Code viewer for World: Gollum The Victorious failcopy
//ugh ignore this

// Cloned by Rahul K Johny on 10 Nov 2022 from World "Gollum The Victorious" by Rahul K Johny 
// Please leave this clone trail here.
 
AB.clockTick=100,AB.maxSteps=1e3,AB.screenshotStep=50;const show3d=!0,TEXTURE_WALL="/uploads/rkj43/lava-g6d44b1eb3_1920.jpg",TEXTURE_MAZE="/uploads/rkj43/sauron_eye_minecraft.jpg",TEXTURE_AGENT="/uploads/rkj43/gandalf-g33a954d15_1920.jpg",TEXTURE_ENEMY="/uploads/rkj43/gollum-gc1384b5f2_1920.jpg",MUSIC_BACK="/uploads/rkj43/epic-cinematic-trailer-113981.mp3",SOUND_ALARM="/uploads/rkj43/tadaa-47995.mp3",gridsize=25,NOBOXES=Math.trunc(gridsize*gridsize/10),squaresize=200,MAXPOS=gridsize*squaresize,SKYCOLOR=14548957,startRadiusConst=.8*MAXPOS,maxRadiusConst=10*MAXPOS;ABHandler.MAXCAMERAPOS=maxRadiusConst,ABHandler.GROUNDZERO=!0;const SKYBOX_ARRAY=["/uploads/rkj43/vulcan_ft.jpg","/uploads/rkj43/vulcan_bk.jpg","/uploads/rkj43/vulcan_up.jpg","/uploads/rkj43/vulcan_dn.jpg","/uploads/rkj43/vulcan_rt.jpg","/uploads/rkj43/vulcan_lf.jpg"],ACTION_LEFT=0,ACTION_RIGHT=1,ACTION_UP=2,ACTION_DOWN=3,ACTION_STAYSTILL=4,GRID_BLANK=0,GRID_WALL=1,GRID_MAZE=2;var BOXHEIGHT,theagent,theenemy,astarpath,wall_texture,agent_texture,enemy_texture,maze_texture,ei,ej,ai,aj,badsteps,goodsteps,start,end,GRID=new Array(gridsize),openset=[],closedset=[],path=[],newpath2=[],previousei=0,previousej=0,previousai=0,previousaj=0,placeholder=[];function heuristic(e,t){return Math.sqrt(Math.pow(e.i-t.i,2)+Math.pow(e.j-t.j,2))}function removeFromArray(e,t){for(var a=e.length-1;a>=0;a--)e[a]==t&&e.splice(a,1)}function Locate(e,t){this.i=e,this.j=t,this.value=0,this.f=0,this.g=0,this.h=0,this.neighbors=[],this.previous=void 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 loadResources(){var e=new THREE.TextureLoader,t=new THREE.TextureLoader,a=new THREE.TextureLoader,r=new THREE.TextureLoader;e.load(TEXTURE_WALL,function(e){e.minFilter=THREE.LinearFilter,wall_texture=e,asynchFinished()&&initScene()}),t.load(TEXTURE_AGENT,function(e){e.minFilter=THREE.LinearFilter,agent_texture=e,asynchFinished()&&initScene()}),a.load(TEXTURE_ENEMY,function(e){e.minFilter=THREE.LinearFilter,enemy_texture=e,asynchFinished()&&initScene()}),r.load(TEXTURE_MAZE,function(e){e.minFilter=THREE.LinearFilter,maze_texture=e,asynchFinished()&&initScene()})}function asynchFinished(){return!!(wall_texture&&agent_texture&&enemy_texture&&maze_texture)}function occupied(e,t){return ei==e&&ej==t||(ai==e&&aj==t||(GRID[e][t].value==GRID_WALL||GRID[e][t].value==GRID_MAZE))}function translate(e,t){var a=new THREE.Vector3;return a.y=0,a.x=e*squaresize-MAXPOS/2,a.z=t*squaresize-MAXPOS/2,a}function initScene(){var e,t;for(a=0;a<gridsize;a++)GRID[a]=new Array(gridsize);for(a=0;a<gridsize;a++)for(r=0;r<gridsize;r++)GRID[a][r]=new Locate(a,r);for(var a=0;a<gridsize;a++)for(var r=0;r<gridsize;r++)GRID[a][r].addNeighbors(GRID);for(a=0;a<gridsize;a++)for(r=0;r<gridsize;r++)0==a||a==gridsize-1||0==r||r==gridsize-1?(GRID[a][r].value=GRID_WALL,e=new THREE.BoxGeometry(squaresize,BOXHEIGHT,squaresize),(t=new THREE.Mesh(e)).material=new THREE.MeshBasicMaterial({map:wall_texture}),t.position.copy(translate(a,r)),ABWorld.scene.add(t)):GRID[a][r].value=GRID_BLANK;for(var o=1;o<=NOBOXES;o++)a=AB.randomIntAtoB(1,gridsize-2),r=AB.randomIntAtoB(1,gridsize-2),GRID[a][r].value=GRID_MAZE,e=new THREE.BoxGeometry(squaresize,BOXHEIGHT,squaresize),(t=new THREE.Mesh(e)).material=new THREE.MeshBasicMaterial({map:maze_texture}),t.position.copy(translate(a,r)),ABWorld.scene.add(t);do{a=AB.randomIntAtoB(1,gridsize-2),r=AB.randomIntAtoB(1,gridsize-2)}while(occupied(a,r));ei=a,ej=r,e=new