// Name : Pradnyesh Bhalange
// Student Number : 21262382
// Cloned by Pradnyesh Bhalange on 28 Oct 2021 from World "Complex World" by Starter user
// ==== 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)
const TEXTURE_WALL = '/uploads/pradzb/outer_walls.jpg' ;
const TEXTURE_MAZE = '/uploads/pradzb/mid_walls.jpg' ;
const TEXTURE_AGENT = '/uploads/pradzb/thief.png';
const TEXTURE_ENEMY = '/uploads/pradzb/enemy.png' ;
const TEXTURE_PATH = '/uploads/pradzb/arrows.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/pradzb/MarioDeath-QuickSounds.com.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 * 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/starter/dawnmountain-xpos.png",
// "/uploads/starter/dawnmountain-xneg.png",
// "/uploads/starter/dawnmountain-ypos.png",
// "/uploads/starter/dawnmountain-yneg.png",
// "/uploads/starter/dawnmountain-zpos.png",
// "/uploads/starter/dawnmountain-zneg.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"
];
// const SKYBOX_ARRAY = [
// "/uploads/pradzb/corona_bk.png",
// "/uploads/pradzb/corona_ft.png",
// "/uploads/pradzb/corona_up.png",
// "/uploads/pradzb/corona_dn.png",
// "/uploads/pradzb/corona_lf.png",
// "/uploads/pradzb/corona_rt.png"
// ];
// 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 enemy;
// var agent;
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;
var enemy_texture, maze_texture;
var path_texture;
// enemy and agent position on squares
var ei, ej, ai, aj;
var badsteps;
var goodsteps;
var openSet = [];
var closedSet = [];
var showPath = [];
var path = [];
var xi = [];
var xj = [];
var theenemypath;
// var diagonal = true;
var start;
var end;
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_PATH, function ( thetexture )
{
thetexture.minFilter = THREE.LinearFilter;
path_texture = thetexture;
if ( asynchFinished() ) initScene();
});
}
function asynchFinished() // all file loads returned
{
if ( wall_texture && agent_texture && enemy_texture && maze_texture && path_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 == 1) // fixed objects
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;
}
//Math.abs() is used here to
function heuristic(a, b) {
return Math.abs(a.i - b.i) + Math.abs(a.j - b.j); // this will let enemy go across and down
}
function removeFromArray(arr, elt)
{
// Could use indexOf here instead to be more efficient
for (var i = arr.length - 1; i >= 0; i--)
if (arr[i] == elt)
arr.splice(i, 1);
}
//=============================================================================
function Spot(i, j)
{
this.i = i;
this.j = j;
this.f = 0;
this.g = 0;
this.h = 0;
this.neighbors = [];
this.previous = void 0;
this.occupied = 0;
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]);
};
if (i === 0 || i === gridsize - 1 || j === 0 || j === gridsize - 1)
{
this.wall = true;
shape = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize);
(thecube = new THREE.Mesh(shape)).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 {
this.wall = false;
}
for (var e = 0; e <= NOBOXES; e++)
{
if (xi[e] === i && xj[e] === j)
{
this.wall = true;
}
}
}
function initScene() {
var i,j, shape, thecube;
for (i =0; i < gridsize; i++)
{
GRID[i] = new Array(gridsize);
}
for (var a = 0, r =1; r <= NOBOXES; r++)
{
i = AB.randomIntAtoB(1, gridsize - 2);
j = AB.randomIntAtoB(1, gridsize - 2);
xi[a] = i;
xj[a] = j;
shape = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize);
(thecube = new THREE.Mesh(shape)).material = new THREE.MeshBasicMaterial({map : maze_texture });
thecube.position.copy(translate(i, j));
ABWorld.scene.add(thecube);
a++;
}
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);
}
}
do {
i = AB.randomIntAtoB(1, gridsize - 2);
j = AB.randomIntAtoB(1, gridsize - 2);
}
while (occupied(i, j));
ei = i;
ej = j;
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
