Code viewer for World: V3 Capture the Diamond
// Cloned by Kilian C on 7 Nov 2022 from World "V2( A Star search complex world Attempt2 clone by Kilian C)" by Kilian C 
// Please leave this clone trail here.



// Cloned by Kilian C on 1 Nov 2022 from World "A Star search complex world Attempt2" by Kilian C 
// Please leave this clone trail here.
// Keeping V1 as fall back incase I break



// Cloned by Kilian C on 27 Oct 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?
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) 


const TEXTURE_WALL = '/uploads/kcarolan96/spacewall.jpg';
const TEXTURE_MAZE = '/uploads/kcarolan96/yellowSpace.png';
const TEXTURE_AGENT = 'uploads/kcarolan96/white_pebble.jpg';
const TEXTURE_ENEMY = 'uploads/kcarolan96/redspace.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/kcarolan96/midnight-123895.mp3'; // credit https://pixabay.com/music/modern-classical-midnight-123895/
const SOUND_ALARM = 'uploads/kcarolan96/Success-sound-effect.mp3'; // credit https://orangefreesounds.com/success-sound-effect/#google_vignette




const gridsize = 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 = 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 


// 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"
];




// ===================================================================================================================
// === 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;

//My code 
var drawnPath;

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].obstacle == GRID_WALL) return true; // fixed objects	 
    if (GRID[i][j].obstacle == 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;
}

//*************My Functions ****************

// Heuristic Function h(x) using Manhattan Distance as each node there are only 4 possible next steps (noDiagonal)
//formula = D*|X1-X2| + |Y1-Y2|

function hFx(x, y) {
    var distI = Math.abs(x.i - y.i);
    var distJ = Math.abs(x.j - y.j);
    var manhat = distI + distJ;
    return manhat;

}
// Search through array and remove specific element -> taken from coding train
function removeFromArray(arr, elt) {
    for (var i = arr.length - 1; i >= 0; i--) {
        if (arr[i] == elt) {
            arr.splice(i, 1);
        }
    }
}

//constructor for nodes 
function node(i, j) {
    this.i = i;
    this.j = j;
    this.obstacle = 0;
    //astar constructors
    this.fx = 0;
    this.gx = 0;
    this.hx = 0;
    this.preNode = undefined;
    this.neighbours = [];
    this.getNeighbours = function (grid) { //gets this nodes neighbour (not diagonal)
        var i = this.i;
        var j = this.j;
        if (i < gridsize - 1) this.neighbours.push(grid[i + 1][j]);
        if (i > 0) this.neighbours.push(grid[i - 1][j]);
        if (j < gridsize - 1) this.neighbours.push(grid[i][j + 1]);
        if (j > 0) this.neighbours.push(grid[i][j - 1]);
    };

}




function getEnemyPos() {
    var enemy = GRID[ei][ej];
    return enemy;
}

function aStar() {

    var openSet = [];
    var closedSet = [];
    eBall = getEnemyPos();
    //eBall.debug;


    //start.debug = " START" + start.i +","+start.j;
    openSet.push(eBall); //Add the black ball to the openSet

    if (drawnPath) {
        ABWorld.scene.remove(drawnPath);
    } // Checking if drawnPath if yes remove path

    while (openSet.length > 0) {
        var best = 0;
        for (var i = 0; i < openSet.length; i++) {
            if (openSet[i].f < openSet[best].f) {
                best = i;
            }
        }
        var currentNode = openSet[best];

