Code viewer for World: Complex World (clone by Sa...

// Cloned by Sagnik Chakraborty on 29 Oct 2022 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) 
  //sagnik
    var diagonal = true;     // for diagonal true or false for a*
    const path_line = true; //to view the path
//sagnik


 const TEXTURE_WALL 	= '/uploads/sagnikc3/2-2-fence-free-download-png.png' ;
 const TEXTURE_MAZE 	= '/uploads/sagnikc3/1667077740.png' ;
 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/sagnikc3/harrypotter1themesong.mp3' ;
	const SOUND_ALARM = '/uploads/sagnikc3/8d82b5_Left_4_Dead_The_Witch_Death_Sound_Effect.mp3' ;
	
	

	
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/sagnikc3/corona_up.png",
                "/uploads/sagnikc3/corona_lf.png",
                "/uploads/sagnikc3/corona_ft.png",
                "/uploads/sagnikc3/corona_dn.png",
                "/uploads/sagnikc3/corona_rt.png",
                "/uploads/sagnikc3/corona_bk.png"
                ];



// ===================================================================================================================
// === 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;

//sagnik
var path_line_array = [];  //for a* path
const GRID_AGENT    = 3;
const GRID_ENEMY    = 4;  //to check grid content as enemy or agent
var GRID_A_STAR = [];  //A* grid
const max_openset = gridsize * gridsize;  
 //sagnik 
 
 
 

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;


//sagnik

  class location 
  {
    constructor(i, j) 
    {
        this.i = i;
        this.j = j;
    }
}

var start = new location();
var target = new location();

//sagnik	
	
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] == GRID_WALL ) return true;		// fixed objects	 
 if ( GRID[i][j] == GRID_MAZE ) return true;		 
	 
 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;
}



	
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] = 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 );
	  //shape = new THREE.ConeGeometry(squaresize, BOXHEIGHT, squaresize, 4, Math.PI*2,10, Math.PI*2);
	shape = new THREE.ConeGeometry(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.SphereGeometry ( 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)
}


//sagnik


function drawpath()     //draw path 
{

var point1; // local "Spots"
var point2; // local "Spots"
var line;



    var mat = new THREE.LineBasicMaterial({color:'blue', linewidth:2 });
   // var geo = new THREE.Geometry();   
    
    // in the path_line_array
    for ( i = path_line_array.length; i > 1; i--)
    {
        point1 = path_line_array.shift();

        // geo.vertices.push( translate(point1.i, point1.j) );
        if (point1.parent){
            
            point1 = point1.parent;

        }
        else {
            //geo.vertices.push( translate(point1.i, point1.j) );
            console.log("Line between " + point1.i + "," + point1.j + " and ")

        }        

    }

    lastProofLine.push(line);
    ABWorld.scene.add(line);

}





function spotlocation(i, j) //
{

    this.i = i;
    this.j = j;
    this.f = 0; //f,h,g values for a*
    this.h = 0;
    this.g = 0;
    this.neighbors = []; 
    this.parent = undefined; //parent node
    this.closed = false; // if in closed set

    
    this.addNeighbors = function () //locate neighbors
    {
        var i = this.i;
        var j = this.j;


        if (i < gridsize - 1) this.neighbors.push(aStarGrid[i + 1][j]);
        if (i > 0) this.neighbors.push(aStarGrid[i - 1][j]);
        if (j < gridsize - 1) this.neighbors.push(aStarGrid[i][j + 1]);
        if (j > 0) this.neighbors.push(aStarGrid[i][j - 1]);

        if (diagonal)
        {
            if (i > 0 && j > 0) this.neighbors.push(aStarGrid[i - 1][j - 1]);
            if (i < gridsize - 1 && j > 0) this.neighbors.push(aStarGrid[i + 1][j - 1]);
            if (i > 0 && j < gridsize - 1) this.neighbors.push(aStarGrid[i - 1][j + 1]);
            if (i < gridsize - 1 && j < gridsize - 1) this.neighbors.push(aStarGrid[i + 1][j + 1]);
        }
    };
}

