Code viewer for World: Assignment_1

// Cloned by Jay Boy on 16 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 = false;						// Switch between 3d and 2d view (both using Three.js) 


 const TEXTURE_WALL 	= '/uploads/wolfy10/planet.jpg' ;
 const TEXTURE_MAZE 	= '/uploads/starter/latin.jpg' ;
 const TEXTURE_AGENT 	= '/uploads/wolfy10/pup.JPG' ;
 const TEXTURE_ENEMY 	= '/uploads/starter/pacman.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 = 50;						// number of squares along side of world	   


//jay added++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// ive added in a cost array - and filled it with 1s. the cost is 1 for every cell
const COSTS_GRID = new Array(gridsize).fill(1).map(() => new Array(gridsize).fill(1));





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  



//--- 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;
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);
	 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)
}














// --- take actions -----------------------------------
function moveLogicalEnemy(){
   run_my_function(); //JAY added 0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0
}// END ---- ENEMY -----------------------------------------------------




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 ); 
}





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();
   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 ----------------------------------------

// JAY added xyz - removed music 
// 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 
}

  
 
 
 
 
 
 
 
 
 
 
 
 
 
 

//===================== JAYS Additions XYZ =====================
//===================== //===================== //===================== //=====================
//===================== //===================== //===================== //=====================
//===================== //===================== //===================== //=====================

        
 function NODE_OBJ(i,j){ //CLASS
    // Location
    this.i = i; //x is reserved in js ?
    this.j = j;
    this.f = 0;
    this.g = undefined;
    this.h = 0;
    this.neighbours = [];
    this.prev_node = undefined;
    
                            // pump the GRID in here to use
    // this.set_neighbours = function(GRID){
    //     var i = this.i;
    //     var j = this.j;
        
    //     // lets say 5i/7j 
    //     //  5<29 .... true... grid[5+1]   [6][7] 
    //     //
    //     //
    //     //
    //     //
        
    //     // COLS repalce with COLUMNS... ONLY if i is not bigger than the largest column //wrong
    //     // if its within the bounds of the MAZE & its ... se
    //     if (i < gridsize-1){
    //         this.neighbours.push([i+1,j]);
    //         //this.neighbours.push(GRID[i + 1][j]); //right
    //         console.log("Right neighbour is at : " + (i+1) +","+ j ); //adding the value
            
    //         //console.log("ADDING RIGHT: " + GRID[i + 1][j]); //adding the value
    //         //store i, j;
            
    //     }
        
    //     if (i > 0){
    //         this.neighbours.push([i-1,j]);
    //         //this.neighbours.push(GRID[i - 1][j]); // left
    //         console.log("left neighbour is at : " + (i-1) +","+ j ); //adding the value
    //         // console.log("ADDING LEFT: " + GRID[i - 1][j]);
    //     }
        
    //     if (j < gridsize-1){
    //         this.neighbours.push([i,j+1]);
    //         //this.neighbours.push(GRID[i][j + 1]); // down
    //         // console.log("ADDING: DOWN : " + GRID[i][j + 1]);
    //         console.log("DOWN neighbour is at : " + (i)+","+ (j+1) ); //adding the value
    //     }
        
    //     if (j > 0){
    //         this.neighbours.push([i,j-1]);
    //         //this.neighbours.push(GRID[i][j - 1]); // up
    //         // console.log("ADDING UP : " + GRID[i][j - 1]);
    //         console.log("UP neighbour is at : " + (i)+","+ (j-1) ); //adding the value
    //     }
    
    
    //     // // diagonals are also neighbours: /// 4 diagnals ----> leaving diags out for now
    //     // if (diagonal){
    //     //     if (i > 0 && j > 0)                         this.neighbours.push(GRID[i - 1][j - 1]);
    //     //     if (i < gridsize - 1 && j > 0)              this.neighbours.push(GRID[i + 1][j - 1]);
    //     //     if (i > 0 && j < gridsize - 1)              this.neighbours.push(GRID[i - 1][j + 1]);
    //     //     if (i < gridsize - 1 && j < gridsize - 1)   this.neighbours.push(GRID[i + 1][j + 1]);
    //     // }  
        
    // }// ------------------------------------------------END set set_neighbours
}
//================= NODE OBJECT ======================================
 
