Code viewer for World: Complex World trap the age...

// ==== 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/archyyu321/wall.jpeg' ;
 const TEXTURE_MAZE 	= '/uploads/archyyu321/maze.jpeg' ;
 const TEXTURE_AGENT 	= '/uploads/archyyu321/jerry.jpeg' ;
 const TEXTURE_ENEMY 	= '/uploads/archyyu321/tom.png' ;

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

 
	const MUSIC_BACK  = '/uploads/starter/Defense.Line.mp3' ;
	const SOUND_ALARM = '/uploads/starter/air.horn.mp3' ;

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

	
	
const gridsize = 50;						// number of squares along side of world	   

const NOBOXES =  Math.trunc ( (gridsize * gridsize) / 4 );
		// density of maze - number of internal boxes
		// (bug) use trunc or can get a non-integer 

const squaresize = 100;					// size of square in pixels

const MAXPOS = gridsize * squaresize;		// length of one side in pixels 
	
const SKYCOLOR 	= 0xddffdd;				// a number, not a string 

 
const startRadiusConst	 	= MAXPOS * 0.8 ;		// distance from centre to start the camera at
const maxRadiusConst 		= MAXPOS * 10  ;		// maximum distance from camera we will render things  



//--- change ABWorld defaults: -------------------------------

ABHandler.MAXCAMERAPOS 	= maxRadiusConst ;

ABHandler.GROUNDZERO		= true;						// "ground" exists at altitude zero



//--- skybox: -------------------------------
// skybox is a collection of 6 files 
// x,y,z positive and negative faces have to be in certain order in the array 
// https://threejs.org/docs/#api/en/loaders/CubeTextureLoader 

// mountain skybox, credit:
// http://stemkoski.github.io/Three.js/Skybox.html

 const SKYBOX_ARRAY = [							
                "/uploads/starter/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"
                ];


// space skybox, credit:
// http://en.spaceengine.org/forum/21-514-1
// x,y,z labelled differently

/*
 const SKYBOX_ARRAY = [										 
                "/uploads/starter/sky_pos_z.jpg",
                "/uploads/starter/sky_neg_z.jpg",
                "/uploads/starter/sky_pos_y.jpg",
                "/uploads/starter/sky_neg_y.jpg",
                "/uploads/starter/sky_pos_x.jpg",
                "/uploads/starter/sky_neg_x.jpg"
                ];
*/				


// urban photographic skyboxes, credit:
// http://opengameart.org/content/urban-skyboxes

/*
 const SKYBOX_ARRAY = [										 
                "/uploads/starter/posx.jpg",
                "/uploads/starter/negx.jpg",
                "/uploads/starter/posy.jpg",
                "/uploads/starter/negy.jpg",
                "/uploads/starter/posz.jpg",
                "/uploads/starter/negz.jpg"
                ];
*/



// ===================================================================================================================
// === End of tweaker's box ==========================================================================================
// ===================================================================================================================


// You will need to be some sort of JavaScript programmer to change things below the tweaker's box.









//--- Mind can pick one of these actions -----------------

const ACTION_LEFT 			= 0;		   
const ACTION_RIGHT 			= 1;
const ACTION_UP 			= 2;		 
const ACTION_DOWN 			= 3;
const ACTION_STAYSTILL 		= 4;

// in initial view, (smaller-larger) on i axis is aligned with (left-right)
// in initial view, (smaller-larger) on j axis is aligned with (away from you - towards you)


// contents of a grid square

const GRID_BLANK 	= 0;
const GRID_WALL 	= 1;
const GRID_MAZE 	= 2;
 
 
 
 

var BOXHEIGHT;		// 3d or 2d box height 

var GRID 	= new Array(gridsize);			// can query GRID about whether squares are occupied, will in fact be initialised as a 2D array   

var theagent, theenemy;
  
var wall_texture, agent_texture, enemy_texture, maze_texture; 

