Code viewer for World: CW__jim_(clone by Jay Boy)

// Cloned by Jay Boy on 14 Nov 2021 from World "Complex World" by Starter user 
// Please leave this clone trail here.

// This is cloned for the assignemnt
// Complex World (clone by Jay Boy)
 



// ==== 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.
// =============================================================================================


 //==================================================================================================
 // My own Notes:
 //
 ///
 //
 //
 //
 //
 //
 //===============================================================================================





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

 const TEXTURE_WALL 	= '/uploads/wolfy10/pup.JPG' ;
 const TEXTURE_MAZE 	= '/uploads/wolfy10/whitewolf.jpg' ;
 
 const TEXTURE_AGENT 	= '/uploads/wolfy10/planet.jpg' ; //good
 const TEXTURE_ENEMY 	= '/uploads/wolfy10/whirl.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/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 

	
//* ASK 3: Updated GridSize	- 10 , change to 50 before finishing
const gridsize = 30;						// number of squares along side of world	   


//* ASK 4: Change box density to no. of squares divided by 3
const NOBOXES =  Math.trunc ( (gridsize * gridsize) / 4 );

//ORIGINAL ^
//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 	= 0xdedede;				// 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;



// just laoding textures	
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();		 
	});
	
}
//--------------------------------------------------------------


//finishing asnch
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
{
//check if the player or enemy is there
 if ( ( ei == i ) && ( ej == j ) ) return true;		// variable objects 
 if ( ( ai == i ) && ( aj == j ) ) return true;


// check if its hitting environemnt
 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;
}










const COSTS_GRID = GRID; // jay added 


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);

      i = 1; //top left jay
      j = 1; //top left jay

	 }
	 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
	 });
	 
	 
	 
	 		//jay
	// populate costs globally for ease
	for ( i=0; i < gridsize ; i++ ){ 
	  for ( j = 0; j < gridsize ; j++ ){
	      COSTS_GRID[i][j] = 1 ;
	  } 
	}
 		
}
//- ------------------------------------------------------------------------------------------------ EnemyStartPosition
 
 


// --- 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 -----------------------------------



//OLD SPOT
  


// const poly1 = new Polygon();

// console.log(poly1.name);
// expected output: "Polygon"



// function Spot(i,j,previous){
//     this.f = undefined;
//     this.g = undefined;
//     this.h = undefined;
//     this.x = i;
//     this.y = j;
//     this.parent = previous;
// }



function moveLogicalEnemy(){ 
    
    run_my_function();
}// ------------ ENEMY ----------------



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

// //j is top or bottom line ---- i is across the grid
//     // console.log('Agent i: %d -- Agent j is %d.', ai, aj);
//     // var i,j;
//     // var start = getBadyLocation();   //TODO
//     // var end = [ai][aj]
    
    
//     // OPEN_SET.push(start); // push this onto the li
//     // if(OPEN_SET.length > 0){
//     //     console.log("working throug the openset")
//     // }
//     // else{
//     //     //dead end - no solution
//     // }
    

//     //Does a diagnal run into infinity (and beyond)    
//     // ei++;
//     // ej++;
    
//     // if ( ei < ai ) i = AB.randomIntAtoB(ei, ei+1);


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


    




//     // ORIGINAL CODE BELOW: ---------------------------------------------------------------------------------------------------
//     //  var i, j;
//     //  if ( ei < ai ) i = AB.randomIntAtoB(ei, ei+1);  // if enenmies i (1) is smaller than agents (5), then move the enemy +1 -- primativly going towards agent
//     //  if ( ei == ai ) i = ei;                         // stay the same then
//     //  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;
//     //  }
 
// }//-----------------------------------------------------





//foudn the end
// nothing left to look at open set and ive stoped - no soluytion.

