg(" <br> <font color=green> <B> Run over. </B> </font> ", 3)
}, AB.world.getScore = function() {
var e = goodsteps / AB.maxSteps * 100;
return Math.round(100 * e) / 100
};
// --- 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
}