Code viewer for World: Complex World (clone by Ai...

// Cloned by Aideen Byrne on 14 Nov 2020 from World "Complex World" by Starter user 
// Please leave this clone trail here.
 

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 diagonal = true;                      // AByrne allowing diagonal moves

 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 = 50;						// number of squares along side of world	   

const NOBOXES =  Math.trunc ( (gridsize * gridsize) / 16.6 ); //AByrne no of squares divided by 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: -------------------------------

// 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 ==========================================================================================
// ===================================================================================================================

//--- 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 Astargrid =  new Array(gridsize); //AByrne to track 

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;

var openSet = []; //AByrne nodes for checking
var closedSet = []; //AByrne for storing checked nodes
var path = []; //AByrne route taken

//AByrne start and end of node checking
var start;
var end;



//AByrne heuristic function 
function heuristic(i,j) {
  var d = AB.distance2D(ei, ai, ej, aj);
   return d;
}


//AByrne function ro remove element from array
function removeFromArray(arr, elt) 
{
  for (var i = arr.length - 1; i >= 0; i--) 
    if (arr[i] == elt) 
      arr.splice(i, 1);
}


//AByrne an object to describe spot in grid
function Spot() {
var 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;


  // Figure out who my neighbors are
  this.addNeighbors = function(Astargrid) {
    var i = this.i; //AByrne positions on grid
    var j = this.j;
    if (i < gridsize - 1) {
      this.neighbors.push(gridsize[i + 1][j]);
    }
    if (i > 0) {
      this.neighbors.push(gridsize[i - 1][j]);
    }
    if (j < squaresize - 1) {
      this.neighbors.push(gridsize[i][j + 1]);
    }
    if (j > 0) {
      this.neighbors.push(gridsize[i][j - 1]);
    }
    if (i > 0 && j > 0) {
      this.neighbors.push(gridsize[i - 1][j - 1]);
    }
    if (i < gridsize - 1 && j > 0) {
      this.neighbors.push(gridsize[i + 1][j - 1]);
    }
    if (i > 0 && j < squaresize - 1) {
      this.neighbors.push(gridsize[i - 1][j + 1]);
    }
    if (i < gridsize - 1 && j < squaresize - 1) {
      this.neighbors.push(gridsize[i + 1][j + 1]);
    }
}
}


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;
 
 }

 
// 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);           


        // 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 
                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)
}



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

function moveLogicalEnemy(i,j){
 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 + " &nbsp; x = (" + x.toString() + ") &nbsp; 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 ( " &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 )		// AByrne removing this helps make the enemy faster
    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 
}