Code viewer for World: Practical 1 (Starwars: The...
// Cloned by Sarthak Sethi on 8 Nov 2023 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 = 60;
enemyCaughted = false;
// 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)
let move;
// https://www.classicgaming.cc/classics/pac-man/images/character-drawn-blinky.jpg
const TEXTURE_WALL = "/uploads/sethisarthak/walls.jpg";
const TEXTURE_MAZE = "/uploads/sethisarthak/maze2.jpg";
const TEXTURE_AGENT = "/uploads/sethisarthak/enemy.jpg";
const TEXTURE_ENEMY = "/uploads/sethisarthak/agent1.jpeg";
const BLUE_CUBE = "/uploads/sethisarthak/blue_cube.png";
const RED_CUBE = "/uploads/sethisarthak/red_cube.jpg";
const GREEN_CUBE = "/uploads/sethisarthak/green_cube.png";

// Code By: Sarthak Sethi
var openSet = [];
var closedSet = [];
var choosenPath = [];
let path = [];
let firstime = true;
const diagnols = true; //Enable diagonals in A*
// 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

// credits:
// https://www.classicgaming.cc/classics/pac-man/sounds
// http://soundfxcenter.com/download-sound/star-wars-the-imperial-march-theme-song/

const MUSIC_BACK = "/uploads/sethisarthak/StarWars-TheImperialMarch.mp3";
const SOUND_ALARM = "/uploads/sethisarthak/pacman_death.wav";



const gridsize = 100; //  30; // number of squares along side of world



const NOBOXES = Math.trunc((gridsize * gridsize) / 4);  // 10

// const NOBOXES = 0
// density of maze - number of internal boxes
// (bug) use trunc or can get a non-integer

const squaresize = 50; // 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

// Credits https://codeworkshop.dev/img/blog-images/skybox/1.jpg
// https://codeworkshop.dev/img/blog-images/skybox/2.jpg
// https://codeworkshop.dev/img/blog-images/skybox/3.jpg
// https://codeworkshop.dev/img/blog-images/skybox/4.jpg
// https://codeworkshop.dev/img/blog-images/skybox/5.jpg
// https://codeworkshop.dev/img/blog-images/skybox/6.jpg

const SKYBOX_ARRAY = [
  "/uploads/sethisarthak/1.jpg",
  "/uploads/sethisarthak/2.jpg",
  "/uploads/sethisarthak/3.jpg",
  "/uploads/sethisarthak/4.jpg",
  "/uploads/sethisarthak/5.jpg",
  "/uploads/sethisarthak/6.jpg",
];

//--- 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 ==========================================================================================
// ===================================================================================================================

// Code By: Sarthak Sethi
function removeFromArray(arr, ele) {
  for (i = arr.length - 1; i >= 0; i--) {
    if (arr[i] === ele) {
      arr.splice(i, 1);
    }
  }
}

// Code By: Sarthak Sethi
function heuristic(a, b) {
  return Math.abs(a.i - b.i) + Math.abs(a.j - b.j);
}

// Code By: Sarthak Sethi
function Spot(i, j) {
  this.i = i;
  this.j = j;
  this.h = 0;
  this.g = 0;
  this.f = 0;
  this.neighbors = [];
  this.previous = undefined;
  this.thecube;
  this.GRID_TYPE = 0;

  this.show = function (imageType) {
    if (this.GRID_TYPE === 0) {
      var shape = new THREE.BoxGeometry(40, 40, 40);
      var thecube = new THREE.Mesh(shape);
      thecube.material = new THREE.MeshBasicMaterial({ map: imageType });

      thecube.position.copy(translate(this.i, this.j)); 
      this.cube = thecube;
      ABWorld.scene.add(this.cube);
    }
  };

  this.remove = function (imageType) {
    ABWorld.scene.remove(this.cube);
  };

  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 want to enable Diagnals
    if (diagnols) {
      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]);
      }
    }
  };
}

var start;
var end;

//--- 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 theagent, theenemy;

var wall_texture,
  agent_texture,
  enemy_texture,
  maze_texture,
  blue_cube,
  red_cube,
  green_cube;

// 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();
  var loader5 = new THREE.TextureLoader();
  var loader6 = new THREE.TextureLoader();
  var loader7 = 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(BLUE_CUBE, function (thetexture) {
    thetexture.minFilter = THREE.LinearFilter;
    blue_cube = thetexture;
    if (asynchFinished()) initScene();
  });

  loader6.load(RED_CUBE, function (thetexture) {
    thetexture.minFilter = THREE.LinearFilter;
    red_cube = thetexture;
    if (asynchFinished()) initScene();
  });

  loader7.load(GREEN_CUBE, function (thetexture) {
    thetexture.minFilter = THREE.LinearFilter;
    green_cube = thetexture;
    if (asynchFinished()) initScene();
  });
}

function asynchFinished() {
  // all file loads returned
  if (
    wall_texture &&
    agent_texture &&
    enemy_texture &&
    maze_texture &&
    red_cube &&
    blue_cube &&
    green_cube
  )
    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_TYPE == GRID_WALL) return true; // fixed objects
  if (GRID[i][j].GRID_TYPE == GRID_MAZE) return true;
  if (enemyCaughted) 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);