        // End case -- result has been found, return the traced path
        if (currentNode.i == end.i && currentNode.j == end.j) {
            //debugger;
            var curr = currentNode;
            var path = [];
            while (curr.preNode) {
                path.push(curr);
                curr = curr.preNode;
                if (curr == eBall) {
                    break;
                } //stops the infinity loop on second run
            }
            drawnPath = drawPath(path); // draw the path and give drawnPath a value so that second time function is called it removes the line
            return path.reverse();
        }


        removeFromArray(openSet, currentNode); //Remove the current node from the openSet
        closedSet.push(currentNode); // Add the current node to the closed set


        var neighbours = currentNode.neighbours; //get currentNodes neighbours

        for (var i = 0; i < neighbours.length; i++) // Go through each neighbour
        {
            var neighbour = neighbours[i];
            if (closedSet.includes(neighbour) || neighbour.obstacle) //Skip if neighbout is in closed set or an obstacle
            {
                continue;
            }
            var gScore = currentNode.gx + 1; // Node to neighbour
            var gScoreIsBest = false;


            if (!openSet.includes(neighbour)) {
                //Gets the nieghbour if not in openSet already i.e not visited
                //Calculate the heuristic

                gScoreIsBest = true;
                neighbour.hx = hFx(neighbour, end);
                openSet.push(neighbour);
            } else if (gScore < neighbour.gx) {
                gScoreIsBest = true;
            }

            if (gScoreIsBest) {
                //Gets the best path found so far (not neccessarily the best path)
                //neighbour.debug = "NEIGHBOUR: " + neighbour.i + "," + neighbour.j;
                neighbour.preNode = currentNode;
                neighbour.gx = gScore;
                neighbour.hx = hFx(neighbour, end);
                neighbour.fx = neighbour.gx + neighbour.hx;
                //neighbour.debug = "Fx = Hx + Gx: " + neighbour.fx + "=" + neighbour.gx + "+" + neighbour.hx;
            }
        }
    }

    // If we cant find a path return an empty array
    console.log("No path found");
    return [];
}


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);
    //mycode
    //get gridNodes applies node constuctors to the grid positions
    for (i = 0; i < gridsize; i++) {
        for (j = 0; j < gridsize; j++) {
            GRID[i][j] = new node(i, j);
        }
    }

    //get Node Neighbours
    for (i = 0; i < gridsize; i++) {
        for (j = 0; j < gridsize; j++) {
            GRID[i][j].getNeighbours(GRID);
        }
    }

    // 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].obstacle = 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].obstacle = 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].obstacle = GRID_MAZE;

        shape = new THREE.CylinderGeometry(0,squaresize/2, BOXHEIGHT, squaresize);
        thecube = new THREE.Mesh(shape);
        thecube.material = new THREE.MeshBasicMaterial({
            map: maze_texture
        });
        // var geometry = new THREE.CylinderGeometry(0, radius, height, 4, 1)
        // var material = new THREE.MeshNormalMaterial();
        // var pyramid = new THREE.Mesh(geometry, material);
        // scene.add(pyramid);

        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.CylinderGeometry(squaresize / 2, squaresize / 2, BOXHEIGHT);
    theenemy = new THREE.Mesh(shape);
    theenemy.material = new THREE.MeshBasicMaterial({
        map: enemy_texture
    });
    ABWorld.scene.add(theenemy);
    drawEnemy();
    //statPosition


    // 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;
    end = GRID[ai][aj];
    //console.log({end});
    shape = new THREE.OctahedronGeometry(squaresize * 0.5);
    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 -----------------------------------
//MY CODE Draw the Path
function drawPath(path) {
    var x;
    var y;
    var coords = [];
    pathCol = '#2FF924'; //Starwars green as its in space
    for (var k = path.length; k > 0; k--) {
        x = path[k - 1].i;
        y = path[k - 1].j;
        //console.log(x);
        //console.log(x + "," + y);
        coords.push(translate(x, y));
    }
    //draw line using 
    // https://threejs.org/docs/#api/en/materials/LineBasicMaterial

        const lineConstruct = new THREE.LineBasicMaterial({
        color: pathCol,
    });
    var connect = new THREE.BufferGeometry().setFromPoints(coords);
    line = new THREE.Line(connect, lineConstruct);
    ABWorld.scene.add(line);

    return line;



}


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 -----------------------------------
//My Code
function moveLogicalEnemy() {
    //  debugger;
    //  start = GRID[ei][ej];
    //  start.debug="START: " + start.i;
    
