/*
KNOWN BUGS
-----------
dog will pin sheep against wall forever
dog will get stuck at a wall if sheep is on the other side of it
gate sometimes closes on the sheep
*/
const CLOCKTICK = 150; // speed of run - move things every n milliseconds
const MAXSTEPS = 1000; // length of a run before final score
//---- global constants: -------------------------------------------------------
const gridsize = 20; // number of squares along side of world
const squaresize = 100; // size of square in pixels
const MAXPOS = gridsize * squaresize; // length of one side in pixels
const NOBOXES = Math.trunc ( (gridsize * gridsize) / 15 );
const SKYCOLOR = 0xffffcc; // a number, not a string
const BLANKCOLOR = SKYCOLOR ; // make objects this color until texture arrives (from asynchronous file read)
const LIGHTCOLOR = 0xffffff ;
const startRadiusConst = MAXPOS * 0.8 ; // distance from centre to start the camera at
const skyboxConst = MAXPOS * 3 ; // where to put skybox
const maxRadiusConst = MAXPOS * 5 ; // maximum distance from camera we will render things
//--- 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;
// contents of a grid square
const GRID_BLANK = 0;
const GRID_WALL = 1;
const GRID_MAZE = 2;
// --- some useful random functions -------------------------------------------
function randomfloatAtoB ( A, B )
{
return ( A + ( Math.random() * (B-A) ) );
}
function randomintAtoB ( A, B )
{
return ( Math.round ( randomfloatAtoB ( A, B ) ) );
}
function randomBoolean()
{
if ( Math.random() < 0.5 ) { return false; }
else { return true; }
}
function randomPick ( a, b )
{
if ( randomBoolean() )
return a;
else
return b;
}
//---- start of World class -------------------------------------------------------
function World() {
//---My functions------------------------------------------------------------------
function looseSheep(){
if(zone(e1i,e1j) != 2) return true;
if(zone(e2i,e2j) != 2) return true;
if(zone(e3i,e3j) != 2) return true;
return false;
}
function sheepCaught(){
var count = 0;
if(zone(e1i,e1j) == 2) count++;
if(zone(e2i,e2j) == 2) count++;
if(zone(e3i,e3j) == 2) count++;
return count;
}
//raise and lower the gate logically
function liftGate(){
for(var i = 6; i <= 10; i++){
MAZE[i].position.y = (MAZE[i].position.y)+100;
}
for(var i = 7; i < 12; i++){
GRID[i][6] = GRID_BLANK ;
}
gateLifted = true;
}
function lowerGate(){
for(var i = 6; i <= 10; i++){
MAZE[i].position.y = (MAZE[i].position.y)-100;
}
for(var i = 7; i < 12; i++){
GRID[i][6] = GRID_MAZE;
}
gateLifted = false;
}
//determine what zone you are curently in.
function zone(i,j){
if( (i => 1) && (i <= 6) && (j => 1) && (j <= 6 ) ) return 1
if( (i > 6) && (i <= 12) && (j => 1) && (j <= 6 ) ) return 2
if( (i > 12) && (i <= 18) && (j => 1) && (j <= 6 ) ) return 3
if( (i => 1) && (i <= 7) && (j > 6) && (j <= 12 ) ) return 4
if( (i > 7) && (i <= 11) && (j > 6) && (j <= 12 ) ) return 5
if( (i >= 12) && (i <= 18) &&(j > 6) && (j <= 12 ) ) return 6
if( (i => 1) && (i <= 7) && (j > 12) && (j <= 18 ) ) return 7
if( (i > 7) && (i <= 11) && (j > 12) && (j <= 18 ) ) return 8
if( (i >= 12) && (i <= 18) &&(j > 12) && (j <= 18 ) ) return 9
}
var sheepCount = 0;
var GRID = new Array(gridsize); // can query GRID about whether squares are occupied, will in fact be initialised as a 2D array
var WALLS = new Array ( 4 * gridsize ); // need to keep handle to each wall block object so can find it later to paint it