 
			
// REf is COSTS_GRID all 1s //////     1,2 == 1 /     10/10 == 1




// main function for enemy
//-------------------------------------------------
function run_my_function(){   //METHOD1
    
    //Start = Enemeny Node      // Target-goal = Agent      //H cost to reach --- h is the crow flies -- a2 + b2 = c
    // console.log("TEST START");
    const start_node = new NODE_OBJ(ei,ej);
    const target_node = new NODE_OBJ(ai,aj);
    //const h = find_H(start_node.i, start_node.j, target_node.i, target_node.j);
   
    const QUEUE_TO_CHECK=[];    //array of objects - new cells to check
    const CAME_FROM=[];   //array of objects - associative array - cell(i,j) => parent(i-1,j)
    const PATH=[];              //array of objects
    
    
    // const G_Scores = {};
    // G_Scores[start_node] = {key: key.g};   //set start nodes parent (doesnt have one)
    const G_SCORE={};

    QUEUE_TO_CHECK.push(start_node);
    CAME_FROM[start_node] = {key: start_node, parent:undefined};   //set start nodes parent (doesnt have one)
    
    start_node.g = 0;  //deafult g is undefined - delete this
    G_SCORE[start_node] = 0;

    // console.log("TEST------- jimmy");
    // console.log("");
    
    while(QUEUE_TO_CHECK.length > 0){                    //revisit
        
        console.log("QUE: " + QUEUE_TO_CHECK.length);
        
        
        //sort by lowest F (closest to goal) -> set this as current node
        QUEUE_TO_CHECK.sort(lowest_f); 
        var current_node = QUEUE_TO_CHECK[0];
        var row = current_node.i;
        var col = current_node.j;
        // console.log(row + " x " + col);

            
        if(current_node == target_node){
            console.log("COMPLETE @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@");
            //exit(0);
        }
        
        QUEUE_TO_CHECK.shift();   // remove the first element. This is sorted above so it will be the lowest f value popped, ie current
        
        console.log("QUE - after removing: " + QUEUE_TO_CHECK.length);
        
        // const neighbours = [
        //     {row: row+1, col},
        //     {row, col: col+1},
        //     {row: row+1, col},
        //     {row, col: col-1}
        // ];
        
        const neighbours = [
            [current_node.i+1, current_node.j],
            [current_node.i, current_node.j+1],
            [current_node.i-1, current_node.j],
            [current_node.i, current_node.j-1]
        ];
        
         console.log("Current Node POS: " + current_node.i + " ~##~ " + current_node.j);
        console.log("FIRST NEIGHBORS ARRAY: TEST::::: " + neighbours[0] + " ~~~ "+ neighbours[1] + " ~~~ "+ neighbours[2] + " ~~~ "+ neighbours[3] + " ~~~ ");

        
        
        //loop through neighbors
        for(let n=0;n<neighbours.length;n++){
            // console.log("HEYA");
            const cur_neighbour_Row = neighbours[n].row ;
            const cur_neighbour_Col = neighbours[n].col ;
            
            //skip any neihgbors that are outside the grid array / or a maze wall
            if(cur_neighbour_Row < 0 || cur_neighbour_Row > gridsize.length -1 ){continue;}       
            if(cur_neighbour_Col < 0 || cur_neighbour_Col > gridsize.length -1 ){continue;} 
            
            console.log("TEST::::: " + cur_neighbour_Row +" +=+ " + cur_neighbour_Col );
            console.log("neighbor node =====  " + GRID[cur_neighbour_Row][cur_neighbour_Col] );
            
            //if(GRID[cur_neighbour_Row][cur_neighbour_Col] === 2){continue;} 
            if(GRID[cur_neighbour_Row][cur_neighbour_Col] === 2){continue;}
            
            
            
            // new spot object for the new NEIGHBOR SPOT. Fill with cur neighbor details of loop
            const neighbour_node = new NODE_OBJ(cur_neighbour_Row, cur_neighbour_Col);
            console.log("neighbor node =====  " + neighbour_node.i );
            
            //calculate cost by : the current_node's G +PLUS+ the weight from current to neighbor (always be 1 in this implimantat)
            const cost = current_node.g + COSTS_GRID[cur_neighbour_Row][cur_neighbour_Col]; // the G score of the node you're on PLUS travel time to 'n' (weight)
            
