// Cloned by YAT on 6 Nov 2023 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 ========================================================================================
// ===================================================================================================================
AB.clockTick = 200; // 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)
//------------------ change start by Jessica Azevedo ----------------------------------------------
const TEXTURE_WALL = '/uploads/tay91/castle-wall-1153193.jpg' ; // wall txrture
const TEXTURE_MAZE = '/uploads/tay91/castle-wall-1153193.jpg' ; // maze texture
const TEXTURE_AGENT = '/uploads/tay91/stark.jpg' ; // agent texture
const TEXTURE_ENEMY = '/uploads/tay91/lannister.jpg' ; // enemy texture
// credits:
// https://www.freeimages.com/photo/castle-wall-1153193 // wall/maze
// https://wallup.net/game-of-thrones-house-stark-house-targaryen-house-lannister-house-baratheon-sigils/ //agent/anemy
const MUSIC_BACK = '/uploads/tay91/game_of_thrones.mp3' ;
const SOUND_ALARM = '/uploads/tay91/scream.2.mp3' ;
// credits:
// https://www.zedge.net/ringtone/03bf0b9a-6dd2-3ad4-85ca-8eed43d2dfff // music/back
// http://soundbible.com/1542-Air-Horn.html // sound/alarm
const gridsize = 40; // 30; // number of squares along side of world
const NOBOXES = Math.trunc ( (gridsize * gridsize) / 4 ); // 10
// density of maze - number of internal boxes
// (bug) use trunc or can get a non-integer
const squaresize = 200; // 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
// Winter skybox, credit:
const SKYBOX_ARRAY = [
"/uploads/tay91/snyboxposx_5.jpg",
"/uploads/tay91/snyboxnegx_5.jpg",
"/uploads/tay91/snyboxposy_5.jpg",
"/uploads/tay91/snyboxnegy_5.jpg",
"/uploads/tay91/snyboxposz_5.jpg",
"/uploads/tay91/snyboxnegz_5.jpg"
];
// space skybox, credit:
// https://opengameart.org/content/winter-skyboxes
// x,y,z labelled differently
/*
const SKYBOX_ARRAY = [
"/uploads/tay91/posx_5.jpg",
"/uploads/tay91/negx_5.jpg",
"/uploads/tay91/posy_5.jpg",
"/uploads/tay91/negy_5.jpg",
"/uploads/tay91/posz_5.jpg",
"/uploads/tay91/negz_5.jpg"
];
*/
// photographic skyboxes, credit:
// High quality, photographic, 6-sided, 2048x2048 sized skyboxes made by Emil Persson, aka Humus, taken from http://www.humus.name
// This is the work of Emil Persson, aka Humus. http://www.humus.name
//------------------ change end by Jessica Azevedo ----------------------------------------------
// ===================================================================================================================
// === 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 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 search_grid = new Array(gridsize); // To be used with A*
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] == GRID_WALL ) return true; // fixed objects
if ( GRID[i][j] == GRID_MAZE ) return true;
return false;
}
//------------------ change start by Jessica Azevedo ----------------------------------------------
// function to the if the spot is occupied by wall or maze
function isOccupied(i, j) { // to identify if the square is occupied
if (GRID[i][j] === GRID_WALL) {
return true; // indicates a wall is occupying this square
} // fixed objects
if (GRID[i][j] === GRID_MAZE) {
return true;
}
}
//------------------ change end by Jessica Azevedo ----------------------------------------------
// 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;
}
//------------------ change start by Jessica Azevedo ----------------------------------------------
// Spot class
// A* (f,g and h are values for A*)
function Spot (i, j) {
this.i = i;
this.j = j;
this.f = 0;
this.g = 0;
this.h = 0;
this.maze = false;
this.neighbours = [];
this.previous = undefined;
if (search_grid[this.i][this.j] === GRID_MAZE) {
this.maze = true;
}
// identify who are my neighbours
this.addNeighbours = function () {
var i = this.i;
var j = this.j;
if (i < gridsize - 1) {
this.neighbours.push(search_grid[i + 1][j]);
}
if (i > 0 ) {
this.neighbours.push(search_grid[i - 1][j]);
}
if ( j < gridsize - 1) {
this.neighbours.push(search_grid[i][j + 1]);
}
if (j > 0 ) {
this.neighbours.push(search_grid[i][j - 1]);
}
// remove from comment to allow diagonal movements
/*if (i > 0 && j > 0)
this.neighbors.push(search_grid[i - 1][j - 1]);
if (i < gridsize - 1 && j > 0)
this.neighbors.push(search_grid[i + 1][j - 1]);
if (i > 0 && j < gridsize - 1)
this.neighbors.push(search_grid[i - 1][j + 1]);
if (i < gridsize - 1 && j < gridsize - 1)
this.neighbors.push(search_grid[i + 1][j + 1]);*/
};
}
//------------------ change end by Jessica Azevedo ----------------------------------------------
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 ) )
/*
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 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 random location
do
{
i = AB.randomIntAtoB(1,gridsize-2);
j = AB.randomIntAtoB(1,gridsize-2);
}
while ( occupied(i,j) ); // search empty square
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();
// 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
});
}
