Code viewer for World: Peter Pan World 1 by Oana ...

// Cloned by Oana Diaconescu on 6 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?


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/oanadiaconescu/metalbox.jpg' ;
 const TEXTURE_MAZE 	= '/uploads/oanadiaconescu/metalbox5.jpg' ;
 const TEXTURE_AGENT 	= '/uploads/oanadiaconescu/peterpan.jpg' ;
 const TEXTURE_ENEMY 	= '/uploads/oanadiaconescu/c_hook.jpg' ;
 const TEXTURE_PATH     = '/uploads/oanadiaconescu/redsmoke.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/oanadiaconescu/Lurking-Evil.mp3' ;
	const SOUND_ALARM = '/uploads/oanadiaconescu/mixkit-horror-lose-2028.wav' ;

// credits:
// http://www.dl-sounds.com/royalty-free/defense-line/
// http://soundbible.com/1542-Air-Horn.html 

	
	
const gridsize = 30;						// number of squares along side of world	   

const NOBOXES =  Math.trunc ( (gridsize * gridsize) / 6 );  // 6
		// 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 

// bluecloud skybox, credit:
// https://opengameart.org/content/cloudy-skyboxes

 const SKYBOX_ARRAY = [										 
                "/uploads/oanadiaconescu/bluecloud_ft.jpg",
                "/uploads/oanadiaconescu/bluecloud_bk.jpg",
                "/uploads/oanadiaconescu/bluecloud_up.jpg",
                "/uploads/oanadiaconescu/bluecloud_dn.jpg",
                "/uploads/oanadiaconescu/bluecloud_rt.jpg",
                "/uploads/oanadiaconescu/bluecloud_lf.jpg"
                ];


// 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;


// [OanaDiaconescu]
// Type of Heuristic to use for A*

var HEURISTIC_TYPE = "Manhattan";
var pathToAgentGraphics = [];

// end [OanaDiaconescu]	



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();
	var loader5 = 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();		 
	});
	
	loader5.load ( TEXTURE_PATH, function ( thetexture )  
	{
		thetexture.minFilter  = THREE.LinearFilter;
		path_texture = thetexture;
		if ( asynchFinished() )	initScene();		 
	});
}


function asynchFinished()		 // all file loads returned 
{
	if ( wall_texture && agent_texture && enemy_texture && maze_texture && path_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 
{
	 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
	 });
}
 
 
 


// --- 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)
}



// [Oana Diaconescu]

// Creates a cube at position pos

function createCube(pos) {
    var shape, thecube;
    shape = new THREE.BoxGeometry (squaresize, BOXHEIGHT, squaresize);			 
    thecube  = new THREE.Mesh(shape);
    thecube.material = new THREE.MeshBasicMaterial( { map: path_texture } );
    thecube.material.transparent = true; 
    thecube.material.opacity = 0.6; 
    
    thecube.position.copy (translate(pos.xCoord, pos.yCoord));
    return thecube;
}


// Draws the path from the enemy to the agent using cube shapes

function drawPathToAgent(pathToAgent) {
    pathToAgentGraphics = [];
    for (let i=0; i < pathToAgent.length; i++) {
        let moveGraphic = createCube(pathToAgent[i].pos);
        pathToAgentGraphics.push(moveGraphic);
        ABWorld.scene.add(moveGraphic);
    }
}


// Removes the path from the enemy to the agent

function removePathToAgent() {
    for (let i=0; i < pathToAgentGraphics.length; i++) {
        ABWorld.scene.remove(pathToAgentGraphics[i]);
    }
}


 //------ Priority Queue Implementation 
 
class PriorityQueueItem {
    constructor(elem, priority)
    {
        this.elem = elem;
        this.priority = priority;
    }
}

class MinPriorityQueue {
 
    constructor()
    {
        this.items = [];
        this.size = 0;
    }
    
    // Right child of node
    rightSuccessor(itemIndex) {
        return 2 * itemIndex + 2;
    }
    
    // Left child of node
    leftSuccessor(itemIndex) {
        return 2 * itemIndex + 1;
    }
    
    // Parent of node
    parent(itemIndex) {
        return Math.trunc((itemIndex - 1) / 2);
    }
    
    // Moves item down the tree until parentItem < item
    siftDown(itemIndex, item) {
        this.items[itemIndex] = item;
        let itemParentIndex = this.parent(itemIndex);
        
        while(itemIndex > 0 && (this.items[itemParentIndex].priority > 
            this.items[itemIndex].priority)) 
        {
            let tmp = this.items[itemParentIndex];
            this.items[itemParentIndex] = this.items[itemIndex];
            this.items[itemIndex] = tmp;
            itemIndex = itemParentIndex;
            itemParentIndex = this.parent(itemIndex);
        }
    }
    
