Code viewer for World: Enemy Chase Agents

// Cloned by Minhui Chen on 25 Nov 2020 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: -------------------------------------------------------

    //minhui chen: change to 2D
	const show3d = true;						// Switch between 3d and 2d view (both using Three.js) 

//minhui chen:  change the texture for wall maze, agent and enemy
 const TEXTURE_WALL 	= '/uploads/minhui96/wall.jpg' ;
 const TEXTURE_MAZE 	= '/uploads/minhui96/maze.jpg' ;
 const TEXTURE_AGENT 	= '/uploads/minhui96/agent.jpg' ;
 const TEXTURE_ENEMY 	= '/uploads/minhui96/enemy.png' ;
 
 
 // image source:
 

// 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 

	
//minhui chen:  change teh gridsiez 20 to 50	
const gridsize = 50;						// number of squares along side of world	   

//minhui chen:  change the desity of maze divided by 3
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

// 5000
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;
 
 
 
 

var BOXHEIGHT;		// 3d or 2d box height 
                    //50
//minhui chen: create a new array occ about whether squares are occupied                    
var occ     = new Array(gridsize);                
var GRID 	= new Array(gridsize);			//  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 badsteps;
var goodsteps;


	
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

//********* notice*************	
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 ( occ[i][j] == GRID_WALL ) return true;		// fixed objects	 
 if ( occ[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 and occ as 2D array, grid will store the f g h neighbor values
	// occ store whether the square are occupied
	                //i<50
	 for ( i = 0; i < gridsize ; i++ ) 
		GRID[i] = new Array(gridsize);
		
	 for ( i = 0; i < gridsize ; i++ ) 
		occ[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 ) )
		{
			occ[i][j] = GRID_WALL;		 
			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 
   			occ[i][j] = 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);
			
		occ[i][j] = 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);		
	}
	
	
	
	
	// loop for every column and rows, make each spot as an object
	 for ( i = 0; i < gridsize; i++) 
        for ( j = 0; j < gridsize; j++) 
            GRID[i][j] = new Spot(i, j);
    
      //add all the neighbors
     for ( i = 0; i < gridsize; i++) 
        for ( j = 0; j < gridsize; j++) 
            GRID[i][j].addNeighbors(GRID);
            
            
    // show GRID array contents
	 console.table(GRID);
	 	 
    // console.table(occ);
	// 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 -----------------------------------

//------- A* algorithm --------------------------------------------


var pathline;
// line color for pathline
const linecolor = 0X66FF33;

function heuristic(e, a)
{
    // minhui chen: calculate the distance between two vectors, the estimate cost
    // euler distance
    var Pos1 = new THREE.Vector3( e.i, 0, e.j);
    var Pos2 = new THREE.Vector3( a.i, 0, a.j);
    
    var distance = Pos1.distanceTo(Pos2);
    return distance;
}

// Function to delete current element from the openset
function removeFromArray(arr, elt) 
{
  
  for (var i = arr.length - 1; i >= 0; i--) 
    if (arr[i] == elt) 
      arr.splice(i, 1);
}

//minhui chen: spot is an object for store the each spot information, i, j is the spot coordinate
// spot has f g h value for A* algorithm, previous is used to backwards path for find the next move position,
// obstacle value for wall and maze
// add then add all neighbors for current spot, will have 8 neighbors beacuase I allow enemy move diagonal 

function Spot(i,j)
{
    
    this.i = i;
    this.j = j;
    
    //f,g,h values 
    this.f = 0;
    this.g = 0;
    this.h = 0;

    // Neighbors
    this.neighbors = [];

    // Where is the previouse spot for current spot
    this.previous = undefined;
    
    //Is it obstacle
    if (occ[i][j] === 0){
        this.obstacle = false;
        // console.log('succ');
    }
    else{
        this.obstacle = true;
        // console.log('test');
    }
    
    
    // Figure out neighbors
    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]);

    }
}

//minhui chen: this function is used to detect if agent in a trap which agent will surround by maze or walls
// if agent in a trap, the enemy will try to getting agent, and find where is agent's exit

function trap(){
    if(GRID[ai-1][aj].obstacle === false && GRID[ai+1][aj].obstacle === true && GRID[ai][aj-1].obstacle === true && GRID[ai][aj+1].obstacle === true){
        return 0;
    }
    else if(GRID[ai-1][aj].obstacle === true && GRID[ai+1][aj].obstacle === false && GRID[ai][aj-1].obstacle === true && GRID[ai][aj+1].obstacle === true){
        return 1;
    }
    else if(GRID[ai-1][aj].obstacle === true && GRID[ai+1][aj].obstacle === true && GRID[ai][aj-1].obstacle === false && GRID[ai][aj+1].obstacle === true){
        return 2;
    }
    else if(GRID[ai-1][aj].obstacle === true && GRID[ai+1][aj].obstacle === true && GRID[ai][aj-1].obstacle === true && GRID[ai][aj+1].obstacle === false){
        return 3;
    }
    else {
        return 4;
    }
    
