Code viewer for World: Resit - Practical 1 - World 2
// Eoin Mc Cormack - 15112128

// Cloned by Eoin Mc Cormack on 26 Jul 2022 from World "Resit - Practical 1 - World 1" by Eoin Mc Cormack 
// Please leave this clone trail here.
 
// Cloned by Eoin Mc Cormack on 10 Jun 2022 from World "Complex World" by Starter user 
// Please leave this clone trail here.
 
AB.clockTick       = 100;    

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

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

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

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

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

const TEXTURE_WALL = '/uploads/moxpooer/Brick.jpg';
const TEXTURE_MAZE = '/uploads/moxpooer/SteelBrick.jpg';
const TEXTURE_AGENT = '/uploads/moxpooer/Roadrunner.png';
const TEXTURE_ENEMY = '/uploads/moxpooer/WileECoyote.png';
const TEXTURE_PATH = '/uploads/moxpooer/Green.png';
const TEXTURE_HOLE = '/uploads/moxpooer/Red.png';

const MUSIC_BACK  = '/uploads/moxpooer/LucianoMichelini-Frolic.mp3' ;
const SOUND_ALARM = '/uploads/starter/air.horn.mp3' ;

// credits:
// http://www.dl-sounds.com/royalty-free/defense-line/
// http://soundbible.com/1542-Air-Horn.html 
	
const gridsize = 50;	 					// number of squares along side of world	   

const cols = gridsize;

const rows = gridsize;

const NOBOXES =  Math.trunc ( (gridsize * gridsize) / 3 );  
		// density of maze - number of internal boxes
		// (bug) use trunc or can get a non-integer 

const squaresize = 100;					// size of square in pixels

const MAXPOS = gridsize * squaresize;		// length of one side in pixels 
	
const SKYCOLOR 	= 0xddffdd;				// a number, not a string 
 
const startRadiusConst	 	= MAXPOS * 0.8 ;		// distance from centre to start the camera at
const maxRadiusConst 		= MAXPOS * 10  ;		// maximum distance from camera we will render things  

//--- change ABWorld defaults: -------------------------------

ABHandler.MAXCAMERAPOS 	= maxRadiusConst ;

ABHandler.GROUNDZERO		= true;						// "ground" exists at altitude zero

//--- skybox: -------------------------------
// skybox is a collection of 6 files 
// x,y,z positive and negative faces have to be in certain order in the array 
// https://threejs.org/docs/#api/en/loaders/CubeTextureLoader 

// mountain skybox, credit:
// http://stemkoski.github.io/Three.js/Skybox.html

 const SKYBOX_ARRAY = [										 
                "/uploads/starter/dawnmountain-xpos.png",
                "/uploads/starter/dawnmountain-xneg.png",
                "/uploads/starter/dawnmountain-ypos.png",
                "/uploads/starter/dawnmountain-yneg.png",
                "/uploads/starter/dawnmountain-zpos.png",
                "/uploads/starter/dawnmountain-zneg.png"
                ];

//--- 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;

// 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, thehole;
  
var wall_texture, agent_texture, enemy_texture, maze_texture, astar_path_texture, hole_texture; 


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

// hole position on grid - Eoin
var hi, hj;

var badsteps;
var goodsteps;

var isinhole; // adding this as agent could be trapped but not in hole - Eoin 

	
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();
	
	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();		 
	});
	
    // EMC Added texture for path but shows intermittently
	loader5.load ( TEXTURE_PATH, function ( thetexture )  		
	{
		thetexture.minFilter  = THREE.LinearFilter;
		astar_path_texture = thetexture;
		if ( asynchFinished() )	initScene();		
	});
	
	// EMC Added texture for hole
	loader6.load ( TEXTURE_HOLE, function ( thetexture )  		
	{
		thetexture.minFilter  = THREE.LinearFilter;
		hole_texture = thetexture;
		if ( asynchFinished() )	initScene();		
	});
	
}

function asynchFinished()		 // all file loads returned 
{
	if ( wall_texture && agent_texture && enemy_texture && maze_texture && astar_path_texture && hole_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 grid positions
	for (var i = 0; i < cols; i++) {
        for (var j = 0; j < rows; j++) {
            if (GRID[i][j] == GRID_BLANK) {
              GRID[i][j] = new Square(i, j);
              GRID[i][j].addNeighbours(GRID);
            }
        }
	}


