Code viewer for World: Yuwei's Complex World

// Cloned by Bob Chen on 25 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 = 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 = true;						// Switch between 3d and 2d view (both using Three.js) 


const TEXTURE_WALL = '/uploads/finally/wall.jpg';
const TEXTURE_MAZE = '/uploads/finally/c3npbx.jpg';
const TEXTURE_AGENT = '/uploads/finally/jerry2.jpg';
const TEXTURE_ENEMY = '/uploads/finally/tom.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/nursery.2.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 = 30;						// 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 PATHCOLOR = 0X00FF00;


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, pathLine;

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);

    var geo = new THREE.Geometry();
    var material = new THREE.MeshBasicMaterial({ color: PATHCOLOR });
    pathLine = new THREE.Line(geo, material);
    ABWorld.scene.add(pathLine);

    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)
}


function drawPath(paths) {  // draw the path (line) which found by A* algorithm
    
    var v;
    
    if (pathLine) {
        ABWorld.scene.remove(pathLine);
    }
    
    if (paths.length < 2) return;
    
    var lines = [];
    
    for (const p of paths) {
        v = translate(p.x, p.y);
        v.y = 1;
        lines.push(v);
    }
    
    var geometry = new THREE.BufferGeometry().setFromPoints(lines);
    var material = new THREE.LineBasicMaterial({ color: PATHCOLOR });
    
    pathLine = new THREE.Line(geometry, material);
    ABWorld.scene.add(pathLine);
}

// --- take actions -----------------------------------

//***********Yuwei's code************************************************************************************************************************************

function moveLogicalEnemy() {
    // move towards agent 
    // Enemy will move along the path

    var paths = searchRoad(ai, aj, ei, ej, GRID)
    paths.pop(); //delete the last grid which is origin position of the enemy
    drawPath(paths);
   
    if (paths.length > 0) {
        //enemy move
        ei = paths[paths.length - 1].x;
        ej = paths[paths.length - 1].y;
        
        console.log("path :",paths);
    }
    
    
    else{
        
        
        //AB.abortRun = true;
        
        // 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;
    // }
}


//****************************************************************************************************************************************************************


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 + " &nbsp; x = (" + x.toString() + ") &nbsp; 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(" &nbsp; y = (" + y.toString() + ") <br>" +
        " Bad steps: " + badsteps +
        " &nbsp; Good steps: " + goodsteps +
        " &nbsp; Score: " + score.toFixed(2) + "% ", 2);
}



//**********************************************************   Yuwei's Code  ********************************************************************************** 

//*********A* algorithm find the path*********** */

//where MAP.arr is a two-dimensional array
function searchRoad(start_x, start_y, end_x, end_y, MAP) {
    var openList = [], 
        closeList = [],  
        result = [],   //path in it
        result_index;  //index number of path
    openList.push({ x: start_x, y: start_y, G: 0 });//Add the current point to the open list, and G is 0.
    
    do {
        var currentPoint = openList.pop();
        closeList.push(currentPoint);
        var surroundPoint = SurroundPoint(currentPoint);
        for (var i in surroundPoint) {
            var item = surroundPoint[i];        //Get eight points around (the neighbors)
            if (
                item.x >= 0 &&              //Determine if it's on a map
                item.y >= 0 &&
                item.x < gridsize &&
                item.y < gridsize &&
                MAP[item.x][item.y] === 0 &&     //Determine if it is wall
                !existList(item, closeList) &&     //determin if in the closeList
                MAP[item.x][currentPoint.y] === 0 &&  //Determine if there is an obstacle in between, if there is an obstacle that cannot be crossed
                MAP[currentPoint.x][item.y] === 0) {
                //The G
                //If the neighbor is in the top, bottom, left, and right positions, then g is equal to 10,
                //and if it is diagonally opposite, then 14.
                var g = currentPoint.G + ((currentPoint.x - item.x) * (currentPoint.y - item.y) === 0 ? 10 : 14);
                if (!existList(item, openList)) {    //if not in openList
                    //Calculating H us Manhattan Distance
                    item['H'] = Math.abs(end_x - item.x) * 10 + Math.abs(end_y - item.y) * 10;
                    item['G'] = g;
                    item['F'] = item.H + item.G;
                    item['parent'] = currentPoint;
                    openList.push(item);
                }
                else {                 //Exists in the open list and compares the size of the current g with the size of the previous g.
                    var index = existList(item, openList);
                    //If the current  g is smaller
                    if (g < openList[index].G) {
                        openList[index].parent = currentPoint;
                        openList[index].G = g;
                        openList[index].F = g + openList[index].H;
                    }
                }
            }
        }
        //If the openList is empty and there is no path, the result is empty.
        if (openList.length === 0) {
            break;
        }
        openList.sort(sortF);//The purpose of this step is to find the smallest F-value when looping back, and remove it from the "openList".
    } while (!(result_index = existList({ x: end_x, y: end_y }, openList)));
    //Determine if the result list is empty
    if (!result_index) {
        result = [];
    }
    else {
        var currentObj = openList[result_index];
        do {
            //Add the road force node to the result
            result.unshift({
                x: currentObj.x,
                y: currentObj.y
            });
            currentObj = currentObj.parent;
        } while (currentObj.x != start_x || currentObj.y != start_y);
    }
    return result;
}
//Sorting arrays with F values
function sortF(a, b) {
    return b.F - a.F;
}
//Gets the value of eight surrounding points
function SurroundPoint(curPoint) {
    var x = curPoint.x, y = curPoint.y;
    return [
        { x: x - 1, y: y - 1 },
        { x: x, y: y - 1 },
        { x: x + 1, y: y - 1 },
        { x: x + 1, y: y },
        { x: x + 1, y: y + 1 },
        { x: x, y: y + 1 },
        { x: x - 1, y: y + 1 },
        { x: x - 1, y: y }
    ]
}
//Determines if the point exists in the list, if so, the index number is returned.
function existList(point, list) {
    for (var i in list) {
        if (point.x == list[i].x && point.y == list[i].y) {
            return i;
        }
    }
    return false;
}


//***********************************************************************************************************************************************************************


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 % 3) === 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();
    }

};



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 
}