}


 // minhui chen:
 // openset stores a list of all the spots taht have finished being evaluated
 // closedset store dont need to ever revisit
 // path store the roads
 // enemy position and agent position

function enemyPath(){
    
    var openSet = [],closedSet = [],path = [],start,end;
    // enemy position
    start = GRID[ei][ej];
    
    // agent position
    // is agent in agent, if in trap, move to agent's exits else move to agaent
    switch(trap()){
        case 0:
            end = GRID[ai-1][aj];
            break;
        case 1:
            end = GRID[ai+1][aj];
            break;
        case 2:
            end = GRID[ai][aj-1];
            break;
        case 3:
            end = GRID[ai][aj+1];
            break;
        case 4:
            end = GRID[ai][aj];
            break;
    }
    
    

    
    // console.log('agent:'+ai+','+aj);
 
    // first node which enemy start position
    openSet.push(start);
     
    var count=0;
    
    var findPath = false;
    
    
    //---begin using A* algrothim find path----
    while (openSet.length > 0)
 
    {
        // count times for find path  
        //   count++;
        
         // assume the lowest f one is the first 
         var winner = 0;
         
         for ( i = 0; i < openSet.length; i++){
             if(openSet[i].f < openSet[winner].f){
                 winner = i;
             }
         }
         
         var current = openSet[winner];
         
         // if find the agent then done!
         if (current === end){
             console.log("Done");
             
             // find a path, change to true
             findPath = true;
             // clear array for next move
             break;
         }
         
         // move the current to closedSet, remove from openSet
         removeFromArray(openSet, current);
         closedSet.push(current);
         
         var neighbors = current.neighbors;
         for ( i = 0; i < neighbors.length; i++){
             
             var neighbor = neighbors[i];
             
             if (!closedSet.includes(neighbor) && !neighbor.obstacle){
                 
                 var tempG = current.g + heuristic(neighbor, current);
                 console.log('tempG' + tempG);
                  console.log('tempG' + tempG);
                  
                 var newPath = false;
                 
                 // check is this neighbor in the openSet, and is it a better path
                 if (openSet.includes(neighbor)){
                     if (tempG < neighbor.g){
                         neighbor.g = tempG;
                         newPath = true;
                     }
                 }
                 else {
                     neighbor.g = tempG;
                     newPath = true;
                     openSet.push(neighbor);
                 }
                 
                 if (newPath){
                    neighbor.h = heuristic(neighbor,end);
                    neighbor.f = neighbor.g + neighbor.h;
                    console.log('FFFF:'+neighbor.f);
                    neighbor.previous = current;
                 }
             }
             
         }
        //  console.log('each current='+count);
        //  console.table(current);
         
     }
     //---- end--------------------
 if( findPath === false){
     console.log('fail');
     return path;
 }
 console.log('time for find path: '+count);
 console.log('enemy current: '+ei+','+ej);
 // Find the path by working backwards
  var temp = current;
  var clearP = current;
  path.push(temp);
  while (temp.previous) 
  {
    
    path.push(temp.previous);
    temp = temp.previous;
    // need to remove the previous for spot, because next will a new step, if not will cause infinite loop
    clearP.previous= undefined;
    clearP = temp;
  }
//   console.table(path);
// return path
  return path;
    
}



// minhui chen 
function drawPath(path){
    
    // if world pathline remove it
    if(pathline){
        ABWorld.scene.remove(pathline);
    }
    // delete the last node, because last node is the previous enemy position
    path.pop();
    // store each node in path, and then translat to three.js  coordinates
    var points = [];
    for(const p of path){
        var v = translate(p.i,p.j);
        points.push(v);
    }
    // draw lines
    var material = new THREE.LineBasicMaterial( { color: linecolor });
    var geometry = new THREE.BufferGeometry().setFromPoints( points );
    pathline = new THREE.Line(geometry, material);
    ABWorld.scene.add(pathline);
    
}

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

// i row , j column 
 var i, j;
    
 var fPath = enemyPath();
  //if find the path to agent, move 
  if(fPath.length > 0)
  {
      // the path last element is current position for enemy, so remove it and then move enemy
      fPath.pop();
      i = fPath[fPath.length - 1].i;
      j = fPath[fPath.length - 1].j;
      drawPath(fPath);
      
      if( ! occupied(i,j)){
            ei = i;
            ej = j;
      }
      console.log('enemy moveto:'+ei+','+ej);
  }
  else{
      console.log('Fail!');
      return();
  }
 
  
  
/*console.log('path');
 console.table(path);*/
/*
 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 

    // top agent move
  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();
  }

};



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 
}