    // Restores heap propriety after removing item
    minHeapify(itemIndex) {
        let minItem = itemIndex;
        let left = this.leftSuccessor(itemIndex);
        let right = this.rightSuccessor(itemIndex);
        
        if((left < this.size) && (left > 0) && 
            (this.items[left].priority < this.items[minItem].priority)) {
            minItem = left;
        }
        
        if((right < this.size) && (right > 0) &&
            (this.items[right].priority < this.items[minItem].priority)) {
            minItem = right;
        }
        
        if (minItem != itemIndex) {
            let tmp = this.items[minItem];
            this.items[minItem] = this.items[itemIndex];
            this.items[itemIndex] = tmp;
            this.minHeapify(minItem);
        }
    }
    
    // Adds item to priority queue
    addItem(elem, priority){
        let pqItem = new PriorityQueueItem(elem, priority);
        if(this.size == 0) 
        {
            this.items[0] = pqItem;
        } else 
        {
            this.siftDown(this.size, pqItem);
        }
        this.size++;
    }
    
    // Returns the minimum from the priority queue
    getMin() {
       return this.items[0]; 
    }
    
    // Extracts minimum from priority queue
    extractMin() {
        
        let min = this.items[0];
        
        if(this.size == 1) {
            this.items.pop();
            this.size--;
            return min;
        }
        
        this.items[0] = this.items[this.size - 1];
        this.size--;
        this.items.pop();
        this.minHeapify(0);
        return min;
    }
    
    // Checks if priority queue is empty
    isEmpty() {
        return (this.size == 0);
    }
}


// A position on the grid
class Position {
    constructor(xCoord, yCoord) {
        this.xCoord = xCoord;
        this.yCoord = yCoord; 
    }
    
    toString() {
         return `[${this.xCoord}, ${this.yCoord}]`;
    }
}

// An enemy move on a position on the grid
class EnemyMove {
    constructor(pos)
    {
        this.pos = pos;          // enemy Position
        this.gVal = 0;           // distance from start position
        this.expanded = false;   // are all the paths from this move expanded?
        this.parentMove = null;  // previous move
    }
}


// Calculates Manhattan distance between 2 points

function manhattanDist(x, y, xEnd, yEnd) {
    return Math.abs(x - xEnd) + Math.abs(y - yEnd);
}


// Calculates Euclidean distance between 2 points

function euclideanDist(x, y, xEnd, yEnd) {
    return Math.sqrt(Math.pow(x - xEnd, 2) + Math.pow(y - yEnd), 2);
}


// Calculates h function (heuristic that estimates the cost to the destination)

function h(x, y, xEnd, yEnd) {
    switch(HEURISTIC_TYPE) {
        case "Manhattan": 
            return manhattanDist(x, y, xEnd, yEnd);
        case "Euclidean":
            return euclideanDist(x, y, xEnd, yEnd);
        default:
            return manhattanDist(x, y, xEnd, yEnd);
    }
}


// Checks if the given positions are the same

function isSamePosition(x1, y1, x2, y2) {
    return ((x1 == x2) && (y1 == y2));
}


// Checks if the given position is valid (not outside the grid) and unoccupied

function isAvailablePosition(pos) {
    if ((pos.xCoord == ai) && (pos.yCoord == aj)) {
        return true;
    }
    return ((pos.xCoord >= 0) && (pos.yCoord >= 0) && 
            (pos.xCoord < gridsize) && (pos.yCoord < gridsize) &&
            (!occupied (pos.xCoord, pos.yCoord)));
}


// Generates a list of next possible positions starting from a given position
// Positions are generated in 4 directions: left, right, up, down

function generateNextPositions(pos) {
    return [
        new Position(pos.xCoord - 1, pos.yCoord), 
        new Position(pos.xCoord + 1, pos.yCoord),
        new Position(pos.xCoord, pos.yCoord - 1), 
        new Position(pos.xCoord, pos.yCoord + 1)
        ].filter(isAvailablePosition);
}