  // Code By: Sarthak Sethi
  // Setup Spot with index
  for (i = 0; i < gridsize; i++)
    for (j = 0; j < gridsize; j++) GRID[i][j] = new Spot(i, j);

  // Setup 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_TYPE = 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_TYPE = 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_TYPE = 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);
  }

  // Code By: Sarthak Sethi
  // Add neighbors
  for (i = 0; i < gridsize; i++) {
    for (j = 0; j < gridsize; j++) {
      GRID[i][j].addNeighbors(GRID);
    }
  }

  // set up enemy
  // start in random location

  i = AB.randomIntAtoB(1, gridsize - 2);
  j = AB.randomIntAtoB(1, gridsize - 2);

  ei = 5;
  ej = 5;

  move = {
    i: i,
    j: 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
  //   	console.log(GRID)
  // 	 	start = GRID[ei][ej]
  // end = GRID[ai][aj]

  openSet = [start];
  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)
}
let totalState = 0;

// Code By: Sarthak Sethi
async function Astar(startNode, endNode) {
  let searchState = 0;
  await resetNodeParameters();
  openSet.push(startNode);

  return new Promise((resolve, reject) => {
    while (openSet.length) {
      if (openSet.length > 0) {
        var winningIndex = 0;
        for (var i = 0; i < openSet.length; i++) {
          if (openSet[i].f < openSet[winningIndex].f) {
            winningIndex = i;
          }
        }
        var currentNode = openSet[winningIndex];

        if (currentNode === endNode) {
          path = [];
          var tempNode = currentNode;
          path.push(tempNode);
          while (tempNode.previous) {
            path.push(tempNode.previous);
            tempNode = tempNode.previous;
          }
          totalState = totalState + searchState;
          AB.msg(
            ` <br> <font color=green> <B> Total State Searched: ${totalState} </B> </font>   `,
            4
          );
          resolve(path);
          break;
        }

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

        var neighbors = currentNode.neighbors;
        for (var i = 0; i < neighbors.length; i++) {
          var neighborNode = neighbors[i];

          if (
            !closedSet.includes(neighborNode) &&
            neighborNode.GRID_TYPE !== 1 &&
            neighborNode.GRID_TYPE !== 2
          ) {
            var tempG = currentNode.g + heuristic(neighborNode, currentNode);

            var isNewPath = false;
            if (openSet.includes(neighborNode)) {
              if (tempG < neighborNode.g) {
                neighborNode.g = tempG;
                isNewPath = true;
              }
            } else {
              neighborNode.g = tempG;
              isNewPath = true;
              searchState++;
              openSet.push(neighborNode);
            }

            if (isNewPath) {
              neighborNode.h = heuristic(neighborNode, endNode);
              neighborNode.f = neighborNode.g + neighborNode.h;
              neighborNode.previous = currentNode;
            }
          }
        }
      } else {
        console.log("Not Found");
        break;
      }
    }
  });
}

// Code By: Sarthak Sethi
async function resetNodeParameters() {
  // Reset
  openSet = [];
  closedSet = [];
  for (i = 1; i < path.length; i++) {
    path[i].remove(red_cube);
  }
  return new Promise((resolve, reject) => {
    for (i = 0; i < gridsize; i++) {
      for (j = 0; j < gridsize; j++) {
        GRID[i][j].h = 0;
        GRID[i][j].g = 0;
        GRID[i][j].f = 0;
        GRID[i][j].neighbors = [];
        GRID[i][j].previous = undefined;
      }
      if (firstime) {
        // console.log(GRID);
        firstime = false;
      }
    }
    for (i = 0; i < gridsize; i++) {
      for (j = 0; j < gridsize; j++) {
        GRID[i][j].addNeighbors(GRID);
      }
    }
    if (GRID[gridsize - 1][gridsize - 1].neighbors) {
      //   console.log('reset1')
      //   console.log(GRID)

      resolve(GRID);
    }
  });
}
// --- take actions -----------------------------------

// Code By: Sarthak Sethi
async function moveLogicalEnemy() {
  if (!enemyCaughted) {
    if (GRID[ei][ej] !== GRID[ai][aj]) {
      end = GRID[ai][aj];
      start = GRID[ei][ej];

      path = await Astar(start, end);

      // Create path temporary choosen by Enemy
      showDecidedPath(path);

      // Create path taken by Enemy
      showChoosenPath(move);
    } else {
      enemyCaughted = true;

      console.log("FINISHED");
    }
  }
}

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;
  }
}

// Code By: Sarthak Sethi
function showDecidedPath(path) {
  for (i = 1; i < path.length; i++) {
    path[i].show(red_cube);
  }
  move = path[path.length - 2];
  ei = move.i;
  ej = move.j;
}

// Code By: Sarthak Sethi
function showChoosenPath(move) {
  choosenPath.push(move);
  for (i = 0; i < choosenPath.length; i++) {
    choosenPath[i].show(green_cube);
  }
}
// --- 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();
  }
};

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
}