var MAZE = new Array ( NOBOXES );
var theagent, theenemy1, theenemy2, theenemy3;
var agentRotation = 0;
var enemy1Rotation = 0; // with 3D models, current rotation away from default orientation
var enemy2Rotation = 0;
var enemy3Rotation = 0;
// enemy and agent position on squares
var ai, aj;
var e1i, e1j;
var e2i, e2j;
var e3i, e3j;
var gateLifted = false; //determine if gate is up/down
var badsteps;
var goodsteps;
var step;
var self = this; // needed for private fn to call public fn - see below
function initGrid()
{
for (var i = 0; i < gridsize ; i++)
{
GRID[i] = new Array(gridsize); // each element is an array
for (var j = 0; j < gridsize ; j++)
{
GRID[i][j] = GRID_BLANK ;
}
}
}
function occupied ( i, j ) // is this square occupied
{
if ( ( e1i == i ) && ( e1j == j ) ) return true; // variable objects
if ( ( ai == i ) && ( aj == j ) ) return true;
if ( ( e2i == i ) && ( e2j == j ) ) return true;
if ( ( e3i == i ) && ( e3j == j ) ) return true;
// variable objects
if ( GRID[i][j] == GRID_WALL ) return true; // fixed objects
if ( GRID[i][j] == GRID_MAZE ) return true;
return false;
}
function translate ( x )
{
return ( x - ( MAXPOS/2 ) );
}
function loadTextures()
{
var manager = new THREE.LoadingManager();
var loader = new THREE.OBJLoader( manager );
loader.load( "/uploads/geoghen4/sheep.obj", buildenemy1 );
loader.load( "/uploads/geoghen4/sheep.obj", buildenemy2 );
loader.load( "/uploads/geoghen4/sheep.obj", buildenemy3 );
// load simple OBJ
loader.load( "/uploads/geoghen4/dog.obj", buildagent );
var loader1 = new THREE.TextureLoader();
loader1.load ( '/uploads/geoghen4/fence.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
paintWalls ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
} );
var loader2 = new THREE.TextureLoader();
loader2.load ( '/uploads/geoghen4/fence.png', function ( thetexture ) {
thetexture.minFilter = THREE.LinearFilter;
paintMaze ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
} );
}
function buildenemy1 ( object )
{
object.scale.multiplyScalar ( 100 ); // make 3d object n times bigger
object.traverse( paintEnemy );
theenemy1 = object;
threeworld.scene.add( theenemy1 );
}
function buildenemy2 ( object )
{
object.scale.multiplyScalar ( 100 ); // make 3d object n times bigger
object.traverse( paintEnemy );
theenemy2 = object;
threeworld.scene.add( theenemy2 );
}
function buildenemy3 ( object )
{
object.scale.multiplyScalar ( 100 ); // make 3d object n times bigger
object.traverse( paintEnemy );
theenemy3 = object;
threeworld.scene.add( theenemy3 );
}
function paintEnemy ( child )
{
if ( child instanceof THREE.Mesh )
{
child.material.map = THREE.ImageUtils.loadTexture( "/uploads/geoghen4/wool.jppg" );
}
}
function buildagent ( object )
{
// make 3d object n times bigger
object.traverse( paintAgent );
theagent = object;
threeworld.scene.add( theagent );
}
function paintAgent ( child )
{
if ( child instanceof THREE.Mesh )
{
child.material.map = THREE.ImageUtils.loadTexture( "/uploads/geoghen4/dogfurr.jpg" );
}
}
function initSkybox()
{
// urban photographic skyboxes, credit:
// http://opengameart.org/content/urban-skyboxes
var materialArray = [
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/geoghen4/side3.png" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/geoghen4/side1.png" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/geoghen4/sky.png" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/geoghen4/ground.png" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/geoghen4/side2.png" ), side: THREE.BackSide } ) ),
( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/geoghen4/side4.png" ), side: THREE.BackSide } ) ),
];
var skyGeometry = new THREE.CubeGeometry ( skyboxConst, skyboxConst, skyboxConst );
var skyMaterial = new THREE.MeshFaceMaterial ( materialArray );
var theskybox = new THREE.Mesh ( skyGeometry, skyMaterial );
threeworld.scene.add( theskybox ); // We are inside a giant cube
}
function initLogicalWalls() // set up logical walls in data structure, whether doing graphical run or not
{
for (var i = 0; i < gridsize ; i++)
for (var j = 0; j < gridsize ; j++)
if ( ( i==0 ) || ( i==gridsize-1 ) || ( j==0 ) || ( j==gridsize-1 ) )
{
GRID[i][j] = GRID_WALL ;
}
}
function initThreeWalls() // graphical run only, set up blank boxes, painted later
{
var t = 0;
for (var i = 0; i < gridsize ; i++)
for (var j = 0; j < gridsize ; j++)
if ( GRID[i][j] == GRID_WALL )
{
var shape = new THREE.BoxGeometry( squaresize, squaresize, 10 );
var thecube = new THREE.Mesh( shape );
thecube.material.color.setHex( 0xffffff );
if((i == 0) || (i == 19)){
thecube.rotation.y = Math.PI / 2;
}
thecube.position.x = translate ( i * squaresize ); // translate my simple (i,j) block-numbering coordinates to three.js (x,y,z) coordinates
thecube.position.z = translate ( j * squaresize );
thecube.material.side = THREE.DoubleSide;
threeworld.scene.add(thecube);
WALLS[t] = thecube; // save it for later
t++;
}
}
function paintWalls ( material ) // paint blank boxes
{
for ( var i = 0; i < WALLS.length; i++ )
{
if ( WALLS[i] ) WALLS[i].material = material;
}
}
function initLogicalMaze()
{
for(var i = 1; i <= 6; i++){
GRID[6][i] = GRID_MAZE ;
GRID[12][i] = GRID_MAZE ;
}
for(var i = 7; i < 12; i++){
GRID[i][6] = GRID_MAZE ;
}
}
function initThreeMaze()
{
var t = 0;
for (var i = 0; i < gridsize ; i++)
for (var j = 0; j < gridsize ; j++)
if ( GRID[i][j] == GRID_MAZE )
{
var shape = new THREE.BoxGeometry( squaresize, squaresize, 10 );
var thecube = new THREE.Mesh( shape );
thecube.material.color.setHex( BLANKCOLOR );
thecube.position.x = translate ( i * squaresize );
thecube.position.z = translate ( j * squaresize );
// thecube.position.y = 0;
if((i == 6) || (i == 12)){
thecube.rotation.y = Math.PI / 2;
}
thecube.material.side = THREE.DoubleSide;
threeworld.scene.add(thecube);
MAZE[t] = thecube; // save it for later
t++;
}
}
function paintMaze ( material )
{
for ( var i = 0; i < MAZE.length; i++ )
{
if ( MAZE[i] ) MAZE[i].material = material;
}
}
// --- enemy functions -----------------------------------
function drawEnemys() // given e1i, e1j, draw it
{
if ( theenemy1 )
{
var x = translate ( e1i * squaresize );
var z = translate ( e1j * squaresize );
var y = ( -1 * squaresize );
theenemy1.position.x = x;
theenemy1.position.y = y;
theenemy1.position.z = z;
threeworld.lookat.copy ( theenemy1.position ); // if camera moving, look back at where the enemy is
threeworld.lookat.y = ( squaresize * 1.5 ); // point camera higher up
}
if ( theenemy2 )
{
var x = translate ( e2i * squaresize );
var z = translate ( e2j * squaresize );
var y = ( -1 * squaresize );
theenemy2.position.x = x;
theenemy2.position.y = y;
theenemy2.position.z = z;
//threeworld.lookat.copy ( theenemy2.position ); // if camera moving, look back at where the enemy is