    //calls the aStar()
    //This is called on takeAction.
    //Changes the enemy postion by setting it to index 0 on the reversedPath
    var revPath = aStar(); 
    

    if (!occupied(revPath[0].i, revPath[0].j)) {
        ei = revPath[0].i;
        ej = revPath[0].j;
    }




}


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;
    }

    end = GRID[ai][aj];
    //console.log(end);

}




// --- key handling --------------------------------------------------------------------------------------
// This is hard to see while the Mind is also moving the agent:
// AB.mind.getAction() and AB.world.takeAction() are constantly running in a loop at the same time 
// have to turn off Mind actions to really see user key control 

// we will handle these keys: 

var OURKEYS = [37, 38, 39, 40];

function ourKeys(event) {
    return (OURKEYS.includes(event.keyCode));
}


function keyHandler(event) {
    if (!AB.runReady) return true; // not ready yet 

    // if not one of our special keys, send it to default key handling:

    if (!ourKeys(event)) return true;

    // else handle key and prevent default handling:

    if (event.keyCode == 37) moveLogicalAgent(ACTION_LEFT);
    if (event.keyCode == 38) moveLogicalAgent(ACTION_DOWN);
    if (event.keyCode == 39) moveLogicalAgent(ACTION_RIGHT);
    if (event.keyCode == 40) moveLogicalAgent(ACTION_UP);

    // when the World is embedded in an iframe in a page, we want arrow key events handled by World and not passed up to parent 

    event.stopPropagation();
    event.preventDefault();
    return false;
}




// --- score: -----------------------------------


function badstep() // is the enemy within one square of the agent
{
    if ((Math.abs(ei - ai) < 2) && (Math.abs(ej - aj) < 2)) return true;
    else return false;
}


function agentBlocked() // agent is blocked on all sides, run over
{
    return (occupied(ai - 1, aj) &&
        occupied(ai + 1, aj) &&
        occupied(ai, aj + 1) &&
        occupied(ai, aj - 1));
}


function updateStatusBefore(a)
// this is called before anyone has moved on this step, agent has just proposed an action
// update status to show old state and proposed move 
{
    var x = AB.world.getState();
    AB.msg(" Step: " + AB.step + " &nbsp; x = (" + x.toString() + ") &nbsp; a = (" + a + ") ");
}


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

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

    AB.msg(" &nbsp; y = (" + y.toString() + ") <br>" +
        " Bad steps: " + badsteps +
        " &nbsp; Good steps: " + goodsteps +
        " &nbsp; Score: " + score.toFixed(2) + "% ", 2);
}




AB.world.newRun = function () {
    AB.loadingScreen();

    AB.runReady = false;

    badsteps = 0;
    goodsteps = 0;


    if (show3d) {
        BOXHEIGHT = squaresize;
        ABWorld.init3d(startRadiusConst, maxRadiusConst, SKYCOLOR);
    } else {
        BOXHEIGHT = 1;
        ABWorld.init2d(startRadiusConst, maxRadiusConst, SKYCOLOR);
    }


    loadResources(); // aynch file loads		
    // calls initScene() when it returns 

    document.onkeydown = keyHandler;

};



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



AB.world.takeAction = function (a) {
    updateStatusBefore(a); // show status line before moves 

    moveLogicalAgent(a);



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



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

    drawAgent();
    drawEnemy();

    updateStatusAfter(); // show status line after moves  


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

};



AB.world.endRun = function () {
    musicPause();
    if (AB.abortRun) AB.msg(" <br> <font color=red> <B> Agent trapped. Final score zero. </B> </font>   ", 3);
    else AB.msg(" <br> <font color=green> <B> Run over. </B> </font>   ", 3);
};


AB.world.getScore = function () {
    // only called at end - do not use AB.step because it may have just incremented past AB.maxSteps

    var s = (goodsteps / AB.maxSteps) * 100; // float like 93.4372778 
    var x = Math.round(s * 100); // 9344
    return (x / 100); // 93.44
};




// --- music and sound effects ----------------------------------------

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 
}