// // Globals for Nodes
// const node = {
//   local_val: 0,
//   global_val: 0,
//   parent_ongrid: [1][1],
// };

// const path_list = [
//     { grid_location: [-1][-1], visited: false}
// ]

// //constructor
// function createNode(axis_i, axis_j) {
//   const obj = {};
//   obj.axis_i = 0;
//   obj.axis_j = 0;
//   obj.visited = false;
//   obj.is_obstacle = false;


//   obj.greeting = function() {
//     alert('Hi! I\'m ' + obj.name + '.');
//   };
//   return obj;
// }




//custom method
function findbestnextstepforenemy(){
    //get  agent location
    
    
    // this will always be zero, because it has to be free to be in it
    //console.log(GRID[ai][aj]);
    
    //get  my location
    
    //check all neighbours
    //getNeighbours
    
    
    //if GRID[][]
    //build potential moves
    //choose move
    //move if
    
    
//look at your environment
// get grid , print grid 
    // for(var i=1; i<GRID[i].length-1; i++) {
    //   for(var z=1; z<GRID.length-1; z++) {
    //     console.log(GRID[z][i]);
    //   }
    // }


    
}
//----------------------------------------------------------------------



// function get_all_neighbors(current_pos)
// {
//     for(var i=1; i<GRID[i].length-1; i++) {
//         for(var z=1; z<GRID.length-1; z++) {
//             console.log(GRID[z][i]);
//             console.log();
//         }
//     }
    
    
// }
			
			
























//===================================




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 
}

  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
// ===========================================================================================
// ===========================================================================================
// ===========================================================================================
// ===========================================================================================
// ===========================================================================================
// ====================================== JAY ==========================================
// ===========================================================================================
// ===========================================================================================
// ===========================================================================================
// ===========================================================================================
// ===========================================================================================
// ===========================================================================================

function Spot_Obj(i,j){ //CLASS
    // Location
    this.i = i; //x is reserved in js ?
    this.j = j;
    this.f = 0;
    this.g = 0;
    this.h = 0;
    this.neighbours = [];
    this.prev_node = undefined;
    
                            // pump the GRID in here to use
    this.set_neighbours = function(GRID){
        var i = this.i;
        var j = this.j;
        
        // lets say 5i/7j 
        //  5<29 .... true... grid[5+1]   [6][7] 
        //
        //
        //
        //
        
        // COLS repalce with COLUMNS... ONLY if i is not bigger than the largest column //wrong
        // if its within the bounds of the MAZE & its ... se
        if (i < gridsize-1){
            this.neighbours.push([i+1,j]);
            //this.neighbours.push(GRID[i + 1][j]); //right
            console.log("Right neighbour is at : " + (i+1) +","+ j ); //adding the value
            
            //console.log("ADDING RIGHT: " + GRID[i + 1][j]); //adding the value
            //store i, j;
            
        }
        
        if (i > 0){
            this.neighbours.push([i-1,j]);
            //this.neighbours.push(GRID[i - 1][j]); // left
            console.log("left neighbour is at : " + (i-1) +","+ j ); //adding the value
            // console.log("ADDING LEFT: " + GRID[i - 1][j]);
        }
        
        if (j < gridsize-1){
            this.neighbours.push([i,j+1]);
            //this.neighbours.push(GRID[i][j + 1]); // down
            // console.log("ADDING: DOWN : " + GRID[i][j + 1]);
            console.log("DOWN neighbour is at : " + (i)+","+ (j+1) ); //adding the value
        }
        
        if (j > 0){
            this.neighbours.push([i,j-1]);
            //this.neighbours.push(GRID[i][j - 1]); // up
            // console.log("ADDING UP : " + GRID[i][j - 1]);
            console.log("UP neighbour is at : " + (i)+","+ (j-1) ); //adding the value
        }
    
    
        // // diagonals are also neighbours: /// 4 diagnals ----> leaving diags out for now
        // if (diagonal){
        //     if (i > 0 && j > 0)                         this.neighbours.push(GRID[i - 1][j - 1]);
        //     if (i < gridsize - 1 && j > 0)              this.neighbours.push(GRID[i + 1][j - 1]);
        //     if (i > 0 && j < gridsize - 1)              this.neighbours.push(GRID[i - 1][j + 1]);
        //     if (i < gridsize - 1 && j < gridsize - 1)   this.neighbours.push(GRID[i + 1][j + 1]);
        // }  
        
    }// ------------------------------------------------END set set_neighbours



}
//================= SPOT OBJECT ======================================




// my global ////////////////////////////////////////////////////////////////////////////
const OPEN_SET=[];
const CLOSED_SET=[];
const PATH=[];
/////////////////////////////////////////////////////////////////////////////////////////