//threeworld.lookat.y = ( squaresize * 1.5 ); // point camera higher up
}
if ( theenemy3 )
{
var x = translate ( e3i * squaresize );
var z = translate ( e3j * squaresize );
var y = ( -1 * squaresize );
theenemy3.position.x = x;
theenemy3.position.y = y;
theenemy3.position.z = z;
//threeworld.lookat.copy ( theenemy2.position ); // if camera moving, look back at where the enemy is
//threeworld.lookat.y = ( squaresize * 1.5 ); // point camera higher up
}
}
function initLogicalEnemy()
{
// start in random location:
var i, j;
do
{
i = randomintAtoB(1,gridsize-2);
j = randomintAtoB(1,gridsize-2);
}
while ( occupied(i,j) || zone(i,j) == 2 ); // search for empty square
e1i = i;
e1j = j;
do{
i = randomintAtoB(1,gridsize-2);
j = randomintAtoB(1,gridsize-2);
}
while ( occupied(i,j) || zone(i,j) == 2 ); // search for empty square
e2i = i;
e2j = j;
do{
i = randomintAtoB(1,gridsize-2);
j = randomintAtoB(1,gridsize-2);
}
while ( occupied(i,j) || zone(i,j) == 2 ); // search for empty square
e3i = i;
e3j = j;
}
function enemyGetAction(i,j)
{
if(zone(i,j) == 5 && zone(ai,aj) == 5 && gateLifted == false){
liftGate();
}
else if(zone(i,j) != 5 && zone(ai,aj) != 5 && gateLifted == true){
lowerGate();
}
if(zone(i,j) == 2){
if(randomBoolean()){
return ( ACTION_UP );
}
else{
return randomPick ( ACTION_LEFT, ACTION_RIGHT );
}
}
if( (aj === j) && ( (ai-1) === i ) ){
return ( ACTION_LEFT );
}
else if( (aj === j) && ( (ai+1) === i ) ){
return ( ACTION_RIGHT );
}
else if( (ai === i) && ( (aj-1) === j ) ){
return (ACTION_UP);
}
else if( (ai === i) && ( (aj+1) === j ) ){
return (ACTION_DOWN);
}
else{
if(randomBoolean()){
return randomPick(ACTION_DOWN, ACTION_UP)
}
else{
return randomPick(ACTION_LEFT, ACTION_RIGHT)
}
}
}
function moveLogicalEnemy(id)
{
switch(id) {
case 1:
var a = enemyGetAction(e1i,e1j);
var i = e1i;
var j = e1j;
break;
case 2:
var a = enemyGetAction(e2i,e2j);
var i = e2i;
var j = e2j;
break;
default:
var a = enemyGetAction(e3i,e3j);
var i = e3i;
var j = e3j;
}
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))
{
if ( true )
{
if ( a == ACTION_LEFT ) { rotateEnemyTowards ( id, 3 * (Math.PI / 2) ); }
else if ( a == ACTION_RIGHT ) { rotateEnemyTowards ( id, 1 * (Math.PI / 2) ); }
else if ( a == ACTION_UP ) { rotateEnemyTowards ( id, 2 * (Math.PI / 2) ); }
else if ( a == ACTION_DOWN ) { rotateEnemyTowards ( id, 0 * (Math.PI / 2) ); }
}
switch(id) {
case 1:
e1i = i;
e1j = j;
break;
case 2:
e2i = i;
e2j = j;
break;
default:
e3i = i;
e3j = j;
}
}
}
const INTERIMROT = 10; // number of interim rotations drawn when model turns round
function rotateEnemyTowards (id, newRotation )
{
switch(id){
case 1:
if ( enemy1Rotation == newRotation ) return;
// else
var x = ( enemy1Rotation + newRotation ) / 2;
theenemy1.rotation.set ( 0, x, 0 );
enemy1Rotation = x;
break;
case 2:
if ( enemy2Rotation == newRotation ) return;
// else
var x = ( enemy2Rotation + newRotation ) / 2;
theenemy2.rotation.set ( 0, x, 0 );
enemy2Rotation = x;
break;
case 3:
if ( enemy3Rotation == newRotation ) return;
// else
var x = ( enemy3Rotation + newRotation ) / 2;
theenemy3.rotation.set ( 0, x, 0 );
enemy3Rotation = x;
}
}
// --- agent functions -----------------------------------
function drawAgent() // given ai, aj, draw it
{
if ( theagent )
{
var x = translate ( ai * squaresize );
var z = translate ( aj * squaresize );
