Code viewer for World: Complex World 1 - A* to se...
// Cloned by Prathmesh Lad on 11 Nov 2021 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/prathmeshlad/wall3.png' ;
const TEXTURE_MAZE 	= '/uploads/prathmeshlad/1.jpg' ;
const TEXTURE_AGENT = '/uploads/starter/pacman.jpg' ;
const TEXTURE_ENEMY = '/uploads/starter/ghost.3.png' ;

// credits:
// https://commons.wikimedia.org/wiki/Category:Pac-Man_icons
// https://commons.wikimedia.org/wiki/Category:Skull_and_crossbone_icons

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/prathmeshlad/beach_2.jpg",
	"/uploads/prathmeshlad/beach_2.jpg",
	"/uploads/prathmeshlad/bluecloud_up.jpg",
	"/uploads/prathmeshlad/beach_btm.jpg", 
	"/uploads/prathmeshlad/beach_2.jpg",
	"/uploads/prathmeshlad/beach_2.jpg"
	];


// 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;

var aStarPath = []; //myCode: this array stores the path which the enemy will follow to track the agent. It is highlighted in the world.

var ei, ej, ai, aj; //enemy and agent position on the grid cells

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) {       //myCode: function to determine whether the blocks are occupied
    if(ei == i && ej == j){         //cell occupied if enemy present at (i,j)
        return true;
    }else if(ai == i && aj == j){        //cell occupied if agent present at (i,j)
        return true;
    }else if (GRID[i][j] == GRID_WALL || GRID[i][j] == GRID_MAZE){      //cell occupied if wall or maze block present at (i,j)
        return true;
    }else{
        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 )     //this function translates or converts the 2D coordinates into 3D coordinates
{
    var v = new THREE.Vector3();

    v.y = 0;            //keeping y coordinate always 0 since the objects always move in a 2D plane
    v.x = ( i * squaresize ) - ( MAXPOS/2 );  
    v.z = ( j * squaresize ) - ( MAXPOS/2 );  

    return v;
}

//myCodeBegins
function heuristic(e, a) {      //function to calculate the value of h(x) or the heuristic guess
    var hx = 0;
    hx = Math.abs(e.i - a.i) + Math.abs(e.j - a.j);
    return hx;
}

function doSpot(e, a) {     //function to findout the neighbors of the current cell
    this.i = e;
    this.j = a;
    this.f = 0;
    this.g = 0;
    this.h = 0;
    this.neighbors = [];        //neighbors[] will store the neighboring cells in the enemyGrid
    this.previous = void 0; 
    this.wall = GRID[e][a] !== GRID_BLANK; 
    this.addNeighbors = function(enemyGrid) {
        var a = this.i;
        var b = this.j;

        //get all the neighbouring cells of the current cell and push into neighbours[]
        if( a < gridsize - 1 ){
            this.neighbors.push(enemyGrid[a + 1][b]);
        }
        if( b < gridsize - 1 ){
            this.neighbors.push(enemyGrid[a][b + 1]);
        }
        if( a > 0 ){
            this.neighbors.push(enemyGrid[a - 1][b]);
        }
        if( b > 0 ){
            this.neighbors.push(enemyGrid[a][b - 1]);
        }
    }
}

function popOpenSet(openSet, n) {        //function to remove visited cells from the open set array
    for (var a = openSet.length - 1; a >= 0; a--){
        if(openSet[a] == n){
            openSet.splice(a, 1);
        }
    }
}

function displayEnemyPath(enemyPath, pathColor) {          //function to highlight the path from the enemy to the agent
    for (var t = 0; t < enemyPath.length - 1; t++){
        shape = new THREE.BoxGeometry(squaresize, .1, squaresize);
        path = new THREE.Mesh(shape);
        path.material = new THREE.MeshBasicMaterial({
            color: pathColor     //setting the path color
        });
        path.position.copy(translate(enemyPath[t].i, enemyPath[t].j));
        ABWorld.scene.add(path);
        aStarPath.push(path);
    }
}
//myCodeEnds

function initScene() {
    var e, a, t, i;
    for (e = 0; e < gridsize; e++){     //creating a 2D array to represent the enemy grid
        GRID[e] = new Array(gridsize);
    }
    for (e = 0; e < gridsize; e++){
        for (a = 0; a < gridsize; a++){

            if( e == 0 || e == gridsize - 1 || a == 0 || a == gridsize - 1){        //identifying the walls
                GRID[e][a] = GRID_WALL;
                t = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize), (i = new THREE.Mesh(t)).material = new THREE.MeshBasicMaterial({
                    map: wall_texture           //applying the wall texture
                });
                i.position.copy(translate(e, a));       //translating coordinates into a 3D world
                ABWorld.scene.add(i);               //adding walls to the world
            } else{
                GRID[e][a] = GRID_BLANK;
            }
        }
    }
    for (var r = 1; r <= NOBOXES; r++){
        //generating random grid maze with blocks
        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);       //adding the maze blocks to the world after mapping the texture and translating the coordinates
    }

