Code viewer for World: Complex World _priority_q

// Cloned by Anand on 12 Nov 2023 from World "Complex World (clone by Anand) (clone by Anand)" by Anand 
// Please leave this clone trail here.
 


// Cloned by Anand on 28 Oct 2023 from World "Complex World (clone by Anand)" by Anand 
// Please leave this clone trail here.
 


// Cloned by Anand on 27 Oct 2023 from World "Complex World" by Starter user 
// Please leave this clone trail here.
 



// ==== Starter World =================================================================================================
// This code is designed for use on the Ancient Brain site.
// This code may be freely copied and edited by anyone on the Ancient Brain site.
// To include a working run of this program on another site, see the "Embed code" links provided on Ancient Brain.
// ====================================================================================================================



// =============================================================================================
// More complex starter World 
// 3d-effect Maze World (really a 2-D problem)
// Movement is on a semi-visible grid of squares 
//
// This more complex World shows:
// - Skybox
// - Internal maze (randomly drawn each time)
// - Enemy actively chases agent
// - Music/audio
// - 2D world (clone this and set show3d = false)
// - User keyboard control (clone this and comment out Mind actions to see)
// =============================================================================================


// =============================================================================================
// Scoring:
// Bad steps = steps where enemy is within one step of agent.
// Good steps = steps where enemy is further away. 
// Score = good steps as percentage of all steps.
//
// There are situations where agent is trapped and cannot move.
// If this happens, you score zero.
// =============================================================================================


 





// ===================================================================================================================
// === Start of tweaker's box ======================================================================================== 
// ===================================================================================================================

// The easiest things to modify are in this box.
// You should be able to change things in this box without being a JavaScript programmer.
// Go ahead and change some of these. What's the worst that could happen?


AB.clockTick       = 300; // 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) 

//Anand W : Change world textures. 
 const TEXTURE_WALL 	= '/uploads/starter/minecraft.1.jpg' ;
 const TEXTURE_MAZE 	= '/uploads/starter/minecraft.2.jpg' ;
 const TEXTURE_AGENT 	= '/uploads/andy055/scared.jpg' ;
 //const TEXTURE_ENEMY 	= '/uploads/starter/green.alien.png' ;
 const TEXTURE_ENEMY    = 'uploads/andy055/homlander.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/Interstellar.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 = 40; // 30;						// number of squares along side of world	   

const NOBOXES =  Math.trunc ( (gridsize * gridsize) / 4 );  // 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 	= 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"
                ];
*/



// ===================================================================================================================
// === 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;
 
const DIAGONAL_MOVE         = true;                 //Anand W : Enable diagnoal moves for the enemy
 
const highlight_path        = true; 
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 last_direction = "z";

var badsteps;
var goodsteps;


//Anand W : Create priority queue

class QElement {
    constructor(element, priority)
    {
        this.element = element;
        this.priority = priority;
    }
}
 
// PriorityQueue class
class PriorityQueue {
 
    // An array is used to implement priority
    constructor()
    {
        this.items = [];
    }
 
    q_contains(element) {
        
        for (var i = 0; i < this.items.length; i++) {
            if(this.items[i].element.i == element.i &&
               this.items[i].element.j == element.j ) {
                   return true
               }
        }
            
            
        //if(this.items.includes(element))
        //    return true;
        return false;
    }
 
    // functions to be implemented
    // enqueue(item, priority)
	enqueue(element, priority) {
        // creating object from queue element
        var qElement = new QElement(element, priority);
        var contain = false;
 
        // iterating through the entire
        // item array to add element at the
        // correct location of the Queue
        for (var i = 0; i < this.items.length; i++) {
            if (this.items[i].priority > qElement.priority) {
                // Once the correct location is found it is
                // enqueued
                this.items.splice(i, 0, qElement);
                contain = true;
                break;
            }
        }
 
    // if the element have the highest priority
    // it is added at the end of the queue
    if (!contain) {
        this.items.push(qElement);
    }
}
	

    // dequeue()

// dequeue method to remove
// element from the queue
    dequeue()
    {
    // return the dequeued element
    // and remove it.
    // if the queue is empty
    // returns Underflow
        if (this.isEmpty())
            return "Underflow";
            
        return this.items.shift();
    }
    // front()

// front function
    front() {
    // returns the highest priority element
    // in the Priority queue without removing it.
        if (this.isEmpty())
            return "No elements in Queue";
        return this.items[0];
    }

    // rear function
    rear()
    {
    // returns the lowest priority
    // element of the queue
        if (this.isEmpty())
            return "No elements in Queue";
            
        return this.items[this.items.length - 1];
    }
    // isEmpty()

    isEmpty()
    {
        // return true if the queue is empty.
        return this.items.length === 0;
    }