var y = ( -1 * squaresize );
theagent.position.x = x;
theagent.position.y = y;
theagent.position.z = z;
threeworld.follow.copy ( theagent.position ); // follow vector = agent position (for camera following agent)
threeworld.follow.y = ( squaresize * 1.5 ); // put camera higher up
}
}
function initLogicalAgent()
{
// start in random location:
ai = 9;
aj = 4;
}
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) )
{
if ( true )
{
// if going to actually move, then turn body towards move
// rotate by some amount of radians from the normal position
// in degrees: +0, +90, +180, +270
if ( a == ACTION_LEFT ) { rotateAgentTowards ( 3 * (Math.PI / 2) ); }
else if ( a == ACTION_RIGHT ) { rotateAgentTowards ( 1 * (Math.PI / 2) ); }
else if ( a == ACTION_UP ) { rotateAgentTowards ( 2 * (Math.PI / 2) ); }
else if ( a == ACTION_DOWN ) { rotateAgentTowards ( 0 * (Math.PI / 2) ); }
}
ai = i;
aj = j;
if(zone(ai,aj) == 2 && gateLifted == false){
liftGate();
}
}
}
function rotateAgentTowards ( newRotation )
{
if ( agentRotation == newRotation ) return;
// else
var x = ( agentRotation + newRotation ) / 2;
theagent.rotation.set ( 0, x, 0 );
agentRotation = x;
}
// --- score: -----------------------------------
function badstep() // is the enemy within one square of the agent
{
if ( ( Math.abs(e1i - ai) < 2 ) && ( Math.abs(e1j - aj) < 2 ) ) return true;
else return false;
}
function updateStatus()
{
var status = sheepCaught() + " sheep caught out of " + 3 ;
$("#user_span1").html( status );
}
//--- public functions / interface / API ----------------------------------------------------------
// must have this public variable:
this.endCondition; // If set to true, run will end.
this.newRun = function()
{
this.endCondition = false;
badsteps = 0;
goodsteps = 0;
step = 0;
// define logical data structure for the World, even if no graphical representation:
initGrid();
initLogicalWalls();
initLogicalMaze();
initLogicalAgent();
initLogicalEnemy();
//initLogicalEnemy2();
if ( true )
{
threeworld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR );
// light
var ambient = new THREE.AmbientLight();
threeworld.scene.add( ambient );
var thelight = new THREE.DirectionalLight ( LIGHTCOLOR, 3 );
thelight.position.set ( startRadiusConst, startRadiusConst, startRadiusConst );
threeworld.scene.add(thelight);
// music
var x = "<audio id=theaudio src=http://student.computing.dcu.ie/~geoghen4/bennyhill.mp3 autoplay loop> </audio>" ;
$("#user_span2").html( x );
// music credit
// http://www.dl-sounds.com/royalty-free/suspense-strings/
initSkybox();
initThreeWalls();
initThreeMaze();
loadTextures(); // will return sometime later, but can go ahead and render now
}
};
this.getState = function()
{
var x = [ ai, aj, e1i, e1j, e2i, e2j, e3i, e3j ];
return ( x );
};
this.takeAction = function ( a )
{
step++;
if(sheepCaught() == 3 && zone(ai,aj) == 8){
lowerGate();
this.endCondition = true;
}
moveLogicalAgent(a);
if ( ( step % 2 ) == 0 ){
moveLogicalEnemy(1);
moveLogicalEnemy(2);
moveLogicalEnemy(3);
} // slow the enemy down to every nth step
if ( badstep() )
badsteps++;
else
goodsteps++;
if ( true )
{
drawAgent();
drawEnemys();
//drawEnemy2();
updateStatus();
}
};
this.endRun = function()
{
console.log("Run Ended");
};
this.getScore = function()
{
return goodsteps;
};
}
//---- end of World class -------------------------------------------------------