// Cloned by Vinay sr Reddy on 10 Nov 2022 from World "Complex World - Karthik" by Karthik
// Please leave this clone trail here.
// Cloned by Karthik on 27 Oct 2022 from World "Complex World" by Starter user
// Please leave this clone trail here.
// ==== Starter World =======================================A==========================================================
// 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 = 300; // 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)
const TEXTURE_WALL = "/uploads/starter/latin.jpg";
const TEXTURE_MAZE = "/uploads/starter/door.jpg";
const TEXTURE_AGENT = "/uploads/starter/pacman.jpg";
const TEXTURE_ENEMY = "/uploads/joe091/e.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 = 20; // number of squares along side of world
const NOBOXES = 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
let initialGrid = [];
//--- 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.
// const DIAGONAL = false;
//--- 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 = 4;
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;
// Open and closed set
var openSet = [];
var closedSet = [];
// Start and end
var start;
var end;
// record path
var path = []
var oldPath = []
// function dist(x1, y1, x2, y2) {
// var dx = x1 - x2;
// var dy = y1 - y2;
// return Math.sqrt(dx * dx + dy * dy);
// }
function heuristic(a, b) {
// if (DIAGONAL)
// return dist(a.i, a.j, b.i, b.j);
// else return Math.abs(a.i - b.i) + Math.abs(a.j - b.j);
// return dist(a.i, a.j, b.i, b.j);
return Math.sqrt(((a.i-b.i)*(a.i-b.i))+((a.j-b.j)*(a.j-b.j)))
}
// function gfn(a, b) {
// if (DIAGONAL) return dist(a.i, a.j, b.i, b.j); // 2D distance
// else return Math.abs(a.i - b.i) + Math.abs(a.j - b.j); // else go across and down
// }
function removeFromArray(arr, elt) {
for (var i = arr.length - 1; i >= 0; i--){
if (arr[i] == elt){
arr.splice(i, 1)
}
}
}
//Define grid object
function Spot(i, j, type = GRID_BLANK) {
// 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 = [];
this.wall = false;
this.maze = false;
// Where did I come from?
this.previous = undefined;
if (type == GRID_WALL) this.wall = true
if (type == GRID_MAZE) this.maze = true
// Figure out who my neighbors are
this.addNeighbors = function (grid) {
var i = this.i
var j = this.j
if (i < gridsize - 1) this.neighbors.push(grid[i + 1][j])
if (i > 0) this.neighbors.push(grid[i - 1][j])
if (j < gridsize - 1) this.neighbors.push(grid[i][j + 1])
if (j > 0) this.neighbors.push(grid[i][j - 1])
// if (DIAGONAL) {
// // diagonals are also neighbours:
// if (i > 0 && j > 0) this.neighbors.push(grid[i - 1][j - 1]);
// if (i < gridsize - 1 && j > 0) this.neighbors.push(grid[i + 1][j - 1]);
// if (i > 0 && j < gridsize - 1) this.neighbors.push(grid[i - 1][j + 1]);
// if (i < gridsize - 1 && j < gridsize - 1)
// this.neighbors.push(grid[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].wall || GRID[i][j].maze) return true; // fixed objects
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_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] = new Spot(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] = new Spot(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);
}
for (i = 0; i < gridsize; i++)
for (j = 0; j < gridsize; j++) GRID[i][j].addNeighbors(GRID);
initialGrid = [...GRID]; // Store a copy of the inital 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;
console.log("Start Position", ai, aj);
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
}
);
}
// Remove Previous information
function resetSearch() {
for (i = 0; i < gridsize; i++)
{
for (j = 0; j < gridsize; j++){
GRID[i][j].previous = undefined
}
}
}
// --- 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)
}
// draw path
function drawPath() {
for (let obj of oldPath ) {
var t = ABWorld.scene.getObjectByName("PathObject"+obj.i+obj.j);
ABWorld.scene.remove(t)
}
for(let pathBlock of path ) {
var shape = new THREE.BoxGeometry(20,20,20)
var material = new THREE.MeshBasicMaterial({ color: "#ffffff"});
material.transparent = true;
material.opacity = 0.1;
var r = new THREE.Mesh( shape, material );
r.name = "PathObject"+pathBlock.i+pathBlock.j;
r.position.copy(translate(pathBlock.i, pathBlock.j));
ABWorld.scene.add(r);
}
}
// --- take actions -----------------------------------
function moveLogicalEnemy() {
// clearOldPath()
closedSet = [];
openSet = [];
start = GRID[ei][ej];
end = GRID[ai][aj];
console.log(GRID[ei][ej], GRID[ai][aj], ai,aj,ei,ej)
//start.wall = false;
//end.wall = false;
// openSet starts with beginning only
openSet.push(start);
var optimalPathFound = false;
var current = null;
while (true) {
if (openSet.length > 0) {
console.log("open set -", openSet);
// Best next option
var winner = 0;
for (var i = 0; i < openSet.length; i++)
if (openSet[i].f < openSet[winner].f) winner = i;
current = openSet[winner];
// Did I finish?
if (current === end) {
optimalPathFound = true;
break;
}
// Best option moves from openSet to closedSet
removeFromArray(openSet, current);
closedSet.push(current);
// Check all the neighbors
var neighbors = current.neighbors;
//--- start of for loop -----------
for (var i = 0; i < neighbors.length; i++) {
var neighbor = neighbors[i];
// Valid next spot?
if (!closedSet.includes(neighbor) && !neighbor.wall && !neighbor.maze) {
var g = current.g + heuristic(neighbor, current); // add up g values in cumulative way
// Is this a better path than before?
var newPath = false;
if (openSet.includes(neighbor)) {
if (g < neighbor.g) {
neighbor.g = g;
newPath = true;
}
} else {
neighbor.g = g;
newPath = true;
openSet.push(neighbor);
}
// Yes, it's a better path
if (newPath) {
neighbor.h = heuristic(neighbor, end);
neighbor.f = neighbor.g + neighbor.h;
neighbor.previous = current;
}
}
}
//--- end of for loop -----------
} else {
console.log("No Route found");
break;
}
}
if( path.length > 0 ) {
oldPath = path
}
path = [];
var temp = current;
path.push(temp);
while (temp.previous) {
if( !( temp.previous == start || temp.previous == end ) ) {
path.push(temp.previous);
}
temp = temp.previous;
}
console.log("Path Found ", path);
ei = path[path.length - 1].i;
ej = path[path.length - 1].j;
resetSearch();
}
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();
drawPath();
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
}