Code viewer for World: Terminator 8 (A* Practical...
// Cloned by Theo Delettre (21262281) on 6 Nov 2021 from World "Terminator 7" by Theo Delettre 
// Please leave this clone trail here.

// Cloned by Theo Delettre (21262281) on 27 Oct 2021 from World "Complex World" by Starter user 
// Please leave this clone trail here.
 
//World is in 2D for clarity's sake, feel free to switch between 2D and 3D by changing value below
const show3d = false; // Switch between 3d and 2d view (both using Three.js) 


// ==== 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 TEXTURE_WALL 	= '/uploads/theonogo/Mario_Ground.png' ;
 const TEXTURE_MAZE 	= '/uploads/theonogo/Moincraft.jpg' ;
 const TEXTURE_AGENT 	= '/uploads/theonogo/Scream_Cat.jpg' ;
 const TEXTURE_ENEMY 	= '/uploads/theonogo/Da_Terminato.jpg' ;


// The Array of textures 1 to 10+
// This is the simplest, lightest ways of displaying numbers/letters in THREE.js
const NUM_ARRAY = [	
            "/uploads/theonogo/0.jpg",
            "/uploads/theonogo/1.jpg",
            "/uploads/theonogo/2.jpg",
            "/uploads/theonogo/3.jpg",
            "/uploads/theonogo/4.jpg",
            "/uploads/theonogo/5.jpg",
            "/uploads/theonogo/6.jpg",
            "/uploads/theonogo/7.jpg",
            "/uploads/theonogo/8.jpg",
            "/uploads/theonogo/9.jpg",
            "/uploads/theonogo/10.jpg"
            ];

// credits:
// http://commons.wikimedia.org/wiki/File:Old_door_handles.jpg
// https://commons.wikimedia.org/wiki/Category:Pac-Man_icons
// https://commons.wikimedia.org/wiki/Category:Skull_and_crossbone_icons
// http://en.wikipedia.org/wiki/File:Inscription_displaying_apices_(from_the_shrine_of_the_Augustales_at_Herculaneum).jpg

 
	const MUSIC_BACK  = '/uploads/theonogo/Terminator2-MainTheme.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 

// Materials for drawing the A* Path
const openMat = new THREE.MeshBasicMaterial( { color: 0xC6D57E, wireframe: false} );
const closedMat = new THREE.MeshBasicMaterial( { color: 0xD57E7E, wireframe: false} );
const pathMat = new THREE.MeshBasicMaterial( { color: 0xA2CDCD, wireframe: true} );
const prevMat = new THREE.MeshBasicMaterial( { color: 0x000000, wireframe: true} );

	
	
const gridsize = 50;						// 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/theonogo/haloright.png",
                "/uploads/theonogo/haloleft.png",
                "/uploads/theonogo/haloplease.png",
                "/uploads/theonogo/halobot.png",
                "/uploads/theonogo/haloback.png",
                "/uploads/theonogo/halofront.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 

var GRID 	= new Array(gridsize);			// can query GRID about whether squares are occupied, will in fact be initialised as a 2D array
var TRAPGRID =new Array(gridsize);	        // a grid that informs the A* distance to the nearest hole from every position

//These help us draw the A* path and are given by the enemy mind
var AMAP = null;
var lastPos = null;
var pathGroup = new THREE.Group();

var theagent, theenemy;
  
var wall_texture, agent_texture, enemy_texture, maze_texture; 
var num_textures = new Array(NUM_ARRAY.length);

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

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();		 
	});
	
	for ( var n = 0; n < NUM_ARRAY.length; n++ ) 
		startArrayLoad ( n );
	
}

// We also have to load the 1-10 number textures
function startArrayLoad ( n )				// asynchronous file load of texture n 
{
	var loader = new THREE.TextureLoader();

	loader.load ( NUM_ARRAY[n], function ( thetexture )  	 
	{
		thetexture.minFilter  = THREE.LinearFilter;
		num_textures[n] = thetexture;
		if ( asynchFinished() ) initScene();
	});	
}


function asynchFinished()		 // all file loads returned 
{
	if ( wall_texture && agent_texture && enemy_texture && maze_texture ){
    	for ( var i = 0; i < NUM_ARRAY.length; i++ ) 
    		if ( ! num_textures[i] ) 
    			return false;
    	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_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, k=0 )			
{
	var v = new THREE.Vector3();
	
	v.y = k;	
	v.x = ( i * squaresize ) - ( MAXPOS/2 );   		 
	v.z = ( j * squaresize ) - ( MAXPOS/2 );   	
	
	return v;
}

// We calculate for each empty map position the A* distance to the nearest hole, save them in TRAPGRID, and display them
function initTrapGrid()
{
    console.log("Loading TrapGrid");
    // We first identify all of the holes
    var holes = [];
    for ( i = 1; i < gridsize-1 ; i++ ){
	    for ( j = 1; j < gridsize-1 ; j++ ){
	        if(numNeighbors(i,j) == 3 && !occupied(i,j)){
	            holes.push([i,j]);
	            TRAPGRID[i][j] = 0;
	        }
	    }
    }
    console.log("Holes:", holes);
    
