Code viewer for World: RoboCop

// Cloned by Sagar Ramachandra Murthy on 7 Nov 2021 from World "Complex World" by Starter user 
// Please leave this clone trail here.


// ----- Additional code blocks and comments are highlighted with my name "Sagar" -----
 

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


const TEXTURE_WALL 	    = '/uploads/sagarr1/1636221284.png' ;
const TEXTURE_MAZE 	    = '/uploads/sagarr1/1636221945.png' ;
const TEXTURE_AGENT 	= '/uploads/sagarr1/1636221708.png' ;
const TEXTURE_ENEMY 	= '/uploads/sagarr1/1636221537.png' ;

// ----- Sagar -----
// credits:
// https://www.pngitem.com/middle/hJmJwwo_clipart-silhouette-of-picket-fence-fence-clipart-black/
// https://www.newyorker.com/humor/daily-shouts/a-pep-talk-from-the-wall-you-hit
// https://www.pinterest.com/pin/797981627718153911/
// http://clipart-library.com/clip-art/police-transparent-2.htm

 
const MUSIC_BACK  = '/uploads/sagarr1/JamesBond.mp3' ;
const SOUND_ALARM = '/uploads/sagarr1/Shotgun.mp3' ;

// ----- Sagar -----
// credits:
// http://www.dl-sounds.com/royalty-free/defense-line/
// https://www.fesliyanstudios.com/royalty-free-sound-effects-download/gun-shooting-300

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

const NOBOXES =  Math.trunc ( (gridsize * gridsize) / 3 );
    // density of maze - number of internal boxes
    // (bug) use trunc or can get a non-integer 

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

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

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



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

ABHandler.MAXCAMERAPOS 	    = maxRadiusConst ;

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



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

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

//  const SKYBOX_ARRAY = [										 
//                 "/uploads/starter/dawnmountain-xpos.png",
//                 "/uploads/starter/dawnmountain-xneg.png",
//                 "/uploads/starter/dawnmountain-ypos.png",
//                 "/uploads/starter/dawnmountain-yneg.png",
//                 "/uploads/starter/dawnmountain-zpos.png",
//                 "/uploads/starter/dawnmountain-zneg.png"
//                 ];


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

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


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

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

const SKYBOX_ARRAY = [										 
            "/uploads/sagarr1/dark1.jpeg",
            "/uploads/sagarr1/dark1.jpeg",
            "/uploads/sagarr1/dark1.jpeg",
            "/uploads/sagarr1/dark1.jpeg",
            "/uploads/sagarr1/dark1.jpeg",
            "/uploads/sagarr1/dark1.jpeg"
            ];

// ----- Sagar -----
//credits:
//https://commons.wikimedia.org/wiki/File:Pitch_Black.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   

// ----- Sagar -----
var path = [];                                      // path to store the path of A* Algorithm

var line;                                           // line to display A* Algorithm

var path_group = new THREE.Group();                 // path_group to display A* Algorithm

var finalPath = [];                                 // finalPath to track the final path of enemy to the agent 

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;
const wallAmount = AB.randomFloatAtoB ( 0, 0.6 );


	
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 -------------------------------------------------------------------------------
// The number 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[i][j].wall ) return true;	// Fixed objects	 
 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] = new Spot(i,j,true);		 
			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 Spot(i,j);               // ----- Sagar -----

	
   // 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 Spot(i,j,true) ;             // ----- Sagar -----
		
		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);		
	}
	
    // All the neighbors
    for (let i = 0; i < gridsize; i++) 
    for (let j = 0; j < gridsize; j++) 
    GRID[i][j].addNeighbors(GRID);
   
	// 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
	 });
 	
     ABWorld.scene.add(path_group);
}
 

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


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

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


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

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

}


// --- take actions -----------------------------------
// ----- Sagar -----
function heuristic(a, b)                           // Defining the heuristic function
{
     return ( Math.abs(a.i - b.i) + Math.abs(a.j - b.j) );
}

function removeFromArray(arr, elt) 
{
  for (var i = arr.length - 1; i >= 0; i--) 
    if (arr[i] == elt) 
      arr.splice(i, 1);
}

function Spot(i, j,wall)
{
  this.wall = wall || false

  // Location
  this.i = i;
  this.j = j;

  // f, g, and h values for A star
  this.f = 0;
  this.g = 0;
  this.h = 0;

  // Neighbors
  this.neighbors = [];

  // Checks where it come from.
  this.previous = undefined;

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

// ----- Sagar -----
// The below code draws an entire block for path; Unmask the below code & drawPath() function call or use drawline()
// function drawPath()
// {
//     path_group.clear();
//     var shape, cube;
//     // If the path engulfs agent or enemy, minimize or maximize path.length in for loop
//     for ( i = 0; i < (path.length -2) ; i++ ) {
//         shape    = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );	
//         cube  = new THREE.Mesh( shape, new THREE.MeshBasicMaterial( { color: "white"} ) );   // Attributes color, opacity & transparent can be added/modified
// 		cube.position.copy ( translate(path[i].i, path[i].j) );
// 		path_group.add(cube);
//     }
// }

// ----- Sagar -----
// The below code draws a line for path
function drawLine()
{
    if (line!=null)
    {
        ABWorld.scene.remove(line);
    }
    var points = [];
    // const material = new THREE.LineBasicMaterial( { color: 0x0000ff } );                    // Change the color of line
    const material = new THREE.LineBasicMaterial( { color: 'white' } );                        // Currently the path line color is set to white
    for (let i=0; i<this.path.length-1;i++)
    {
        points.push(translate(this.path[i].i, this.path[i].j));
    }
    const geometry = new THREE.BufferGeometry().setFromPoints( points );
    line = new THREE.Line(geometry,material);
    ABWorld.scene.add(line);
}

