Code viewer for World: Assignment 1

// Cloned by Dheeraj Putta on 3 Nov 2020 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 ======================================================================================== 
// ===================================================================================================================

// 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 = 20; // 20

// 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/djputta/ghost.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) / 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"
// ];

// moon skybox, credit:
// https://opengameart.org/content/spacemoon-skybox
const SKYBOX_ARRAY = [
    "/uploads/djputta/indigo_bk.jpg",
    "/uploads/djputta/indigo_ft.jpg",
    "/uploads/djputta/indigo_up.jpg",
    "/uploads/djputta/indigo_dn.jpg",
    "/uploads/djputta/indigo_lf.jpg",
    "/uploads/djputta/indigo_rt.jpg"
];

// 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;


const diagonal = false;


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;

// #### Created code ####
var agentLastVisited = [0, 0];
var agentStuck = 0;
// #######################

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;

    // #### Modified code ####
    if (GRID[i][j].type == GRID_WALL) return true;		// fixed objects	 
    // #### Modified code ####
    if (GRID[i][j].type == 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] = new Spot(i, j);
                GRID[i][j].type = 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 {
                // #### Modified code ####
                GRID[i][j] = new Spot(i, j);
                GRID[i][j].type = 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].type = 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);
    }

    // #### Created code ####
    // Setup neighbors 
    for (var a = 0; a < gridsize; a++) {
        for (var b = 0; b < gridsize; b++) {
            GRID[a][b].addNeighbors(GRID);
        }
    }
    //########################

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

    // #### Created code ####
    spot = aStar();
    ei = spot.i;
    ej = spot.j;
    // ######################
}


function moveLogicalAgent(a)			// this is called by the infrastructure that gets action a from the Mind 
{
    // #### Created code ####
    ai = a.i;
    aj = a.j;
    // ######################
}

// #### Created code ####
function Spot(i, j) {
    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.type = undefined;

    this.addNeighbors = function (grid) {
        var i = this.i;
        var j = this.j;
        if (i < gridsize - 1 && !occupied(i + 1, j)) this.neighbors.push(grid[i + 1][j]);
        if (i > 0 && !occupied(i - 1, j)) this.neighbors.push(grid[i - 1][j]);
        if (j < gridsize - 1 && !occupied(i, j + 1)) this.neighbors.push(grid[i][j + 1]);
        if (j > 0 && !occupied(i, j - 1)) this.neighbors.push(grid[i][j - 1]);

        if (diagonal) {
            if (i > 0 && j > 0 && !occupied(i - 1, j - 1) && !(occupied(i - 1, j) && occupied(i, j - 1))) { // NW
                this.neighbors.push(grid[i - 1][j - 1]);
            }
            if (i < gridsize - 1 && j > 0 && !occupied(i + 1, j - 1) && !(occupied(i + 1, j) && occupied(i, j - 1))) { // SW
                this.neighbors.push(grid[i + 1][j - 1]);
            }
            if (i > 0 && j < gridsize - 1 && !occupied(i - 1, j + 1) && !(occupied(i - 1, j) && occupied(i, j + 1))) { //NE
                this.neighbors.push(grid[i - 1][j + 1]);
            }
            if (i < gridsize - 1 && j < gridsize - 1 && !occupied(i + 1, j + 1) && !(occupied(i + 1, j) && occupied(i, j + 1))) { //SE
                this.neighbors.push(grid[i + 1][j + 1]);
            }
        }
    }

    this.reset = function () {
        this.f = 0;
        this.g = 0;
        this.h = 0;
        this.previous = undefined;
    }
}
// #######################################

function heuristic(a, b) {
    var x = new THREE.Vector3(a.i, 0, a.j);
    var y = new THREE.Vector3(b.i, 0, b.j);
    return (x.distanceTo(y));
}

function removeFromArray(arr, elt) {
    // Could use indexOf here instead to be more efficient
    arr.splice(arr.indexOf(elt), 1);
}

// #### Created code ####
function aStar() {
    var openSet = [];
    var closedSet = [];
    var start = GRID[ei][ej];
    var end = GRID[ai][aj];

    openSet.push(start);

    console.log("Start: ", start)
    console.log("End: ", end)

    console.log("Reset started")

    for (var i = 0; i < gridsize; i++) {
        for (var j = 0; j < gridsize; j++) {
            GRID[i][j].reset();
        }
    }

    while (openSet.length > 0) {
        var winner = 0;

        for (i = 0; i < openSet.length; i++) {
            if (openSet[i].f < openSet[winner].f) {
                winner = i;
            }
        }

        var current = openSet[winner];

        if (current === end) {
            console.log("success - found path");
            break;
        }

        removeFromArray(openSet, current);
        closedSet.push(current);
        var neighbors = current.neighbors;

        for (i = 0; i < neighbors.length; i++) {
            var neighbor = neighbors[i];

            if (!closedSet.includes(neighbor)) {
                var tempG = current.g + heuristic(neighbor, current);

                var newPath = false;
                if (openSet.includes(neighbor)) {
                    if (tempG < neighbor.g) {
                        neighbor.g = tempG;
                        newPath = true;
                    }
                }
                else {
                    neighbor.g = tempG;
                    newPath = true;
                    openSet.push(neighbor);
                }

                if (newPath) {
                    neighbor.h = heuristic(neighbor, end);
                    neighbor.f = neighbor.g + neighbor.h;
                    neighbor.previous = current;
                }
            }
        }
    }

    var path = [];
    var temp = end;
    path.push(temp);
    while (temp.previous) {
        path.push(temp.previous);
        temp = temp.previous;
    }
    console.log(path)
    console.log(path[path.length - 2])

    draw(path);

    return path[path.length - 2];
}

// #####################################################

// #### Created code ####
function draw(path) {
    var points = [];
    for (var i = 0; i < path.length; i++) {
        points.push(translate(path[i].i, path[i].j));
    }

    var material = new THREE.LineBasicMaterial({
        color: 0xff0000,
        linewidth: 1.5
    });
    var geometry = new THREE.BufferGeometry().setFromPoints(points);

    var line = new THREE.Line(geometry, material);
    line.name = "astarpath";
    ABWorld.scene.add(line);
}

// ########################

// --- 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 + ") ");
    // #### Created code ####
    ABWorld.scene.remove(ABWorld.scene.getObjectByName("astarpath"));
    // ######################
}


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 

    // #### Created code ####
    var temp = [ai, aj]; // used to keep track of where the agent is currently before move is taken
    // ######################
    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  

    // #### Created code ####
    agentLastVisited = temp; // used to remember where agent started from last step
    // ######################

    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 
}