{
i = AB.randomIntAtoB(1, gridsize - 2);
j = AB.randomIntAtoB(1, gridsize - 2);
}
while (occupied(i, j));
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();
(ABWorld.scene.background = new THREE.CubeTextureLoader().load(SKYBOX_ARRAY,function () {
ABWorld.render(),
AB.removeLoading(),
(AB.runReady = !0);
}
));
}
// this is used to draw path using BOXGEOMETRY fro menemy to agent
function drawpathtoAgent() {
for (var p = 0; p< path.length - 2; p++)
{
if (path.length > 2)
{
var line = path[p];
shape = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize);
(theenemypath = new THREE.Mesh(shape)).material = new THREE.MeshBasicMaterial( {map : path_texture} );
showPath[p] = theenemypath.uuid;
theenemypath.position.copy(translate(line.i, line.j));
ABWorld.scene.add(theenemypath);
}
}
}
function removedrawPath()
{
for (var e = 0; e< showPath.length; e++)
{
var t = showPath[e];
const a = ABWorld.scene.getObjectByProperty("uuid", t);
ABWorld.scene.remove(a);
}
console.log("Path to agent removed");
}
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)
}
function AStarsearch()
// the search goes on over many timesteps
// each timestep, check one more square and draw current partial solution
{
openSet = [];
closedSet = [];
path = [];
start = GRID[ei][ej];
end = GRID[ai][aj];
for(openSet.push(start); openSet.length > 0;)
{
var winner = 0;
for (var i = 0; i < openSet.length; i++)
{
if (openSet[i].f < openSet[winner].f)
{
winner = i;
}
}
var current = openSet[winner];
if (current === end)
{
console.log("success - found path");
break;
}
removeFromArray(openSet, current);
closedSet.push(current);
var r = current.neighbors;
for (t = 0; t < r.length; t++) {
var neighbor = r[t];
if (!closedSet.includes(neighbor) && !neighbor.wall) {
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);
}
// Yes, it's a better path
if (newPath)
{
neighbor.h = heuristic(neighbor, end);
neighbor.f = neighbor.g + neighbor.h;
neighbor.previous = current;
}
//--- end of for loop -----------
}
}
var temp = current;
path = [];
for (path.push(temp);(temp.previous);)
{
path.push(temp.previous),
temp = temp.previous;
}
}
for (t = 0; t < gridsize; t++){
for (var u = 0; u < gridsize; u++)
{
if (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;
}
}
}
}
// --- take actions -----------------------------------
// function moveLogicalEnemy()
// {
// // move towards agent
// // put some randomness in so it won't get stuck with barriers
// var i, j;
// if ( ei < ai ) i = AB.randomIntAtoB(ei, ei+1);
// if ( ei == ai ) i = ei;
// if ( ei > ai ) i = AB.randomIntAtoB(ei-1, ei);
// if ( ej < aj ) j = AB.randomIntAtoB(ej, ej+1);
// if ( ej == aj ) j = ej;
// if ( ej > aj ) j = AB.randomIntAtoB(ej-1, ej);
// if ( ! occupied(i,j) ) // if no obstacle then move, else just miss a turn
// {
// ei = i;
// ej = j;
// }
// }
function moveLogicalEnemy() {
AStarsearch(),
drawpathtoAgent();
sleep(30).then(() => {
removedrawPath();
var e = path.length,
t = path[e - 2];
if (t !== undefined)
{
if (!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
{
return Math.abs(ei - ai) < 2 && Math.abs(ej - aj) < 2;
}
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 + " x = (" + x.toString() + ") 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 ( " y = (" + y.toString() + ") <br>" +
" Bad steps: " + badsteps +
" Good steps: " + goodsteps +
" 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
console.log("start", start);
console.log("end", end);
moveLogicalAgent(a);
if ( ( AB.step % 2 ) === 0 ) // slow the enemy down to every nth step
// moveEnemyNew();
moveLogicalEnemy();
drawAgent();
drawEnemy();
if ( badstep() ) badsteps++;
else goodsteps++;
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
return Math.round (s * 100) / 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
}