Code viewer for World: Complex World (clone by Gu...
// Cloned by Guilherme Tabelini on 24 Oct 2021 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.

//---- Tabelini's Settings -----

// DEFAULT = tries to be a single step from the agent, is really good at reducing the agent score but not a trapping it
// SAME_AXIS = tries not only to be close to the agent but also to be on the same axis(either X or Y) so it can force it to move and possibly lock it on a spot
// STEERING = tries not only to be close to steer the aggent towards to the closer locking spot
pursuit_mode = 'STEERING'

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

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

const TEXTURE_WALL = '/uploads/starter/door.jpg';
const TEXTURE_MAZE = '/uploads/starter/latin.jpg';
const TEXTURE_AGENT = '/uploads/starter/pacman.jpg';
const TEXTURE_ENEMY = '/uploads/starter/ghost.3.png';

// credits:
// http://commons.wikimedia.org/wiki/File:Old_door_handles.jpg
// https://commons.wikimedia.org/wiki/Category:Pac-Man_icons
// https://commons.wikimedia.org/wiki/Category:Skull_and_crossbone_icons
// http://en.wikipedia.org/wiki/File:Inscription_displaying_apices_(from_the_shrine_of_the_Augustales_at_Herculaneum).jpg

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 =  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 = 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/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"];

// 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.

//--- 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 locking_spots = [];

var pathline = null;

function loadResources()		// asynchronous file loads - call initScene() when all finished
{
  var loader1 = new THREE.TextureLoader();
  var loader2 = new THREE.TextureLoader();
  var loader3 = new THREE.TextureLoader();
  var loader4 = new THREE.TextureLoader();

  loader1.load(TEXTURE_WALL, function (thetexture) {
    thetexture.minFilter = THREE.LinearFilter;
    wall_texture = thetexture;
    if (asynchFinished()) {
      initScene();
    }		// if all file loads have returned
  });

  loader2.load(TEXTURE_AGENT, function (thetexture) {
    thetexture.minFilter = THREE.LinearFilter;
    agent_texture = thetexture;
    if (asynchFinished()) {
      initScene();
    }
  });

  loader3.load(TEXTURE_ENEMY, function (thetexture) {
    thetexture.minFilter = THREE.LinearFilter;
    enemy_texture = thetexture;
    if (asynchFinished()) {
      initScene();
    }
  });

  loader4.load(TEXTURE_MAZE, function (thetexture) {
    thetexture.minFilter = THREE.LinearFilter;
    maze_texture = thetexture;
    if (asynchFinished()) {
      initScene();
    }
  });

}

function asynchFinished()		 // all file loads returned
{
  if (wall_texture && agent_texture && enemy_texture && maze_texture) {
    return true;
  } else {
    return false;
  }
}

//--- grid system -------------------------------------------------------------------------------
// my numbering is 0 to gridsize-1

function occupied(i, j)		// is this square occupied
{
  if ((ei == i) && (ej == j)) {
    return true;
  }		// variable objects
  if ((ai == i) && (aj == j)) {
    return true;
  }

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

  return false;
}

// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
// logically, coordinates are: y=0, x and z all positive (no negative)
// logically my dimensions are all positive 0 to MAXPOS
// to centre everything on origin, subtract (MAXPOS/2) from all dimensions

function translate(i, j) {
  var v = new THREE.Vector3();

  v.y = 0;
  v.x = (i * squaresize) - (MAXPOS / 2);
  v.z = (j * squaresize) - (MAXPOS / 2);

  return v;
}

function initScene()		// all file loads have returned
{
  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;
        shape = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize);
        thecube = new THREE.Mesh(shape);
        thecube.material = new THREE.MeshBasicMaterial({map: wall_texture});

        thecube.position.copy(translate(i, j)); 		  	// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
        ABWorld.scene.add(thecube);
      } else {
        GRID[i][j] = GRID_BLANK;
      }
    }
  }

  // set up maze

  for (var c = 1; c <= NOBOXES; c++) {
    i = AB.randomIntAtoB(1, gridsize - 2);		// inner squares are 1 to gridsize-2
    j = AB.randomIntAtoB(1, gridsize - 2);

    GRID[i][j] = GRID_MAZE;

    shape = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize);
    thecube = new THREE.Mesh(shape);
    thecube.material = new THREE.MeshBasicMaterial({map: maze_texture});

    thecube.position.copy(translate(i, j)); 		  	// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
    ABWorld.scene.add(thecube);
  }
  
