Code viewer for World: Complex World (clone by barry)

// Cloned by barry on 3 Nov 2019 from World "Complex World" by Starter user 
// Please leave this clone trail here.




// ==== Starter World ===============================================================================================
// (c) Ancient Brain Ltd. All rights reserved.
// This code is only for use on the Ancient Brain site.
// This code may be freely copied and edited by anyone on the Ancient Brain site.
// This code may not be copied, re-published or used on any other website.
// To include a run of this code on another website, see the "Embed code" links provided on the Ancient Brain site.
// ==================================================================================================================



// =============================================================================================
// 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/starter/door.jpg' ;
	const TEXTURE_MAZE 	= '/uploads/starter/latin.jpg' ;
	const TEXTURE_AGENT 	= '/uploads/starter/pacman.jpg' ;
	const TEXTURE_ENEMY 	= '/uploads/starter/ghost.3.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/starter/air.horn.mp3' ;

// credits:
// http://www.dl-sounds.com/royalty-free/defense-line/
// http://soundbible.com/1542-Air-Horn.html 



const gridSize = 20;						// number of squares along side of world	   

const numBoxes =  Math.trunc ((gridSize * gridSize) / 10);
		// 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 agent, enemy;

var wallTexture, agentTexture, enemyTexture, mazeTexture; 


// enemy and agent position on squares
var ei, ej, ai, aj;

var badSteps;
var goodSteps;


// asynchronous file loads - call initScene() when all finished
function loadResources() {

	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 (texture) {
		texture.minFilter  = THREE.LinearFilter;
		wallTexture = texture;
		if (asynchFinished()) { 
			initScene(); 
		}	// if all file loads have returned 
	});

	loader2.load (TEXTURE_AGENT, function (texture) {
		texture.minFilter  = THREE.LinearFilter;
		agentTexture = texture;
		if (asynchFinished()) {
			initScene();
		}			 
	});	
	
	loader3.load (TEXTURE_ENEMY, function (texture) {
		texture.minFilter  = THREE.LinearFilter;
		wallTexture = texture;
		if (asynchFinished()) { 
			initScene(); 
		}	// if all file loads have returned 
	});
	
	loader4.load (TEXTURE_MAZE, function (texture) {
		texture.minFilter  = THREE.LinearFilter;
		wallTexture = texture;
		if (asynchFinished()) { 
			initScene(); 
		}	// if all file loads have returned 
	});
	
}

// all file loads returned
function asynchFinished() {
	if (wallTexture && agentTexture && enemyTexture && mazeTexture) {
		return true; 
	} else { 
		return false;
	}
}	




//--- grid system -------------------------------------------------------------------------------
// my numbering is 0 to gridSize-1

// is this square occupied
function occupied (i, j) {
	if ((ei == i) && (ej == j)) {
		return true;
	} 

	if ((ai == i) && (aj == j)) {
		return true;
	} 

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

	 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) {
	var v = new THREE.Vector3();
	
	v.y = 0;	
	v.x = (i * squareSize) - (MAXPOS / 2);   		 
	v.z = (j * squareSize) - (MAXPOS / 2);   	
	
	return v;
}



// all file loads have returned {	
function initScene() {
	var i, j, shape, cube;

	// 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);			 
				cube = new THREE.Mesh( shape );
				cube.material = new THREE.MeshBasicMaterial( { map: wallTexture } );

				cube.position.copy ( translate(i,j) ); 		  	// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates 
				ABWorld.scene.add(cube);
			}	
		}
	}

   // set up maze 
   for (var c = 1; c <= numBoxes; 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);			 
		cube = new THREE.Mesh( shape );
		cube.material = new THREE.MeshBasicMaterial( { map: mazeTexture } );		  

		cube.position.copy (translate(i, j)); 		  	// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates 
		ABWorld.scene.add(cube);		
	}

	// 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);			 
	enemy = new THREE.Mesh(shape);
	enemy.material =  new THREE.MeshBasicMaterial( { map: enemyTexture } );
	ABWorld.scene.add(enemy);
	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);			 
	 agent = new THREE.Mesh(shape);
	 agent.material =  new THREE.MeshBasicMaterial( { map: agentTexture } );
	 ABWorld.scene.add(agent);
	 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 -----------------------------------

// given ei, ej, draw it 
function drawEnemy() {
	enemy.position.copy(translate(ei, ej)); 		  	// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates 
	ABWorld.lookat.copy(enemy.position);	 		// if camera moving, look back at where the enemy is  
}

// given ai, aj, draw it 
function drawEnemy() {
	agent.position.copy(translate(ei, ej)); 		  	// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates 
	ABWorld.lookat.copy(agent.position);	 		// if camera moving, look back at where the enemy is  
}

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

// this is called by the infrastructure that gets action a from the Mind 
function moveLogicalAgent(a) { 
	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 keys = [37, 38, 39, 40];

function hasKeys(event) { 
	return (keys.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 (!hasKeys(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: -----------------------------------

// is the enemy within one square of the agent
function badStep() {
	return ((Math.abs(ei - ai) < 2) && (Math.abs(ej - aj) < 2));
}

// agent is blocked on all sides, run over
function agentBlocked()	{		
	return (occupied (ai - 1, aj) && occupied(ai + 1, aj) && occupied(ai, aj + 1) && occupied(ai, aj - 1));		
} 

// 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 
function updateStatusBefore(a) {
	var x = AB.world.getState();
	AB.msg( "Step: " + AB.step + " &nbsp; x = (" + x.toString() + ") &nbsp; a = (" + a + ")"); 
}

// agent and enemy have moved, can calculate score
function updateStatusAfter() {
 // 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();
	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 
}