Code viewer for World: Harry Potter: Part-2 (Assi...

// Cloned by Sagnik Chakraborty on 2 Nov 2022 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?

//=================================PART 2 OF ASSIGNMENT 1 - SAGNIK CHAKRABORTY==========================================


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

//===========sagnik=================

var diagonal = false;   // diagonal moves of enemy true or false. 
const path_line = true; // to see the path line
var path_line_array = []; //for a* path
var travelled_path_array = []; //for a* path
var change_oldpath= false;  //trigger to draw searched paths, initialized as false
var GRID_A_STAR = [];
const WALLMOVENO = 10;  //number of walls to move
const WALLMOVETICK =500;  //clock tick for the wall move
let maze_store=[]; // store the location of the maze boxes
let block=[]; //for the moving walls


////===========sagnik=================

 const TEXTURE_WALL 	= '/uploads/sagnikc3/dde5njf-c6944895-1f73-46e5-9b6c-f24bd80d1b7a.gif' ;
 const TEXTURE_MAZE 	= '/uploads/sagnikc3/1667077740.png' ;
 const TEXTURE_AGENT 	= '/uploads/sagnikc3/1667149357.png' ;
 const TEXTURE_ENEMY 	= '/uploads/sagnikc3/voldemort.gif' ;

const gridsize = 20; // number of squares along side of world 

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 = 20; // 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

 const SKYBOX_ARRAY = [										 
                "/uploads/sagnikc3/corona_up.png",
                "/uploads/sagnikc3/corona_lf.png",
                "/uploads/sagnikc3/corona_ft.png",
                "/uploads/sagnikc3/corona_dn.png",
                "/uploads/sagnikc3/corona_rt.png",
                "/uploads/sagnikc3/corona_bk.png"
                ];

	const MUSIC_BACK  = '/uploads/sagnikc3/harrypotter1themesong.mp3' ;
	const SOUND_ALARM = '/uploads/sagnikc3/8d82b5_Left_4_Dead_The_Witch_Death_Sound_Effect.mp3' ;
	
//--- 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;

////===========sagnik=================

const GRID_ENEMY = 10; 
const GRID_AGENT = 20; //to check grid content as enemy or agent

//===========sagnik=================

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, path;

var wall_texture, agent_texture, enemy_texture, maze_texture;

// enemy and agent position on squares
var ei, ej, ai, aj;

var badsteps;
var goodsteps;

//===========sagnik=================

class coordinates  // for new location coordinates
{
    constructor(i, j) 
{
        this.i = i;
        this.j = j;
    }
}


var start = new coordinates();
var target = new coordinates();


const max_openset = gridsize * gridsize;

//===========sagnik=================

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

//edited
function occupied(i, j) //  if the coordinates are occupied
{
        if (i <= gridsize && j <= gridsize && i >= 0 && j >= 0) //  if in grid
 {

        switch (GRID[i][j]) {
            case GRID_WALL:
            case GRID_MAZE:
            case GRID_ENEMY:
            case GRID_AGENT:
                return true;
            default:
                return false;
        }
    }
        return true;  //if not in grid
}



function wall(i, j)    //if wall coordinates is occupied
{
    switch (GRID[i][j]) {
        case GRID_WALL:
        case GRID_MAZE:
            return true;
        default:
            return false;
    }
}
//edited

// 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 = -squaresize;
    v.x = (i * squaresize) - (MAXPOS / 2);
    v.z = (j * squaresize) - (MAXPOS / 2);

    return v;
}

//===========sagnik================= To move the walls of the maze

Array.prototype.movingpoint = function()   //select a wholenumber as a point in the array for the block to move in the maze
{
    return this[Math.floor(Math.random()*this.length)]
};

function getoriginal(i)
{
    var u = new THREE.Vector2();
    u.x= (i.x+MAXPOS/2)/squaresize;
    u.y= (i.z+ MAXPOS/2)/ squaresize;
    
