// Student name: Jianyu He
// Student ID: 20216532
// Student Email: jianyu.he2@mail.dcu.ie
// Programme: MSc in Computing (Artificial Intelligence)
// Cloned by jianyu on 23 Nov 2020 from World "Complex World (clone by jianyu)" by jianyu
// Please leave this clone trail here.
// Cloned by jianyu on 23 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 = 50; // 200
// 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/jianyu/wall.jpg' ;
const TEXTURE_MAZE = '/uploads/jianyu/stone.jpg' ;
const TEXTURE_AGENT = '/uploads/jianyu/cat.jpg' ;
const TEXTURE_ENEMY = '/uploads/jianyu/thief.jpg' ;
// 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"
];
// 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 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;
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)
}
// --- A* Algorithm -----------------------------------
//ceate boolean to check is path exist
var misspath = Boolean(false);
//create block to store feature of block
function block(x,y){
this.x = x;
this.y = y;
this.g =0;
this.h = 0;
this.f = 0;
this.neib = [];
}
// remove a element from array
function remove(arr, ele){
for (var i = arr.length -1; i >= 0 ; i--){
if(arr[i] == ele){
arr.splice(i,1);
}
}
}
//calculate distance between current node and destination use Manhattan Distance
function calFGH(CurrBlock, StartBlock, EndBlock){
CurrBlock.h = Math.abs(EndBlock.x-CurrBlock.x) + Math.abs(EndBlock.y-CurrBlock.y);
CurrBlock.f = CurrBlock.g + CurrBlock.h;
}
//create function to search coordinate in a array
function existBlock(x,y,arr){
var aa = 0;
if(arr.length > 0){
for(var i =0;i<arr.length; i++){
if(arr[i].x == x && arr[i].y == y)
{
aa= 1;
}
}
}
return aa;
}
//create a array to store neighbor node of current block, and can not over the size of grid and can not be a occupied block,
//also the neighbor not include node which search already.
function currNeib(currBlock,closelist){
var neib = []
if (currBlock.x > 1 && !occupied(currBlock.x - 1,currBlock.y) &&
existBlock(currBlock.x - 1, currBlock.y,closelist)==0){
neib.push(new block(currBlock.x - 1, currBlock.y));
}
if (currBlock.x < gridsize - 2 && !occupied(currBlock.x +1 ,currBlock.y) &&
existBlock(currBlock.x + 1, currBlock.y,closelist)==0){
neib.push(new block(currBlock.x + 1, currBlock.y));
}
if (currBlock.y > 1 && !occupied(currBlock.x,currBlock.y - 1)
&& existBlock(currBlock.x, currBlock.y - 1,closelist)==0){
neib.push(new block(currBlock.x, currBlock.y - 1));
}
if (currBlock.y < gridsize - 2 && !occupied(currBlock.x,currBlock.y + 1)
&& existBlock(currBlock.x, currBlock.y + 1,closelist)==0){
neib.push(new block(currBlock.x, currBlock.y + 1));
}
return neib;
}
// create array to store neighbor of node, but no limited
function neibs(end){
var neib = [];
neib.push(new block(end.x - 1, end.y));
neib.push(new block(end.x + 1, end.y));
neib.push(new block(end.x, end.y - 1));
neib.push(new block(end.x, end.y + 1));
return neib;
}
// create function to draw different color of block, I use this to test function and debug
// also blue shows searched block, green shows the block can be search, dark green shows shortest path
function drawRect(block, colors){
var geometry = new THREE.BoxGeometry( 100, 100, 100 );
var material = new THREE.MeshBasicMaterial( {color: colors} );
var cube = new THREE.Mesh( geometry, material );
cube.position.copy(translate(block.x,block.y));
ABWorld.scene.add( cube );
}
//change head of array to tail, and tail to head
function reversal(arr){
var rever = [];
for(i =arr.length - 1; i>=0 ;i--){
rever.push(arr[i]);
}
return rever;
}
// main function to implement A* algorithm will return a shortest path
function findPath(){
var openlist = []; //openlist use to store the block which can be search
var closelist = []; //closelist use to store the block which search already
var path =[]; //path use to store shortest path
var end = new block(ai,aj); //create a block for agent
var start = new block(ei,ej);//create a block for enemy
openlist.push(start);
var curr = openlist.pop(); //let curr node equal enemy then start search
// use while loop to move current node till arrive neighbor of agent
while(true){
//create array use for store neighbor of current
var neib = currNeib(curr,closelist);
//use for loop to add these neighbor to openlist and subtype
for( i=0;i <neib.length; i++ ){
calFGH(neib[i],start, end); //calculate H and F, H is Estimate distance from current to end, F is sum of H and G
neib[i].g = curr.g + 1; //calculate G, G is step of start to current
openlist.push(neib[i]);
curr.neib.push(neib[i]);
}
//find least distance from current to end in all neighbor of current
if (openlist.length > 0){
var low = 0;
for (i= 0; i< openlist.length; i++){
if(openlist[i].f < openlist[low].f){
low = i;
}
}
curr = openlist[low]; //now current node on the least distance neighbor
remove(openlist,curr); // remove current node from opnelist, because of the node searched
closelist.push(curr); // add current node to closelist
}
if(openlist.length == 0) misspath = true;
// if current node on the neighbor of end and no path and start near to end, then break the loop
if(existBlock(curr.x,curr.y,neibs(end))==1 || openlist.length == 0 || existBlock(start.x,start.y, neibs(end))==1){
break;
}
}
//draw block which can be search
// for(i = 0; i < openlist.length; i++){
// drawRect(openlist[i],0x00ff00);
// }
//draw block which search alreay
// for(i = 0; i < closelist.length; i++){
// drawRect(closelist[i],808080);
// }
//find shortest path by neighbor of block and G
if(closelist.length>0){
//search shortest path from end, so add last block from closelist to array
path.push(closelist[closelist.length-1])
i = 0; //use to count number of block in path
// use loop to sort least path
while(true){
var pathneib = neibs(path[i]);
//use double for loop to detect current node of path in closelist with a least g of neighbor then pass the neighbor into path
for(var a=0;a<closelist.length; a++){
for(var q=0;q<pathneib.length;q++){
if(closelist[a].x == pathneib[q].x && closelist[a].y == pathneib[q].y && closelist[a].g < path[i].g){
path.push(closelist[a]);
}
}
}
//||
//if the path arrived neighbor of end then break the loop
if(existBlock(start.x,start.y,neibs(path[i])) == 1 || existBlock(start.x,start.y, neibs(end))==1 || openlist.length == 0){
break;
}
i=i+1;
}
}
// change head ro tail
path = reversal(path);
console.log(path);
//draw block for path
// for(i = 0; i < path.length; i++){
// drawRect(path[i],820000);
// }
//if agent beside enemy then no path
if(existBlock(start.x,start.y, neibs(end))==1){
path = [];
}
return path;
}
// --- end A* Algorithm -----------------------------------
// --- take actions -----------------------------------
function moveLogicalEnemy()
{
var path = findPath();
//if path exist then enemy move to first node of path, else no move
if(path.length>0){
ei = path[0].x;
ej = path[0].y;
}else
{
ei = ei;
ej = ej;
console.log("stop!!!");
}
}
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()|| misspath) // 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. Or no Path</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
}