Code viewer for World: Road Runner Show
// Cloned by Vishu Bhatnagar on 20 Nov 2020 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/vishu/blocks.jpg';
const TEXTURE_MAZE = '/uploads/starter/latin.jpg';
const TEXTURE_AGENT = '/uploads/vishu/agent.jpg';
const TEXTURE_ENEMY = '/uploads/vishu/enemy.jpg';

// credits:
// https://cdn2.vectorstock.com/i/1000x1000/25/06/stones-wall-seamless-texture-vector-8232506.jpg
// https://i.pinimg.com/originals/26/58/96/2658968956497eb580b27c570e94556e.gif
// https://hg1.funnyjunk.com/thumbnails/comments/Well+he+couldnt+get+that+damn+road+runner+_836970c2c7924962f437a58a82f6cbc7.jpg
// http://en.wikipedia.org/wiki/File:Inscription_displaying_apices_(from_the_shrine_of_the_Augustales_at_Herculaneum).jpg


const MUSIC_BACK = '/uploads/vishu/RoadRunner.mp3';
const SOUND_ALARM = '/uploads/starter/air.horn.mp3';

// credits:
// https://www.televisiontunes.com/Road_Runner.html#google_vignette
// 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 = 0xdddddd;				// 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;


// vishu - variables created for a* logic usage
var start, end;
var columns = gridsize;
var rows = gridsize;
var ePath = [];
var oSet = [];
var cSet = [];
var path = [];
var agrid = new Array(columns);
var aPosition = [];

function loadResources() {
    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() {
    if (wall_texture && agent_texture && enemy_texture && maze_texture) return true;
    else return false;
}

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;
}

//just to check only wall and maze
function occupiedWallMaze(e, t) {
    if (GRID[e][t] == GRID_WALL || GRID[e][t] == GRID_MAZE) return true;
    return false;
}

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 
{
    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);
    }


    // 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
    });

}

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)
}


//================= Vishu Changes Start here ==================================
function heuristic(e, t) { // method to get value for path calculation in a* algo f(n)=g(n)+f(n) 
    return Math.abs(e.i - t.i) + Math.abs(e.j - t.j);
}

function removeFromArray(e, t) {
    for (var o = e.length - 1; o >= 0; o--) {
        if (e[o] == t) {
            e.splice(o, 1);
        }
    }
}

function FindPosition(x, y) {  // for initializing the neigbour steps based on the current coordinate, x and y
    this.i = x;
    this.j = y;
    this.f = 0;
    this.g = 0;
    this.h = 0;
    this.neighborsSteps = [];
    this.previous = 0;
    this.addNeighbors = function (e) {
        var t = this.i;
        var o = this.j;
        if (t < columns - 1) {
            this.neighborsSteps.push(e[t + 1][o]);
            if (t > 0) {
                this.neighborsSteps.push(e[t - 1][o]);
                if (o < rows - 1) {
                    this.neighborsSteps.push(e[t][o + 1])
                    if (o > 0) {
                        this.neighborsSteps.push(e[t][o - 1])
                    }
                }
            }
        }
    };
}

function aStarInitialization(e, t) { // method for creating a array of grid size, then adding neigbours and lookibg for a start and end point.
    for (var o = 0; o < columns; o++) {
        agrid[o] = new Array(rows);
    }
    for (o = 0; o < columns; o++) {
        for (var a = 0; a < rows; a++) {
            agrid[o][a] = new FindPosition(o, a);
        }
    }
    for (o = 0; o < columns; o++) {
        for (a = 0; a < rows; a++) {
            agrid[o][a].addNeighbors(agrid);
        }
    }
    start = agrid[e.i][e.j];
    end = agrid[t.i][t.j],
        start.wall = false;
    end.wall = false;
    oSet = []
    oSet.push(start);
}

function findPath() { // this method will be used to find the path for enemy to agent. Used CylinderGeometry method of three.js for displaying the path on screen.
    for (var e = 0; e > -1;) {
        if (oSet.length === 0) {
            console.log("No Path Found")
            path = []
            return path;
        }
        e = 0;
        for (var t = 0; t < oSet.length; t++) {
            if (oSet[t].f < oSet[e].f)
                e = t
        }
        var o = oSet[e];
        if (o === end) {
            var a = o;
            for ((path = []).push(a); a.previous;) {
                path.push(a.previous);
                a = a.previous;
            }
            for (t = 0; t < ePath.length; t++) {
                ABWorld.scene.remove(ePath[t]);
            }
            //  this section will be used to display the path for enemy to agent
            for (t = 0; t < path.length; t++) {
                shape = new THREE.CylinderGeometry(squaresize / 10, squaresize / 10, BOXHEIGHT/2, squaresize / 10);
                ePath[t] = new THREE.Mesh(shape);
                ePath[t].material = new THREE.MeshBasicMaterial({
                    color: 16712980
                });
                ePath[t].position.copy(translate(path[t].i, path[t].j));
                ABWorld.scene.add(ePath[t]);
            }
            return path;
        }
        removeFromArray(oSet, o);
        cSet.push(o);
        var n = o.neighborsSteps;
        for (t = 0; t < n.length; t++) {
            var r = n[t];
            var s = true;
            if (r.i != o.i && r.j != o.j) {
                s = occupiedWallMaze(o.i + (r.i - o.i), o.j) === false && occupiedWallMaze(o.i, o.j + (r.j - o.j)) === false;
            }
            if (!cSet.includes(r) && !occupiedWallMaze(r.i, r.j) && 1 == s) {
                var i = o.g + heuristic(r, o);
                var u = false;
                if (oSet.includes(r) && i < r.g) {
                    r.g = i;
                    u = true;
                } else {
                    r.g = i;
                    u = true;
                    oSet.push(r);
                    r.h = heuristic(r, end);
                    r.f = r.g + r.h;
                    r.previous = o;
                }
            }
        }
    }
}

function moveLogicalEnemy() {
    var e, t;
    eLoc = new Array(2);
    aLoc = new Array(2);
    eLoc.i = ei;
    eLoc.j = ej;
    aLoc.i = ai;
    aLoc.j = aj;
    f = heuristic(eLoc, aLoc);
    aStarInitialization(eLoc, aLoc)
    var o = findPath();
    if (o.length > 1) {
        e = o[o.length - 2].i;
        t = o[o.length - 2].j
    } else {
        e = ei;
        t = ej;
    }
    aPosition.push(aLoc);
    if (aPosition.length > 6 && o.length < 3) {
        aPosition[2].i = aLoc.i;
        aPosition[2].j = aLoc.j
        aPosition[4].i = aLoc.i
        aPosition[4].j = aLoc.j
    }
    for ((e = aPosition[aPosition.length - 2].i), (t = aPosition[aPosition.length - 2].j); occupiedWallMaze(e, t);) {
        var a = AB.randomIntAtoB(-1, 1);
        (e = ei + a), (t = 0 === a ? AB.randomIntAtoB(ej - 1, ej + 1) : AB.randomIntAtoB(0, ej - a));
    }
    if (!occupied(e, t)) {
        ei = e;
        ej = t;
    }
}

// =======================Vishu Changes end here =============================================

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;
    }
}

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 arroskey 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 
}