// main function for enemy
//-------------------------------------------------
function run_my_function(){   //METHOD1
    
    
    console.log("JIMMMMMMMMMMMMMMM");
    for ( i = 0; i < COSTS_GRID[i].length ; i++ ){ 
	  for ( j = 0; j < COSTS_GRID.length ; j++ ){
	      console.log(COSTS_GRID[i][j]);
	  } 
	}
    
    var heuristic;
    
    var result = A_Star(new Spot_Obj(ei,ej), new Spot_Obj(ai,aj), heuristic);
    
    
    // console.log("================STARTING ONE LOOP +============================")
    // // J Step 1: Get enemy location /// create enemy object to start everything
    //     enemy_node = new Spot_Obj(ei,ej);
    //     enemy_node.set_neighbours(GRID);   // send the const GRID in --> sending both location and if 0/1/2 blank,wall,maze
    
    //     //deprint neighbors --- perfect loop through
    //     for(var i=0; i<enemy_node.neighbours.length; i++){
    //         console.log("This is a neighbour of ENEMY: " + enemy_node.neighbours[i]);
    //     }
        
    //     //only check anything if its in the open set
    //     // calculate f,g,h for each neighbo? check PDSEDO


    // // J Step 2: Get agent Object
    // target_node = new Spot_Obj(ai,aj);
    

        
    
    // J Step 3: 
    
    // J Step 4: 
    
    // J Step 5: 
    
    // J Step 6: 
    
    // J Step 7: 
    
    
    
    
    
 
    
}// run_my_function /////////////////////////////////////////////////////////////////




function A_Star(start, goal, h){
    OPEN_SET.push(start);
    
    while(OPEN_SET.length > 0){
        
        //sort by lowest F (closest to goal) -> set this as current node
        OPEN_SET.sort(lowest_f);
        var current_node = OPEN_SET[0];
        
        if (current_node == goal){ // if thats it its over
            console.log("COMPLETE!!!!!!!");
            //return reconstruct_path(cameFrom, current)
        }
        
        OPEN_SET.shift(); //remove the lowest (pop it)
        
        //LOOPING THROUGH CUR NODE
        for(var i=0; i<current_node.neighbours.length; i++){
             //console.log("This is a neighbour of ENEMY: " + current_node.neighbours[i]);
             
             var cost = current_node.g + cost;
             
             //1 d(current, neighbour)
             //2 temp_G_score --- is from start to the neighbor through current
             //3 if temp_G_score < gScore[neighbour]
                    // this path to neighbour is better than any previous one. RECORD IT
                    
                    //cameFrom[neighbour] == current;
                    //gScore[neighbour] == temp_G_score
                    //fscore[neighbour] == gScore[neighibour] +h(neighboiur)
                    // if neighbour not in openSet
                        // add it
        }
        
        
        // loop through current's neighbours
        //Step A: finding the lowest F value in the OPEN_SET 
        //Step B: Sort the OPEN_SET with shortest F as 0, then set that as our current NODE
        // Step B2: If this node is the agent - then we win!!! Come back here to draw the PATH visually
        // Step C:
        //OPEN_SET.Remove(current
    }//----------------------------------WHILE _ END ---/
}//============================= A-Star end


function d(current, neighbour){
    
    
}//=============================




// function to get euclidean distance FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
function find_F(g,h){
    return g+h;
}// -----------------------------------FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
// function to get euclidean distance  // HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
function find_H(x1,y1, x2,y2){
    var a = x1 - x2;
    var b = y1 - y2;
    var c = Math.sqrt(a*a + b*b);
    
    return c;
}// -----------------------------------HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH



// function to get euclidean distance  GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG
function find_G(start_node, current_node){
    //starting position is going to move? dynamic - not from original starting position -- or is it
    var g;
    
    g = start_node.g + current_node.g ;
    //get current_g from object
    console.log("G of current: " + g)
    
    return g;
    
}// -----------------------------------GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG



function lowest_f(a,b){
    if(a.f < b.f){
        return -1;
    }
    if (a.f>b.f){
        return 1;
    }
}





















































//////////////// SCRAP CODE //////////////////////////////////////////////////////////////////////////////


//   // Figure out who my neighbors are
//     this.addNeighbors = function(grid){
//         var i = this.i;
//         var j = this.j;
        
//         // if i is less than 30 (or gridsize, 30 is wall so 29..)
//         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 (diagonal){  // diagonals are also neighbours:
//             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]);
//         }//diagnal
    
//     }// ------------------------------------------------- METHOD set neighbors    
  
  
  
