// Cloned by Deval Oza on 8 Nov 2021 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 = false; // Switch between 3d and 2d view (both using Three.js)
/*----------------------------- ozad2 start -----------------------------------*/
const TEXTURE_WALL = '/uploads/ozad2/villa.jpg' ;
const TEXTURE_MAZE = '/uploads/ozad2/brown.jpg' ;
const TEXTURE_AGENT = '/uploads/ozad2/jerry.jpg' ;
const TEXTURE_ENEMY = '/uploads/ozad2/tom.png' ;
const SOUND_ALARM = '/uploads/ozad2/out.wav' ;
/*----------------------------- ozad2 end -----------------------------------*/
// credits:
// http://www.dl-sounds.com/royalty-free/defense-line/
// http://soundbible.com/1542-Air-Horn.html
/*----------------------------- ozad2 start -----------------------------------*/
const gridsize = 50; // number of squares along side of world
const NOBOXES = Math.trunc ( (gridsize * gridsize) / 3 );
/*----------------------------- ozad2 end -----------------------------------*/
// 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 = 0xffffff; // 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: -------------------------------
/*----------------------------- ozad2 start -----------------------------------*/
const SKYBOX_ARRAY = [
"/uploads/ozad2/seabg1.jpg",
"/uploads/ozad2/seabg2.jpg",
"/uploads/ozad2/seabg3.jpg",
"/uploads/ozad2/seabg4.jpg",
"/uploads/ozad2/seabg5.jpg",
"/uploads/ozad2/seabg6.jpg"
];
/*----------------------------- ozad2 end -----------------------------------*/
//--- 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;
// 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;
// ------------------ ozad2 start ------------------------------------
var path = [];
var openSet = [];
var closedSet = [];
var previousMove = [];
var line = null;
// -------------------- ozad2 end --------------------------------------
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
/**
* Check if position is occupied or not
* @inputs int i, int j
* @return boolean
**/
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].type == GRID_WALL ) return true; // fixed objects
if ( GRID[i][j].type == GRID_MAZE ) return true;
return false;
}
/**
* translate x, y co-ordinate into x, y, z dimension
* @inputs int i, int j
* @return Object
**/
// ---------------- ozad2 start --------------------------------
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 will draw a line
* @inputs int i, int j
* @return Object
**/
function drawLine()
{
if(line != null){
ABWorld.scene.remove(line);
}
var points = [];
const material = new THREE.LineBasicMaterial( { color: 0x0000ff } );
console.log(path);
for (var i=0; i<this.path.length;i++) {
points.push(translate (this.path[i].i, this.path[i].j));
}
const geometry = new THREE.BufferGeometry().setFromPoints( points );
line = new THREE.Line( geometry, material );
ABWorld.scene.add( line );
}
/**
* calculate distance between two nodes
* @inputs int startNode, int endNode
* @return Int
**/
function calculateDistance(startNode, endNode)
{
return Math.abs(startNode - endNode);
}
// ---------------- ozad2 end --------------------------------
/**
* set basic params of grid on provided location and type of grid
* @inputs string type, int startNode, int endNode
**/
// ---------------- ozad2 start --------------------------------
function gridPosition(type, i, j)
{
// Location
this.i = i;
this.j = j;
this.type = type;
// 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 = null;
// Figure out who my neighbors are
this.addNeighbors = function()
{
// console.log('grid');
// console.log(GRID);
this.neighbors = [];
var i = this.i;
var j = this.j;
if (i < gridsize - 1) this.neighbors.push(GRID[i + 1][j]);
if (i - 1 > 0) this.neighbors.push(GRID[i - 1][j]);
if (j + 1 < gridsize) this.neighbors.push(GRID[i][j + 1]);
if (j - 1 > 0) this.neighbors.push(GRID[i][j - 1]);
}
//console.log('neighbour');
//console.log(this.neighbors);
}
// ---------------- ozad2 end --------------------------------
/**
* Initilise grid
**/
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;
//console.log('grid_wall');
// ---------------------------- ozad2 start ----------------------------------
GRID[i][j] = new gridPosition(GRID_WALL, i, j); // create wall
// ---------------------------- ozad2 end ---------------------------------------
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;
// -------------------------------- ozad2 start --------------------------------------
GRID[i][j] = new gridPosition(GRID_BLANK, i, j); // create blank gird
// ------------------------------- ozad2 end ---------------------------------------
// 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 ;
// ---------------------- ozad2 start --------------------------------
GRID[i][j] = new gridPosition(GRID_MAZE, i, j); //create maze