  // detect possible locking spots
  
  for (i = 1; i < gridsize-1; i++) {
    for (j = 1; j < gridsize-1; j++) {
        if(GRID[i][j] === GRID_BLANK){
            var closedSides = 0;
            var locking_spot; 
            if(GRID[i+1][j] !== GRID_BLANK){
                closedSides+=1;
            } else {
                locking_spot = [i+1, j]
            }
            if(GRID[i-1][j] !== GRID_BLANK){
                closedSides+=1;
            }else {
                locking_spot = [i-1, j]
            }
            if(GRID[i][j+1] !== GRID_BLANK){
                closedSides+=1;
            }else {
                locking_spot = [i, j+1]
            }
            if(GRID[i][j-1] !== GRID_BLANK){
                closedSides+=1;
            }else {
                locking_spot = [i, j-1]
            }
            if(closedSides == 3){
                console.log("Found locking spot at: "+i+":"+j);
                locking_spots.push(locking_spot);
            }
        }
    }
  }

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

  var i, j;
  if (ei < ai) {
    i = AB.randomIntAtoB(ei, ei + 1);
  }
  if (ei == ai) {
    i = ei;
  }
  if (ei > ai) {
    i = AB.randomIntAtoB(ei - 1, ei);
  }

  if (ej < aj) {
    j = AB.randomIntAtoB(ej, ej + 1);
  }
  if (ej == aj) {
    j = ej;
  }
  if (ej > aj) {
    j = AB.randomIntAtoB(ej - 1, ej);
  }

  if (!occupied(i, j))  	// if no obstacle then move, else just miss a turn
  {
    ei = i;
    ej = 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;
  }
}

// --- 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
  {
    enemyAStarStrategy();
  }

  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
}

function dist(x1, y1, x2, y2){
  return Math.pow(Math.pow((x1-x2), 2) + Math.pow((y1 -y2), 2), 0.5)
}

// An educated guess of how far it is between two points
function simpleDistanceHeuristic(a, b) {
  var d = dist(a.i, a.j, b.i, b.j);
  // console.log("Distance between "+a.i+":"+ a.j + " - " + b.i + ":" +b.j+"  ->  "+d)
  // var d = abs(a.i - b.i) + abs(a.j - b.j);
  return d;
}

function enemyAStarStrategy() {
    
  var positionToWin = calculateWinningPosition();
  if(positionToWin){
        console.log("It's possible to Win if I can move to "+positionToWin[0]+":"+positionToWin[1]);
        if(isValidEIMove(positionToWin[0], positionToWin[1])){
          ei=positionToWin[0];
          ej=positionToWin[1];
          return;
        }else{
            console.log("Can't move to the winning position...")
        }
  }

  // Sets that keep the open and closed neighbors
  var openSet = new Array();
  var closedSet = new Array();


  var currentGrid = cloneGrid(GRID)

  // best path to the agent;
  var path = [];

  // the start is wherever the enemy is and the end goal is the where the agent is
  var start = currentGrid[ei][ej]
  var end = currentGrid[ai][aj]

  openSet.push(start)

  var stop = false;

  // is there still some slots to keep searching?
  while(openSet.length > 0 && !stop) {

    var bestOption = 0;

    for (var i = 0; i < openSet.length; i++) {
      if (openSet[i].f < openSet[bestOption].f) {
        bestOption = i;
      }
    }

    var currentSpot = openSet[bestOption]

    if (currentSpot === end) {
      console.log("Found a solution!")
      stop = true;
    } else {
      // process and removes from the unprocessed the current spot
      // removeFromArray(openSet, currentSpot);
      currentSpotPosition = openSet.findIndex(spot => spot === currentSpot);
      openSet.splice(currentSpotPosition, 1)

      //moves the current spot to the processed ones
      closedSet.push(currentSpot);

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

        // is it a valid spot to explore next
        if (!closedSet.includes(neighbor) && !neighbor.isWall) {
          var currentG = currentSpot.g + simpleDistanceHeuristic(neighbor, currentSpot);

          // flag to signal that a new path was found
          var isNewPath = false;

          // validates if it's has been found and if it's better than any path found on a previous visit
          if (openSet.includes(neighbor)) {
            if (currentG < neighbor.g) {
              neighbor.g = currentG;
              isNewPath = true;
            }
            // if it's not on the openSet it has never been touched
          } else {
            neighbor.g = currentG;
            newPath = true;
            openSet.push(neighbor);
          }