  
//   // Am I an wall?
//   if (random(1) < wallAmount)   this.wall = true;
//   else                          this.wall = false;

//   // Display me
//   this.show = function(col) 
//   {
//     if (this.wall) 
//     {
//       fill(wallcolor);
//       noStroke();
      
//       // wall fills square 
//             rect (      this.i * w,             this.j * h,             w,          h           );
        
//       // wall only partially fills square 
//       //    ellipse (   this.i * w + w / 2,     this.j * h + h / 2,     w * 0.7,    h * 0.7     );

//     }
//     else if (col)
//     {
//       fill(col);
//       rect(this.i * w, this.j * h, w, h);
//     }
//   };




// overkill yes but sure look
// class Spot{
//   constructor() {
//     this.f = 0;
//     this.g = 0;
//     this.h = 0;
//     this.x = 0;
//     this.y = 0;
//     this.prev_node = undefined;
//     this.neighbours = [];
//     //this.parent[0]=[1,1];
//     //this.parent = new Set ([1,1], [1,1], [1,1]);
  
      
//     this.set_neighbours = function(grid){
//         var i = this.i;
//         var j = this.j;
        
//         //gridsize
//         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]);
    
    
//         // diagonals are also neighbours: // not sure im using this
//         if (diagonal){
//             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 < rows - 1)                  this.neighbors.push(grid[i - 1][j + 1]);
//             if (i < gridsize - 1 && j < gridsize - 1)   this.neighbors.push(grid[i + 1][j + 1]);
//         }  
        
//     }// --- set neighbors
      
      
      
      
//   }// deafult constructor
  
//   //Gets
//   get_x(){return this.x;}
//   get_y(){return this.y;}
//   get_f(){return this.f;}
//   get_g(){return this.g;}
//   get_h(){return this.h;}
//   get_prev_node(){return this.prev_node;}
//   get_neighbours(){return this.neighbours;}  
  
//   //sets
//   set_f(f){ this.f = f;}
//   set_g(g){ this.g = g;}
//   set_h(h){ this.h = h;}
//   set_x(x){ this.x = x;}
//   set_y(y){ this.y = y;}
//   set_prev_node(prev_node){this.prev_node = prev_node;}
  
//   // define neighbours
//   set_valid_neighbour(neighbour){ 
//       this.neighbours.push({neighbour});
//   }
  

      
      
  
  
  
// //   set_prev_node(x,y){
// //       this.prev_node.push({x, y});
// //   }

  
//     check_neighbours(){
//         console.log("checking neighbours of ");
//     } 
    
//     calculat_h_and_g(){
//         console.log("checking neighbours");
//     } 
    

    
//     // console.log(tyeof x1)
//     // 0xf anything 0x can be hex
  
 
// }// Spot ===================================================


   
    
    
//     //Step 1 get enemy location
//     var enemy_location_x = ei, enemy_location_y = ej;
//     //Step 2 get agent location
//     var target_location_x = ai, target_location_y = aj;
    
//     enemy_node = new Spot();
//     enemy_node.set_x(enemy_location_x);
//     enemy_node.set_y(enemy_location_y);
//     enemy_node.set_f(65);
    
//     //enemy_node.set_prev_node([1,1]);
//     enemy_node.set_prev_node([]); // blank -> no parent :(
    
//     target_node = new Spot();
//     target_node.set_x(target_location_x);
//     target_node.set_y(target_location_y);
//     target_node.set_prev_node([]); // blank -> no parent :(
    
    
//     //Step 3 get neighbors for X Spot
//     // var px = enemy_location_x;
//     // var oy = enemy_location_y;
    
//     //if not wall, if not maze, add to openset? add to neighbors? both?
//     //while open set has stuff in it. check nb
    
//     OPEN_SET.push(enemy_node);

//     // Testing //---------------------------
//     // t1 = new Spot();
//     // t1.set_f(100);
//     // t2 = new Spot();
//     // t2.set_f(1000);
//     // OPEN_SET.push(t2);
//     // OPEN_SET.push(t1);
    
//     while(OPEN_SET.length > 0){
        
//         //Step A: finding the lowest F value in the OPEN_SET 
        
//         // var min_f = Number.POSITIVE_INFINITY;
//         // var obj;
//         // for(let i=0, l=OPEN_SET.length; i<l; i++){
//         //     min_f = Math.min(min_f, OPEN_SET[i].f);
//         // }

