// Cloned by Chandrabhanu Singh Rawat on 8 Nov 2022 from World "Enemy versus Agent Game (clone by Aoife Doherty)" by Aoife Doherty
// Please leave this clone trail here.
AB.clockTick=100,
AB.maxSteps=1e3,
AB.screenshotStep=50;
const show3d=!0,
TEXTURE_WALL="/uploads/starter/door.jpg",
TEXTURE_MAZE="/uploads/aoifemariedoherty/Cavewallblack.jpg",
TEXTURE_AGENT="/uploads/aoifemariedoherty/indiana.jpg",
TEXTURE_ENEMY="/uploads/aoifemariedoherty/stonegrey.jpg",
MUSIC_BACK="/uploads/starter/Defense.Line.mp3",
SOUND_ALARM="/uploads/starter/air.horn.mp3",
gridsize=50,NOBOXES=Math.trunc(gridsize*gridsize/3),
squaresize=100,
spheresize=55,
MAXPOS=gridsize*squaresize,
SKYCOLOR=14548957,
startRadiusConst=.8*MAXPOS,
maxRadiusConst=10*MAXPOS;
ABHandler.MAXCAMERAPOS=maxRadiusConst,ABHandler.GROUNDZERO=!0;
const SKYBOX_ARRAY=["/uploads/aoifemariedoherty/bluecloud_rt.jpg",
"/uploads/aoifemariedoherty/bluecloud_lf.jpg",
"/uploads/aoifemariedoherty/bluecloud_up.jpg",
"/uploads/aoifemariedoherty/bluecloud_dn.jpg",
"/uploads/aoifemariedoherty/bluecloud_bk.jpg",
"/uploads/aoifemariedoherty/bluecloud_ft.jpg"],
ACTION_LEFT=0,
ACTION_RIGHT=1,
ACTION_UP=2,
ACTION_DOWN=3,
ACTION_STAYSTILL=4,
GRID_BLANK=0,
GRID_WALL=1,
GRID_MAZE=2;
var BOXHEIGHT,theagent,theenemy,wall_texture,agent_texture,enemy_texture,maze_texture,ei,ej,ai,aj,badsteps,goodsteps,
GRID=new Array(gridsize),shownPath=[],path=[];
function loadResources(){
var e=new THREE.TextureLoader,
a=new THREE.TextureLoader,
t=new THREE.TextureLoader,
i=new THREE.TextureLoader;
e.load(TEXTURE_WALL,function(e){e.minFilter=THREE.LinearFilter,wall_texture=e,asynchFinished()&&initScene()}),
a.load(TEXTURE_AGENT,function(e){e.minFilter=THREE.LinearFilter,agent_texture=e,asynchFinished()&&initScene()}),
t.load(TEXTURE_ENEMY,function(e){e.minFilter=THREE.LinearFilter,enemy_texture=e,asynchFinished()&&initScene()}),
i.load(TEXTURE_MAZE,function(e){e.minFilter=THREE.LinearFilter,maze_texture=e,asynchFinished()&&initScene()})
}
function asynchFinished(){
return!!(wall_texture&&agent_texture&&enemy_texture&&maze_texture)
}
function occupied(e,a){return ei==e&&ej==a||(ai==e&&aj==a||(GRID[e][a]==GRID_WALL||GRID[e][a]==GRID_MAZE))}
function translate(e,a){var t=new THREE.Vector3;return t.y=0,t.x=e*squaresize-MAXPOS/2,t.z=a*squaresize-MAXPOS/2,t}
function initScene(){
var e,a,t,i;
for(e=0;e<gridsize;e++)
GRID[e]=new Array(gridsize);
for(e=0;e<gridsize;e++)
for(a=0;a<gridsize;a++)
0==e||e==gridsize-1||0==a||a==gridsize-1?(GRID[e][a]=GRID_WALL,
t=new THREE.BoxGeometry(squaresize,BOXHEIGHT,squaresize),
(i=new THREE.Mesh(t)).material=new THREE.MeshBasicMaterial({map:wall_texture}),