// enemy and agent position on squares
var ei, ej, ai, aj;

var badsteps;
var goodsteps;

var trapAlgo = null;


function Boxgrid(type,i,j){
    
    this.type = type;
    this.x = i;
    this.y = j;
    
    this.g = 0;
    this.h = 0;
    this.f = 0;
    
    this.w = 0;
    this.distance = 0;
    this.previous = null;
}

function TrapAgentInHole(){
    
    this.path = [];
    this.holes = [];
    
    this.findNearestHole = function(item){
        
        var hole = null;
        var distance = 100;
        
        
        
        for(var i=0;i<this.holes.length;i++){
                        
            if(calculateDistance(item,this.holes[i]) < distance){
                this.holes[i].distance = calculateDistance(item,this.holes[i]);
            }
            
        }
        
        this.holes.sort(function(a, b){return a.distance-b.distance});
        
        for(var i=0;i<this.holes.length;i++){
            
            var astar = new aStarPath(item,this.holes[i]);
            astar.findPathByAstar();
            if(astar.path.length <= this.holes[i].distance + 4){
                return this.holes[i];
            }
            
        }
        
        return hole[0];
    }
    
    this.findEnemyPositionOppositeOfHole = function(agent,hole){
        
        var xdis = 0;
        var ydis = 0;
        
        if(agent.x < hole.x){
            xdis = -1;
        }
        if(agent.x > hole.x){
            xdis = +1;
        }
        

        if(agent.y > hole.y){
            ydis = +1;
        }
        if(agent.y < hole.y){
            ydis = -1;
        }
        
        if(agent.x + xdis > 0 && agent.x + xdis < gridsize
            && agent.y + ydis > 0 && agent.y + ydis < gridsize){
            
            if(GRID[agent.x + xdis][agent.y + ydis].type == GRID_BLANK){
                return GRID[agent.x + xdis][agent.y + ydis];
            }
        }
        
        if(agent.x> 0 && agent.x < gridsize
            && agent.y + ydis > 0 && agent.y + ydis < gridsize){
            
            if(GRID[agent.x][agent.y + ydis].type == GRID_BLANK){
                return GRID[agent.x][agent.y + ydis];
            }
        }
        
        if(agent.x + xdis > 0 && agent.x + xdis < gridsize
            && agent.y > 0 && agent.y < gridsize){
    
            if(GRID[agent.x + xdis][agent.y].type == GRID_BLANK) {
                return GRID[agent.x + xdis][agent.y];
            }
        }
        
        
        return null;
        
    }
    
    this.checkIfNeighbour = function(start,end){
        if(Math.abs(start.x - end.x) <= 1 && Math.abs(start.y - end.y) <= 1){
            return true;
        }
        return false;
    }
    
    this.findFittestHole = function(start,end){
        
        for(var i=0;i<this.holes.length;i++){
            this.holes[i].w = 0;
        }
        
        var hole = null;
        var weight = 1000;
        
        for(var i=0;i<this.holes.length;i++){
            
            var Inarea = this.checkIfPointInArea(start,end,this.holes[i]);
            var distance = calculateDistance(end,this.holes[i]);
            
            if(Inarea) {
                this.holes[i].w = -1000 + distance; 
            }
            else{
                this.holes[i].w = distance;         
            }
            
            if(weight > this.holes[i].w){
                hole = this.holes[i];
                weight = this.holes[i].w;
            }
            
            
        }
        
        return hole;
        
    }
    
    this.checkIfPointInArea = function(sourceItem,middleItem,endItem){
        
        if((sourceItem.x - middleItem.x)*(middleItem.x - endItem.x) >= 0 && 
            (sourceItem.y - middleItem.y)*(middleItem.y - endItem.y) >= 0){
            return true;        
        }
        return false;
        
