Code viewer for World: Complex World Assignment 1

// Cloned by Preetham on 11 Nov 2022 from World "Complex World" by Starter user 
// Please leave this clone trail here.
 
//Assignment 1 Complex World
//Name : Preetham Krishna Kumar
//Student Number : 22260520


// ==== 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; // 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/prk/etrap.jpg";
const TEXTURE_MAZE = "/uploads/prk/paper.png";
const TEXTURE_AGENT = "/uploads/prk/jerry.jpg";
const TEXTURE_ENEMY = "/uploads/prk/tom.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/prk/bgm.mp3";
const SOUND_ALARM = "/uploads/prk/end.mp3";

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

const gridsize = 20; //  20; // number of squares along side of world

const NOBOXES = Math.trunc((gridsize * gridsize) / 10 );  // 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/prk/posx.jpg",
  "/uploads/prk/negx.jpg",
  "/uploads/prk/posy.jpg",
  "/uploads/prk/negy.jpg",
  "/uploads/prk/posz.jpg",
  "/uploads/prk/negz.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.

// const DIAGONAL = false;

//--- 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;

// enemy and agent position on squares
var ei, ej, ai, aj;

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) {
  // is this square occupied
  if (ei == i && ej == j) return true; // variable objects
  if (ai == i && aj == j) return true;
  if (GRID[i][j].wall || GRID[i][j].maze) return true; // fixed objects
  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) {
  var v = new THREE.Vector3();

  v.y = 0;
  v.x = i * squaresize - MAXPOS / 2;
  v.z = j * squaresize - MAXPOS / 2;

  return v;
}



// Open and closed set
var openSet = [];
var closedSet = [];

// Start and end
var start;
var end;

// record path
var path = []
var oldPath = []






//Define grid object
function board(i, j, type = GRID_BLANK) {
  // Location
  this.i = i
  this.j = j

  // f, g, and h values for A*
  this.f = 0
  this.g = 0
  this.h = 0
  // Neighbors
  this.neighbors = [];
  this.wall = false;
  this.maze = false;
  // Where did I come from?
  this.previous = undefined;
  if (type == GRID_WALL) this.wall = true
  if (type == GRID_MAZE) this.maze = true
  // Figure out who my neighbors are
  this.addNeighbors = function (grid) {
    var i = this.i
    var 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])

  };
}





function initScene() {
  // all file loads have returned
  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] = new board(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] = new board(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] = new board(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);
      }

  for (i = 0; i < gridsize; i++)
    for (j = 0; j < gridsize; j++) GRID[i][j].addNeighbors(GRID);



  // 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;
  console.log("Start Position", ai, aj);
  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)
}

// draw path 
function drawPath() {
    oldPath.forEach((obj)=>{
        var oldPathBox = ABWorld.scene.getObjectByName("Path"+obj.i+obj.j);
        ABWorld.scene.remove(oldPathBox)
    })
    c=0
    path.forEach((obj)=>{
        if(c!==0 && c!==path.length-1)
        {
        var shape = new THREE.BoxGeometry(70,70,70)
        var material = new THREE.MeshBasicMaterial({ color: "#65EC12"});
        material.transparent = true; 
        material.opacity = 0.5;
        var pathBox = new THREE.Mesh( shape, material );
        pathBox.name = "Path"+obj.i+obj.j;
        pathBox.position.copy(translate(obj.i, obj.j));
        ABWorld.scene.add(pathBox);
        
        }
        c++
    })
}


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


//heuristic function using distance formula
function heuristic(a, b) {
    return Math.sqrt(((a.i-b.i)*(a.i-b.i))+((a.j-b.j)*(a.j-b.j)))
}

//function to edit openset
function editopenSet(arr, elt) {
  for (var i = arr.length - 1; i >= 0; i--){
      if (arr[i] == elt){
          arr.splice(i, 1)
      } 
        
  }
  
}


// remove all previous information
function reset() {
    for (i = 0; i < gridsize; i++)
    {
        for (j = 0; j < gridsize; j++){
            GRID[i][j].previous = undefined
        }
    }
    
        
}

function moveLogicalEnemy() {
    //clear old data
  closedSet = [];
  openSet = [];
  start = GRID[ei][ej];
  end = GRID[ai][aj];

    //using a* algorithm
  openSet.push(start);

  var optimalPath = false;
  var current = null;
  while (true) {
    if (openSet.length > 0) {
      console.log("open set -", openSet);
      
      x = 0;
      
      for (var i = 0; i < openSet.length; i++)
        if (openSet[i].f < openSet[x].f) x = i;
            current = openSet[x];

      //check for goal
      if (current === end) {
        optimalPath= true;
        break;
      }
      
      editopenSet(openSet, current);
      closedSet.push(current);

      //find other nodes
      var neighbors = current.neighbors;

      
      for (var i = 0; i < neighbors.length; i++) {
        var neighbor = neighbors[i];

        //checking type of node
        if (!closedSet.includes(neighbor) && !neighbor.wall && !neighbor.maze) {
        
            var g = current.g + 1
         
          var flag = false;
          if (openSet.includes(neighbor)) {
            if (g < neighbor.g) {
              neighbor.g = g;
              flag = true;
            }
          } else {
            neighbor.g = g;
            flag = true;
            openSet.push(neighbor);
          }

          //update node value 
          if (flag) {
            neighbor.h = heuristic(neighbor, end);
            neighbor.f = neighbor.g + neighbor.h;
            neighbor.previous = current;
          }
        }
      }
      
    } else {
        console.log("path not found");
        break;
    }
  }

  if( path.length > 0 ) {
    
    oldPath = path    
  }
  
  path = [];

  path.push(current);
  while (current.previous) {
    if( !( current.previous == start || current.previous == end  ) ) {
        path.push(current.previous);
    }   
    current = current.previous;
  }

  console.log("Path Found ", path);
  ei = path[path.length - 1].i;
  ej = path[path.length - 1].j;
  reset();
}

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(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 +
      " &nbsp; x = (" +
      x.toString() +
      ") &nbsp; 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(
    " &nbsp; y = (" +
      y.toString() +
      ") <br>" +
      " Bad steps: " +
      badsteps +
      " &nbsp; Good steps: " +
      goodsteps +
      " &nbsp; 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
    moveLogicalEnemy();

  if (badstep()) badsteps++;
  else goodsteps++;

  drawAgent();
  drawEnemy();
  drawPath();
  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
}