Code viewer for World: Halloween A* by LEONARD
// Cloned by Leonard Alphonso on 6 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       = 100; //  10;    

	// Speed of run: Step every n milliseconds. Default 100.
	
AB.maxSteps        = 1000;    

	// Length of run: Maximum length of run in steps. Default 1000.

AB.screenshotStep  = 50;   
  
	// Take screenshot on this step. (All resources should have finished loading.) Default 50.



//---- global constants: -------------------------------------------------------

	const show3d = true;						// Switch between 3d and 2d view (both using Three.js) 


 const TEXTURE_WALL 	= '/uploads/leonard/practical_1_boundry_wall.jpg' ;
 const TEXTURE_MAZE 	= '/uploads/leonard/practical_1_boundry_wall.jpg' ;
 const TEXTURE_AGENT 	= '/uploads/leonard/agent_scared.jpg' ;
 const TEXTURE_ENEMY 	= '/uploads/leonard/pumpkin.jpg' ;

// credits:
//The images have been obtained using Dall-e 2

 
 const MUSIC_BACK  = '/uploads/leonard/bg_audio_A_star.mp3' ;
 const SOUND_ALARM = 'uploads/leonard/trap_sound.mp3' ;

// credits:
// designed by AI sound generator

	
	
const gridsize = 40;						// number of squares along side of world	   

const NOBOXES =  Math.trunc ( (gridsize * gridsize) / 4 );   // 6
		// 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/leonard/px.jpg",
                "/uploads/leonard/nx.jpg",
                "/uploads/leonard/py.jpg",
                "/uploads/leonard/ny.jpg",
                "/uploads/leonard/pz.jpg",
                "/uploads/leonard/nz.jpg"
                ];


// 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 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;


//Leonard code
var shownPath = [];
var path = [];
var visitedStates = 0;
	
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_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] = 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 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;
	 
	 var radius = squaresize / 2; // You can adjust the radius as needed
shape = new THREE.SphereGeometry(radius, 32, 32);
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 -----------------------------------

// ===================================================================================================================
// === CODED BY LEONARD ALPHONSO =====================================================================================
// ===================================================================================================================

//-----Step 1: Function to remove from list by index
//-----Purpose: Deletes elements from the OpenSet array
function removeFromList(array, item) {
    for (var index = array.length - 1; index >= 0; index--) { // Loop through the array in reverse
        if (array[index] == item) { // Check if the array index matches the element to be deleted
            array.splice(index, 1); // Splice the index to remove the element without changing other indexes
        }
    }
}

//--------Step 2: Function to generate information for each spot on the grid.
//--------Purpose: Maintains data for each spot on the grid, including variables for A* algorithm such as coordinates, neighbors, and distances.
function createGridSpot(i, j) {
        this.i = i; // X-coordinate for drawing
        this.j = j; // Y-coordinate for drawing
        this.f = 0; // F value for the spot (where f = g + h)
        this.g = 0;
        this.h = 0;
  
    this.neighbors = []; // Neighbors to be added to the OpenSet
    this.previous = undefined; // Not necessary since, by definition, it's undefined.
    this.wall = GRID[i][j] !== GRID_BLANK; // Modified the wall condition from the original script
    this.addNeighbors = function (grid) {
       var x = this.i;
       var y = this.j;

       if (x < gridsize - 1) this.neighbors.push(grid[x + 1][y]) // Extracted from the original A* script
       if (y < gridsize - 1) this.neighbors.push(grid[x][y + 1])

       if (x > 0) this.neighbors.push(grid[x - 1][y])
       if (y > 0) this.neighbors.push(grid[x][y - 1])
}
}



//-----Step 3: Functions for the optimistic heuristic
//-----Purpose: To calculate the heuristic (h(n) -> the distance from the current point to the goal).


//for comparision with a bad h fuction.
// This heuristic always returns a constant value, violating admissibility.
/*function badHeuristic(current, goal) {
    return 10;
}*/


function heuristic(a,b) {
   // return badHeuristic(a,b);
    return (Math.abs(a.i - b.i) + Math.abs(a.j-b.j)); //manhattan Distance; no diagonal.
}



//----Step 4: Function to draw the path
function showCalPath(path, colourName) {
    
   // For each step up to the end (not including the end)
for (var i = 0; i < path.length - 1; i++) {

    // Create the shape: https://threejs.org/docs/#api/en/geometries/BoxGeometry (squaresize set as a constant above)
    var shape = new THREE.BoxGeometry(squaresize, 0.1, squaresize)

    // Draw the shape to be unaffected by light: https://threejs.org/docs/#api/en/materials/MeshBasicMaterial.color; could change with the parameters
    var shownPathElement = new THREE.Mesh(shape)

    // Set the color https://threejs.org/docs/#api/en/materials/MeshBasicMaterial
    shownPathElement.material = new THREE.MeshBasicMaterial({ color: colourName });

    // Use the translate function above; translate my (i, j) grid coordinates to three.js (x, y, z) coordinates
    shownPathElement.position.copy(translate(path[i].i, path[i].j))

    // Add the shownPathElement to the scene
    ABWorld.scene.add(shownPathElement)