    // Now we go through each position and find the distance
    var minDist;
    var curDist;
    for (let iCoord = 1; iCoord < gridsize-1 ; iCoord++ ){
	    for (let jCoord = 1; jCoord < gridsize-1 ; jCoord++ ){
	        
	        if(occupied(iCoord,jCoord)){
	            TRAPGRID[iCoord][jCoord] = gridsize;
	        } else if(TRAPGRID[iCoord][jCoord] !== 0){
    	        minDist = null;
    	        curDist = null; 
    	        
    	        //We sort by the 2D distance to do the likely shorter paths first and save on computing time
    	        holes.sort((a,b) => distance2D(a[0],a[1],iCoord,jCoord) - distance2D(b[0],b[1],iCoord,jCoord));
    	        
    	        // We find the A* distance from current position to each hole
                for(k=0; k<holes.length ; k++){
                    //If the current minimum found A* distance to curr hole is smaller than the 2D distance
                    // we can stop searching. since we sorted the holes array earlier we know there will be no shorter distance 
                    if(distance2D(iCoord, jCoord, holes[k][0], holes[k][1]) >= curDist && curDist !== null )
                    {
                        break;
                    } else {
                        // We simply reuse our A* algorithm (but with diagonals disabled since this is agent distance)
                        curDist = enemyThink(holes[k][0], holes[k][1],iCoord, jCoord, GRID, false).pathLength;
                    }
                    if((minDist === null || curDist<minDist) && curDist!==null){
                        minDist = curDist;
                    }
                }
                
                // Save it in array. if nothing was found add max possible distance
                if(minDist!==null) TRAPGRID[iCoord][jCoord] = minDist;
                else TRAPGRID[iCoord][jCoord] = gridsize;
	        }
	        
	        console.log("A* for",iCoord,jCoord, "is",TRAPGRID[iCoord][jCoord] );
	    }
    }
    
    // This draws the distance to the nearest hole for all empty positions in the maze
    var currNum;
    for (let k = 1; k < gridsize-1 ; k++ ){
	    for (let l = 1; l < gridsize-1 ; l++ ){       
            if(GRID[k][l] != GRID_MAZE ){
        		shape    = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );			 
        		thecube  = new THREE.Mesh( shape );
        		
        		currNum = TRAPGRID[k][l];
        		if(currNum > 10) currNum = 10;
        		
        		thecube.material = new THREE.MeshBasicMaterial( { map: num_textures[currNum] } );		  
        
        		thecube.position.copy ( translate(k,l, -10) ); 		  	// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates 
        		ABWorld.scene.add(thecube);		
            }
	    }
	}
    console.log(TRAPGRID);
}

// returns number of adjacent walls/maze walls. If there are 3, it is a suitable hole
function numNeighbors(i,j){
    return occupied(i-1,j) + occupied(i+1,j) + occupied(i,j-1) + occupied(i,j+1);
}

function distance2D(ai,aj,bi,bj){
    return Math.abs(bi-ai)+Math.abs(bj-aj);
}

	
function initScene()		// all file loads have returned 
{
	 var i,j, shape, thecube;
	 
	// set up GRID and TRAPGRID 2D arrays
	 
	 for ( i = 0; i < gridsize ; i++ ){
		GRID[i] = new Array(gridsize);
		TRAPGRID[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] = 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 
   			GRID[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);
			
		GRID[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);		
	}
	
	//set up and draw the TrapGrid (A* distance to nearest hole for each coord)
		
	initTrapGrid();
   
	// 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(); 
	 
	 
	 
	 
	 ABWorld.scene.add(pathGroup);


  // 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)
}

//~~~~~~~~~ MY OWN FUNCTION ~~~~~~~~~
// Draws the Open and closed positions for the current step as well as the A* path we found
function drawPath()
{
    //Make sure we clear the previous step's path before drawing the new one
    pathGroup.clear();
    var i,j, shape, thecube, mat;
	
	//First we draw all the open (green) and closed (red) squares
    if(AMAP!==null) {
        for ( i = 0; i < gridsize ; i++ ) {
    	  for ( j = 0; j < gridsize ; j++ ) {
    	    if(AMAP[i][j] !== null && !occupied(i,j))
    	    {
    			shape    = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );	
    			
    			if(AMAP[i][j].isClosed){
    			    mat = closedMat;
    			} else {
    			    mat = openMat;
    			}
    			
    			thecube  = new THREE.Mesh( shape, mat );
    			
    			thecube.position.copy ( translate(i,j) ); 		  	// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates 
    			pathGroup.add(thecube);
    	    }
    	  }
        }
    }
    
    // We draw the path we found in this step in blue wireframes (black for our objective)
    var currPos = lastPos;
    while(currPos !==null){
        shape    = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );	
        
        if(currPos.prev === null){
            mat = prevMat;
        } else {
		    mat = pathMat;
        }
        
        thecube  = new THREE.Mesh( shape, mat );

		thecube.position.copy ( translate(currPos.i,currPos.j) ); 		  	// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates 
		pathGroup.add(thecube);
		
		currPos = currPos.prev;
    }
}



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

function moveLogicalEnemy()
{ 
 //send our grid, and the position of our players within it to the A* algorithm
 newpos = enemyThink(ai, aj, ei, ej, GRID, true);
 
