Code viewer for World: Harry Potter: Part-1 (Assi...
// Cloned by Sagnik Chakraborty on 6 Dec 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; // 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 = false;   // diagonal moves of enemy true or false. 
const WALLMOVENO = 8; //number of walls to move
const WALLMOVETICK =2;  //clock tick for the wall move

//===========sagnik=================

 const TEXTURE_WALL 	= '/uploads/sagnikc3/dde5njf-c6944895-1f73-46e5-9b6c-f24bd80d1b7a.gif' ;
 const TEXTURE_MAZE 	= '/uploads/sagnikc3/1667077740.png' ;
 const TEXTURE_AGENT 	= '/uploads/sagnikc3/1667149357.png' ;
 const TEXTURE_ENEMY 	= '/uploads/sagnikc3/trippy-illusion.gif' ;

const gridsize = 30; // 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 = 20; // 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

 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"
                ];

	const MUSIC_BACK  = '/uploads/sagnikc3/harrypotter1themesong.mp3' ;
	const SOUND_ALARM = '/uploads/sagnikc3/8d82b5_Left_4_Dead_The_Witch_Death_Sound_Effect.mp3' ;
	
//--- 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;


// 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, path;
var wall_texture, agent_texture, enemy_texture, maze_texture, maze_textre_2; 

// enemy and agent position on squares
var ei, ej, ai, aj;
var openSet=[];
var closeSet=[];
var start, end;
var path = [];
var draw_path = [];
var maze_new = [];
var directions = [ACTION_LEFT, ACTION_RIGHT, ACTION_UP, ACTION_DOWN];

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 initScene()		
{
	var i,j, shape, thecube;
	 
	for ( i = 0; i < gridsize ; i++ ) 
	    GRID[i] = new Array(gridsize);		 
    
    for (i = 0; i < gridsize; i++) 
        for (j = 0; j < gridsize; j++) 
            GRID[i][j] = new Spot(i, j);
    
    for (i = 0; i < gridsize; i++) 
        for (j = 0; j < gridsize; j++) 
            GRID[i][j].addNeighbors(GRID);
    
    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].value = GRID_WALL;		 
    			shape = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize/4);
                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].value = GRID_BLANK;
		
   
    for ( var c=1 ; c <= NOBOXES/2 ; c++ )
	{
		i = AB.randomIntAtoB(1,gridsize-2);		// inner squares are 1 to gridsize-1
		j = AB.randomIntAtoB(1,gridsize-2);
			
		GRID[i][j].value = GRID_MAZE ;
		
		shape    = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize/4 );			 
 		thebox  = new THREE.Mesh( shape );
		thebox.material = new THREE.MeshBasicMaterial( { map: maze_texture } );	
		
        maze_new.push([GRID[i][j], thebox]);
        
		thebox.position.copy ( translate(i,j) ); 		  	// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates 
		ABWorld.scene.add(thebox);			
	}

	// 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;
	 
	 openSet.push(GRID[ei][ej]);
	 
	 shape = new THREE.ConeGeometry(squaresize , BOXHEIGHT*3 , squaresize ); //changed to cone			 
	 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;
     closeSet = [];
     
	 shape = new THREE.CylinderGeometry(squaresize/1.25 , BOXHEIGHT/1.25 , squaresize / 2);			 
	 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
	});
}

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 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].value == GRID_WALL ) return true;		// fixed objects	 
    if ( GRID[i][j].value == 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 removeFromArray(arr, elt) 
{
    for (var i = arr.length - 1; i >= 0; i--)
    {
        if (arr[i] == elt) 
        {
            arr.splice(i, 1);
        }
    }
}

function heuristic(a, b) 
{
    return ( Math.abs(a.i - b.i) + Math.abs(a.j - b.j) );
}

function Spot(i, j) 
{
    this.value=0;

    this.i = i;
    this.j = j;

    this.f = 0;
    this.g = 0;
    this.h = 0;

    this.neighbors = [];
    this.previous = undefined;