    return u;
}

 if(WALLMOVENO<NOBOXES && WALLMOVENO>0 && WALLMOVETICK>0)  //to move walls
    {
        clock= setInterval(function(){
            for(var m=0; m<WALLMOVENO; m++)
    {
        
        block_point = maze_store.movingpoint();
        
        position = getoriginal(block_point.position);
        
        x= [ position.x-1, position.x, position.x+1].movingpoint();
        y= [ position.y-1, position.y, position.y+1].movingpoint();
        
        newcoordinate_block = translate(x,y);
        
        if(!occupied(x,y))
        {
            block_point.position.copy(newcoordinate_block);
            block.push([newcoordinate_block.x,newcoordinate_block.y].toString());
            GRID[position.x][position.y]=GRID_BLANK;
            GRID[x][y]=GRID_MAZE;
        }
        
    }
        }, WALLMOVETICK);
        
       // console.log("moving "+WALLMOVENO+ " blocks");
        
       }
    else
    {
      //  console.log("moving block count exceeds max maze block count");
    }
    
    
//===========sagnik=================


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);
               // shape = new THREE.CylinderGeometry(squaresize/4, BOXHEIGHT/4, squaresize/4);
                shape = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize/4);
                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);
       // shape = new THREE.CylinderGeometry(squaresize/2, BOXHEIGHT/2, squaresize/4);
        shape = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize/4);
        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
        
        //===========sagnik=================
        
        maze_store.push(thecube);  // store maze block location
        
        //===========sagnik=================
        ABWorld.scene.add(thecube);
    }


    // set up enemy
    // start in random coordinates

    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/2 );
    shape = new THREE.ConeGeometry(squaresize/2 , BOXHEIGHT*2 , squaresize ); //changed to cone
    theenemy = new THREE.Mesh(shape);
    theenemy.material = new THREE.MeshBasicMaterial({map: enemy_texture});
    ABWorld.scene.add(theenemy);
    
     /*   //draw path
    shape    = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );
    path = new THREE.Mesh(shape);
    path.material = new THREE.MeshBasicMaterial({map: enemy_texture});
    ABWorld.scene.add(path);
    */
    
    drawEnemy();



    // set up agent
    // start in random coordinates

    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 / 2);
      shape = new THREE.CylinderGeometry(squaresize/1.25 , BOXHEIGHT/1.25 , squaresize / 2);
    //shape = new THREE.SphereGeometry(squaresize / 2, BOXHEIGHT / 2, squaresize / 2); //changed to sphere
    theagent = new THREE.Mesh(shape);
    theagent.material = new THREE.MeshBasicMaterial({map: agent_texture});
    ABWorld.scene.add(theagent);
    drawAgent();


    
    
//===========sagnik=================

    GRID[ai][aj] = GRID_AGENT;
    GRID[ei][ej] = GRID_ENEMY; //adding agent and enemy's coordinates to grid

//===========sagnik=================


    // 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

    // path.position.copy(translate(ei, ej)); //path
    // path.vertices.push(theenemy.position);
   // ABWorld.scene.add(path);

    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)
}

////===========sagnik=================- A* functions

function spotlocation(i, j)   //create spot location for a*
{
    this.i = i;
    this.j = j;

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

   
    this.neighbors = []; // for neighbors

    
    this.parent = undefined; //store origin
    this.closed = false; // if in closedset

    
    this.addNeighbors = function () // check neighbors and add
    {
        var i = this.i;
        var j = this.j;


        if (i < gridsize - 1) this.neighbors.push(GRID_A_STAR[i + 1][j]);
        if (i > 0) this.neighbors.push(GRID_A_STAR[i - 1][j]);
        if (j < gridsize - 1) this.neighbors.push(GRID_A_STAR[i][j + 1]);
        if (j > 0) this.neighbors.push(GRID_A_STAR[i][j - 1]);

        if (diagonal) // if diagonal move is allowed 
        {
            if (i > 0 && j > 0) this.neighbors.push(GRID_A_STAR[i - 1][j - 1]);
            if (i < gridsize - 1 && j > 0) this.neighbors.push(GRID_A_STAR[i + 1][j - 1]);
            if (i > 0 && j < gridsize - 1) this.neighbors.push(GRID_A_STAR[i - 1][j + 1]);
            if (i < gridsize - 1 && j < gridsize - 1) this.neighbors.push(GRID_A_STAR[i + 1][j + 1]);
        }
    };
}


function build_astar_grid()    // build parallel grid of a*
{
    var i, j;
    
    for (i = 0; i < gridsize; i++) 
    {
        GRID_A_STAR[i] = [];
        for (j = 0; j < gridsize; j++) 
        {
            GRID_A_STAR[i][j] = new spotlocation(i, j);
           