i.position.copy(translate(e,a)),
ABWorld.scene.add(i)):GRID[e][a]=GRID_BLANK;for(var r=1;r<=NOBOXES;r++)e=AB.randomIntAtoB(1,gridsize-2),
a=AB.randomIntAtoB(1,gridsize-2),GRID[e][a]=GRID_MAZE,
t=new THREE.BoxGeometry(squaresize,BOXHEIGHT,squaresize),
(i=new THREE.Mesh(t)).material=new THREE.MeshBasicMaterial({map:maze_texture}),
i.position.copy(translate(e,a)),
ABWorld.scene.add(i);
do{
e=AB.randomIntAtoB(1,gridsize-2),
a=AB.randomIntAtoB(1,gridsize-2)
}
while(occupied(e,a));
ei=e,
ej=a,
t=new THREE.SphereGeometry(spheresize,BOXHEIGHT,spheresize),
(theenemy=new THREE.Mesh(t)).material=new THREE.MeshBasicMaterial({map:enemy_texture}),
ABWorld.scene.add(theenemy),drawEnemy();
do{
e=AB.randomIntAtoB(1,gridsize-2),a=AB.randomIntAtoB(1,gridsize-2)
}
while(occupied(e,a));
ai=e,aj=a,t=new THREE.BoxGeometry(squaresize,BOXHEIGHT,squaresize),
(theagent=new THREE.Mesh(t)).material=new THREE.MeshBasicMaterial({map:agent_texture}),
ABWorld.scene.add(theagent),
drawAgent(),
ABWorld.scene.background=(new THREE.CubeTextureLoader).load(SKYBOX_ARRAY,function(){ABWorld.render(),
AB.removeLoading(),AB.runReady=!0})}
function drawEnemy()
{
theenemy.position.copy(translate(ei,ej)),
ABWorld.lookat.copy(theenemy.position)
}
function drawAgent()
{
theagent.position.copy(translate(ai,aj)),
ABWorld.follow.copy(theagent.position)
}
function removeFromArray(e,a)
{
for(var t=e.length-1;t>=0;t--)
e[t]==a&&e.splice(t,1)
}
function MakeSpot(e,a)
{
this.i=e,
this.j=a,
this.f=0,
this.g=0,
this.h=0,
this.neighbors=[],
this.previous=void 0,
this.wall=GRID[e][a]!==GRID_BLANK,
this.addNeighbors=function(e)
{
var a=this.i,
var t=this.j;
a<gridsize-1&&this.neighbors.push(e[a+1][t]),
t<gridsize-1&&this.neighbors.push(e[a][t+1]),
a>0&&this.neighbors.push(e[a-1][t]),
t>0&&this.neighbors.push(e[a][t-1])
}
}
function heuristic(e,a)
{
return Math.abs(e.i-a.i)+Math.abs(e.j-a.j)
}
function highlightPath(e,a)
{
for(var t=0;t<e.length-1;t++)
shape=new THREE.BoxGeometry(squaresize,.1,squaresize),
ShownPath=new THREE.Mesh(shape),
ShownPath.material=new THREE.MeshBasicMaterial({color:a}),
ShownPath.position.copy(translate(e[t].i,e[t].j)),
ABWorld.scene.add(ShownPath),
shownPath.push(ShownPath)
}
function moveLogicalEnemy()
{
e=new Array(gridsize),
a=[],
t=[]
for(var i=0;i<shownPath.length;i++)
ABWorld.scene.remove(shownPath[i]);
for(i=0;i<gridsize;i++)
e[i]=new Array(gridsize);
for(i=0;i<gridsize;i++)
for(var r=0;r<gridsize;r++)
e[i][r]=new MakeSpot(i,r);
for(i=0;i<gridsize;i++)
for(r=0;r<gridsize;r++)e[i][r].addNeighbors(e);
for(a.push(e[ei][ej]);a.length>0;)
{