          // If it's a new better path set's also the the h and f functions
          if (newPath) {
            neighbor.h = simpleDistanceHeuristic(neighbor, end);
            neighbor.f = neighbor.g + neighbor.h;
            neighbor.previous = currentSpot;
          }
        }
      }
    }
  }

  if(!stop){
    console.error("No solution found!!!!!")
  }

  // builds the path
  var actualSpot = currentSpot;
  path.push(actualSpot);
  while (actualSpot.previous) {
    path.push(actualSpot.previous);
    actualSpot = actualSpot.previous;
  }
  var pathString = "Path found: " + path[0].i+":"+path[0].j
  for(var pos = 1; pos<path.length; pos++){
    pathString+= " -> "+path[pos].i+":"+path[pos].j
  }
  console.log(pathString)
  
  drawPathLine(path);

  if (path.length > 2)  	// if it's not on the border of the agent already
  {
    desiredSpot = path[path.length-2]
    if(desiredSpot == end) {
      console.log("Going to colide!")
    }
    ei = desiredSpot.i;
    ej = desiredSpot.j;
    //try to close the distance even further
  } else if(pursuit_mode == 'SAME_AXIS'){
      if(aj != ej && ai != ei ){
          console.log("Avoiding being on a diagonal!")
          if(aj > ej && GRID[ei][ej+1] === GRID_BLANK){
              ej = ej + 1;
          } else if (aj < ej && GRID[ei][ej-1] === GRID_BLANK){
              ej = ej - 1;
          } else if (ai > ei && GRID[ei+1][ej] === GRID_BLANK){
              ei = ei + 1;
          } else if (ai < ei && GRID[ei-1][ej] === GRID_BLANK){
              ei = ei - 1;
          }
      }
      // pursuit_mode = 'STEERING'
  } else if(pursuit_mode == 'STEERING'){
      if(locking_spots.length > 0){
          var [lockEntranceI,lockEntranceJ] = findClosestLockingSpot(ai, aj);
          console.log("Steering towards "+lockEntranceI+":"+lockEntranceJ);
          // if the agent is not at the entrance it needs to be steered
            if(ai != lockEntranceI || aj != lockEntranceJ){
              // ideal positions for the enemy to steer the agent
              var idealEIRelativePosition = 0;
              var idealEJRelativePosition = 0;
              if(ai > lockEntranceI){
                  idealEIRelativePosition += 1;
              }
              if(ai < lockEntranceI){
                  idealEIRelativePosition += -1;
              }
              if(aj > lockEntranceJ){
                  idealEJRelativePosition += 1;
              }
              if(aj < lockEntranceJ){
                  idealEJRelativePosition += -1;
              }
              // current positons relative to the agent
              currentEIRelativePosition = ei-ai;
              currentEJRelativePosition = ej-aj;
              
              console.log("Ideal relative position: "+idealEIRelativePosition+":"+idealEJRelativePosition);
              console.log("Current relative position: "+currentEIRelativePosition+":"+currentEJRelativePosition);
              
              // If it's not on the ideal place to steer the agent, try to correct it's position
              if(currentEIRelativePosition != idealEIRelativePosition || currentEJRelativePosition != idealEJRelativePosition ){
                  //calculates the position adjustement
                  positionAdjustmentI = idealEIRelativePosition-currentEIRelativePosition;
                  positionAdjustmentJ = idealEJRelativePosition-currentEJRelativePosition;
                  
                  // if it needs to adjust 2 moves in a direction correct it to a single on since it's not valid
                  if(Math.abs(positionAdjustmentI) > 1) positionAdjustmentI = positionAdjustmentI/2;
                  if(Math.abs(positionAdjustmentJ) > 1) positionAdjustmentJ = positionAdjustmentJ/2;
                  
                  console.log("Adjustment needed on position: "+positionAdjustmentI+":"+positionAdjustmentJ);
                  
                  if(isValidEIMove(ei+positionAdjustmentI, ej+positionAdjustmentJ)){
                      ei = ei+positionAdjustmentI;
                      ej = ej+positionAdjustmentJ;
                  }else if (isValidEIMove(ei+positionAdjustmentI, ej)){
                      ei = ei+positionAdjustmentI;
                  }else if (isValidEIMove(ei, ej+positionAdjustmentJ)){
                      ej = ej+positionAdjustmentJ;
                  }
              }
            } else {
              console.log("No locking spot to steer the agent towards!")
            }
        }
    }
}

