Code viewer for World: Sun - Earth chase to trap

// Cloned by atharva joshi on 16 Nov 2021 from World "Complex World (clone by atharva joshi)" by atharva joshi 
// Please leave this clone trail here.
 


// Cloned by atharva joshi on 29 Oct 2021 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?

var run1  = 0;
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/atharva/asteroid_icon1.jpg' ;
 const TEXTURE_MAZE 	= '/uploads/atharva/asteroid_icon1.jpg' ;
 const TEXTURE_AGENT 	= '/uploads/atharva/earth.jpg' ;
 const TEXTURE_ENEMY 	= '/uploads/atharva/sun.png' ;
 const TEXTURE_PATH 	= '/uploads/atharva/arrows-four-directions.jpg' ;
 const TEXTURE_PATHTOTRAP 	= '/uploads/atharva/dangerous_icon.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 = 30;						// number of squares along side of world	   

const NOBOXES =  Math.trunc ( (gridsize * gridsize) / 10 );
		// density of maze - number of internal boxes
		// (bug) use trunc or can get a non-integer 

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

const MAXPOS = gridsize * squaresize;		// length of one side in pixels 
	
const SKYCOLOR 	= 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  
const pathcolor = 'darkred';



//--- 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/deadlock/bkg1_left.png",
                "/uploads/deadlock/bkg1_left.png",
                "/uploads/deadlock/bkg1_left.png",
                "/uploads/deadlock/bkg1_left.png",
                "/uploads/deadlock/bkg1_left.png",
                "/uploads/deadlock/bkg1_left.png"
                ];


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

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


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

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



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


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









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

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

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


// contents of a grid square

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

var BOXHEIGHT,enemydestination,NearTrap;		// 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,path_texture, pathToTrap_texture; 

var openSet = [];
var closedSet = [];
var trapList = [];

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

var badsteps;
var goodsteps;
var Notrap;
var path = [];
var pathToTrap = [];
var showPathArray1 = [];
var showPathArray2 = [];
var diagonal = false;
var EnemyDestOccupied = false;
var AgentInHole = false;

function heuristic(a, b) // heuristic give the distince from spot a to spot b
{
    return Math.abs(a.i - b.i) + Math.abs(a.j - b.j)
}

// Function to delete element from the 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);
}

function Spot(i, j) 
{

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

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

  // Neighbors
  this.neighbors = [];

  // Where did I come from?
  this.previous = undefined;


  // 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]);
    
  }
  
  // checking the if it is a Trap
  this.addHoles = function(grid)
  {
    var i = this.i;
    var j = this.j;
    
    var COUNT = 0;
    if((grid[i + 1][j].occupied == 1) || (grid[i + 1][j].occupied == 1)) COUNT++;
    if((grid[i - 1][j].occupied == 1) || (grid[i - 1][j].occupied == 1)) COUNT++;
    if((grid[i][j + 1].occupied == 1) || (grid[i][j + 1].occupied == 1)) COUNT++;
    if((grid[i][j - 1].occupied == 1) || (grid[i][j - 1].occupied == 1)) COUNT++;
    
    if (COUNT == 3) 
    {
        if(grid[i][j].occupied == 0)
        {
            this.trap = true;
            trapList.push(this)
        }
    }
  }
  
}


	
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();
	var loader5 = new THREE.TextureLoader();
	var loader6 = 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();		 
	});
	loader5.load ( TEXTURE_PATH, function ( thetexture )  
	{
		thetexture.minFilter  = THREE.LinearFilter;
		path_texture = thetexture;
		if ( asynchFinished() )	initScene();		 
	});
	loader6.load ( TEXTURE_PATHTOTRAP, function ( thetexture )  
	{
		thetexture.minFilter  = THREE.LinearFilter;
		pathToTrap_texture = thetexture;
		if ( asynchFinished() )	initScene();		 
	});
	
}


function asynchFinished()		 // all file loads returned 
{
	if ( wall_texture && agent_texture && enemy_texture && maze_texture && path_texture && pathToTrap_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].occupied == 1 ) return true;		// fixed objects if the spot is occupied by Astriod(wall or maze)

 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 Spot(i, j);

  // All the neighbors
  for ( i = 0; i < gridsize; i++) 
    for ( j = 0; j < gridsize; j++) 
      GRID[i][j].addNeighbors(GRID);


	// 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].occupied = 1
			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].occupied = 0;

		
   // 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].occupied = 1;
		
		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);		
	}
	
	for ( i = 1; i < gridsize-1 ; i++ ) 
	  for ( j = 1; j < gridsize-1 ; j++ )
	  {	    
            GRID[i][j].addHoles(GRID);
      }
      
      if (trapList.length == 0) Notrap = true;
	 	 