    // printPQueue()

    printPQueue()
    {
        var str = "";
        for (var i = 0; i < this.items.length; i++)
            str += this.items[i].element + " ";
        return str;
    }
    

}


//Anand W : Create a grid object to store location,  f, g, h, neighbours etc
//        : Properties to mark grid 
//        : This object is very similar to the spot object from Daniel Shiffman's implementation of A Star
function grid_object (i, j) {
    //Location
    this.i = i;
    this.j = j;
    
    //A* values : f, g, h
    this.f = 0; 
    this.g = 0; 
    this.h = 0;
    
    //Neighbours
    this.neighbours = []; 
    
    //Parent
    this.parent = undefined; 
    
    this.grid_val = GRID_BLANK; 
    
    this.setwall = function (grid_wall) {
        this.grid_val = GRID_WALL; 
    };
    
    this.setobstacle = function (obs) {
        this.grid_val = GRID_MAZE;
    };
    
    this.show = function(color) {
       
        var m_coll ;
        if(color == "open") m_coll = 0xff0000; //red
        if(color == "closed") m_coll = 0x0008ff; //blue
        if(color == "taken") m_coll = 0xffff00; //yellow
       	
		const geometry = new THREE.SphereGeometry( 15, 32, 16 ); 
        const material = new THREE.MeshBasicMaterial( { color: m_coll } ); 
        const sphere = new THREE.Mesh( geometry, material ); 
		
		
	    sphere.name = "highlight_path";
		sphere.position.copy ( translate(this.i,this.j) ); 		  	// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates 
		ABWorld.scene.add( sphere );
        //fill(color);
    }
    
    this.addNeighbours = function(GRID) {
        var i = this.i;
        var j = this.j; 
        
        console.log("addNeighbours for : (" + i + "," + j + ")");
        
        if(i < gridsize -1) this.neighbours.push(GRID[i+1][j]);
        if(i > 0)           this.neighbours.push(GRID[i-1][j]);
        if(j < gridsize -1) this.neighbours.push(GRID[i][j+1]); 
        if(j > 0)           this.neighbours.push(GRID[i][j-1]);
        
        if(DIAGONAL_MOVE) {
            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]);
        }
    }; 
    
}


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].grid_val == GRID_WALL ) return true;		// fixed objects	 
 if ( GRID[i][j].grid_val == 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);		 

     for ( i = 0; i < gridsize ; i++ ) { 
	  for ( j = 0; j < gridsize ; j++ ) {
	       GRID[i][j] = new grid_object(i,j); //Use grid object to ease out accessing all properties pertianing to the grid
	  }
     }
	  
	 for ( i = 0; i < gridsize ; i++ ) { 
	  for ( j = 0; j < gridsize ; j++ ) {
	       GRID[i][j].addNeighbours(GRID); // Add neighbours
	  }
     }
	   

	// 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_val = GRID_WALL; //Anand_W - use grid object access variables. 
			
			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_val = 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_val = GRID_MAZE;
		
		shape    = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );			 
		thecube  = new THREE.Mesh( shape );
		thecube.material = new THREE.MeshBasicMaterial( { map: maze_texture } );		  

		thecube.position.copy ( translate(i,j) ); 		  	// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates 
		ABWorld.scene.add(thecube);		
	}
	 	 
   
	// set up enemy 
	// start in random location
	
	 do
	 {
	  i = AB.randomIntAtoB(1,gridsize-2);
	  j = AB.randomIntAtoB(1,gridsize-2);
	 }
	 while ( occupied(i,j) );  	  // search for empty square 

	 ei = i;
	 ej = j;
	 
	 shape    = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );			 
	 theenemy = new THREE.Mesh( shape );
 	 theenemy.material =  new THREE.MeshBasicMaterial( { map: enemy_texture } );
	 ABWorld.scene.add(theenemy);
	 drawEnemy();		  

	 
	
	// set up agent 
	// start in random location
	
	 do
	 {
	  i = AB.randomIntAtoB(1,gridsize-2);
	  j = AB.randomIntAtoB(1,gridsize-2);
	 }
	 while ( occupied(i,j) );  	  // search for empty square 

	 ai = i;
	 aj = j;
 
	 shape    = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );			 
	 theagent = new THREE.Mesh( shape );
	 theagent.material =  new THREE.MeshBasicMaterial( { map: agent_texture } );
	 ABWorld.scene.add(theagent);
	 drawAgent(); 


  // finally skybox 
  // setting up skybox is simple 
  // just pass it array of 6 URLs and it does the asych load 
  
  	 ABWorld.scene.background = new THREE.CubeTextureLoader().load ( SKYBOX_ARRAY, 	function() 
	 { 
		ABWorld.render(); 
	 