function build_astar_grid() 
{
     var i, j;
     for (i = 0; i < gridsize; i++) {
        GRID_A_STAR[i] = [];
        for (j = 0; j < gridsize; j++) {
            GRID_A_STAR[i][j] = new spotlocation(i, j);
        }
    }

    for (i = 0; i < gridsize; i++) {
        for (j = 0; j < gridsize; j++) {
            GRID_A_STAR[i][j].addNeighbors();
        }
    }
}

function astar_target(grid, start, target) // locate target
{
    var openset = []; 
    var child;
    var completed = false; 
    var targetnode = GRID_A_STAR[target.i][target.j]; 
    var targetnode = GRID_A_STAR[start.i][start.j]; 
    var currentnode;
    var nextmove = new location(start.i, start.j);

    
    openset.push(targetnode); 


    for (i = 0; i < gridsize; i++) 
    {
        for (j = 0; j < gridsize; j++) 
        {
            currentnode = GRID_A_STAR[i][j];
            currentnode.f = currentnode.h = currentnode.g = 0;
            currentnode.closed = false;
            currentnode.parent = null;
        }
    }

    while ((openset.length > 0) && !completed)
    {

        if (openset.length > max_openset) 
        {
            completed = true;
            return nextmove;
        }

        openset.sort((a, b) => (a.f > b.f) ? 1 : -1); 
        currentnode = openset.shift();
        currentnode.closed = true; 

        if (currentnode == targetnode) 
        {
            if (path_line)
            {
                path_line_array.push(targetnode);
            }

            while (currentnode.parent != targetnode)
            {
                if (path_line)
                {
                    path_line_array.push(currentnode);
                }
             
                currentnode = currentnode.parent;
            }
            completed = true;

            if (path_line){
                path_line_array.push(targetnode);
            }


        } else 
        {
            for (n = 0; n < currentnode.neighbors.length; n++) //continue with openset if target not reached
            {
                child = currentnode.neighbors[n]; //look for neighbors child

                if (child.closed) //if occupied
                {
                  //skip
                } else if (iswall(child.i, child.j)) 
                {
                    child.closed = true;
                } else {
                    
                    if ((child.i == currentnode.i) || (child.j == currentnode.j)) // add to openset
                        child.g = currentnode.g + 10; 
                    else
                        child.g = currentnode.g + 14; 

                    child.h = heuristics_a(child, targetnode);
                    child.f = child.g + child.h;
                    child.parent = currentnode;
                    if (openset.indexOf(child) < 0) //not in openset
                    {
                        openset.push(child);
                    }

                } 
            }
        } 
    }

    nextmove.i = currentnode.i;
    nextmove.j = currentnode.j;

    return nextmove;
    
    
}


function heuristics_a(start, end) 
{
    if (diagonal)
    {
        return (Math.pow(start.i - end.i, 2) + Math.pow((start.j - end.j), 2));
    }else
    {
        return (Math.abs(start.i - start.i) + Math.abs(start.j - end.j));
}
}





//sagnik





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

function moveLogicalEnemy()
{ 
// move towards agent 
// put some randomness in so it won't get stuck with barriers 

 var i, j;
 
 //sagnik
 
    start.i = ei;
    start.j = ej;
    target.i = ai;
    target.j = aj;
    
        bestPath = astar_target(GRID, start, target); //A* algorithm called


    if (!occupied(bestPath.i, bestPath.j)) //move if not occupied
    {
        GRID[ei][ej] = GRID_BLANK; 
        ei = bestPath.i; //move to new location
        ej = bestPath.j;
        GRID[ei][ej] = GRID_ENEMY;
    }
}
   




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) ) 
 {
     //sagnik
        GRID[ai][aj] = GRID_BLANK; // clear coordinates
        ai = i;
        aj = j;
        GRID[ai][aj] = GRID_AGENT; // store agent coordinates
//sagnik
 }
}




// --- 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();
   
   //sagnik
       if (path_line){
        drawpath();
    }
//sagnik


   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 
}