    }
    
    
    this.findHoles = function(){
        
        this.holes = [];
        for(var i = 0;i<gridsize;i++){
            for(var j=0;j<gridsize;j++){
                
                if(GRID[i][j].type == GRID_BLANK && this.checkIsHole(GRID[i][j])){
                    this.holes.push(GRID[i][j]);
                }
                   
            }
        }
        
    }
    
    
    
    
    this.getNeighbors = function(i,j){
    
        var neighbors = [];
        
        if(i - 1 > 0 && i - 1 < gridsize){
            neighbors.push(GRID[i-1][j]);
        }
        
        if(i + 1 > 0 && i + 1 < gridsize) {
            neighbors.push(GRID[i+1][j]);
        }
        
        if(j - 1 > 0 && j < gridsize) {
            neighbors.push(GRID[i][j-1]);
        }
        
        if(j + 1 > 0 && j + 1 < gridsize){
            neighbors.push(GRID[i][j+1]);
        }
        
        return neighbors;
    }
    
    this.findTheEntryOfHole = function(item){
        
        var neighbours = this.getNeighbors(item.x,item.y);
        for(var i=0;i<neighbours.length;i++){
            if(neighbours[i].type == GRID_BLANK){
                return neighbours[i];
            }
        }
        
        return null;
    }
    
    this.checkIsHole = function(item){
        
        var neighbours = this.getNeighbors(item.x,item.y);
        var numOfBlank = 0;
        
        for(var i = 0;i<neighbours.length;i++){
            
            if(neighbours[i].type === GRID_BLANK){
                numOfBlank ++;
            }
            
        }
        
        if(numOfBlank == 1){
            return true;
        }
        
        return false;
        
    }
    
}

function calculateDistance(source,destination){
    return Math.abs(source.x - destination.x) + Math.abs(source.y - destination.y);
}

function aStarPath(sourceItem,endItem){
    this.start = sourceItem;
    this.end = endItem;
    this.path = [];
    this.openSet = [];
    this.closeSet = [];
    
    this.found = false;
    
    this.line = null;
    
    for(var i = 0;i< gridsize; i++){
       for(var j = 0;j< gridsize;j++){
           
           GRID[i][j].previous = null;
           GRID[i][j].f = 0;
           GRID[i][j].g = 0;
           GRID[i][j].h = 0;
       }
    }
    
    //console.log("start:" + this.start.x + " " + this.start.y + ",end:" + this.end.x + " " + this.end.y);
    
    this.draw = function(){
        
        const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
        
        const points = [];

        for(var i = 0;i<this.path.length;i++){
            points.push(translate(this.path[i].x,this.path[i].y))        
        }
        
        const geometry = new THREE.BufferGeometry().setFromPoints( points );        
        this.line = new THREE.Line( geometry, material );
        ABWorld.scene.add( this.line );
        
        //var dotMaterial = new PointsMaterial( { size: 0.1 } )
        //var pointList = new THREE.Points(geometry,dotMaterial);
        //ABWorld.scene.add(pointList);
        
    }
    
    
    this.clean = function(){
        if(this.line == null){
            return ;
        }
        ABWorld.scene.remove(this.line);
    }
    
    this.logPath = function(){
        
        for(var i=0;i<this.path.length;i++){
            console.log("x:" + this.path[i].x + "y:" + this.path[i].y);
        }
        
    }
    
    this.getNeighbors = function(i,j){
    
        var neighbors = [];
        
        if(i - 1 > 0 && i - 1 < gridsize){
            neighbors.push(GRID[i-1][j]);
        }
        
        if(i + 1 > 0 && i + 1 < gridsize) {
            neighbors.push(GRID[i+1][j]);
        }
        
        if(j - 1 > 0 && j < gridsize) {
            neighbors.push(GRID[i][j-1]);
        }
        
        if(j + 1 > 0 && j + 1 < gridsize){
            neighbors.push(GRID[i][j+1]);
        }
        
        return neighbors;
    }
    
    this.heuristic = function(source,destination){
        return Math.abs(source.x - destination.x) + Math.abs(source.y - destination.y);
    }
    