		AB.removeLoading();
	
		AB.runReady = true; 		// start the run loop
	 });
 		
}
 
 
 


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


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

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


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

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




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


function moveLogicalEnemy_custom(i, j) { 
// move towards agent 
var ti  = 0;
var tj  = 0;

console.log("moving enemy");

 //Post process the final step - when the enemy is about to trap the agent
 //It is one diagonal step away - however the enemy aims to take agent's co-ordinates
 //This is where it should take just one step and block the agent rather than trying to move into the agent occupied location

 if(i == ai && j == aj) {
    
     //A* is leading me into agent's location
     //make a move in agent's direction
     
    if ( ei < ai )  ti = AB.randomIntAtoB(ei, ei+1); 
    if ( ei == ai ) ti = ei; 
    if ( ei > ai )  ti = AB.randomIntAtoB(ei-1, ei); 

    if ( ej < aj )  tj = AB.randomIntAtoB(ej, ej+1); 
    if ( ej == aj ) tj = ej; 
    if ( ej > aj )  tj = AB.randomIntAtoB(ej-1, ej); 
    
     
     
     
 } else {
     
     ti = i; 
     tj = j

 }

 if ( ! occupied(ti,tj) )  	// if no obstacle then move, else just miss a turn
 {
    ei = ti;
    ej = tj;
  
 }
}


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

 var i, j;
 
 //Disable diagonal moves - move only in i or j direction. (i and j cannot move in the same direction)
 if(DIAGONAL_MOVE === true) {
     
    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); 
    
    
 } else {
     
    // Anand W : change only i or j at a given time - don't change both to avoid diagonal moves

    if(last_direction == "x" || last_direction == "z" ) {
        if ( ei < ai ) i = AB.randomIntAtoB(ei, ei+1); 
        if ( ei == ai ) i = ei; 
        if ( ei > ai ) i = AB.randomIntAtoB(ei-1, ei); 
        j = ej;     //Assign same value to variable to avoid undefined values. 
        last_direction = "y";
    } else if (last_direction == "y" || last_direction == "z" ) {
        if ( ej < aj ) j = AB.randomIntAtoB(ej, ej+1); 
        if ( ej == aj ) j = ej; 
        if ( ej > aj ) j = AB.randomIntAtoB(ej-1, ej); 
        i = ei;     // Assign same value to variable to avoid undefined values.
        last_direction = "x";
    }

    
 }
 
 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 ); 
}


function gfunc ( a, b ) 
{
    if ( DIAGONAL_MOVE ) {
        var x = new THREE.Vector2(a.i, a.j);
        var y = new THREE.Vector2(b.i, b.j);
        var d = Math.floor(x.distanceTo(y));
        //console.log("a : b distance = " + d);
       
        return ( d );            // 2D distance
    }

    else            return ( abs(a.i - b.i) + abs(a.j - b.j) );     // else go across and down 
}


function heuristic ( a, b ) 
{
    if ( DIAGONAL_MOVE ) {
        var x = new THREE.Vector2(a.i, a.j);
        var y = new THREE.Vector2(b.i, b.j);
        var d = Math.floor(x.distanceTo(y));
        //console.log(typeof d);
        //console.log("a : b distance = " + d);
        return ( d );            // 2D distance
    }

    else        {
        return ( abs(a.i - b.i) + abs(a.j - b.j) );     // else go across and down 
    }
}

function removefromArray(arr, elt) 
{
  // Could use indexOf here instead to be more efficient
  for (var i = arr.length - 1; i >= 0; i--) 
    if (arr[i] == elt) 
      arr.splice(i, 1);
}

function computeAStar(start_i, start_j, goal_i, goal_j){
    var openSet = [];
    var closedSet = []; 
    var path      = []; 
    
    var start = GRID[start_i][start_j]; 
    var end   = GRID[goal_i][goal_j]; 
    
    var priorityQueue = new PriorityQueue();
    
    //console.log("Priority queue " + priorityQueue.isEmpty());
    
    //console.log("Priority queue " + priorityQueue.front());
    
    //Anand W : Make use of Priority queue for openset
    priorityQueue.enqueue(start, start.f);
    
    
    //console.log("Priority queue contains ------  " + priorityQueue.q_contains(start));
    
    
    //if(priorityQueue.q_contains(start) === true) {
        //console.log("contain function works fine !! ");
    //}
    //console.log("Priority queue print " + priorityQueue.printPQueue());
    //console.log("Priority queue " + priorityQueue.isEmpty());
    
    //openSet.push(start); 
    console.log("Starting A* algorithm with start : (" + start_i + "," + start_j + ")");
    
    //while (openSet.length > 0) {
    while (!priorityQueue.isEmpty()) {
        
        var winner = 0; 
        