// ----- Sagar -----
// Below code block implements the A star algorithm
function moveLogicalEnemy()
{ 
for ( i = 0; i < gridsize ; i++ ) 
    for ( j = 0; j < gridsize ; j++ )
        GRID[i][j] = new Spot(i,j,GRID[i][j].wall);

for (let i = 0; i < gridsize; i++) 
    for (let j = 0; j < gridsize; j++) 
        GRID[i][j].addNeighbors(GRID);

    let startNode = GRID[ei][ej];
    let endNode = GRID[ai][aj];
    let openSet = [startNode];
    let closedSet = [];

while (openSet.length > 0)
{
    if (openSet.length > 0) 
  {

    // Checks which is the next best option
    var winner = 0;
    
    for (let i = 0; i < openSet.length; i++) 
      if (openSet[i].f < openSet[winner].f) 
        winner = i;
        
    var current = openSet[winner];

    // Checks if its finished;
    if (current === endNode) 
    {
      break; 
      console.log("success - found path");
    }

    // The best option moves from openSet to current or closedSet
    removeFromArray(openSet, current);
    closedSet.push(current);

    // This checks all the neighbors
    var neighbors = current.neighbors;
    
    //--- Initiates for loop -----------
    for (let i = 0; i < neighbors.length; i++) 
    {
      var neighbor = neighbors[i];

      // Checks which is the next valid position
      if (!closedSet.includes(neighbor) && !neighbor.wall) 
      {
        var tempG = current.g + heuristic(neighbor, current);

        // Checks if its a better path than before
        var newPath = false;
        if (openSet.includes(neighbor)) 
        {
          if (tempG < neighbor.g) 
          {
            neighbor.g = tempG;
            newPath = true;
          }
        }
        else 
        {
          neighbor.g = tempG;
          newPath = true;
          openSet.push(neighbor);
        }

        // Its a better path, execute below
        if (newPath) 
        {
          neighbor.h = heuristic(neighbor, endNode);
          neighbor.f = neighbor.g + neighbor.h;
          neighbor.previous = current;
        }
      }
    }
    // Backtracking to find the path
    path = [];
    var temp = current;
    path.push(temp);
    while (temp.previous) 
    {
    path.push(temp.previous);
    temp = temp.previous;
    }
    console.log("PATH ",path);                         // Displays the path traversed
}
}
drawLine();                                           // Function call to draw the line

if (path.length >1)
{
    var nextei = path[path.length -2].i;
    var nextej = path[path.length -2].j;
    
    if(! occupied(nextei, nextej) && ej<gridsize && ei<gridsize && ei>0 && ej>0)
    {
        ei=nextei;
        ej=nextej;
        finalPath.push(GRID[ei][ej]);
    }
}
}

// This is the old code
// move towards agent 
// put some randomness in so it won't get stuck with barriers
//  var i, j;
//  if ( ei < ai ) i = AB.randomIntAtoB(ei, ei+1); 
//  if ( ei == ai ) i = ei; 
//  if ( ei > ai ) i = AB.randomIntAtoB(ei-1, ei); 

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

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

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

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

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

// we will handle these keys: 

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

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

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

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

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


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

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

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

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

function   updateStatusAfter()		                  // agent and enemy have moved, can calculate score
{
 // new state after both have moved
 
 var y 		= AB.world.getState();
 var score = ( goodsteps / AB.step ) * 100; 

 AB.msg ( " &nbsp; y = (" + y.toString() + ") <br>" +
		" Bad steps: " + badsteps + 
		" &nbsp; Good steps: " + goodsteps + 
		" &nbsp; Score: " + score.toFixed(2) + "% ", 2 ); 
}


AB.world.newRun = function() 
{
	AB.loadingScreen();

	AB.runReady = false;  

	badsteps = 0;	
	goodsteps = 0;

	if ( show3d )
	{
	 BOXHEIGHT = squaresize;
	 ABWorld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR  ); 	
	}	     
	else
	{
	 BOXHEIGHT = 1;
	 ABWorld.init2d ( startRadiusConst, maxRadiusConst, SKYCOLOR  ); 		     
	}
	
	loadResources();		                          // aynch file loads		
							                          // calls initScene() when it returns 
	document.onkeydown = keyHandler;	
		 
};

AB.world.getState = function()
{
 var x = [ ai, aj, ei, ej ];
  return ( x );  
};

AB.world.takeAction = function ( a )
{
  updateStatusBefore(a);			                  // show status line before moves 

  moveLogicalAgent(a);

  if ( ( AB.step % 2 ) == 0 )		                  // slow the enemy down to every nth step
    moveLogicalEnemy();

  if ( badstep() )  badsteps++;
  else   			goodsteps++;

//    drawPath();
   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();
    // ----- Sagar -----
    var route = [];
	const material = new THREE.LineBasicMaterial( { color: 'red' } );
    for (let i=0; i<finalPath.length;i++)
    {
        route.push(translate(finalPath[i].i, finalPath[i].j));
    }
    const geometry = new THREE.BufferGeometry().setFromPoints( route );
    const line = new THREE.Line(geometry,material);
    ABWorld.scene.add(line);
  }
};


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 
}