THREE.BoxGeometry(squaresize,BOXHEIGHT,squaresize),(theenemy=new THREE.Mesh(e)).material=new THREE.MeshBasicMaterial({map:enemy_texture}),ABWorld.scene.add(theenemy),drawEnemy(),start=GRID[ei][ej];do{a=AB.randomIntAtoB(1,gridsize-2),r=AB.randomIntAtoB(1,gridsize-2)}while(occupied(a,r));ai=a,aj=r,e=new THREE.BoxGeometry(squaresize,BOXHEIGHT,squaresize),(theagent=new THREE.Mesh(e)).material=new THREE.MeshBasicMaterial({map:agent_texture}),ABWorld.scene.add(theagent),drawAgent(),end=GRID[ai][aj],openset.push(start),ABWorld.scene.background=(new THREE.CubeTextureLoader).load(SKYBOX_ARRAY,function(){ABWorld.render(),AB.removeLoading(),AB.runReady=!0})}function drawpath(e,t){const a="#"+Math.floor(16777216*Math.random()).toString(16).padStart(6,"0");geometry=new THREE.SphereGeometry(30),material=new THREE.MeshBasicMaterial({color:a}),astarpath=new THREE.Mesh(geometry,material),ABWorld.scene.add(astarpath),astarpath.position.copy(translate(e,t)),ABWorld.lookat.copy(astarpath.position)}function drawEnemy(){theenemy.position.copy(translate(ei,ej)),ABWorld.lookat.copy(theenemy.position)}function drawAgent(){theagent.position.copy(translate(ai,aj)),ABWorld.follow.copy(theagent.position)}function moveLogicalEnemy(){for(var e=0;e<placeholder.length;e++)ABWorld.scene.remove(placeholder[e]);for(openset=[],closedset=[],start=GRID[ei][ej],end=GRID[ai][aj],openset.push(start),e=0;e<gridsize;e++)for(j=0;j<gridsize;j++)GRID[e][j].g=0,GRID[e][j].f=0,GRID[e][j].h=0,GRID[e][j].previous=void 0;for(;openset.length>0;){var t=0;for(e=0;e<openset.length;e++)openset[e].f<openset[t].f&&(t=e);var a=openset[t];if(a===end)break;removeFromArray(openset,a),closedset.push(a);var r=a.neighbors;for(e=0;e<r.length;e++){var o=r[e];if(!closedset.includes(o)&&2!==o.value&&1!==o.value){var i=a.g+heuristic(o,a),n=!1;openset.includes(o)?i<o.g&&(o.g=i,n=!0):(o.g=i,n=!0,openset.push(o)),n&&(o.h=heuristic(o,end),o.f=o.g+o.h,o.previous=a)}}}var s=a;for((path=[]).push(s);s.previous;)path.push(s.previous),s=s.previous;e=path[path.length-2].i,j=path[path.length-2].j,previousei=ei,previousej=ej,occupied(e,j)||(ei=e,ej=j);for(var d=0;d<path.length-1;d++)drawpath(path[d].i,path[d].j),placeholder.push(astarpath)}function moveLogicalAgent(e){var t=ai,a=aj;previousai=ai,previousaj=aj,e==ACTION_LEFT?t--:e==ACTION_RIGHT?t++:e==ACTION_UP?a++:e==ACTION_DOWN&&a--,occupied(t,a)||(ai=t,aj=a)}var OURKEYS=[37,38,39,40];function ourKeys(e){return OURKEYS.includes(e.keyCode)}function keyHandler(e){return!AB.runReady||(!ourKeys(e)||(37==e.keyCode&&moveLogicalAgent(ACTION_LEFT),38==e.keyCode&&moveLogicalAgent(ACTION_DOWN),39==e.keyCode&&moveLogicalAgent(ACTION_RIGHT),40==e.keyCode&&moveLogicalAgent(ACTION_UP),e.stopPropagation(),e.preventDefault(),!1))}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)}function updateStatusBefore(e){var t=AB.world.getState();AB.msg(" Step: "+AB.step+" &nbsp; x = ("+t.toString()+") &nbsp; a = ("+e+") ")}function updateStatusAfter(){var e=AB.world.getState(),t=goodsteps/AB.step*100;AB.msg(" &nbsp; y = ("+e.toString()+") <br> Bad steps: "+badsteps+" &nbsp; Good steps: "+goodsteps+" &nbsp; Score: "+t.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]},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())},AB.world.endRun=function(){musicPause(),AB.abortRun?AB.msg(" <br> <font color=red> <B> Gandalf 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};var backmusic=AB.backgroundMusic(MUSIC_BACK);function musicPlay(){backmusic.play()}function musicPause(){backmusic.pause()}function soundAlarm(){new Audio(SOUND_ALARM).play()}