   
	// 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
	 });
 		
}

function searchToTrap() 
{
    EnemyDestOccupied = false;
for ( 
    openSet = [],
      closedSet = [],
      pathToTrap = [],
      start = GRID[ai][aj],
      openSet.push(start);
    openSet.length > 0;
  )
    {
    NearTrap;
      // --- begin still searching -----------------------------
        // Best next option
        var winner = 0;
        
        for ( i = 0; i < openSet.length; i++) 
          if (openSet[i].f < openSet[winner].f) 
            winner = i;
            
        var current = openSet[winner];
        if(current.occupied == 0 || current === NearTrap)
        {
            // Did I finish?
            if (current === NearTrap) 
            {
              console.log("success - found path");
                break;
            }
        
            // Best option moves from openSet to closedSet
            removeFromArray(openSet, current);
            closedSet.push(current);
        
            // Check all the neighbors
            var neighbors = current.neighbors;
            //--- start of for loop -----------
            for (var i = 0; i < neighbors.length; i++) 
            {
              var neighbor = neighbors[i];
        
              // Valid next spot?
              if (!closedSet.includes(neighbor) && !neighbor.occupied) 
              {
                    var tempG = current.g + heuristic(neighbor, current);
            
                    // Is this 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);
                    }
            
                    // Yes, it's a better path
                    if (newPath) 
                    {
                      neighbor.h = heuristic(neighbor, NearTrap);
                      neighbor.f = neighbor.g + neighbor.h;
                      neighbor.previous = current;
                    }
                }
            }
        //--- end of for loop -----------
        
        }
      // --- end still searching -----------------------------
      
      // Find the path by working backwards
      pathToTrap = [];
      var temp = current;
      pathToTrap.push(temp);
      while (temp.previous) 
      {
        pathToTrap.push(temp.previous);
        temp = temp.previous;
      }
    }     
    
    // removing the values from grid spot for next search
    for (t = 0; t < gridsize; t++)
        for (var u = 0; u < gridsize; u++)
          0 !== GRID[t][u].f &&
            ((GRID[t][u].f = 0),
            (GRID[t][u].g = 0),
            (GRID[t][u].h = 0),
            (GRID[t][u].previous = void 0));
            
        // draw path to trap and remove after some time if new path is found  
        drawpath(pathToTrap,1);
        sleep(100).then(() => {
            removeobject(showPathArray2);
        });
        // trying to move enemy for traping the agent
        changesInEnemyDestinationForTrap();
}

function search() 
{
for ( 
    openSet = [],
      closedSet = [],
      path = [],
      start = GRID[ei][ej],
      openSet.push(start);
    openSet.length > 0;
  )
    {
    
      // --- begin still searching -----------------------------
        // Best next option
        var winner = 0;
        
        for ( i = 0; i < openSet.length; i++) 
          if (openSet[i].f < openSet[winner].f) 
            winner = i;
            
        var current = openSet[winner];
        
        if(current.occupied == 0 || current === enemydestination)
        {
            
            if(!AgentInHole)
        {
            if(!EnemyDestOccupied || current === enemydestination)
            {
                if (heuristic(current,enemydestination) == 0 || current === enemydestination) 
                {
                //   console.log("Success - Found Ideal Path to Herd Agent");
                  break;
                }
            }
            else if(EnemyDestOccupied)
            {
            if (heuristic(current,enemydestination) <= Math.sqrt(2)) 
                {
                //   console.log("Ideal Path Blocked, taking next best path");
                  break;
                }   
            }
        }
        else if(AgentInHole)
        {
            "Agent In Hole, Moving To Block"
            if (current === enemydestination) 
            {
              break;
            }
        }
            
        
            // Best option moves from openSet to closedSet
            removeFromArray(openSet, current);
            closedSet.push(current);
        
            // Check all the neighbors
            var neighbors = current.neighbors;
            //--- start of for loop -----------
            for (var i = 0; i < neighbors.length; i++) 
            {
              var neighbor = neighbors[i];
        
              // Valid next spot?
              if (!closedSet.includes(neighbor) && !neighbor.occupied) 
              {
                    var tempG = current.g + heuristic(neighbor, current);
            
                    // Is this 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);
                    }
            
                    // Yes, it's a better path
                    if (newPath) 
                    {
                      neighbor.h = heuristic(neighbor, enemydestination);
                      neighbor.f = neighbor.g + neighbor.h;
                      neighbor.previous = current;
                    }
                }
            }
        //--- end of for loop -----------
        
