Code viewer for World: Andross Vs Fox
// ==== 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?

// 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/thephilipify/BlueFiDoorWC.jpg';
const TEXTURE_MAZE = '/uploads/thephilipify/BlueFiWall.jpg';
const TEXTURE_AGENT = '/uploads/thephilipify/starfoxship.jpg';
const TEXTURE_ENEMY = '/uploads/thephilipify/Andross.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	   

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/thephilipify/BackgroundSmall.png",
    "/uploads/thephilipify/BackgroundSmall.png",
    "/uploads/thephilipify/BackgroundSmall.png",
    "/uploads/thephilipify/BackgroundSmall.png",
    "/uploads/thephilipify/BackgroundSmall.png",
    "/uploads/thephilipify/BackgroundSmall.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.

//$.getScript("https://github.com/jeromeetienne/threex.dynamictexture/blob/master/threex.dynamictexture.js");

//--- 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 line; //The line drawn on the screen

/// *********************** STATISTIC MODE ************************* //////
// An important part is to gather metrics if this is set to true then rendering will not be performed, instead a report will be generated with performance 
// statistics of the mind over a number of runs
var normalMode = true; //If this is false the rendering will be stopped
var maxStepsPerRun = 500; // Number of times to run the situation
var reports = [];
var stepsInCurrentRun = 0;
AB.clockTick = 100; //lowered this from 100 in order to increase the speed
// Speed of run: Step every n milliseconds. Default 100.
AB.maxSteps = 5000; //Run longer to try and catch more runs
var timesRun = 0;
/// *************************************************************** /////	

function loadResources()		// asynchronous file loads - call initScene() when all finished 
{
    if (normalMode) {
        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();
        });
    } else
        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 
{
    musicPause();
    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;
                if (normalMode) {
                    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;
        if (normalMode) {
            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;
    if (normalMode) {
        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;

    if (normalMode) {
        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 
    if (normalMode) {
        ABWorld.scene.background = new THREE.CubeTextureLoader().load(SKYBOX_ARRAY, function () {

            ABWorld.render();

            AB.removeLoading();

            AB.runReady = true; 		// start the run loop
        });
    } else {
        AB.removeLoading();
        AB.runReady = true;
    }
}

// --- draw moving objects -----------------------------------


function drawEnemy()		// given ei, ej, draw it 
{
    if (normalMode) {
        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 
{
    if (normalMode) {
        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 moveLogicalAgent(a) {
    // move towards agent 
    // put some randomness in so it won't get stuck with barriers 
    var i = ai;
    var j = aj;
    var a = a.action;
    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;
    }
}


function moveLogicalEnemy(a)			// this is called by the infrastructure that gets action a from the Mind 
{
    var i = ei;
    var j = ej;

    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)) {
        ei = i;
        ej = 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; Enemy Location = (" + x[2] + "," + x[3] + ") "
        + "&nbsp; Agent Location = (" + x[0] + "," + x[1] + ") "
    );
}


function updateStatusAfter()		// agent and enemy have moved, can calculate score
{
    // new state after both have moved

    var y = AB.world.getState();
    var score = (goodsteps / stepsInCurrentRun) * 100;

    AB.msg("&nbsp; Enemy Location = (" + y[2] + "," + y[3] + ") " +
        "&nbsp; Agent Location = (" + y[0] + "," + y[1] + ")" +
        " 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 () //What this guy returns, the mind can see, modify this to return whatever the mind needs
{
    var x = [ai, aj, ei, ej, GRID, drawSpotOnTileBeingInvestigated, ABWorld]; //Philip -  Updated this to include the grid so the mind has information to work with
    return (x);
};



AB.world.takeAction = function (a) {
    stepsInCurrentRun = stepsInCurrentRun + 1;
    if (!normalMode && a.enemy.action == null) { //Philip - if the enemy doesn't have an action, they couldn't find a path so the run is dead. want to call this first to make sure the agent doesn't think its trapped when its blocked by the environment
        restartRun(); //Philip - Lets not count this one since the maze was of low quality.
    } else {

        updateStatusBefore(a.enemy);			// show status line before moves 

        moveLogicalAgent(a.agent);

        if ( ( AB.step % 2 ) == 0 )		// slow the enemy down to every nth step
        moveLogicalEnemy(a.enemy.action);


        if (badstep()) badsteps++;
        else goodsteps++;

        drawAgent();
        drawEnemy();
        drawLine(a.enemy.path);
        updateStatusAfter();			// show status line after moves  

        if (agentBlocked())			// if agent blocked in, run over 
        {
            if (normalMode) {
                AB.abortRun = true;
                goodsteps = 0;			// you score zero as far as database is concerned 			 
                musicPause();
                soundAlarm();
            }
            else saveResultsAndRestartRun(true, false);
        }

        if (!normalMode && stepsInCurrentRun >= maxStepsPerRun) { //Philip - end the run in this case also

                saveResultsAndRestartRun(false, true);
                musicPause();
        }
    }
};



AB.world.endRun = function () {
    musicPause();
    if (normalMode) {
        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);
    } else {
        buildFinalReport();

