Code viewer for World: Harry Potter - Part 1
// Cloned by Gaurav Kumar on 2 Nov 2022 from World "Complex World" by Starter user
// Please leave this clone trail here.

AB.clockTick = 100; // 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;

//---- global constants: -------------------------------------------------------

const show3d = true; // Switch between 3d and 2d view (both using Three.js)

const TEXTURE_WALL = "/uploads/elnino2/1667436227.png";
const TEXTURE_MAZE = "/uploads/elnino2/1667469585.jpg";
const TEXTURE_AGENT = "/uploads/elnino2/1667438400.png";
const TEXTURE_ENEMY = "/uploads/elnino2/1667436032.png";

const MUSIC_BACK = "/uploads/elnino2/Harry_P.mp3";
const SOUND_ALARM = "/uploads/elnino2/avada_kedavra.mp3";

const gridsize =    AB.randomIntAtoB(20, 50); // number of squares along side of world

const NOBOXES = Math.trunc((gridsize * gridsize) / 5 );  // 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
// 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",
];

// 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;
var finalPath = [], path = [];

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;
    //console.log(v);
    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
    function 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);
        }
    }
    maze();
    
    // 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 heuristic(a, b) {
    return Math.abs(a.i - b.i) + Math.abs(a.j - b.j);
}

// Function to delete element from the array
function removeFromArray(arr, elt) {
    // Could use indexOf here instead to be more efficient
    for (var i = arr.length - 1; i >= 0; i--)
        if (arr[i] == elt) arr.splice(i, 1);
}

function Spot(i, j) {
    // Location
    this.i = i;
    this.j = j;

    // f, g, and h values for A*
    this.f = 0;
    this.g = 0;
    this.h = 0;

    // Neighbors
    this.neighbors = [];

    // Where did I come from?
    this.previous = undefined;

    // Am I an wall?
    if (GRID[i][j] !== GRID_BLANK) this.wall = true;
    else this.wall = false;

    // Figure out who my neighbors are
    this.addNeighbors = function (i) {
        var ti = this.i;
        var tj = this.j;

        if (ti < gridsize - 1) this.neighbors.push(i[ti + 1][tj]);
        if (ti > 0) this.neighbors.push(i[ti - 1][tj]);
        if (tj < gridsize - 1) this.neighbors.push(i[ti][tj + 1]);
        if (tj > 0) this.neighbors.push(i[ti][tj - 1]);
    };
}

function moveLogicalEnemy() {
    const diagonal = false;
    const pathcolor = "darkred";
    
    for (var grid = new Array(gridsize), openSet = [], closedSet = [], i = 0; i < finalPath.length; i++)
        ABWorld.scene.remove(finalPath[i]);

    // Making a 2D array
    for (i = 0; i < gridsize; i++)
        grid[i] = new Array(gridsize);
    for (i = 0; i < gridsize; i++)
        for (var j = 0; j < gridsize; j++)
            grid[i][j] = new Spot(i, j);
    // All the neighbors
    for (i = 0; i < gridsize; i++)
        for (var j = 0; j < gridsize; j++) grid[i][j].addNeighbors(grid);
    // Start and end
    start = grid[ei][ej];
    end = grid[ai][aj];

    for (openSet.push(start); openSet.length > 0;) {
        var winner = 0;
        for (i = 0; i < openSet.length; i++)
            if (openSet[i].f < openSet[winner].f) winner = i;
        var current = openSet[winner];
        if (current === end) {
            path = [];
            var temp = current;
            path.push(temp);
            while (temp.previous) {
                path.push(temp.previous);
                temp = temp.previous;
            }
            showPath(path, pathcolor);
            var x = path.length - 2;
            occupied(path[x].i, path[x].j) || ((ei = path[x].i), (ej = path[x].j));
            break;
        }
        removeFromArray(openSet, current);
        closedSet.push(current);

        // Check all the neighbors
        var neighbors = current.neighbors;
        for (var i = 0; i < neighbors.length; i++) {
            var neighbor = neighbors[i];

            // Valid next spot?
            if (!closedSet.includes(neighbor) && !neighbor.wall) {
                var tempG = current.g + heuristic(neighbor, current);

                // Is this a better path than before?
                var newPath = false;
                if (openSet.includes(neighbor)) {
                    if (tempG < neighbor.g) {
                        neighbor.g = tempG;
                        newPath = true;
                    }
                } else {
                    neighbor.g = tempG;
                    newPath = true;
                    openSet.push(neighbor);
                }

                // Yes, it's a better path
                if (newPath) {
                    neighbor.h = heuristic(neighbor, end);
                    neighbor.f = neighbor.g + neighbor.h;
                    neighbor.previous = current;
                }
            }
        }
    }

    function showPath(path, pathcolor) {
        for (var loop = 0; loop < path.length - 1; loop++) {
            shape = new THREE.BoxGeometry(squaresize, 0.1, squaresize);
            FinalPath = new THREE.Mesh(shape);
            FinalPath.material = new THREE.MeshBasicMaterial({ color: pathcolor });
            FinalPath.position.copy(translate(path[loop].i, path[loop].j));
            ABWorld.scene.add(FinalPath);
            finalPath.push(FinalPath);
        }
    }
    

}

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;
    BOXHEIGHT = squaresize;
    ABWorld.init3d(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> Voldemort trapped. Final score zero. </B> </font>   ",
            3
        );
    else AB.msg(" <br> <font color=green> <B> Harry Wins. </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
}