Code viewer for World: Complex World (clone by Ga...
// ==== 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 = 10;

// 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 = false;                                            // Switch between 3d and 2d view (both using Three.js) 


const TEXTURE_WALL = '/uploads/gary/blue-sky-2.jpg';
const TEXTURE_MAZE = '/uploads/gary/walter-dollar.jpg';
const TEXTURE_AGENT = '/uploads/gary/walter-2.jpg';
// const TEXTURE_ENEMY = '/uploads/starter/ghost.3.png';
const TEXTURE_ENEMY = '/uploads/gary/hank.jpg';

// 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 MUSIC_BACK = '/uploads/gary/Benny-hill-theme.mp3';


const SOUND_ALARM = '/uploads/niamhbyrne/winner.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"
                ];
*/


// 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 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;
}



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 == true) return true;            // fixed objects         
    if (GRID[i][j].maze == true) 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);
    }

    for (var i = 0; i < gridsize; i++) {
        for (var j = 0; j < gridsize; j++) {
            GRID[i][j] = new Spot(i, j);
        }
    }

    // All the neighbors
    for (var i = 0; i < gridsize; i++) {
        for (var j = 0; j < gridsize; j++) {
            GRID[i][j].addNeighbors(GRID);
        }
    }

    console.log('.... setup GRID ....');
    console.log(GRID);


    // 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;
                GRID[i][j].wall = true;
                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);
            }


    // 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;
        GRID[i][j].maze = true;

        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);
    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.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)
}


function aStar()
// the search goes on over many timesteps 
// each timestep, check one more square and draw current partial solution 
{
    console.log('.... Run A* ....')
    console.log('.... Enemy Current Position: ', ei, ej);
    console.log('.... Agent Current Position: ', ai, aj);

    var openSet = [];
    var current;

    var start = GRID[ei][ej];
    var end = GRID[ai][aj];

    openSet.push(start);

    // --- begin still searching -----------------------------
    if (openSet.length > 0) {
        // Best next option
        openSet.sort((a, b) => (a.f < b.f) ? 1 : -1);
        var current = openSet.shift();

        // Did I finish?
        if (current.i == end.i && current.j == end.j) {
            AB.abortRun = true;
            console.log("success - found path");
        }

        var neighbors = current.neighbors;

        for (var i = 0; i < neighbors.length; i++) {
            var neighbor = neighbors[i];
            if (!neighbor.wall && !neighbor.maze) {
                neighbor.h = heuristic(neighbor, end);
                neighbor.g = current.g + AB.randomIntAtoB(0, 10);
                neighbor.f = neighbor.g + neighbor.h;
                neighbor.previous = current;
                openSet.push(neighbor);
            }
        }
    }
    else {
        console.log('fail - no path exists');
        noLoop();
        return;
    }
    openSet.sort((a, b) => (a.f > b.f) ? 1 : -1);
    var bestNeighbor = openSet.shift();

    // draw line
    var geometry = new THREE.Geometry();
    geometry.vertices.push(translate(current.i, current.j));
    geometry.vertices.push(translate(bestNeighbor.i, bestNeighbor.j));
    var material = new THREE.LineBasicMaterial({ color: 0xff0000 });
    var line = new THREE.LineSegments(geometry, material);
    ABWorld.scene.add(line);

    return bestNeighbor;
}






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

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

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

    var bestNeighbor = aStar();

    if (!occupied(bestNeighbor.i, bestNeighbor.j))         // if no obstacle then move, else just miss a turn
    {
        ei = bestNeighbor.i;
        ej = bestNeighbor.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();


    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
};


// An object to describe a spot in the grid
function Spot(i, j) {

    // 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 = [];

    // Where did I come from?
    this.previous = undefined;

    this.wall = false;
    this.maze = false;

    // Am I an wall?
    // if (Math.random(1) < wallAmount) this.wall = true;
    // else this.wall = false;

    // Display me
    this.show = function (col) {
        if (this.wall) {
            fill(wallcolor);
            noStroke();

            // wall fills square 
            rect(this.i * w, this.j * h, w, h);

            // wall only partially fills square 
            //    ellipse (   this.i * w + w / 2,     this.j * h + h / 2,     w * 0.7,    h * 0.7     );

        }
        else if (col) {
            fill(col);
            rect(this.i * w, this.j * h, w, h);
        }
    };


    // 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]);
    }

}





// --- 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 
}