// ---------------------- ozad2 end ---------------------------------
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);
// ---------------- ozad2 start --------------------------------
// Mark starting position of enemy
const geometry = new THREE.BoxGeometry( 100, 100, 100 );
const material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
const cube = new THREE.Mesh( geometry, material );
ABWorld.scene.add( cube );
cube.position.copy(translate(ei,ej));
ABWorld.lookat.copy ( cube.position );
// ---------------- ozad2 end --------------------------------
//console.log('grid');
//console.log(GRID[ej][ej]);
// 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);
// 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 to delete element from the array
// ---------------- ozad2 start --------------------------------
function removeFromArray(arr, elt)
{
// Could use indexOf here instead to be more efficient
for (var i = arr.length - 1; i >= 0; i--)
if (arr[i] == elt)
arr.splice(i, 1);
}
// ---------------- ozad2 end --------------------------------
/**
* Calculate heuristic distance
**/
// ---------------- ozad2 start --------------------------------
function heuristic(a, b)
{
return ( Math.abs(a.i - b.i) + Math.abs(a.j - b.j) );
}
// ---------------- ozad2 end --------------------------------
/**
* Calculate distance from enemy to agent with the help of A* algorythm
**/
// ---------------- ozad2 start --------------------------------
function executeAstarAlgo()
{
var pathFind = false;
openSet = [];
closedSet = [];
path = [];
for(var i = 0;i< gridsize;i++){
for(var j=0;j<gridsize;j++){
GRID[i][j].f = 0;
GRID[i][j].h = 0;
GRID[i][j].g = 0;
GRID[i][j].previous = null;
GRID[i][j].addNeighbors();
}
}
openSet.push(GRID[ei][ej]);
var current = null;
while(pathFind == false)
{
// Best next option
var winner = 0;
if(openSet.length == 0){
//console.log("no path")
pathFind = true;
continue;
}
for (var i = 0; i < openSet.length; i++)
if (openSet[i].f < openSet[winner].f)
winner = i;
current = openSet[winner];
// console.log(current);
// Did I finish?
if (current === GRID[ai][aj])
{
//noLoop();
console.log("success - found path");
//console.log('last');
pathFind = true;
continue;
// path as solid blocks
}
// Best option moves from openSet to closedSet
//console.log('current')
//console.log(current)
removeFromArray(openSet, current);
closedSet.push(current);
// Check all the neighbors
var neighbors = current.neighbors;
//console.log(neighbors)
// console.log('neighbours');
// console.log(current);
//--- start of for loop -----------
for (var i = 0; i < neighbors.length; i++)
{
var neighbor = neighbors[i];
if(neighbor.type == GRID_WALL || neighbor.type == GRID_MAZE){
continue;
}
// Valid next spot?
if (!closedSet.includes(neighbor))
{
var tempG = current.g + heuristic(neighbor, current);
//return false;
// Is this a better path than before?
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);
}
// Yes, it's a better path
if (newPath)
{
neighbor.h = heuristic(neighbor, GRID[ai][aj]);
neighbor.f = neighbor.g + neighbor.h;
neighbor.previous = current;
}
}
}
//--- end of for loop -----------
// --- end still searching -----------------------------
}
// Find the path by working backwards
path = [];
var temp = current;
path.push(temp);
while (temp.previous)
{
path.push(temp.previous);
temp = temp.previous;
}
console.log('path');
console.log(path);
path = path.reverse();
drawLine();
}
// ---------------- ozad2 end --------------------------------
// --- take actions -----------------------------------
function moveLogicalEnemy()
{
// ---------------- ozad2 start --------------------------------
executeAstarAlgo();
if(path.length <= 1){
return;
}
var nextmove = path[1];
if ( ! occupied(nextmove.i, nextmove.j) ) // if no obstacle then move, else just miss a turn
{
ei = nextmove.i;
ej = nextmove.j;
previousMove.push(GRID[ei][ej]);
}
// ---------------- ozad2 end --------------------------------
// console.log(calculateDistance(GRID[ei][ej], GRID[ai][aj]));
}
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();
// ---------------- ozad2 start --------------------------------
console.log('previousMove');
console.log(previousMove);
var points = [];
//const material = new THREE.LineBasicMaterial( { color: 0x0000ff } );
const material = new THREE.LineDashedMaterial( {
color: 0x00FF00,
linewidth: 1,
scale: 1,
dashSize: 3,
gapSize: 1,
} );
console.log(path);
for (var i=0; i<previousMove.length;i++) {
points.push(translate (previousMove[i].i, previousMove[i].j));
}
const geometry = new THREE.BufferGeometry().setFromPoints( points );
const line = new THREE.Line( geometry, material );
ABWorld.scene.add( line );
// ---------------- ozad2 end --------------------------------
}
};
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
}