// Cloned by Vineet Sajwan on 12 Nov 2022 from World "Advance Alien Hunt " by Vineet Sajwan
// Please leave this clone trail here.
// Cloned by Vineet Sajwan on 10 Nov 2022 from World "Scary A* with path" by Vineet Sajwan
// Please leave this clone trail here.
// Cloned by Vineet Sajwan on 9 Nov 2022 from World "Scary A*" by Vineet Sajwan
// Please leave this clone trail here.
// Cloned by Vineet Sajwan on 6 Nov 2022 from World "Scary A*" by Vineet Sajwan
// Please leave this clone trail here.
// Cloned by Vineet Sajwan on 27 Oct 2022 from World "Complex World (clone by Vineet Sajwan)" by Vineet Sajwan
// Please leave this clone trail here.
// Cloned by Vineet Sajwan on 27 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.
// =============================================================================================
//console.log("part_1 invoked")
// ===================================================================================================================
// === 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/xlr8pro/stone_wall.jpg' ;
const TEXTURE_MAZE = '/uploads/xlr8pro/asteroid.PNG' ;
const TEXTURE_AGENT = '/uploads/xlr8pro/ufo_2.jpg' ;
const TEXTURE_ENEMY = '/uploads/xlr8pro/chip.jpg' ;
// credits:
//const MUSIC_BACK = '/uploads/starter/Defense.Line.mp3' ;
//const SOUND_ALARM = '/uploads/starter/air.horn.mp3' ;
const MUSIC_BACK = '/uploads/xlr8pro/no_surprises.mp3' ;
const SOUND_ALARM = '/uploads/xlr8pro/buzzer_1.mp3' ;
// credits:
const gridsize = 20; // number of squares along side of world
//const NOBOXES = Math.trunc ( (gridsize * gridsize) / 10 );
const NOBOXES = 55;
// 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:
const SKYBOX_ARRAY = [
"/uploads/xlr8pro/pz_5.png",
"/uploads/xlr8pro/nz_5.png",
"/uploads/xlr8pro/py_5.png",
"/uploads/xlr8pro/ny_5.png",
"/uploads/xlr8pro/px_5.png",
"/uploads/xlr8pro/nx_5.png"
];
// space skybox, credit:
// ===================================================================================================================
// === 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;
//// Default Values provided by Vineet Sajwan for the practical 1
// Turned off the diagonal
diagonal=!1
Draw=!0
shownPath=[]
let maze_Location=[];
const WALLMOVENO=5;
const WALLMOVETICK=2;
const pathcolor = 'darkred';
function loadResources() // asynchronous file loads - call initScene() when all finished
{
//console.log("part_2 invoked")
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();
});
}
/*
Author : Vineet Sajwan
Calculates the heuristic value
*/
function heuristic(e,t)
{
return Math.abs(e.i-t.i)+Math.abs(e.j-t.j)
}
function asynchFinished() // all file loads returned
{
//console.log("part_3 invoked")
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
{
//console.log("part_4 invoked")
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 )
{ //console.log("part_5 invoked")
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
{ //console.log("part_6 invoked")
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
maze_Location.push(thecube);
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);
*/
shape = new THREE.SphereGeometry( squaresize-50, BOXHEIGHT-50, squaresize-50);
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.ConeGeometry( squaresize-30,squaresize-30, BOXHEIGHT-20)
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
{
//console.log("part_7 invoked")
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
{
//console.log("part_8 invoked")
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)
}
/**
* @param {?} col
* @param {?} row
* @return {?}
*/
function isWall(col, row) {
return GRID[col][row] == GRID_WALL || GRID[col][row] == GRID_MAZE;
}
/**
* Created by Vineet Sajwan
* Provides the coordinates for the neighboring cell
*/
function Spot(i, j) {
// Initialize the default value
this.i = i;
this.j = j;
this.f = 0;
this.g = 0;
this.h = 0;
this.neighbors = [];
this.wall = isWall(i, j);
this.previous = void 0;
// Fetches the vertical and horizontal neighboring cell
this.addNeighbors = function(arr) {
var i = this.i;
var j = this.j;
if (i < gridsize - 1) {
this.neighbors.push(arr[i + 1][j]);
}
if (i > 0) {
this.neighbors.push(arr[i - 1][j]);
}
if (j < gridsize - 1) {
this.neighbors.push(arr[i][j + 1]);
}
if (j > 0) {
this.neighbors.push(arr[i][j - 1]);
}
if (diagonal) {
if (i > 0 && j > 0) {
this.neighbors.push(arr[i - 1][j - 1]);
}
if (i < gridsize - 1 && j > 0) {
this.neighbors.push(arr[i + 1][j - 1]);
}
if (i > 0 && j < gridsize - 1) {
this.neighbors.push(arr[i - 1][j + 1]);
}
if (i < gridsize - 1 && j < gridsize - 1) {
this.neighbors.push(arr[i + 1][j + 1]);
}
}
};
}
/**
* Author: Vineet Sajwan
* responsible for highlighting the path
*/
function highlightPath(res, from) {
/** @type {number} */
var k = 0;
//Created a path using ShownPath list
for (; k < res.length - 1; k++) {
shape = new THREE.BoxGeometry(squaresize-50, .1, squaresize-50);
ShownPath = new THREE.Mesh(shape);
ShownPath.material = new THREE.MeshBasicMaterial({
color : 16711680
});
ShownPath.position.copy(translate(res[k].i, res[k].j));