	// set up enemy 
	// start in random location
	
	 do
	 {
	  i = AB.randomIntAtoB(1,gridsize-2);
	  j = AB.randomIntAtoB(1,gridsize-2);
	 }
	 while ( occupied(i,j) );  	  // search for empty square 

	 ei = i;
	 ej = j;
	 
	 shape    = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );			 
	 theenemy = new THREE.Mesh( shape );
 	 theenemy.material =  new THREE.MeshBasicMaterial( { map: enemy_texture } );
	 ABWorld.scene.add(theenemy);
	 drawEnemy();		  

	// set up agent 
	// start in random location
	
	 do
	 {
	  i = AB.randomIntAtoB(1,gridsize-2);
	  j = AB.randomIntAtoB(1,gridsize-2);
	 }
	 while ( occupied(i,j) );  	  // search for empty square 

	 ai = i;
	 aj = j;
 
	 shape    = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );			 
	 theagent = new THREE.Mesh( shape );
	 theagent.material =  new THREE.MeshBasicMaterial( { map: agent_texture } );
	 ABWorld.scene.add(theagent);
	 drawAgent(); 
	 
	 // Set up hole - Eoin
	 do
	 {
	  i = AB.randomIntAtoB(1,gridsize-2);
	  j = AB.randomIntAtoB(1,gridsize-2);
	 }
	 while ( occupied(i,j) );  	  // search for empty square 

	 hi = i;
	 hj = j;
 
	 shape    = new THREE.BoxGeometry ( squaresize, BOXHEIGHT, squaresize );			 
	 thehole = new THREE.Mesh( shape );
	 thehole.material =  new THREE.MeshBasicMaterial( { map: hole_texture } );
	 ABWorld.scene.add(thehole);
	 drawHole(); 

  // 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
	 });
 		
}
 
function drawHole()		// given hi, hj, draw it 
{
	thehole.position.copy ( translate(hi,hj) ); 		  	// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates 
}
 
// --- 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 -----------------------------------

function moveLogicalEnemy() { 

    // Setting enemy location as start and agent location as end - Eoin
    start = GRID[ei][ej];
    end = GRID[ai][aj];
    path = aStarPathFinder(start, end);

    // Co-ordinates of first move in aStar path - Eoin
    var i = path[0].i;
    var j = path[0].j;

    if ( ei < ai ) i = AB.randomIntAtoB(ei, ei+1); 
    if ( ei == ai ) i = ei; 
    if ( ei > ai ) i = AB.randomIntAtoB(ei-1, ei); 

    if ( ej < aj ) j = AB.randomIntAtoB(ej, ej+1); 
    if ( ej == aj ) j = ej; 
    if ( ej > aj ) j = AB.randomIntAtoB(ej-1, ej); 
 
 if ( ! occupied(i,j) )  	// if no obstacle then move, else just miss a turn
 {
  ei = i;
  ej = j;
 }
}


function moveLogicalAgent( a )			// this is called by the infrastructure that gets action a from the Mind 
{ 
 var i = ai;
 var j = aj;		 

      if ( a == ACTION_LEFT ) 	i--;
 else if ( a == ACTION_RIGHT ) 	i++;
 else if ( a == ACTION_UP ) 		j++;
 else if ( a == ACTION_DOWN ) 	j--;

 if ( ! occupied(i,j) ) 
 {
  ai = i;
  aj = j;
 }
}

// --- key handling --------------------------------------------------------------------------------------
// This is hard to see while the Mind is also moving the agent:
// AB.mind.getAction() and AB.world.takeAction() are constantly running in a loop at the same time 
// have to turn off Mind actions to really see user key control 

// we will handle these keys: 

var OURKEYS = [ 37, 38, 39, 40 ];

function ourKeys ( event ) { return ( OURKEYS.includes ( event.keyCode ) ); }
	

function keyHandler ( event )		
{
	if ( ! AB.runReady ) return true; 		// not ready yet 

   // if not one of our special keys, send it to default key handling:
	
	if ( ! ourKeys ( event ) ) return true;
	
	// else handle key and prevent default handling:
	
	if ( event.keyCode == 37 )   moveLogicalAgent ( ACTION_LEFT 	);   
    if ( event.keyCode == 38 )   moveLogicalAgent ( ACTION_DOWN  	); 	 
    if ( event.keyCode == 39 )   moveLogicalAgent ( ACTION_RIGHT 	); 	 
    if ( event.keyCode == 40 )   moveLogicalAgent ( ACTION_UP		);   
	