//         // console.log(OPEN_SET.length);
        
//         //Step B: Sort the OPEN_SET with shortest F as 0, then set that as our current NODE
//         OPEN_SET.sort(lowest_f);
//         var current_node = OPEN_SET[0];
        
//         // Step B2: If this node is the agent - then we win!!! Come back here to draw the PATH visually
//         if (current_node == target_node){
//             console.log("COMPLETE!!!!!!!\nCOMPLETE!!!!!!!\nCOMPLETE!!!!!!!\nCOMPLETE!!!!!!!\nCOMPLETE!!!!!!!\nCOMPLETE!!!!!!!\nCOMPLETE!!!!!!!\nCOMPLETE!!!!!!!\nCOMPLETE!!!!!!!\n");
//             //return reconstruct_path(cameFrom, current);
//         }
        
        
//         // Step C:
//         //OPEN_SET.Remove(current)
//         OPEN_SET.shift();
        
        
//         // Step D: for each neighbor of current
//         //
//         //
//         var neighbour_node;
//         for (n=0; n<current_node.neighbours.length; n++) {
//                 // for each of the neighbours, calculate the childNoderen
//                 childNode = current_node.neighbours[n];
                
//                                 // check if in closedSet or occupied
//                 if (childNode.closed) {
//                     // move to next childNode
//                 } else if (iswall(childNode.i, childNode.j)) {
//                     // closedSet.push(childNode);
//                     childNode.closed = true;
//                 } else {
//                     // calculate values and add to openNodes
//                     if ((childNode.i == current_node.i) || (childNode.j == current_node.j))
//                         childNode.g = current_node.g + 10; // if not diagonal, use 10 as metric
//                     else
//                         childNode.g = current_node.g + 14; // rougly the square path if diagonal

//                     childNode.h = aStarHeuristics(childNode, nextNode);
//                     childNode.f = childNode.g + childNode.h;
//                     childNode.parent = current_node;
//                     if (openNodes.indexOf(childNode) < 0) {
//                         // if not in openNodes
//                         openNodes.push(childNode);
                        
//                     }

//                 } // check if closedSet
                
//         }
        
        
//         // Step C: 
        
        
        
//         // Step C: 
        
        
        
        
//         // console.log("JAY TESTY - should be...... 65/100/1000");
//         // console.log(OPEN_SET[0]);
//         // console.log(OPEN_SET[1]);
//         // console.log(OPEN_SET[2]);
        
//         // console.log("HEYA - I just want to tell you im the lowest in the set: " + OPEN_SET[0].f);
//         // console.log("HEYA - I just want to tell you im the SECOND in the set: " + OPEN_SET[1].f);
//         // console.log("HEYA - I just want to tell you im the HIGHEST in the set: " + OPEN_SET[2].f);
        

//         console.log("JAY min");
//         // console.log(min_f);
//         // console.log(min_f);
        
//         //current = 
    
//         console.log("test");
        
//         OPEN_SET.pop();
//         console.log(OPEN_SET.length);

//     }
    
    
    
    
    
//     // while(OPEN_SET.length > 0){
//     //     console.log(OPEN_SET.length);

//     //     console.log("test");
        
//     //     OPEN_SET.pop();
//     //     console.log(OPEN_SET.length);

//     // }
    
    
//     //OPEN_SET.pop(enemy_node);
    
    
//     //get neighbours, then current becomes open set?
//     //var current_node = enemy_node;
    
//     // add to openset first
//     // get cur neihgbors
    
    
//     //calculate f,g,h
//     var cur_h = find_H(     current_node.x,current_node.y ,  target_location_x,target_location_y);              // H(a)
    
//                             //start node //to//  //current node
//     var cur_g = find_G(     enemy_node, current_node);
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
//     // console.log("HEYA");
//     // console.log(cur_h);
//     // console.log("HEYA----end");
//     //console.log(typeof node.prev_node);
//     // ei, ej          /   ai, aj

// //     console.log("EI, then EJ");
// //     console.log(ei);
// //     console.log(ej);

// //     //Step 3 - calculate distance?
// // //    var distance = find_euclidean(ei,ej,ai,aj);   // H(a)
// //     console.log("Euclidean DISTANCE to target: "+distance);
    
    
    
    
    
//     // console.log(node.x)
//     // console.log(node.y)
//     // console.log(node.parent_x)
//     // console.log(node.parent_y)