Code viewer for World: Rubgy Country A vs Country...
// Cloned by Evans Kipchaui on 29 Oct 2023 from World "Complex World" by Starter user 
// Please leave this clone trail here.
 
// Clone from complex world, making the enemy smarter using A Star algorithm - Practical 1


// ==== 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; // 200;    

	// Speed of run: Step every n milliseconds. Default 100.
	
AB.maxSteps        = 500;    

	// 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) 


//Changed the images using the ones uploaded to my ancient brain account
 const TEXTURE_WALL 	= '/uploads/ekipchau/whitesquare.png' ;
 const TEXTURE_MAZE 	= '/uploads/ekipchau/square.png' ;
 const TEXTURE_AGENT 	= '/uploads/starter/pacman.jpg' ;
 const TEXTURE_ENEMY 	= '/uploads/starter/ghost.3.png' ;


// 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

// Changed the background music to ireland's call (I love it) and used rooster crowing for sound alarm
	const MUSIC_BACK  = '/uploads/ekipchau/IrelandsCall.mp3' ;
	const SOUND_ALARM = '/uploads/ekipchau/mixkit-rooster-crowing-in-the-morning-2462.wav' ;

// credits:
// http://www.dl-sounds.com/royalty-free/defense-line/
// http://soundbible.com/1542-Air-Horn.html 


// Changed number of squares along side of world, can be changed to any value 
const gridsize = 40; // 15;						 

// Changed the denominator, can be changed to any value 
const NOBOXES =  Math.trunc ( (gridsize * gridsize) / 4 );  // 5
		// density of maze - number of internal boxes
		// (bug) use trunc or can get a non-integer 

const squaresize = 200;					// 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 

// purple-yeti-cartoon-sitting-chair, credit:
// https://www.freepik.com/free-photo/purple-yeti-cartoon-sitting-chair_39425707.htm
// https://matheowis.github.io/HDRI-to-CubeMap/ 

const SKYBOX_ARRAY = [
	'/uploads/ekipchau/1px.png',
	'/uploads/ekipchau/1nx.png',
	'/uploads/ekipchau/1py.png',
	'/uploads/ekipchau/1ny.png',
	'/uploads/ekipchau/1pz.png',
	'/uploads/ekipchau/1nz.png'
];


// ===================================================================================================================
// === 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)
}


// --------------------Start of adding A-Star without diagonal moves--------------------

// Nodes used in the A* algorithm
function pathNode(i, j) {
    // Row and column indices of the node
    this.i = i;
    this.j = j;
    // Cost from the start node (initially set to infinity)
    this.g = Infinity;  
    // Heuristic, initially set to 0
    this.h = 0;    
    // Reference to the parent node in the path
    this.parent = null;
    // Comparing nodes based on f cost
    this.compareTo = function(comparisonNode) {
        return (this.g + this.h) - (comparisonNode.g + comparisonNode.h);
    };
}

// Explore adjacent tiles around the current parent node
function exploreAdjacentTiles(centerNode, grid, closedPositions, totalRows, totalCols) {
    const relativePositions = [
        [0, 1], // right
        [1, 0], // down
        [0, -1], // left
        [-1, 0], // up
    ];
    // Check if tile is unoccupied and not in closed list
    function isTileUnoccupied(rowIdx, colIdx) {
        return (
            rowIdx >= 0 && rowIdx < totalRows &&
            colIdx >= 0 && colIdx < totalCols &&
            grid[rowIdx][colIdx] === 0 &&
            !closedPositions.has(`${rowIdx},${colIdx}`)
        );
    }
    // Generate array of neighboring tiles
    return relativePositions
        .map(([rowDelta, colDelta]) => ({
            i: centerNode.i + rowDelta,
            j: centerNode.j + colDelta,
        }))
        .filter(({ i, j }) => isTileUnoccupied(i, j))
        .map(({ i, j }) => new pathNode(i, j));
}

