Code viewer for World: Dueling Minds
// Michael Ryan - 59568611

/* 
    Approach:
        Taking the previous 2D A* code and the CodeTrain videos, I implemented A* for
        the enemy in the MoveLogicalEnemy method.
        
        To make it a little more interesting, I decided to see if I could compare the original algorithm with our new A*
        implementation.
        
        This required a large refactor of the code, mainly removing all dependencies on global variables, and to rather depend
        on variables passed around as parameters.
        
        You can immediately tell that A* performs better at finding the Agent, however one problem it had was finishing the game.
        
        As A* only brings us to our destination, it can end up keeping the Agent pinned against a position in a stalemate.
        
        To help with this, if we have reached our destination (Agent next to us), I default to the original algorithm to try and lock
        the Agent into a corner - or at least give the Agent a chance to leave and find a potentially better spot to get caught in.
        
        To view the improvement, I've updated the score message to show the performance of each of the algorithms. 
        
        As before, a higher % means a worse enemy.
        
        Spent a couple of days trying to figure out an annoying bug where the enemy would sometimes "jump" to a seemingly random location.
        
        Turns out - when I was setting the original random locations for characters, the grid reference was being passed around rather than
        its coordinates. Long story short, I had to re-write a lot of methods to make sure I was using values rather than references...
    
    Result:
        After several runs, it's very clear that in terms of pathfinding, the A* algorithm performs far better than the simple follow algorithm.
        Incorporating the simple algorithm as a "finishing" move greatly improves the A* algorithm at catching the Agent.
    
    Bugs:
    
        So far one of the only remaining bugs I've noticed is that the simple agent can sometimes get "stuck" in a position.
        
        This seems to hit infrequently - presumably it's only trying to move to a position that is blocking its path. 
        
        For the vast majority of cases, it doesn't impact the results of our runs so I didn't consider it a high
        priority to fix.

*/


// ==== Starter World ===============================================================================================
// (c) Ancient Brain Ltd. All rights reserved.
// This code is only for use on the Ancient Brain site.
// This code may be freely copied and edited by anyone on the Ancient Brain site.
// This code may not be copied, re-published or used on any other website.
// To include a run of this code on another website, see the "Embed code" links provided on the Ancient Brain site.
// ==================================================================================================================



// =============================================================================================
// 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/starter/door.jpg';
const TEXTURE_MAZE = '/uploads/starter/latin.jpg';
const TEXTURE_AGENT = '/uploads/starter/pacman.jpg';

// Taken from the game Undertale, which I've never played but whose OST I enjoy
// https://en.wikipedia.org/wiki/Undertale
const TEXTURE_ENEMY = 'uploads/michaelryan/sans_undertale.jpg';
const MUSIC_BACK  = 'uploads/michaelryan/UndertaleMegolovania.mp3' ;

// 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 gridSize = 20; // number of squares along side of world	   
const NOBOXES = Math.trunc((gridSize * gridSize) / 10); // density of maze - number of internal boxes
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 * 1.3; // 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


// ===================================================================================================================
// === 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;

// 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 wall_texture, agent_texture, enemy_texture, maze_texture;

// Need to keep a global collection of these as we lose the reference in takeAction()
var mazes = [];


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(maze, i, j) // is this square occupied
{
    if ((maze.enemyPosition.i == i) && (maze.enemyPosition.j == j)) return true; // variable objects 
    if ((maze.agentPosition.i == i) && (maze.agentPosition.j == j)) return true;

    if (maze.grid[i][j].type == GRID_WALL) return true;
    if (maze.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;
}

// Given a grid and gridsize, set the outside of the grid to be walls
function createWalls(grid, 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, GRID_WALL);
            }
    else
    {
        grid[i][j] = new Spot(i, j, GRID_BLANK);
    }

    return grid;
}

// Given a grid and gridSize, create the internal maze
function createMaze(grid, gridSize)
{
    // 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, GRID_MAZE);
    }

    return grid;
}

// Set all of a grids neighboring squares 
function addGridNeighbors(grid, gridSize)
{
    // Maze complete, add neighbors
    for (var i = 0; i < gridSize; i++)
    {
        for (var j = 0; j < gridSize; j++)
        {
            grid[i][j].addNeighbors(grid);
        }
    }
}