//------------------ change start by Jessica Azevedo ----------------------------------------------
// 2D searchGrid array
for (var z = 0; z < gridsize; z++) {
search_grid[z] = new Array(gridsize);
}
// For every grid position, create a new spot
for (var x = 0; x < gridsize; x++) {
for (var y = 0; y < gridsize; y++) {
search_grid[x][y] = new Spot(x, y);
}
}
// adding neighbours to a spot
for (var m = 0; m < gridsize; m++) {
for (var n = 0; n < gridsize; n++) {
search_grid[m][n].addNeighbours(search_grid);
}
}
//------------------ change end by Jessica Azevedo ------------------------------------------------
// --- 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)
}
//------------------ change start by Jessica Azevedo ----------------------------------------------
//heurisctic search A*
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) {
var d = Math.abs(a.i - b.i) + Math.abs(a.j - b.j); // heurisctic search A* (Manhattan Distance)
/*
var d = Math.sqrt(Math.pow(a.i - b.i, 2) + Math.pow(a.j - b.j, 2)); // remove from comment to add a bad h function (Euclidean Distance)
*/
return d;
}
pathArray = [];
function displayPath(path) {
for (var i = 0; i < path.length - 1; i++) {
var x = path[i].i;
var y = path[i].j;
// to create multiple spheres at the same position but with different rotations
for (var angle = 0; angle < 360; angle += 45) { // ajust the angle increment as needed
var radius = 30; // to adjust the radius of the spheres as needed
var geometry = new THREE.SphereGeometry(radius, 32, 32);
var material = new THREE.MeshBasicMaterial({ color: 0x7FF0000}) // red color
var sphere = new THREE.Mesh(geometry, material);
pathArray.push(sphere.uuid);
sphere.position.copy(translate(x, y)); // to translate (i, j) grid coordinates to three.js (x, y, z)
sphere.rotation.z = (angle * Math.PI) / 180; // to apply rotation to the spheres
ABWorld.scene.add(sphere);
}
}
}
function deletePath(path) {
for (var e = 0; e < pathArray.length; e++) {
var t = pathArray[e];
const a = ABWorld.scene.getObjectByProperty("uuid", t);
if (a) {
ABWorld.scene.remove(a);
}
}
pathArray = [];
}
function findBestPath(grid, e, a) {
var path = [];
var openSet = [];
var closedSet = [];
var return_spot;
openSet.push(e);
while (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 == a) {
// when reached the enemy, return the first element in the path array
var temp = current;
path.push(temp);
while (temp.previous) {
if (temp.previous == e)
return_spot = temp;
path.push(temp.previous);
temp = temp.previous;
}
displayPath(path);
break;
} else {
// to continue search
removeFromArray(openSet, current);
closedSet.push(current);
var neighbours = current.neighbours;
for (var j = 0; j < neighbours.length; j++) {
var neighbour = neighbours[j];
if (!closedSet.includes(neighbour) && !isOccupied(neighbour.i, neighbour.j)) {
var tempG = current.g + 1;
if (openSet.includes(neighbour)) {
if (tempG < neighbour.g) {
neighbour.g = tempG;
}
} else {
neighbour.g = tempG;
openSet.push(neighbour);
}
neighbour.h = heuristic(neighbour, a);
neighbour.f = neighbour.g + neighbour.f;
neighbour.previous = current;
}
}
}
}
return return_spot;
}
//-----------------------------------------------------------------------------------------------
// function to set up the grid
function setupGrid(numberOfWalls) {
// randomly place the specified number of walls
for (var c = 1; c <= numberOfWalls; c++) {
var i = AB.randomIntAtoB(1, gridsize - 2);
var j = AB.randomIntAtoB(1, gridsize - 2);
if (GRID[i][j] !== GRID_WALL) {
GRID[i][j] = GRID_WALL;
// add other setup code if necessary
} else {
c--; // Try again if the wall position is already taken
}
}
}
//------------------ change end by Jessica Azevedo ----------------------------------------------
// --- take actions -----------------------------------
function moveLogicalEnemy() {
// to move towards agent
//------------------ change start by Jessica Azevedo ----------------------------------------------
var enemy_position = search_grid[ei][ej];
var agent_position = search_grid[ai][aj];
var new_position = findBestPath(search_grid, enemy_position, agent_position);
// to clear search_grid
var clear;
for (i = 0; i < gridsize; i++) {
for (j = 0; j < gridsize; j++) {
clear = search_grid[i][j];
clear.f = 0;
clear.h = 0;
clear.g = 0;
clear.previous = undefined;
}
ei = new_position.i;
ej = new_position.j;
}
//------------------ change end by Jessica Azevedo ----------------------------------------------
/*
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 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 + " 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
moveLogicalAgent(a);
if ( ( AB.step % 2 ) === 0) // slow the enemy down to every nth step
moveLogicalEnemy();
//------------------ change sart by Jessica Azevedo ----------------------------------------------
setTimeout(deletePath, 100);
//------------------ change end by Jessica Azevedo ----------------------------------------------
if ( badstep() ) badsteps++;
else goodsteps++;
drawAgent();
drawEnemy();
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
}