        }
    }

    for (i = 0; i < gridsize; i++) {
        for (j = 0; j < gridsize; j++) {
            GRID_A_STAR[i][j].addNeighbors();
        }
    }
}


function astar_target(grid, start, target) //return target coodinates
{
    
    var openset = []; 
    var child;
    var completed = false;
    var targetnode = GRID_A_STAR[target.i][target.j]; // target
    var startnode = GRID_A_STAR[start.i][start.j]; // start
    var currentnode;
    var nextnode = new coordinates(start.i, start.j);

    openset.push(startnode); // push startnode in open set

   
    for (i = 0; i < gridsize; i++) //reset current node values for next search
    {
        for (j = 0; j < gridsize; j++) 
        {
            currentnode = GRID_A_STAR[i][j];
            currentnode.f = currentnode.h = currentnode.g = 0;
            currentnode.closed = false;
            currentnode.parent = null;
        }
    }


    while ((openset.length > 0) && !completed) //search for target in opentlist
    {

        if (openset.length > max_openset) 
        {
            completed = true;
            return nextnode;
        }

        // Sort the list based on the f value
        openset.sort((a, b) => (a.f > b.f) ? 1 : -1); //rearange f values
        currentnode = openset.shift(); // assign first openset value to currentnode
        currentnode.closed = true; // if closed

        if (currentnode == targetnode) 
        {
           
            if (path_line) // coordinates for path
            {
                path_line_array.push(targetnode);
                travelled_path_array.push(targetnode);
            }

            // Found Target - now backtrack to get next node
            while (currentnode.parent != startnode) //if target foud
            {

                if (path_line) //coordinates for path
                {
                    path_line_array.push(currentnode);
                    travelled_path_array.push(currentnode);
                }
                            
                currentnode = currentnode.parent; //backtrack
            }
            completed = true;

            if (path_line) //path line
            {
                path_line_array.push(startnode);
                travelled_path_array.push(startnode);
            }


        } else //target not found
        {
            for (n = 0; n < currentnode.neighbors.length; n++) //build openset
            {
                child = currentnode.neighbors[n]; //count child of neighbors

                
                if (child.closed) //closedSet occupied or contains
                {
                    // move to next child
                } else if (wall(child.i, child.j)) 
                {
                             child.closed = true;
                } else 
                {
                    
                    if ((child.i == currentnode.i) || (child.j == currentnode.j)) // add to openset
                        child.g = currentnode.g + 10; // if not diagonal
                    else
                        child.g = currentnode.g + 14; 

                    child.h = heuristics_a(child, targetnode);
                    child.f = child.g + child.h;
                    child.parent = currentnode;
                    if (openset.indexOf(child) < 0) // not found in openset
                    {
                        openset.push(child);
                    }

                } 
            } 
        } 
    }

    nextnode.i = currentnode.i;
    nextnode.j = currentnode.j;

    return nextnode;

}


function heuristics_a(start, end) //initiate function for a or a*
{
    if (diagonal)
        return (Math.pow(start.i - end.i, 2) + Math.pow((start.j - end.j), 2));
    else
        return (Math.abs(start.i - start.i) + Math.abs(start.j - end.j));
}

//===========sagnik=================


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

function moveLogicalEnemy() {
    // move towards agent
    // put some randomness in so it won't get stuck with barriers

    var i, j;

    start.i = ei;
    start.j = ej;
    target.i = ai;
    target.j = aj;