// Function to create a grid + maze
function createGrid(gridSize)
{
    // Create Grid
    var grid = new Array(gridSize);

    // set up GRID as 2D array
    for (i = 0; i < gridSize; i++)
        grid[i] = new Array(gridSize);

    // Create Walls
    grid = createWalls(grid, gridSize);

    // Create Maze
    grid = createMaze(grid, gridSize);

    // Add cell neighbors
    addGridNeighbors(grid, gridSize);

    return grid;
}

// Find a free square without walls or characters
function getRandomFreeLocation(maze)
{
    do {
        i = AB.randomIntAtoB(1, maze.gridSize - 2);
        j = AB.randomIntAtoB(1, maze.gridSize - 2);
    }
    while (occupied(maze, i, j)); // search for empty square 

    // Returning this reference caused me a headache that took too long to find... 
    return maze.grid[i][j];
}

// Create a shape object
function newShape(texture)
{
    shape = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize);
    mesh = new THREE.Mesh(shape);
    mesh.material = new THREE.MeshBasicMaterial(
    {
        map: texture
    });

    return mesh;
}

// Define a Maze object with a size, an offset (where to draw it) and if it should use our heuristic
function Maze(gridSize, offset, useHeuristic)
{
    // Cleaned up Grid creation a bit
    var gridArray = new Array(gridSize);
    
    this.grid = createGrid(gridSize);
    
    this.gridSize = gridSize;
    this.offset = offset;
    this.useHeuristic = useHeuristic;

    // Set up characters
    this.enemyPosition = {
        i: -1,
        j: -1
    };
    this.agentPosition = {
        i: -1,
        j: -1
    };

    this.score = 0;
    this.goodSteps = 0;
    this.badSteps = 0;

    addCharacters(this);
}

// Add an enemy and agent to the given maze
function addCharacters(maze)
{
    // Find a free location for the characters
    var enemyLocation = getRandomFreeLocation(maze);
    
    // Get value of square rather than reference -_-
    maze.enemyPosition.i = enemyLocation.i;
    maze.enemyPosition.j = enemyLocation.j;
    
    var agentLocation = getRandomFreeLocation(maze);
    maze.agentPosition.i = agentLocation.i;
    maze.agentPosition.j = agentLocation.j;
    
    // Draw Characters
    maze.enemyShape = newShape(enemy_texture);
    ABWorld.scene.add(maze.enemyShape);
    draw(maze.enemyPosition, maze.enemyShape, maze.offset);

    maze.agentShape = newShape(agent_texture);
    ABWorld.scene.add(maze.agentShape);
    draw(maze.agentPosition, maze.agentShape, maze.offset);
}

// Draw a given maze on the scene
function drawMaze(maze)
{
    for (var i = 0; i < maze.gridSize; i++)
    {
        for (var j = 0; j < maze.gridSize; j++)
        {
            if (maze.grid[i][j].type != GRID_BLANK)
            {
                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 + maze.offset, j));
                ABWorld.scene.add(thecube);
            }
        }
    }
}

/*Create two mazes with a shared grid structure, run one with A*, one without*/
function initScene() 
{
    // Play sound at lower volume
    var listener = new THREE.AudioListener();
    var sound = new THREE.Audio( listener );
    var audioLoader = new THREE.AudioLoader();
    audioLoader.load( 'uploads/michaelryan/UndertaleMegolovania.mp3', function( buffer ) {
    	sound.setBuffer( buffer );
    	sound.setLoop( true );
    	sound.setVolume( 0.25 );
    	sound.play();
    });
    
    // Get grid for mazes to use
    var normalMaze = new Maze(gridSize, -10, false);
    var aStarMaze = new Maze(gridSize, 10, true);

    drawMaze(normalMaze);
    drawMaze(aStarMaze);