function calculateWinningPosition(){
    var closedSides = 0;
    var winningPosition;
    if(GRID[ai+1][aj] !== GRID_BLANK){
        closedSides+=1;
    } else {
        winningPosition = [ai+1, aj]
    }
    if(GRID[ai-1][aj] !== GRID_BLANK){
        closedSides+=1;
    }else {
        winningPosition = [ai-1, aj]
    }
    if(GRID[ai][aj+1] !== GRID_BLANK){
        closedSides+=1;
    }else {
        winningPosition = [ai, aj+1]
    }
    if(GRID[ai][aj-1] !== GRID_BLANK){
        closedSides+=1;
    }else {
        winningPosition = [ai, aj-1]
    }
    if(closedSides == 3){
        console.log("AI is cornered at: "+ai+":"+aj);
        return winningPosition;
    } else {
        return null;
    }
}

function isValidEIMove(moveI, moveJ){
    // not valid position
    if(GRID[moveI][moveJ] !== GRID_BLANK){
        return false;
    }
    // ai is present at the position
    if(ai == moveI && aj == moveJ){
        return false;
    }
    // would move more than a single tile
    if(Math.abs(ei-moveI)>1 || Math.abs(ej-moveJ) > 1){
        return false;
    }
    return true;
}

function findClosestLockingSpot(currentI, currentJ){
    var result = null;
    closestDistance = 100000;
    for(var pos = 0; pos < locking_spots.length; pos++){
        var [lockingI, lockingJ] = locking_spots[pos];
        currentDistance =Math.abs(lockingI - currentI)+ Math.abs(lockingJ - currentJ)
        if(currentDistance<closestDistance){
            result = [lockingI, lockingJ];
            closestDistance = currentDistance;
        }
    }
    return result;
}

function cloneGrid(grid) {
  currentGrid = new Array(gridsize)
  for (var i = 0; i < gridsize; i++) {
    currentGrid[i] = new Array();
    for (var j = 0; j < gridsize; j++) {
      isWall = GRID[i][j] !== GRID_BLANK
      currentGrid[i].push(new Spot(i, j, isWall))
    }
  }

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

// Spot "class" inspired from https://github.com/CodingTrain/website/blob/dbd1dfe415fd0a6e1f2bbeb8675e39c42d32ee71/CodingChallenges/CC_051_astar/P5/spot.js
function Spot(i, j, isWall) {
  // 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 a wall?
  this.isWall = isWall

  // Figure out who my neighbors are
  this.addNeighbors = function (grid) {
    var i = this.i;
    var j = this.j;
    if (i < gridsize - 1) {
      this.neighbors.push(grid[i + 1][j]);
    }
    if (i > 0) {
      this.neighbors.push(grid[i - 1][j]);
    }
    if (j < gridsize - 1) {
      this.neighbors.push(grid[i][j + 1]);
    }
    if (j > 0) {
      this.neighbors.push(grid[i][j - 1]);
    }
    if (i > 0 && j > 0) {
      this.neighbors.push(grid[i - 1][j - 1]);
    }
    if (i < gridsize - 1 && j > 0) {
      this.neighbors.push(grid[i + 1][j - 1]);
    }
    if (i > 0 && j < gridsize - 1) {
      this.neighbors.push(grid[i - 1][j + 1]);
    }
    if (i < gridsize - 1 && j < gridsize - 1) {
      this.neighbors.push(grid[i + 1][j + 1]);
    }
  };
}

function drawPathLine(path){
    
    if(pathline){
        ABWorld.scene.remove(pathline);
    }
    
    //create a blue LineBasicMaterial
    const material = new THREE.LineBasicMaterial( { color: 0x00ff00 } );
    
    // After material create the points that we would like the line to draw from
    const points = [];
    for(var i = 0; i<path.length; i++){
        points.push(translate(path[i].i, path[i].j))
    }
    
    console.dir(points)
    
    // creates a geometry based on the points
    const geometry = new THREE.BufferGeometry().setFromPoints( points );
    
    // create a line with the geometry and material
    pathline = new THREE.Line( geometry, material );
    
    ABWorld.scene.add( pathline );
    // renderer.render( scene, camera );
}