    // Add the shownPath to the drawn path (defined above before the function)
    shownPath.push(shownPathElement)
}
}

//----Step 5: A star algorithm.
//----Purpose: The main goal of the practical.
function moveLogicalEnemy() {
    
   var grid = new Array(gridsize); // Create a list, the number of columns in the grid
var openSet = []; // Set of neighbors that need to be checked
var closedSet = []; // Set of nodes that don't need to be checked anymore

// Need to remove past positions    
for (var i = 0; i < shownPath.length; i++)
    ABWorld.scene.remove(shownPath[i]);

// For each i up to gridsize, make an empty spot at that point
for (i = 0; i < gridsize; i++)
    grid[i] = new Array(gridsize);

// For each i, for each j, create a grid spot using the function createGridSpot for i and j; makes the variables that will be filled in in the future
for (var i = 0; i < gridsize; i++)
    for (var j = 0; j < gridsize; j++)
        grid[i][j] = new createGridSpot(i, j);

// For each i, for each j, make the neighbors
for (i = 0; i < gridsize; i++)
    for (var j = 0; j < gridsize; j++)
        grid[i][j].addNeighbors(grid);

// Put the position of the enemy into openSet
// Make sure openSet length > 0
for (openSet.push(grid[ei][ej]); openSet.length > 0;) {

    // Index of the winner in openSet
    var winner = 0;

    // For i in length openSet
    for (var i = 0; i < openSet.length; i++)

        // If the f value of openSet[i] < winner
        if (openSet[i].f < openSet[winner].f)

            // Winner becomes i
            winner = i;

    // Current is the openSet[0] which is the winner
    var current = openSet[winner];

    // Set the current to where we want to get to (e.g. if changed to 5,9 the enemy just goes to 5,9 and then nothing happens)
    if (current === grid[ai][aj]) {

        // Make a list
        var MoveOptionsForEnemy = [];

        // Make a variable with our best option
        var BestOption = current; // Agent's current position

        // Pushed BestOption into MoveOptionsForEnemy because it's the agent's position
        // Then we push in all the nodes making up the path to goal
        MoveOptionsForEnemy.push(BestOption);
        while (BestOption.previous) {

            // Move the previous to the list
            MoveOptionsForEnemy.push(BestOption.previous);

            // The previous becomes the BestOption (and then that's iterated through)
            BestOption = BestOption.previous;

        }

        // Highlights the path between enemy and agent
        showCalPath(MoveOptionsForEnemy, 0xffffff);

        // To get the second last position in the list (to be our next position)
        var NumOfOptsMinusTwo = MoveOptionsForEnemy.length - 2;

        // Variable to check if occupied
        var isOccupied = occupied(
            MoveOptionsForEnemy[NumOfOptsMinusTwo].i,
            MoveOptionsForEnemy[NumOfOptsMinusTwo].j
        );

        // If not occupied
        if (!isOccupied) {

            // Move enemy from the last position to the second last
            ei = MoveOptionsForEnemy[NumOfOptsMinusTwo].i;
            ej = MoveOptionsForEnemy[NumOfOptsMinusTwo].j;

        }

        // Finished
        break
    }

    // If it's not going to go in the direction of the agent
    removeFromList(openSet, current)

    // Move to the closed list
    closedSet.push(current);

    // All the potential neighbors to be checked
    var neighbors = current.neighbors;

    // For each neighbor in the set of neighbors
    for (i = 0; i < neighbors.length; i++) {

        // Make a variable called neighbor
        var neighbor = neighbors[i];

        // If any of the coordinate neighbors is the agent
        if (neighbor[i] === grid[ai][aj]) {

            // Needs to know where it came from
            neighbor.previous = current;

            // Break the loop
            break
        }

        // If the neighbor isn't in the closed set, and it's not a wall
        if (!closedSet.includes(neighbor) && !neighbor.wall) {

            // Calculate the heuristic from that point
            var tempG = current.g + heuristic(neighbor, current);

            // Variable called newPath, set to false.
            var newPath = false;
            
           // to keep a count of the steps
            visitedStates++;

            // If it's already in openSet to be checked, if tempG is lower, make the g value the new one.
            if (openSet.includes(neighbor)) {
                if (tempG < neighbor.g) {
                    neighbor.g = tempG;
                    newPath = true;
                }
            }

            // Set the g of that neighbor to be tempG, it's a new path to be checked, send it to be checked.
            else {
                neighbor.g = tempG;
                newPath = true;
                openSet.push(neighbor);
            }

            // If it's a new path to be checked, calculate info.
            if (newPath) {
                neighbor.h = heuristic(neighbor, grid[ai][aj]);
                neighbor.f = neighbor.g + neighbor.h;
                neighbor.previous = current; // Keeps track of where you've been
            }
        }
    }
}

}


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) + "% </br>" +
		" Visited States Count: " + visitedStates, 2 ); //added by Leonard to display the states count
}


//Added by Leonard to Add a function to get the count of visited states
function getVisitedStatesCount() {
    return visitedStates;
}





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()
{
    var visitedStatesCount = getVisitedStatesCount();
    

  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 
}