        //for(var i=0; i < openSet.length; i++) {
        //    //Parse through openSet to select state with least cost (f)
        //    if(openSet[i].f < openSet[winner].f) {
        //        winner = i;
        //    }
        //}
        
        
        //var selected_state = openSet[winner];
        //var selected_state = priorityQueue.front();
        var selected_state_q = priorityQueue.dequeue();
        var selected_state = selected_state_q.element; 
        
        if(selected_state === end) {
            //console.log("-------FOUND AGENT------");
            break; //Break from while Loop
        }
        
        //removefromArray(openSet, selected_state);
        closedSet.push(selected_state);
        
        var neighbours = selected_state.neighbours; 
        
        for(var i = 0; i<neighbours.length; i++) {
            var neighbour = neighbours[i];
            
            if(!closedSet.includes(neighbour) && neighbour.grid_val == GRID_BLANK) {
                //If neighbour wasn't already analyzed and neighbour isn't wall or obstacle
                
                var g = selected_state.g + gfunc(neighbour, selected_state); //compute distance from start cumulatively
                
                var newPath = false; 
                
                //if(openSet.includes(neighbour)) {
                if(priorityQueue.q_contains(neighbour)) {
                    if(g < neighbour.g) {
                        //A new way was discovered to get to this node from another route
                        neighbour.g = g; 
                        newPath = true; 
                    }
                } else {
                    //Found new neighbour - add to openSet
                    neighbour.g = g; 
                    newPath = true; 
                    //openSet.push(neighbour);
                }
                
                if(newPath) {
                    neighbour.h = heuristic(neighbour, end);
                    neighbour.f = neighbour.g + neighbour.h;
                    neighbour.parent = selected_state; 
                    priorityQueue.enqueue(neighbour, neighbour.f);
                    neighbour.show("open"); 
                }
                
            }
        } //Neighbour Loop
        
    } //While Loop for openSet
 
 //Anand W : 
 //Move to the next step from computedAStar - backtrack from selectedstate
 //not interested in getting to the target state - need to get the state right after the start state on the golden path choosen by A*
 
 //total states searched = openset.length + closedset.length
// var total_states_searched = openSet.length + closedSet.length;
 
 
 //for(var i =0; i<openSet.length; i++) {
 //    openSet[i].show("open"); 
 //}
 
  for(var i =0; i<closedSet.length; i++) {
     closedSet[i].show("closed"); 
 }
 
 //console.log("states assessed : " + total_states_searched);
 
 path = [];
 var temp = selected_state;
 path.push(temp);
 var iter = 0; 
 
 while(temp.parent && (iter <= 1.414 * gridsize)) {   //At any given time - I will never be larger than diagnoal in the grid - worst case scenario  - don't let the loop go on forever
    console.log("selected state params : g=" + temp.g + "  h = " + temp.h + "  f = "+ temp.f);
    console.log("selected state loc : i=" + temp.i + "  j = " + temp.j );
    temp = temp.parent;
    path.push(temp);
    
    if(highlight_path)
        temp.show("taken");
        
    if(temp == start) {
        //For some cases the start node was linked back to another node causing an uncontrollable loop
        console.log("found start - parent "+ temp.parent);
        break; 
    }
    iter++;
 }
 
 if(iter == 1.414 * gridsize)  {
     //At any given time - I will never be larger than diagnoal in the grid - worst case scenario 
     console.log("_________ iter maxed out --------- something went wrong");
 }
 
 //console.log("Found agent: agent : (" + ai + "," + aj + ")");   
 //console.log("Found agent: selected_state : (" + selected_state.i + "," + selected_state.j + ")");
 //console.log("next_step : (" + path[path.length -2].i + "," + path[path.length -2].j + ")");
 
 //path[path.length -2] will be my next step . 

 return([path[path.length -2].i, path[path.length -2].j]);

}


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);
  
  //After this state - I have the end state for A* algorithm
  

  if ( ( AB.step % 2 ) === 0 )	{	// slow the enemy down to every nth step
    //Insert A* algorithm here : 
    //1.    capture agent location 
    //2.    compute A* 
    //      2.1  observe nodes : need to compute f*(n) for each node : 
    //           g*(n) = distance from initial location
    //           h*(n) = minimum distance from goal node (agent's location)
    //           
    // ai, aj  will be the goal co-ordinates
    // ei, ej will be the start co-ordinates
    const [next_enemy_i, next_enemy_j] = computeAStar(ei, ej, ai, aj);
    //Get next step after this which moveLogicalEnemy should use to move enemy
    //moveLogicalEnemy();
    
    
    moveLogicalEnemy_custom(next_enemy_i, next_enemy_j);
   
  }   

  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 
}