    // Add to our global list of grids
    this.mazes.push(normalMaze);
    this.mazes.push(aStarMaze);

    ABWorld.scene.background = new THREE.Color(0x000000);
    ABWorld.render();

    AB.removeLoading();

    AB.runReady = true; // start the run loop
}




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

// Simplified draw method based on supplied parameters
function draw(position, shape, offset)
{
    shape.position.copy(translate(position.i + offset, position.j)); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates 

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

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

/* Introduce our A* changes */
function heuristic(a, b)
{
    // Init our Vector object used by threejs
    var positionA = new THREE.Vector3(a.i, 0, a.j);
    var positionB = new THREE.Vector3(b.i, 0, b.j);

    return positionA.distanceTo(positionB);
}

// Daniel Shiffman
// Nature of Code: Intelligence and Learning
// https://github.com/shiffman/NOC-S17-2-Intelligence-Learning

// Part 1: https://youtu.be/aKYlikFAV4k
// Part 2: https://youtu.be/EaZxUCWAjb0
// Part 3: https://youtu.be/jwRT4PCT6RU

// An object to describe a spot in the grid
function Spot(i, j, type)
{

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

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

    // Neighbors
    this.neighbors = [];

    // Spot Type
    this.type = type;

    // Figure out who my 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]);

        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]);
    };
}

// Remove an element from array
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);
}

// Reset the heuristic score for the given grid
function resetHeuristicScores(maze)
{
    // Maze complete, add neighbors
    for (var i = 0; i < maze.gridSize; i++)
    {
        for (var j = 0; j < maze.gridSize; j++)
        {
            maze.grid[i][j].f = 0;
            maze.grid[i][j].g = 0;
            maze.grid[i][j].h = 0;
        }
    }
}

// Given end and start node, follow end node back to startnode + 1
function findNodeAfterStart(end, start)
{
    var temp = end;
    while (temp.previous) 
    {
        if (temp.previous === start)
        {
            break;
        }
        temp = temp.previous;
    }
    return temp;
}

// Check our current node against a neighbor 
function checkNodeNeighborValues(currentNode, neighborNode, destinationNode, openSet, closedSet)
{
    if (!closedSet.includes(neighborNode) && neighborNode.type == GRID_BLANK)
    {
        var tempG = currentNode.g + heuristic(neighborNode, currentNode);

        // Is this a better path than before?
        var newPath = false;
        if (openSet.includes(neighborNode))
        {
            if (tempG < neighborNode.g)
            {
                neighborNode.g = tempG;
                newPath = true;
            }
        }
        else
        {
            neighborNode.g = tempG;
            newPath = true;
            openSet.push(neighborNode);
        }

        // Yes, it's a better path
        if (newPath)
        {
            currentNode.h = heuristic(neighborNode, destinationNode);
            neighborNode.f = neighborNode.g + neighborNode.h;
            neighborNode.previous = currentNode;
        }
    }
    return neighborNode;
}

// The main A* algorithm implementation
function findNextSquare(start, destination)
{
    // Set up A* sets
    var openSet = [];
    var closedSet = [];

    openSet.push(start);
    var current;

    while (openSet.length > 0)
    {
        // Best next option
        var winner = 0;

        // Sort OpenSet by f
        openSet.sort(function(a, b)
        {
            return a.f - b.f;
        });
        current = openSet[0];

        removeFromArray(openSet, current);
        closedSet.push(current);

        var neighbors = current.neighbors;

        //--- start of for loop -----------
        for (i = 0; i < neighbors.length; i++)
        {
            var neighbor = checkNodeNeighborValues(current, neighbors[i], destination, openSet, closedSet);

            // Check if this is our goal
            if (neighbor === destination)
            {
                return findNodeAfterStart(neighbor, start);
            }
        }
    }

    // We couldn't find a path, skip
    console.log("No path found...");
    return start;
}