    //generate random coordinates for the enemy to spawn
    do {
        e = AB.randomIntAtoB(1, gridsize - 2);
        a = AB.randomIntAtoB(1, gridsize - 2);
    } while (occupied(e, a));
    ei = e;
    ej = a;
    t = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize);
    (theenemy = new THREE.Mesh(t)).material = new THREE.MeshBasicMaterial({
        map: enemy_texture
    });
    ABWorld.scene.add(theenemy);
    drawEnemy();
    
    //generate random coordinates for the agent to spawn
    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();

    //setting the background from the SKYBOX_ARRAY
    ABWorld.scene.background = (new THREE.CubeTextureLoader).load(SKYBOX_ARRAY, function() {
        ABWorld.render();
        AB.removeLoading();
        AB.runReady = !0;
    });
}
 


// --- draw moving objects -----------------------------------
function drawEnemy(){           //function to draw enemy
    theenemy.position.copy ( translate(ei,ej) );   //convert my 2D i,j coordinates to a 3D x,y,z coordinates
    ABWorld.lookat.copy ( theenemy.position );  //look towards the enemy when the camera is moving
}
function drawAgent(){       //function to draw agent
    theagent.position.copy ( translate(ai,aj) );    //convert my 2D i,j coordinates to a 3D x,y,z coordinates
    ABWorld.follow.copy ( theagent.position );      //the camera will track the agent
}


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

//myCodeBegins: this function uses the A* algorithm to track the agent. Important part of my code*
function enemyMovement() {
    for (var enemyGrid = new Array(gridsize), openSet = [], closedSet = [], i = 0; i < aStarPath.length; i++){
        ABWorld.scene.remove(aStarPath[i]);
    }
    for (i = 0; i < gridsize; i++){
        enemyGrid[i] = new Array(gridsize);         //creating a 2D array for storing neighbours
    }
    for (i = 0; i < gridsize; i++){
        for (var r = 0; r < gridsize; r++){     //traversing every cell to determine the cost of every cell
            enemyGrid[i][r] = new doSpot(i, r);       //creating object for each cell and storing the cost in enemyGrid[i][r]
        }
    }
    for (i = 0; i < gridsize; i++){
        for (r = 0; r < gridsize; r++){     //traversing every cell when the enemy moves
            enemyGrid[i][r].addNeighbors(enemyGrid);        //for every step the enemy takes, find the neighbouring cells
        }
    }
        
    for (openSet.push(enemyGrid[ei][ej]); openSet.length > 0;) {    //pushing the neighbouring nodes into openSet[]
        var tmp = 0;
        for (i = 0; i < openSet.length; i++){
            if(openSet[i].f < openSet[tmp].f){            //checking the smallest cost neighbouring node among all the neighbours
                tmp = i;
            }
        }
        var n = openSet[tmp];           //storing the least cost neighbour in n
        if (n === enemyGrid[ai][aj]) {      //agent present at the least cost neighbouring node 
            var enemyPath = [], u = n; 
            for (enemyPath.push(u); u.previous;){           
                enemyPath.push(u.previous),         //push all the nodes which the enemy has visited and arrived at the current node into enemyPath[]
                u = u.previous;             //back track the path for the enemy
            }
            displayEnemyPath(enemyPath, "#03fce7");      //highlighting the path
            var pathLength = enemyPath.length - 2;       //excluding the enemy and agent positions from enemyPath[]
            if( occupied(enemyPath[pathLength].i, enemyPath[pathLength].j) ){     
                break;                      //break if there are obstacles in the path
            } else{
                ei = enemyPath[pathLength].i;
                ej = enemyPath[pathLength].j;       //if no obstacles in the path, move the enemy towards the agent
                break;
            }
            
        }
        popOpenSet(openSet, n);      //remove the visited node (n) from the open set
        closedSet.push(n);              //push the visited node (n) into the closed set
        var neighboursOfNeighbour = n.neighbors;            //store the neighbours of current cell (n) in neighboursOfNeighbour
        for (i = 0; i < neighboursOfNeighbour.length; i++) {
            var tmp = neighboursOfNeighbour[i];
            if (tmp[i] === enemyGrid[ai][aj]) {     //agent is present at the neighbouring neighbour of n 
                tmp.previous = n;       //move the enemy to the neighbouring neighbour of n
                break;
            }
            if (!closedSet.includes(tmp) && !tmp.wall) {
                
                var l = n.g + heuristic(tmp, n);      //calculate heuristic for n if it is not in closed set and not a wall

                if(openSet.includes(tmp) && l < tmp.g){  //if tmp is in open set and the known value (g) is less than the calculated fx i.e. l
                    tmp.g = l;          //assign the g of tmp with the calculated fx which is l
                }else{
                    tmp.g = l;              //if tmp is not in open set, assign l to the g of tmp and push tmp in open set
                    openSet.push(tmp);
                    tmp.h = heuristic(tmp, enemyGrid[ai][aj]);      //calculate the heuristic guess starting from tmp to the agent
                    tmp.f = tmp.g + tmp.h;      //calculate the A* path cost
                    tmp.previous = n;
                }
            }
        }
    }
}
//myCodeEnds


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(){
    // this function checks whether the agent is blocked from all four sides
    if ( occupied (ai-1,aj) && occupied (ai+1,aj) && occupied (ai,aj+1) && occupied (ai,aj-1) ){
        return true;
    }else{
        return false;
    }
}


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 );
}





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
    enemyMovement();


  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
}