// A* algorithm to find the shortest path from start to end on a grid
function aStarPath(grid, start, goal) {
    // Calculate Manhattan distance between two tiles
    function computeManhattanDistance(start, end) {
        return Math.abs(start.i - end.i) + Math.abs(start.j - end.j);
    }
    // Generate backtracing coordinates from the end to the start
    function generatePath(currentTile) {
        const pathCoordinates = [];
        while (currentTile !== null) {
            pathCoordinates.push([currentTile.i, currentTile.j]);
            currentTile = currentTile.parent;
        }
        return pathCoordinates.reverse();
    }
    // Initialize open and closed lists
    const openList = [];
    const closedList = new Set();
    // Number of rows and columns in the grid
    const numRows = grid.length;
    const numCols = grid[0].length;
    // Create start and goal tiles
    const startTile = new pathNode(start[0], start[1]);
    const goalTile = new pathNode(goal[0], goal[1]);
    // Set initial values for the first tile
    startTile.g = 0;
    startTile.h = computeManhattanDistance(startTile, goalTile);
    // Add the start tile to the open list
    openList.push(startTile);
    // A* algorithm loop
    while (openList.length > 0) {
        // Sort openlist based on the f cost
        openList.sort((a, b) => a.compareTo(b));
        // Identify the tile with the lowest f cost from the open list
        const currentTile = openList.shift();
        // Check if the goal is reached
        if (currentTile.i === goalTile.i && currentTile.j === goalTile.j) {
            // Generate and return the path
            return generatePath(currentTile);
        }
        // Add the current tile to the closed list
        closedList.add(`${currentTile.i},${currentTile.j}`);
        // Get neighbors of the current tile
        const neighbors = exploreAdjacentTiles(currentTile, grid, closedList, numRows, numCols);
        // Process each neighbor
        for (const neighborTile of neighbors) {
            // Calculate tentative g value
            const tentativeG = currentTile.g + 1;
            // Check if the tentative g value is better than the current g value
            if (tentativeG < neighborTile.g) {
                // Update neighbor values
                neighborTile.g = tentativeG;
                neighborTile.h = computeManhattanDistance(neighborTile, goalTile);
                neighborTile.parent = currentTile;
                // Add neighbor to open list if not already present
                if (!openList.some(tile => tile.i === neighborTile.i && tile.j === neighborTile.j)) {
                    openList.push(neighborTile);
                }
            }
        }
    }
    // If open list is blank and goal is not reached, return null
    return null;
}

// Visualize path on 3D grid
function visualizePath(newPath) {
    // Existing path visualization object from the scene
    const existingPathVisual = ABWorld.scene.getObjectByName("pathVisual");
    // Remove current path visualization if it exists
    if (existingPathVisual) {
        ABWorld.scene.remove(existingPathVisual);
    }
    // Create a new buffer geometry for the path
    const newPathGeometry = new THREE.BufferGeometry();
    // Path coordinates to 3D positions
    const newPathPositions = newPath.map(([i, j]) => [(i - gridsize / 2) * squaresize, BOXHEIGHT / 2, (j - gridsize / 2) * squaresize]).flat();
    // 'position' attribute of the geometry
    newPathGeometry.setAttribute('position', new THREE.Float32BufferAttribute(newPathPositions, 3));
    // New material for path visualization
    const newPathMaterial = new THREE.LineBasicMaterial({ color: 0xFF0000 });
    // New line object for path visualization
    const newPathVisual = new THREE.Line(newPathGeometry, newPathMaterial);
    // Name for the path visualization object
    newPathVisual.name = "pathVisual";
    // Put the new path visualization to the scene
    ABWorld.scene.add(newPathVisual);
}

// --------------------End of adding A-Star without diagonal moves--------------------

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

//Modified move enemy code to use A*

// Move the enemy logically using the A* pathfinding algorithm
function moveLogicalEnemy()
{
    // Starting position of the enemy
	const start = [ei, ej];
	// Set the goal position as the current position of the agent
	const goal = [ai, aj];
	// Find the path using the A* pathfinding algorithm
	const path = aStarPath(GRID, start, goal);
	// Check if valid path is found
	if (path === null) {
	    console.log("There is no path to agent.");
	} else {
	    if ( ! occupied(path[1][0] , path[1][1]) )
	 	 {
	 	  // Move the enemy to the second position in the path (following the agent)
          // Note: path[0] is the current position, so path[1] is the next position to move to
	 	  ei = path[1][0];
	 	  ej = path[1][1];
	 	 }
	 	 console.info("Enemy moving to: " + ei + "," + ej)
	}
}

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();
  }
    // Added this piece to visualize path
	const start = [ei, ej];
	const goal = [ai, aj];
    const path = aStarPath(GRID,start, goal);
	if (path !== null) {
			visualizePath(path);
	}
};


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 
}