Code viewer for World: Complex World (clone by Sa...
// Just Test
// Cloned by Sagar Ramachandra Murthy on 11 Nov 2021 from World "Test World 1" by Sagar Ramachandra Murthy 
// Please leave this clone trail here.
 


// Cloned by Sagar Ramachandra Murthy on 7 Nov 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?


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' ;
    const TEXTURE_ENEMY 	= '/uploads/starter/ghost.3.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) / 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"
//                 ];


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


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









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

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

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


// contents of a grid square

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

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

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

var path = [];

var line;

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


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

var finalPath = [];

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 -------------------------------------------------------------------------------
// 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[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);

	
   // 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) ;
		
		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
	 });
 	
     
}
 
 
 


// --- 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 -----------------------------------
//---Sagar---

// Djikstra, Floyd Warshall, Bellman Ford

// // Manhattan is the existing heuristic function
// function heuristic(a, b)
// {
     
//      return ( Math.abs(a.i - b.i) + Math.abs(a.j - b.j) );
// }

// // Euclidean distance as a heuristic
// function heuristic(a, b)
// {
//      diffx = Math.pow(a.i - b.i);
//      diffy = Math.pow(a.j - b.j);
//      return ( Math.sqrt( diffx + diffy ));
// }

// // Hamming distance as a heuristic
// function heuristic(a, b)
// {
//     let d = 0;
//     let h = (a.i-b.i) ^ (a.j-b.j);
//     while (h > 0) 
//     {
//         d ++;
//         h &= h - 1;
//     }
//     return d;
// }

// Chebyshev distance as a heuristic
function heuristic(a, b)
{
    return Math.max(Math.abs(a.i - b.i), Math.abs(a.j - b.j));
}

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,wall)
{
    this.wall = wall || false
  // 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 = [];

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

  // Am I an wall?

  // Display me
  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);
    }
  };
  

  // 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]);
    //debugger
// if (diagonal)
// // diagonals are also neighbours:
// {
//     if (i > 0 && j > 0)                 this.neighbors.push(grid[i - 1][j - 1]);
//     if (i < cols - 1 && j > 0)          this.neighbors.push(grid[i + 1][j - 1]);
//     if (i > 0 && j < rows - 1)          this.neighbors.push(grid[i - 1][j + 1]);
//     if (i < cols - 1 && j < rows - 1)   this.neighbors.push(grid[i + 1][j + 1]);
// }
    
  }
  
}

function drawLine(){
    if (line!=null)
    {
        ABWorld.scene.remove(line);
    }
    var points = [];
    // const material = new THREE.LineBasicMaterial( { color: 0x0000ff } );
    const material = new THREE.LineBasicMaterial( { color: 'white' } );
    for (let i=0; i<this.path.length;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);
}

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 = [];

    //let current = null;
    //let pathcolor = 'darkred'

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

    // Best next 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];

    // Did I finish?
    if (current === endNode) 
    {
      //noLoop();
      break; 
      console.log("success - found path");
    }

    // 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 (let i = 0; i < neighbors.length; i++) 
    {
      var neighbor = neighbors[i];

      // Valid next spot?
      if (!closedSet.includes(neighbor) && !neighbor.wall) 
      {
        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, endNode);
          neighbor.f = neighbor.g + neighbor.h;
          neighbor.previous = current;
        }
        
      }
    }
    // Find the path by working backwards
    path = [];
    var temp = current;
    path.push(temp);
    while (temp.previous) 
    {
    path.push(temp.previous);
    temp = temp.previous;
    }
    drawLine();
    
    console.log("PATH ",path)

}
}
console.log("Post While Loop",path);


if (path.length >1){ //&& ){
    var nextei = path[path.length -2].i;
    var nextej = path[path.length -2].j;
    /*
    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]);
    }
    //console.log(path[path.length -2].i);
    //console.log(path[path.length -2].j);
}
}

function dijkstra(path, startNode)
{
    var dist = [];
    for (let i = 0; i < this.path.length; i++) dist[i] = Number.MAX_VALUE;
    //dist[startNode] = 0;

    var track = [];

    while (true) {
        var shortestDistance = Number.MAX_VALUE;
        var shortestIndex = -1;
        for (let i = 0; i < this.path.length; i++) {
            if (dist[i] < shortestDistance && !track[i]) {
                shortestDistance = dist[i];
                shortestIndex = i;
            }
        }
        console.log("Visiting node " + shortestDistance + " with current distance " + shortestDistance);

        if (shortestIndex === -1) {
            return dist;
        }

        for (let i = 0; i < path[shortestIndex].length; i++) {
            if (path[shortestIndex][i] !== 0 && dist[i] > dist[shortestIndex] + path[shortestIndex][i]) {
                dist[i] = distances[shortestIndex] + path[shortestIndex][i];
                console.log("Updating distance of node " + i + " to " + dist[i]);
            }
        }
        track[shortestIndex] = true;
        console.log("Visited nodes: " + track);
        console.log("Currently lowest distances: " + dist);

    }
}


//---Sagar---
// 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++;

   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();
	var points = [];
	const material = new THREE.LineBasicMaterial( { color: 'green' } );
    for (let i=0; i<finalPath.length;i++)
    {
        points.push(translate(finalPath[i].i, finalPath[i].j));
    }
    const geometry = new THREE.BufferGeometry().setFromPoints( points );
    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 
 }