 //If the enemy is more than 4 tiles away on the fastest path or the agent is already in a hole we can go with simple A*
 // herding the agent at a greater distance is not that effective.
 // important to get the A* dist rather than simple 2D distance since there could be a big wall in the way
 if(newpos.pathLength > 2 || TRAPGRID[ai][aj] ===0){
     if ( ! occupied(newpos.nexti,newpos.nextj) )  	// if no obstacle then move, else just miss a turn
     {
      ei = newpos.nexti;
      ej = newpos.nextj;
     }
     
     AMAP = newpos.AMAP;
     lastPos = newpos.last;
 } else {
     // Otherwise we use our trapper algorithm to find the next move
     $.getScript ( "/worlds/4777509945.js", function() {
         newpos = trapperThink(ai, aj, ei, ej, GRID, TRAPGRID);
         
         if ( ! occupied(newpos.nexti,newpos.nextj) )  	// if no obstacle then move, else just miss a turn
         {
          ei = newpos.nexti;
          ej = newpos.nextj;
         }
         
         // we do not draw the path for the trapper algorithm, since it only does the next move
         AMAP = null;
         lastPos = null;
    });
 }
}



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();
   drawPath();
   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 
}


//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// --- Below is A* world 1 enemy mind code ---
// used here rather than linked to the js file for js performance reasons
// minor changes to also allow for A* without diagonals for TRAPGRID and to return path length
// not as many comments as can be found in Enemy Mind I created for World 1

function enemyThink(ai, aj, ei, ej, GRID, diagonal){
    //if(!diagonal) console.log("lets gooo",ai,aj,ei,ej);
    const gridsize = GRID.length;
    var open = [];
    
    //AMAP serves as a way to add info to seen grid coords and so also serves as 
    // our "closed" set
    var AMAP = new Array(gridsize);
    for ( i = 0; i < gridsize ; i++ ) {
        AMAP[i] = new Array(gridsize);
        for ( j = 0; j < gridsize ; j++ ) {
	        AMAP[i][j] = null;
	    }
    }
    
    // We start by exploring our starting position, where the enemy currently is
    addPos(ei,ej,0,null);
    
    var curr = open[0];
    
    while(curr !== null){
        if(curr.h===0){
            curr.isClosed = true;
            break;
        } else {
            addNeighbors(curr.i,curr.j,curr.g);
            curr.isClosed = true;
            open.splice(open.indexOf(curr), 1);
            curr = maxOpen();
        }
    }
    
    if(curr!==null){
        var lastcurr = curr;
        
        var pathL = 0;
        if(curr.prev !== null)
        {
            pathL++
            while(curr.prev.prev!==null){
                pathL++;
                curr = curr.prev;
            }
        }
        return {
            nexti:curr.i ,
            nextj: curr.j,
            AMAP: AMAP,
            last: lastcurr,
            pathLength: pathL
        };
    } else {
        return {
            nexti:ei ,
            nextj: ej,
            AMAP: AMAP,
            last: null,
            pathLength: null
        };
    }
    
    function Pos(i,j,g,prev) {
        this.i = i;
        this.j = j;
        
        this.g = g;
        this.h = Math.abs(distance2D(ai,aj,this.i,this.j) - diagonal);
        this.f = this.g + this.h;
        
        this.isClosed = false;
        
        this.prev = prev;
        
        this.update = function(newG, from) {
            if(newG < this.g){
                this.g = newG;
                this.f = this.g + this.h;
                this.prev = from;
            }
        }
    }
    
    // Adds information to the given coordinate
    function addPos(i,j,newG,from){
        if(AMAP[i][j]===null){
            AMAP[i][j] = new Pos(i,j,newG,from);
            open.push(AMAP[i][j]);
        } else if(!AMAP[i][j].isClosed){
            AMAP[i][j].update(newG,from);
        }
    }
    
    function addNeighbors(x,y,currG){
        for ( i = x-1; i <= x+1 ; i++ ) {
            for ( j = y-1; j <= y+1 ; j++ ) {
                //if(x >=0 && y>=0 && x<gridsize && y<gridsize) { //Not necessary since there should be a wall outline
                
                if(GRID[i][j] != 1 && GRID[i][j] != 2 && !(x==i && y==j) && (diagonal || (x==i || y==j)) && (x!= ai || y!=aj)){
                    addPos(i,j, currG + distance2D(x,y,i,j), AMAP[x][y])
                }
    	    }
        }
    }
    
    function maxOpen(){
        var maxPos = null;
        for ( i = 0; i < open.length ; i++ ) {
            if(maxPos===null){
                maxPos = open[i];
            } else if (open[i].f < maxPos.f){
                maxPos = open[i];
            }
        }
        return maxPos;
    }
}