// The original algorithm for moving the enemy
function simpleEnemyMove(maze)
{
    var i, j;

    ei = maze.enemyPosition.i;
    ej = maze.enemyPosition.j;

    ai = maze.agentPosition.i;
    aj = maze.agentPosition.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(maze, i, j))
    {
        // Bit yuck but trying to find reference bug was torture
        return new Spot(i, j, GRID_BLANK);
    }
    
    // Skip if occupied
    return maze.enemyPosition;
}

// Here is where our enemy takes their move
// Choose move based on maze algorithm type (A* or simple)
function moveLogicalEnemy(maze)
{
    // Get Enemy and Agent locations
    var agentSpot = maze.grid[maze.agentPosition.i][maze.agentPosition.j];
    var enemySpot = maze.grid[maze.enemyPosition.i][maze.enemyPosition.j];

    if (maze.useHeuristic === true)
    {
        // Reset Grid Heuristic score
        resetHeuristicScores(maze);

        // Find square for us to move to
        var heuristicNext = findNextSquare(enemySpot, agentSpot);

        //Can we try catch him?
        if (heuristicNext == agentSpot)
        {
            heuristicNext = simpleEnemyMove(maze);
        }
        maze.enemyPosition.i = heuristicNext.i;
        maze.enemyPosition.j = heuristicNext.j;
    }
    else
    {
        var simpleNextSquare = simpleEnemyMove(maze);
        
        maze.enemyPosition.i = simpleNextSquare.i;
        maze.enemyPosition.j = simpleNextSquare.j;
    }

}

// Move the Agent
function moveLogicalAgent(maze, action)
{
    var i = maze.agentPosition.i;
    var j = maze.agentPosition.j;

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

    if (!occupied(maze, i, j))
    {
        maze.agentPosition.i = i;
        maze.agentPosition.j = j;
    }
}


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

function badstep(agentPosition, enemyPosition) // is the enemy within one square of the agent
{
    if ((Math.abs(enemyPosition.i - agentPosition.i) < 2) && (Math.abs(enemyPosition.j - agentPosition.j) < 2)) return true;
    else return false;
}

// Check if the given point is surrounded
function blocked(maze, i, j) // agent is blocked on all sides, run over
{
    return (occupied(maze, i - 1, j) &&
        occupied(maze, i + 1, j) &&
        occupied(maze, i, j + 1) &&
        occupied(maze, i, j - 1));
}


// Display the scores of the two algorithms
function updateStatusAfter()
{
    // new state after both have moved
    var scoreMsg = "";
    for (var i = 0; i < mazes.length; i++)
    {
        scoreMsg +=
            "Maze: " + i +
            "<br>Using Heuristic: " + mazes[i].useHeuristic.toString() +
            "<br>Score: " + mazes[i].score +
            "<br>";
    }

    AB.msg(scoreMsg);
}


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

    AB.runReady = false;

    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 
};

// Pass our list of mazes to the mind
AB.world.getState = function()
{
    return (mazes);
};

// Take a move here - could potentially move enemy mind
AB.world.takeAction = function(actions)
{
    // Take an action for each of our mazes
    for (var i = 0; i < mazes.length; i++)
    {
        moveLogicalAgent(mazes[i], actions[i]);
        draw(mazes[i].agentPosition, mazes[i].agentShape, mazes[i].offset);

        if ((AB.step % 2) === 0) // slow the enemy down to every nth step
        {
            moveLogicalEnemy(mazes[i]);
            draw(mazes[i].enemyPosition, mazes[i].enemyShape, mazes[i].offset);
        }

        if (badstep(mazes[i].agentPosition, mazes[i].enemyPosition))
        {
            mazes[i].badSteps++;
        }
        else
        {
            mazes[i].goodSteps++;
        }

        mazes[i].score = (mazes[i].goodSteps / (mazes[i].goodSteps + mazes[i].badSteps) * 100).toFixed(2);

        updateStatusAfter();

        if (blocked(mazes[i], mazes[i].agentPosition.i, mazes[i].agentPosition.j)) // if agent blocked in, run over 
        {
            AB.abortRun = true;
        }
    }
};



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);
};