//===========sagnik=================

    bestpath = astar_target(GRID, start, target); //best path from a*

    
    if (!occupied(bestpath.i, bestpath.j)) // if not occupied, move
    {
        GRID[ei][ej] = GRID_BLANK; 
       
        ei = bestpath.i; //move to best path position
        ej = bestpath.j;
        GRID[ei][ej] = GRID_ENEMY;
        
    }


}

//===========sagnik=================


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)) //replace agents previous location with current location
    {
        GRID[ai][aj] = GRID_BLANK; 
        ai = i;
        aj = j;
        GRID[ai][aj] = GRID_AGENT; 

    }
}

//===========sagnik================= //fuction to move the walls in the maze
// failed attempt, thus its not used. As a solution fuction logic or the steps within fuction { } are used inside 'setInterval'
/*
function movingmaze()
{

    for(var m=0; m<WALLMOVENO; m++)
    {
        
        block_point = maze_store.movingpoint();
        
        position = getoriginal(block_point.position);
        
        x= [ position.x-1, position.x, position.x+1].movingpoint();
        y= [ position.y-1, position.y, position.y+1].movingpoint();
        
        newcoordinate_block = translate(x,y);
        
        if(!occupied(x,y))
        {
            block_point.position.copy(newcoordinate_block);
            block.push([newcoordinate_block.x,newcoordinate_block.y].toString());
            GRID[position.x][position.y]=GRID_BLANK;
            GRID[x][y]=GRID_MAZE;
        }
        
    }
}


function movemazebytick() //to run on the clocktick
{
    setInterval(movingmaze(), WALLMOVETICK);
}
*/

//===========sagnik=================


// --- 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 + "<br>x = (" + x.toString() + ")");
    // <br>a = (" + a + ")<br>");
}


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("y = (" + y.toString() + ") <br>" +
    AB.msg(" 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;
    build_astar_grid();


    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

    // Initiailise A* Array
    document.onkeydown = keyHandler;

};



AB.world.getState = function () {
    var x = [ai, aj, ei, ej];
    return (x);
};

var enemyAngle = 0;
var cameraAngle;



AB.world.takeAction = function (a) 
{

//===========sagnik================= Draw the searched path

    if(change_oldpath)
    {
        drawtravelledpath();
    }
    
    //===========sagnik=================
    
    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() || ((goodsteps / AB.step) < 0.10)) // if agent blocked in, run over
    {
        AB.abortRun = true;
        goodsteps = 0; // you score zero as far as database is concerned
        	musicPause();
        	soundAlarm();
    }

   //===========sagnik=================
    if (path_line)   //if pathline is true
    {
        drawpath();
        
    } //===========sagnik=================

};




AB.world.endRun = function () {
    //  musicPause();
    if (AB.abortRun) AB.msg(" <br> <font color=red> <B> Agent trapped.</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
};




//===========sagnik=================
// Draw the A* path on screen



var point1;
var point2;

function drawpath()  //draw path to follow
{
    

    for (var c = 0; c < path_line_array.length; c++) 
    {

      
          point1 = path_line_array.shift();
          
        dot = new THREE.SphereGeometry(2, 0, 4);

        thedot = new THREE.Mesh(dot);
        thedot.material = new THREE.MeshBasicMaterial(0xffffff);

        thedot.position.copy(translate(point1.i, point1.j)); 
        ABWorld.scene.add(thedot);
        console.log("drawing path to travel");
        change_oldpath = true;
    }

    
    
}

function drawtravelledpath() //mark searched paths
{
    

    for (var c = 0; c < travelled_path_array.length; c++) 
    {

      
          point2 = travelled_path_array.shift();
          
        dot = new THREE.SphereGeometry(2, 0, 4);

        thedot = new THREE.Mesh(dot);
        thedot.material = new THREE.MeshBasicMaterial({map: wall_texture});

        thedot.position.copy(translate(point2.i, point2.j)); 
        ABWorld.scene.add(thedot);
        
        console.log("drawing path travelled");

    }

    
    
}

//===========sagnik=================


// --- 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 
}