ABWorld.scene.add(ShownPath);
shownPath.push(ShownPath);
}
}
/**
* Author: Vineet Sajwan
* responsible for moving the wall
*/
function wallsMotion() {
TargetedwallsList = [];
for (; TargetedwallsList.length < WALLMOVENO;) {
// Fetched the randon maze coordinates from the mazeLocation list
targetedWalls = maze_Location.sample();
// Fetched the origgnal coordinates of the selected maze
position = inverse_translate(targetedWalls.position);
x = [position.x - 1, position.x, position.x + 1].sample();
y = [position.y - 1, position.y, position.y + 1].sample();
// Translate back the position of the selected maze
positionTranslated = translate(x, y);
//check if the positon is not occupied by the wall
if (!(occupied(x, y) || TargetedwallsList.includes([positionTranslated.x, positionTranslated.y].toString()))) {
targetedWalls.position.copy(positionTranslated);
TargetedwallsList.push([positionTranslated.x, positionTranslated.y].toString());
//Assigned blank value to the older position of the maze
GRID[position.x][position.y] = GRID_BLANK;
//Assigned new position to the maze
GRID[x][y] = GRID_MAZE;
}
}
}
// --- take actions -----------------------------------
/**
* Author : Vineet Sajwan
* Implemented A*
*/
function moveLogicalEnemy() {
var result = new Array(gridsize);
var nodes = [];
for (var element = 0; element < shownPath.length; element++)
{
ABWorld.scene.remove(shownPath[element]);
}
// Created 2 D Array
result = new Array(gridsize);
nodes = [];
o = [];
for (var j = 0; j < gridsize; j++) {
result[j] = new Array(gridsize);
}
// Intialize default value for each cell
for (var column = 0; column < gridsize; column++) {
for (var row = 0; row < gridsize; row++) {
result[column][row] = new Spot(column, row);
}
}
// Fetches neighboring cell from spot function
for (var column1=0; column1 < gridsize; column1++) {
for (var row1 = 0; row1 < gridsize; row1++) {
result[column1][row1].addNeighbors(result);
}
}
// set the position for enemy and mind
var start = result[ei][ej];
var end = result[ai][aj];
nodes.push(start);
for (var i = 0; nodes.length > 0;) {
path = [];
// if the f value of the enemy is lower
for (j = 0; j < nodes.length; j++) {
if (nodes[j].f < nodes[i].f) {
i = j;
}
}
var current = nodes[i];
// if the current point is the end point assifned next point as a current point
if (current === end) {
var res = [];
var next = current;
res.push(next);
for (; next.previous;) {
res.push(next.previous);
next = next.previous;
}
//inititalize the highlightPath
highlightPath(res, 190);
var off = res.length - 1;
if (!occupied(res[off - 1].i, res[off - 1].j)) {
ei = res[off - 1].i;
ej = res[off - 1].j;
}
break;
}
//Delete the current node from the nodes list after selecting and rejecting as the current path
nodes.splice(i, 1);
o.push(current);
var neighbors = current.neighbors;
j = 0;
for (; j < neighbors.length; j++) {
var neighbor = neighbors[j];
if (neighbor[j] === end) {
neighbor.previous = current;
break;
}
if (!o.includes(neighbor) && !neighbor.wall) {
//Calcultaing hte heuristics
var ng = current.g + heuristic(neighbor, current);
var h = false;
if (nodes.includes(neighbor)) {
if (ng < neighbor.g) {
neighbor.g = ng;
h = true;
}
} else {
neighbor.g = ng;
h = true;
nodes.push(neighbor);
}
if (h) {
//Calcultaing hte heuristics
neighbor.h = heuristic(neighbor, end);
neighbor.f = neighbor.g + neighbor.h;
//Assigned the current value as the previous value
neighbor.previous = current;
}
}
}
}
}
function moveLogicalAgent( a ) // this is called by the infrastructure that gets action a from the Mind
{
//console.log("part_10 invoked")
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 )
{
//console.log("part_11 invoked")
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
{
//console.log("part_12 invoked")
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
{
//console.log("part_13 invoked")
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
{
//console.log("part_14 invoked")
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
//console.log("part_15 invoked")
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()
{
//console.log("part_16 invoked")
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()
{
//console.log("part_17 invoked")
var x = [ ai, aj, ei, ej ];
//console.log(x)
return ( x );
};
AB.world.takeAction = function ( a )
{
//console.log("part_18 invoked")
//console.log(a)
updateStatusBefore(a); // show status line before moves
moveLogicalAgent(a);
//console.log(AB.step)
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();
}
wallsMotion();
}
AB.world.endRun = function()
{
//console.log("part_19 invoked")
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
//console.log("part_20 invoked")
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
}
/**
* @param {!Object} val
* @return {?}
*/
function inverse_translate(val) {
var vector = new THREE.Vector2;
return vector.x = (val.x + MAXPOS / 2) / squaresize, vector.y = (val.z + MAXPOS / 2) / squaresize, vector;
}
/**
* @return {?}
*/
Array.prototype.sample = function() {
return this[Math.floor(Math.random() * this.length)];
}