var o=0;
for(i=0;i<a.length;i++)
a[i].f<a[o].f&&(o=i);
var n=a[o];
if(n===e[ai][aj]){var s=[],d=n;for(s.push(d);d.previous;)s.push(d.previous),d=d.previous;highlightPath(s,190);var u=s.length-2;occupied(s[u].i,s[u].j)||(ei=s[u].i,ej=s[u].j);break}removeFromArray(a,n),t.push(n);var c=n.neighbors;for(i=0;i<c.length;i++){var l=c[i];if(l[i]===e[ai][aj]){l.previous=n;break}if(!t.includes(l)&&!l.wall){var h=n.g+heuristic(l,n),p=!1;a.includes(l)?h<l.g&&(l.g=h,p=!0):(l.g=h,p=!0,a.push(l)),p&&(l.h=heuristic(l,e[ai][aj]),l.f=l.g+l.h,l.previous=n)}}}}function moveLogicalAgent(e){var a=ai,t=aj;e==ACTION_LEFT?a--:e==ACTION_RIGHT?a++:e==ACTION_UP?t--:e==ACTION_DOWN&&t++,occupied(a,t)||(ai=a,aj=t)}var OURKEYS=[37,38,39,40];function ourKeys(e){return OURKEYS.includes(e.keyCode)}function keyHandler(e){return!AB.runReady||(!ourKeys(e)||(37==e.keyCode&&moveLogicalAgent(ACTION_LEFT),38==e.keyCode&&moveLogicalAgent(ACTION_DOWN),39==e.keyCode&&moveLogicalAgent(ACTION_RIGHT),40==e.keyCode&&moveLogicalAgent(ACTION_UP),e.stopPropagation(),e.preventDefault(),!1))}function badstep(){return Math.abs(ei-ai)<2&&Math.abs(ej-aj)<2}function agentBlocked(){return occupied(ai-1,aj)&&occupied(ai+1,aj)&&occupied(ai,aj+1)&&occupied(ai,aj-1)}function updateStatusBefore(e){var a=AB.world.getState();AB.msg(" Step: "+AB.step+" x = ("+a.toString()+") a = ("+e+") ")}function updateStatusAfter(){var e=AB.world.getState(),a=goodsteps/AB.step*100;AB.msg(" y = ("+e.toString()+") <br> Bad steps: "+badsteps+" Good steps: "+goodsteps+" Score: "+a.toFixed(2)+"% ",2)}AB.world.newRun=function(){AB.loadingScreen(),AB.runReady=!1,badsteps=0,goodsteps=0,BOXHEIGHT=squaresize,ABWorld.init3d(startRadiusConst,maxRadiusConst,14548957),loadResources(),document.onkeydown=keyHandler},AB.world.getState=function(){return[ai,aj,ei,ej]},AB.world.takeAction=function(e){updateStatusBefore(e),moveLogicalAgent(e),AB.step%2==0&&moveLogicalEnemy(),badstep()?badsteps++:goodsteps++,drawAgent(),drawEnemy(),updateStatusAfter(),agentBlocked()&&(AB.abortRun=!0,goodsteps=0,musicPause(),soundAlarm())},AB.world.endRun=function(){musicPause(),AB.abortRun?AB.msg(" <br> <font color=red> <B> Indiana Jones trapped. Final score zero. </B> </font> ",3):AB.msg(" <br> <font color=green> <B> Run over. </B> </font> ",3)},AB.world.getScore=function(){var e=goodsteps/AB.maxSteps*100;return Math.round(100*e)/100};var backmusic=AB.backgroundMusic("/uploads/aoifemariedoherty/IJTheme.mp3");function musicPlay(){backmusic.play()}function musicPause(){backmusic.pause()}function soundAlarm(){new Audio("/uploads/aoifemariedoherty/adiossapito1.mp3").play()}