            //if the neighbor is not in the G_Score Array (i.e, has not been calculated yet) OR the neighbour is higher than cost
            if (!neighbour_node in G_SCORE || cost < G_SCORE[neighbour_node]){
                
                //THEN -- update the parent cell for history
                CAME_FROM[neighbour_node] = { key: neighbour_node,  parent: current_node };
                
                //THEN -- update the G score for the neighbor
                G_SCORE[neighbour_node] = cost; // gets the score
      
                var h = find_H(current_node.i, current_node.j, target_node.i, target_node.j);
                var f_of_cur_neighbour = find_F(G_SCORE[neighbour_node]   ,  h );
                //var f = find_F(g,h);
                
                // console.log("current_node location is: "  + current_node.i + "," + current_node.j);
                // console.log("current_node G: " + current_node.g + "-- H: " + current_node.h + "--- F: " + current_node.f);
                // console.log("--------------------------------- ");
                
            }// cost ------------------------ cost --------------------- cost
            

            
            // if(key in CAME_FROM){
            //     console.log("This is KEY: " + key);
            //     continue;
            // }
            
            //mark as discovered
            console.log("neighbours node =====  " + neighbour_node);
            console.log("neighbours[n]::::  " + neighbours[n]);
            QUEUE_TO_CHECK.push(neighbours[n]); // throw this onto the QUEUE
            
            
        } // neihgbor loop end ----------------------
        
        // ei = current_node.i;
        // ej = current_node.j;
        
        // ei = current_node.i + 1;
        // ej = current_node.j + 1;
        
    }// While end ------------------------- While End

    
    
}// run_my_function /////////////////////////////////////////////////////////////////




// function A_Star(start, goal, h){
    
//     OPEN_SET.push(start);
    
//     while(OPEN_SET.length > 0){
        
//         //sort by lowest F (closest to goal) -> set this as current node
//         OPEN_SET.sort(lowest_f);
//         var current_node = OPEN_SET[0];
        
//         if (current_node == goal){ // if thats it its over
//             console.log("COMPLETE!!!!!!!");
//             //return reconstruct_path(cameFrom, current)
//         }
        
//         OPEN_SET.shift(); //remove the lowest (pop it)
        
//         //LOOPING THROUGH CUR NODE
//         for(var i=0; i<current_node.neighbours.length; i++){
//              //console.log("This is a neighbour of ENEMY: " + current_node.neighbours[i]);
             
//              var cost = current_node.g + cost;
             
//              //1 d(current, neighbour)
//              //2 temp_G_score --- is from start to the neighbor through current
//              //3 if temp_G_score < gScore[neighbour]
//                     // this path to neighbour is better than any previous one. RECORD IT
                    
//                     //cameFrom[neighbour] == current;
//                     //gScore[neighbour] == temp_G_score
//                     //fscore[neighbour] == gScore[neighibour] +h(neighboiur)
//                     // if neighbour not in openSet
//                         // add it
//         }
        
        
//         // loop through current's neighbours
//         //Step A: finding the lowest F value in the OPEN_SET 
//         //Step B: Sort the OPEN_SET with shortest F as 0, then set that as our current NODE
//         // Step B2: If this node is the agent - then we win!!! Come back here to draw the PATH visually
//         // Step C:
//         //OPEN_SET.Remove(current
//     }//----------------------------------WHILE _ END ---/
// }//============================= A-Star end




// function to get euclidean distance FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
function find_F(g,h){
    return g+h;
}// -----------------------------------FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF


// function to get euclidean distance  // HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
function find_H(x1,y1, x2,y2){
    var a = x1 - x2;
    var b = y1 - y2;
    var c = Math.sqrt(a*a + b*b);
    
    return c;
}// -----------------------------------HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH



// function to get euclidean distance  GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG
function find_G(start_node, current_node){
    //starting position is going to move? dynamic - not from original starting position -- or is it
    var g;
    
    g = start_node.g + current_node.g ;
    //get current_g from object
    console.log("G of current: " + g)
    
    return g;
    
}// -----------------------------------GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG



function lowest_f(a,b){
    if(a.f < b.f){
        return -1;
    }
    if (a.f>b.f){
        return 1;
    }
}