    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]);
    }
    
    this.changeValue = function(v)
    {
        this.value = v;
    }
}

function removeObject(uuid) 
{
    ABWorld.scene.remove(ABWorld.scene.getObjectByProperty('uuid',uuid));
}

function drawPath(path,draw_path)
{
    var shape, thepath;
    if (draw_path.length>0)
    {
        for (const priorId of draw_path)
        {
            var tempUUID = priorId;
            removeObject(tempUUID);
        }
	    draw_path.splice(0,draw_path.length);
    }
    
    for (var i = 0; i < path.length; i++) 
    {
        shape    = new THREE.BoxGeometry (squaresize,.1,squaresize)		
        thepath  = new THREE.Mesh( shape );
		thepath.material = new THREE.MeshBasicMaterial( {color: "white"} );
			
		thepath.position.copy ( translate(path[i].i,path[i].j) ); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates 
		draw_path.push(thepath.uuid);
		ABWorld.scene.add(thepath);
    }
}

function move_maze()
{
    var walli,wallj,direction,randomItem;
    
    for(var x=0;x<WALLMOVENO;x++)
    {
        randomItem = maze_new[Math.floor(Math.random()*maze_new.length)];
        var i = randomItem[0].i;
        var j = randomItem[0].j;
        walli = randomItem[0].i;
        wallj = randomItem[0].j;
        
        maze_new.splice(maze_new.indexOf(randomItem),1);
        
        direction = directions[Math.floor(Math.random()*directions.length)];
        
        if(direction == ACTION_LEFT)
            walli--;
        else if(direction == ACTION_RIGHT)
            walli++;
        else if(direction == ACTION_UP)
            wallj++;
        else if(direction == ACTION_DOWN)
            wallj--;
            
        if(!occupied(walli,wallj))
        {
            GRID[i][j].changeValue(GRID_BLANK);
            
            randomItem[0].value = GRID_BLANK;
            randomItem[0].i = walli;
            randomItem[0].j = wallj;
            randomItem[0].value = GRID_MAZE;
            
            GRID[walli][wallj].value = GRID_MAZE;
            randomItem[1].position.copy(translate(walli,wallj));
        }
        maze_new.push(randomItem);
    }
}

function moveLogicalEnemy()
{ 
    end=GRID[ai][aj];
    start=GRID[ei][ej];

    if (closeSet.length>0)
    {
        closeSet.splice(0,closeSet.length);
    }
    
    if (openSet.length>1)
    {
         openSet.splice(0,openSet.length);
         openSet.push(start);
    }
         
    if (path.length>0)
    {
        path.splice(0,path.length);
    }
    var finished=false;
    
    while (openSet.length > 0)
    {
        var leastindex = 0;
        
        for (var i = 0; i < openSet.length; i++)
        {
            if (openSet[i].f < openSet[leastindex].f) 
            {    
                leastindex = i;
            }
        }
            
        var current = openSet[leastindex];
        
        if (current === end) 
        {   
            var temp=current;
            while(temp.previous!=start)
            {
                temp=temp.previous;
                path.push(temp)
            }
            break;
        }
    
        removeFromArray(openSet, current);
        closeSet.push(current);
    
        var neighbors = current.neighbors;
        for (var i = 0; i < neighbors.length; i++) 
        {
            var neighbor = neighbors[i];
    
            if (!closeSet.includes(neighbor) && neighbor.value===0) 
            {
                var tempG = current.g + heuristic(neighbor, current);
            
                var newPath = false;
                if (openSet.includes(neighbor)) 
                {
                    if (tempG < neighbor.g) 
                    {
                        neighbor.g = tempG;
                        newPath = true;
                    }
                }
                else 
                {
                    neighbor.g = tempG;
                    newPath = true;
                    openSet.push(neighbor);
                }
    
                if (newPath) 
                {
                    neighbor.h = heuristic(neighbor, end);
                    neighbor.f = neighbor.g + neighbor.h;
                    neighbor.previous = current;
                }
            }
        }
    }
    var i=temp.i;
    var j=temp.j;
    if ( ! occupied(i,j) )  	//move if no blockage
    {
        ei = i;
        ej = j;
    }
}

//Move the Agent
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 ( ! ourKeys ( event ) ) 
	    return true;

	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();
   if (path.length>0){
    drawPath(path,draw_path);
   }
   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();
  }

  if((AB.step % WALLMOVETICK)===0)
    move_maze();    
};

AB.world.endRun = function()
{
  musicPause(); 
    if (AB.abortRun) AB.msg(" <br> <font color=red> <B> Agent trapped.</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;   
    var x = Math.round (s * 100);                
    return ( x / 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 
}