        }
      // --- end still searching -----------------------------
      
      // Find the path by working backwards
      path = [];
      var temp = current;
      path.push(temp);
      while (temp.previous) 
      {
        path.push(temp.previous);
        temp = temp.previous;
      }
    }     
    
    for (t = 0; t < gridsize; t++)
        for (var u = 0; u < gridsize; u++)
          0 !== GRID[t][u].f &&
            ((GRID[t][u].f = 0),
            (GRID[t][u].g = 0),
            (GRID[t][u].h = 0),
            (GRID[t][u].previous = void 0));
}
 
 
// --- 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;
 }
}


function DistanceToTrap(a)  // to check which trap is nearest from agent
{
    var nearestTrap; 
    
    for( z=0; z<trapList.length; z++)
    {
        if(z==0)
        nearestTrap = trapList[z];
        
        else if (heuristic(a,trapList[z]) < heuristic(a,nearestTrap))
        nearestTrap = trapList[z];
    }
    
    return nearestTrap;
}

// --- 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 
  moveLogical(a);
  drawEnemy(),
  drawAgent();
  //removeobject();

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

};

function moveLogical(a) { 
    
    removeobject(showPathArray1,a);
    removeobject(showPathArray2,a);
    for ( i = 1; i < gridsize-1 ; i++ ) 
        for ( j = 1; j < gridsize-1 ; j++ )
        {	    
            GRID[i][j].addHoles(GRID);
        }
    // no changes to agent logic
    moveLogicalAgent(a);
    
    enemydestination = GRID[ai][aj];
    NearTrap = DistanceToTrap(GRID[ai][aj]);
    searchToTrap();
    // A* search for Enemy
    moveLogicalEnemy1(a);
}

 function moveLogicalEnemy1(a){
        search();
        drawpath(path,0);
        sleep(100).then(() => {
            removeobject(showPathArray1);
            var e = path.length;
            var t;
            console.log("path lenght" , path.length);
            if(path.length > 1)
            { 
                 t = path[e - 2];
                if ( ! occupied(t.i,t.j))  	// if no obstacle then move, else just miss a turn
                {
                    ei = t.i;
                    ej = t.j;
                }
        }
        else if (AgentInHole){
            console.log("AgentInHole :" ,path.length )
            t = path[e - 1];
                    ei = t.i;
                    ej = t.j;
        }
        });
        
}

function sleep(ti) {
  return new Promise((t) => setTimeout(t, ti));
}

function drawpath (path1,toTrap){
     for(let i=0; i < path1.length-1;i++)
    {
        if(!occupied(path1[i].i,path1[i].j))  
        { 
            shape    = new THREE.BoxGeometry (squaresize, BOXHEIGHT, squaresize );
            theenemypath = new THREE.Mesh( shape );
            if(toTrap == 0) // if drawpath is not for trap
            {
            theenemypath.material =  new THREE.MeshBasicMaterial( { map: path_texture } );
            showPathArray1[i] = theenemypath.uuid;
            }
            else{
            theenemypath.material =  new THREE.MeshBasicMaterial( { map: pathToTrap_texture } );
            showPathArray2[i] = theenemypath.uuid;
            }
            //theenemypath.material.color.setHex( 0xffffff );
            theenemypath.position.copy ( translate(path1[i].i,path1[i].j) );
            ABWorld.scene.add(theenemypath);
        }
    }
};


function removeobject(PathArray) // To remove the path
{
  for (var e = 0; e < PathArray.length; e++) {
    var t = PathArray[e];
    const a = ABWorld.scene.getObjectByProperty("uuid", t);
    ABWorld.scene.remove(a);
  }
};

function changesInEnemyDestinationForTrap() // tring to change the enemy destination for trapping
{
    console.log("pathToTrap.length :" , pathToTrap.length);
        if(pathToTrap.length > 1)
            {
                var nextmove = pathToTrap[pathToTrap.length-2];
            }
            // If path length is 0, Agent is in a hole
            else if(pathToTrap.length == 0)
            {
                AgentInHole = true;
                enemydestination = GRID[ai][aj];
            }
                        console.log("nextmove :" , nextmove);
                        console.log("enemydestination :" , enemydestination);
                        console.log("ai :" , ai);
                        console.log("aj :" , aj);


            // If the Agent is not in a Hole
            if (!AgentInHole)
            {
                enemydestination = GRID[GRID[ai][aj].i + (GRID[ai][aj].i - nextmove.i)][GRID[ai][aj].j + (GRID[ai][aj].j - nextmove.j)];
                
                // If the desired destination is occupied update flag to true
                if (occupied(enemydestination.i, enemydestination.j))
                {
                    EnemyDestOccupied = true;
                }
            }
            else{
                enemydestination = GRID[ai][aj];
            }
}

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 
}