	// when the World is embedded in an iframe in a page, we want arrow key events handled by World and not passed up to parent 

	event.stopPropagation(); event.preventDefault(); return false;
}





// --- score: -----------------------------------


function badstep()			// is the enemy within one square of the agent
{
 if ( ( Math.abs(ei - ai) < 2 ) && ( Math.abs(ej - aj) < 2 ) ) return true;
 else return false;
}


function agentInHole()			// agent is in hole end game - Eoin
{
 isinhole = ai == hi && aj == hj;
 return isinhole;	
} 

function agentBlocked()			// agent is blocked on all sides
{
 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 (agentInHole() || 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 ) {
      if (isinhole) {
          AB.msg ( " <br> <font color=red> <B> Agent fell into the hole. </B> </font>   ", 3  );
      } else {
          AB.msg ( " <br> <font color=red> <B> Agent trapped. Final score zero. </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 
}

// Tracks each square on grid that enemy or agent can move in to - Eoin
function Square(i, j) 
{

  // Location
  this.i = i;
  this.j = j;

  // f, g, and h values for aStar
  this.f = 0;
  this.g = 0;
  this.h = 0;

  // All neighbouring empty squares
  this.neighbours = [];

  // The previous square
  this.previous = undefined;

  // Neighbours for valid move, ie a blank sqaure.
  // If it is a number it is a grid_wall or a grid_maze
  this.addNeighbours = function(grid) 
  {
    
    if (isNaN(grid[i + 1][j])) {
      this.neighbours.push(grid[i + 1][j]);    
    }
    if (isNaN(grid[i - 1][j])) {
      this.neighbours.push(grid[i - 1][j]);
    }
    if (isNaN(grid[i][j + 1])) {
      this.neighbours.push(grid[i][j + 1]);
    }
    if (isNaN(grid[i][j - 1])) {         
      this.neighbours.push(grid[i][j - 1]);
    }
    
  };
  
}

// Manhattan distance for use in aStarPathFinder - Eoin
function heuristic(start, end) {

    di = Math.abs(start.i - end.i);
    dj = Math.abs(start.j - end.j);
    return (di + dj);
}

// Calculates the aStar path from enemy to agent - Eoin
function aStarPathFinder(start, end) {
    
    uncheckedSquares = [];
    checkedSquares = [];
    
    uncheckedSquares.push(start);

  if (uncheckedSquares.length > 0) {

    var winner = 0;
    
    for (var i = 0; i < uncheckedSquares.length; i++) {
      if (uncheckedSquares[i].f < uncheckedSquares[winner].f) {
        winner = i;
      }
    }
        
    var current = uncheckedSquares[winner];

    // Have we reached the end
    if (current === end) 
    {
      noLoop();
      console.log("success - found path");
    }

    // Best path removed from uncheckedSquares and added to checkedSquares
    removeElementFromArray(uncheckedSquares, current);
    checkedSquares.push(current);
    
    // Have a look at all the neighbours
    var neighbours = current.neighbours;
    
    //--- start of for loop -----------
    for (var i = 0; i < neighbours.length; i++) {

      var neighbour = neighbours[i];

      // If we haven't looked at neighbour already
      if (!checkedSquares.includes(neighbour)) {

        // Using tempG as current could have a better g value already and we don't want to lose it
        var tempG = current.g + heuristic(neighbour, current);

        // Is this the best path so far
        var newPath = false;
        if (uncheckedSquares.includes(neighbour)) 
        {
          if (tempG < neighbour.g) 
          {
            neighbour.g = tempG;
            newPath = true;
          }
        } else {

          neighbour.g = tempG;
          newPath = true;
          uncheckedSquares.push(neighbour);
        }

        // If it is a better path
        if (newPath) {
          neighbour.h = heuristic(neighbour, end);
          neighbour.f = neighbour.g + neighbour.h;
          neighbour.previous = current;
        }
      }
    }
    
  } else {

    console.log('fail - no path exists');
    noLoop();
    return;
  }

  // Find the path by working backwards
  path = [];
  var temp = current;
  path.push(temp);

  while (temp.previous) {
    path.push(temp.previous);
    temp = temp.previous;
  }
  
  drawPath(path);
  
  return path;

}

// Removes one element from an array - Eoin
function removeElementFromArray(array, element) {
  array.splice(array.indexOf(element), 1);
}

// Draw the path - Eoin
function drawPath(path){
    
    var aStarPath = [];

    for (var i = 0; i < path.length -1; i++) {
        oneSquare = path[i];
        shape    = new THREE.BoxGeometry ( squaresize, BOXHEIGHT / 2, squaresize );
        thestar  = new THREE.Mesh( shape );
        thestar.material = new THREE.MeshBasicMaterial( { map: astar_path_texture } );
        aStarPath[i]=thestar.uuid;
        thestar.position.copy(translate(oneSquare.i, oneSquare.j));
        ABWorld.scene.add(thestar);
    }
}