    this.removeFromList = function(list,item){
        var index = list.indexOf(item);
        if(index != -1){
            list.splice(index,1);
        }
    }

    this.findPathByAstar = function(){
        this.openSet.push(this.start);
        
        var foundOrEnd = false;
        var current = null;
        while(foundOrEnd == false){
            var winner = 0;
            
            if(this.openSet.length == 0){
                foundOrEnd = true;
                continue;
            }
            
            for(var i=0;i<this.openSet.length;i++){
                if(this.openSet[i].f < this.openSet[winner].f){
                    winner = i;
                }
            }
            
            
            current = this.openSet[winner];
            
            if(current.x == this.end.x && current.y == this.end.y){
                foundOrEnd = true;
                this.found = true;
                continue;
            }
            
            
            var neighbours = this.getNeighbors(current.x,current.y);
            
            this.removeFromList(this.openSet,current);
            this.closeSet.push(current);
            
            for(var i = 0 ; i < neighbours.length ; i++){
                
                var neighbour = neighbours[i];
                
                if(neighbour.type == GRID_WALL || neighbour.type == GRID_MAZE) {
                    continue;
                }
                
                // if(neighbour.x == ai && neighbour.y == aj){
                //     continue;
                // }
                
                var newPath = false;
                
                if(this.closeSet.includes(neighbour)){
                    continue;
                }
                
                var tempg = current.g + this.heuristic(neighbour,current);
                
                if(this.openSet.includes(neighbour)){
                    if(tempg < neighbour.g){
                        neighbour.g = tempg;
                        newPath = true;
                    }
                }
                else{
                    neighbour.g = tempg;
                    newPath = true;
                    this.openSet.push(neighbour);
                    
                }
                
                if(newPath == true){
                  neighbour.h = this.heuristic(neighbour, this.end);
                  neighbour.f = neighbour.g + neighbour.h;
                  neighbour.previous = current;
                }
                
            }
        
        }
        
        this.path = [];
        
        while(current){
            this.path.push(current);
            current = current.previous;
        }
        
        this.path = this.path.reverse();
        
    }
    
    
}

	
function loadResources()		// asynchronous file loads - call initScene() when all finished 
{
	var loader1 = new THREE.TextureLoader();
	var loader2 = new THREE.TextureLoader();
	var loader3 = new THREE.TextureLoader();
	var loader4 = new THREE.TextureLoader();
	
	loader1.load ( TEXTURE_WALL, function ( thetexture )  		
	{
		thetexture.minFilter  = THREE.LinearFilter;
		wall_texture = thetexture;
		if ( asynchFinished() )	initScene();		// if all file loads have returned 
	});
		
	loader2.load ( TEXTURE_AGENT, function ( thetexture )  	 
	{
		thetexture.minFilter  = THREE.LinearFilter;
		agent_texture = thetexture;
		if ( asynchFinished() )	initScene();		 
	});	
	
	loader3.load ( TEXTURE_ENEMY, function ( thetexture )  
	{
		thetexture.minFilter  = THREE.LinearFilter;
		enemy_texture = thetexture;
		if ( asynchFinished() )	initScene();		 
	});
	
	loader4.load ( TEXTURE_MAZE, function ( thetexture )  
	{
		thetexture.minFilter  = THREE.LinearFilter;
		maze_texture = thetexture;
		if ( asynchFinished() )	initScene();		 
	});
	
}


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

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

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

 if ( GRID[i][j].type == GRID_WALL ) return true;		// fixed objects	 
 if ( GRID[i][j].type == 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] = new Boxgrid(GRID_WALL,i,j);		 
			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] = new Boxgrid(GRID_BLANK,i,j);

		
   // 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] = new Boxgrid(GRID_MAZE,i,j); //{type:GRID_MAZE,g:0,h:0,f:0} ;
		
		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(); 
	 
    trapAlgo = new TrapAgentInHole();
    trapAlgo.findHoles();
    