// Returns first move on the path after start node

function getFirstMove(endMove, startNode) {
    let currentMove = endMove;
    
    while ((currentMove != null) && (currentMove.parentMove != startNode)) {
        currentMove = currentMove.parentMove;
    }
    
    return currentMove;
}


// Returns the path (list of moves) from the enemy to the agent

function getPathToAgent(endMove, startNode) {
    let currentMove = endMove;
    let moves = [];
    
    while ((currentMove != null) && (currentMove.parentMove != startNode)) {
        currentMove = currentMove.parentMove;
        if (currentMove.parentMove != startNode)
            moves.unshift(currentMove);
    }
    return moves;
}


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

function moveLogicalEnemy()
{ 
    let startNode = new EnemyMove(new Position(ei, ej));
    let pq = new MinPriorityQueue();
    let exploredMoves = new Map();
    endMove = null;

    // Add start node in the priority queue with priority = f(start_node) = h(start_node)
    pq.addItem(startNode, h(ei, ej, ai, aj));
    
    // Mark the start node as explored
    exploredMoves.set(startNode.pos.toString(), startNode);
    
    while (!pq.isEmpty()) {
        
        // Get node with minimal priority (best f value)
        let currentNode = pq.extractMin();
        let currentNodePos = currentNode.elem.pos;

        // Check if the current node's position is the goal (same as the angent)
        if (isSamePosition(currentNodePos.xCoord, currentNodePos.yCoord, ai, aj)) {
            console.log(currentNodePos);
            console.log(ai, aj);
            endMove = currentNode.elem;
            break;
        }
        
        // Generate next available positions from the current position
        let nextPositions = generateNextPositions(currentNodePos);
        console.log(pq);
        console.log(exploredMoves);
        
        for (let i = 0; i < nextPositions.length; i++) {
            
            // Update the cost of the next move as the cost to the current move + 1
            let costNextMove = currentNode.elem.gVal + 1;
            
            // Check if the next position has been previously explored
            if (exploredMoves.has(nextPositions[i].toString())) {
                let nextMove = exploredMoves.get(nextPositions[i].toString());
                
                // Check if the next move has been closed (fully expanded) before
                if(nextMove.expanded) {
                    
                    // If the cost to the next move is smaller by passing through
                    // the current move, update g value of next move and mark it
                    // as unexpanded to revisit it
                    if(costNextMove < nextMove.gVal) {
                        nextMove.gVal = costNextMove;
                        nextMove.parentMove = currentNode.elem;
                        nextMove.expanded = false;
                        let fValnextMove = nextMove.gVal + h(nextMove.pos.xCoord, 
                    nextMove.pos.yCoord, ai, aj);
                        pq.addItem(nextMove, fValnextMove);
                    }
                } 
                else   // Open move, already in the priority queue
                {
                    // If the cost to the next move is smaller by passing through
                    // the current move, update g value of next move
                    if(costNextMove < nextMove.gVal) {
                        nextMove.gVal = costNextMove;
                        nextMove.parentMove = currentNode.elem;
                        let fValnextMove = nextMove.gVal + h(nextMove.pos.xCoord, 
                    nextMove.pos.yCoord, ai, aj);
                        pq.addItem(nextMove, fValnextMove);
                    }
                }
            }
            else   // New move, never explored before
            {
                let nextMove = new EnemyMove(nextPositions[i]);
                nextMove.parentMove = currentNode.elem;
                nextMove.gVal = costNextMove;
                
                // Calculate f value (priority) as f = g + h
                let fValnextMove = nextMove.gVal + h(nextMove.pos.xCoord, 
                    nextMove.pos.yCoord, ai, aj);
                
                // Move next move to explored list and add it to the priority queue
                exploredMoves.set(nextMove.pos.toString(), nextMove)
                pq.addItem(nextMove, fValnextMove);
            }
        }
        
        // All neighbours of current node have been explored, so mark it as expanded
        currentNode.elem.expanded = true;
    }
    
    // If endMove is still null, no path was found to the agent so don't move
    if(endMove === null) {
        console.log("No path found");
        return;
    }
    
    // Get the first move on the path which is the enemy's next move
    let nextMove = getFirstMove(endMove, startNode);
    
    // If next move is where the agent is, stay put
    if((nextMove.pos.xCoord == ai) && (nextMove.pos.yCoord == aj)) {
        return;
    }

    // Draw the resulting path from enemy to agent after removing old path
    removePathToAgent();
    let pathToAgent = getPathToAgent(endMove, startNode);
    drawPathToAgent(pathToAgent);
    
    // Update enemy coordinates
    ei = nextMove.pos.xCoord;
    ej = nextMove.pos.yCoord;
}

// [Oana Diaconescu] end


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
    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 
}