    }
};


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() {
    if (normalMode) {
        var alarm = new Audio(SOUND_ALARM);
        alarm.play();							// play once, no loop 
    }
}
// More below
//
//
//
//
//
//
//
//
//
//
//
//
///*******************************************///
//************New Methods I've Added**********///


//Used by the agent now to move away. Based on what was originally in the mind
//Moves semirandomly away to avoid getting stuck
function movementCheck() {
    if (ej < aj) return (AB.randomPick(ACTION_UP, AB.randomPick(ACTION_RIGHT, ACTION_LEFT)));
    if (ej > aj) return (AB.randomPick(ACTION_DOWN, AB.randomPick(ACTION_RIGHT, ACTION_LEFT)));

    if (ei < ai) return (AB.randomPick(ACTION_RIGHT, AB.randomPick(ACTION_UP, ACTION_DOWN)));
    if (ei > ai) return (AB.randomPick(ACTION_LEFT, AB.randomPick(ACTION_UP, ACTION_DOWN)));

    return (AB.randomIntAtoB(0, 3));

}

//This is an object to hold information about a unit in the map.
//It should hold its current position
//Its next move
//Its intended path
function Entity() {
    this.nextSquare = null;
    this.path = [];
    this.action = null;
    this.pathFound = false;
}

//This is going to hold the data of all the entities that have been added
function Entities() {
    this.enemy = null;
    this.agent = null;
}

function drawLine(x) { //Draw a line using the recieved coordinates
    if (normalMode) {
        if (line) ABWorld.scene.remove(line);

        const material = new THREE.LineBasicMaterial({
            color: 0x00ff00
        });

        const points = [];
        x.forEach(point => {
            points.push(translate(point.i, point.j));
        });

        const geometry = new THREE.BufferGeometry().setFromPoints(points);

        line = new THREE.Line(geometry, material);
        ABWorld.scene.add(line);
    }
}

var investigatingSpot;
function drawSpotOnTileBeingInvestigated(scene, i, j) {
    // if(investigatingSpot) investigatingSpot.position.copy ( translate(i,j) );
    //else
    // {
    if (normalMode) {
        shape = new THREE.BoxGeometry(50, 50, 50);
        investigatingSpot = new THREE.Mesh(shape);
        investigatingSpot.material = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
        investigatingSpot.position.copy(translate(i, j)); 		  	// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates 
        scene.add(investigatingSpot);
    }
    //}
}

function buildFinalReport() {
    var totalGoodSteps = 0;
    var totalBadSteps = 0;
    var totalUntrappedGoodSteps = 0;
    var totalUntrappedBadSteps = 0;
    var avgGoodSteps = 0;
    var avgBadSteps = 0;
    var avgUntrappedGoodSteps = 0;
    var avgUntrappedBadSteps = 0; //Looking to maximise this if not trapped
    var numberOfTimesTrapped = 0;
    var numberOfTimesStepsExceeded = 0;
    for (var i = 0; i < reports.length; i++) {
        
        totalGoodSteps += reports[i].goodSteps;
        totalBadSteps += reports[i].badSteps;
        
        if (reports[i].trapped) {
            numberOfTimesTrapped += 1;

        } else {
        totalUntrappedGoodSteps += reports[i].goodSteps;
        totalUntrappedBadSteps += reports[i].badSteps;
        }

        if (reports[i].stepsExceeded)
            numberOfTimesStepsExceeded += 1;
    }
    avgGoodSteps = totalGoodSteps / reports.length;
    avgBadSteps = totalBadSteps / reports.length;

    avgUntrappedGoodSteps = totalUntrappedGoodSteps / (reports.length - numberOfTimesTrapped);
    avgUntrappedBadSteps = totalUntrappedBadSteps / (reports.length - numberOfTimesTrapped);

    AB.msg("Final Report: <br>" +
        "Number of Times Run: " + timesRun + "<br>" +
        "Number of Successful Runs: " + reports.length + "<br>" +
        "Average Good Steps: " + avgGoodSteps + "<br>" +
        "Average Bad Steps: " + avgBadSteps + "<br>" +
        "Number of Times Trapped: " + numberOfTimesTrapped + "<br>" +
        "Average Untrapped Good Steps: " + avgUntrappedGoodSteps + "<br>" +
        "Average Untrapped Bad Steps: " + avgUntrappedBadSteps + "<br>" +
        "Number of StepsExceeded: " + numberOfTimesStepsExceeded + "<br>");

};

function Report(goodSteps, badSteps, trapped, stepsExceeded) {
    this.goodSteps = goodSteps;
    this.badSteps = badSteps;
    this.trapped = trapped;
    this.stepsExceeded = stepsExceeded;
}

function saveResultsAndRestartRun(trapped, stepsExceeded) {
    reports.push(new Report(goodsteps, badsteps, trapped, stepsExceeded));

    restartRun();
}

function restartRun() {
    goodsteps = 0;
    badsteps = 0;
    stepsInCurrentRun = 0;
    timesRun += 1;
    initScene();
}