  // finally skybox 
  // setting up skybox is simple 
  // just pass it array of 6 URLs and it does the asych load 
  
  	 ABWorld.scene.background = new THREE.CubeTextureLoader().load ( SKYBOX_ARRAY, 	function() 
	 { 
		ABWorld.render(); 
	 
		AB.removeLoading();
	
		AB.runReady = true; 		// start the run loop
	 });
 		
}
 
 
 


// --- draw moving objects -----------------------------------


function drawEnemy()		// given ei, ej, draw it 
{
	theenemy.position.copy ( translate(ei,ej) ); 		  	// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates 

	ABWorld.lookat.copy ( theenemy.position );	 		// if camera moving, look back at where the enemy is  
}


function drawAgent()		// given ai, aj, draw it 
{
	theagent.position.copy ( translate(ai,aj) ); 		  	// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates 

	ABWorld.follow.copy ( theagent.position );			// follow vector = agent position (for camera following agent)
}



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

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

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

 if ( ej < aj ) j = AB.randomIntAtoB(ej, ej+1); 
 if ( ej == aj ) j = ej; 
 if ( ej > aj ) j = AB.randomIntAtoB(ej-1, ej); 
 
 if ( ! occupied(i,j) )  	// if no obstacle then move, else just miss a turn
 {
  ei = i;
  ej = j;
 }
}


function moveLogicalAgent( a )			// this is called by the infrastructure that gets action a from the Mind 
{ 
 var i = ai;
 var j = aj;		 

 if ( a == ACTION_LEFT ) 	i--;
 else if ( a == ACTION_RIGHT ) 	i++;
 else if ( a == ACTION_UP ) 		j++;
 else if ( a == ACTION_DOWN ) 	j--;

 if ( ! occupied(i,j) ) 
 {
  ai = i;
  aj = j;
 }
}




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

// we will handle these keys: 

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

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

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

   // if not one of our special keys, send it to default key handling:
	
	if ( ! ourKeys ( event ) ) return true;
	
	// else handle key and prevent default handling:
	
	if ( event.keyCode == 37 )   moveLogicalAgent ( ACTION_LEFT 	);   
    if ( event.keyCode == 38 )   moveLogicalAgent ( ACTION_DOWN  	); 	 
    if ( event.keyCode == 39 )   moveLogicalAgent ( ACTION_RIGHT 	); 	 
    if ( event.keyCode == 40 )   moveLogicalAgent ( ACTION_UP		);   
	
	// when the World is embedded in an iframe in a page, we want arrow key events handled by World and not passed up to parent 

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





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


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


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


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


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 );  
};

var line = null;


AB.world.takeAction = function ( a )
{
  //console.log(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();


   
   if(line != null){
       ABWorld.scene.remove(line);
   }
   
   var destination = null;
   
   //var hole = trapAlgo.findFittestHole(GRID[ei][ej],GRID[ai][aj]);
   //var entry = trapAlgo.findTheEntryOfHole(hole);
   var hole = trapAlgo.findNearestHole(GRID[ai][aj]);
   
   if(hole.x == ai && hole.y == aj){
       destination = hole;
   }
   else{
       var position = trapAlgo.findEnemyPositionOppositeOfHole(GRID[ai][aj],hole);
       destination = position;
   }
   
   if(destination != null){
       var astar = new aStarPath(GRID[ei][ej],destination);
       astar.findPathByAstar();
       
       if(astar.found){
    
           astar.draw();
           
           line = astar.line;
        
           //move the enemy       
           if(astar.path.length >= 2 && ( AB.step % 3 ) != 0){
               
               if(astar.path[1].x == ai && astar.path[1].y == aj){
                   
               }
               else{
                   ei = astar.path[1].x;
                   ej = astar.path[1].y;
               }
           }
           
       }
       
   }

   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();
  }
  
  //astar.clean();

};



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 
}