Code viewer for World: World: Practical A* Search...

// Cloned by Stefano Marzo on 25 Oct 2021 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?
//$.getScript('https://cdnjs.cloudflare.com/ajax/libs/js-sha256/0.9.0/sha256.min.js', 
  //          () => console.log('SHA256 Support Loaded'));

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  = 5;   
  
	// Take screenshot on this step. (All resources should have finished loading.) Default 50.



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

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


 const TEXTURE_WALL 	= '/uploads/stefano/wall.jpg' ;
 const TEXTURE_MAZE 	= '/uploads/stefano/box.jpg' ;
 const TEXTURE_AGENT 	= '/uploads/starter/pacman.jpg' ;
 const TEXTURE_ENEMY 	= '/uploads/starter/ghost.3.png' ;

// credits:
// https://commons.wikimedia.org/wiki/Category:Pac-Man_icons
// https://commons.wikimedia.org/wiki/Category:Skull_and_crossbone_icons

 
	const MUSIC_BACK  = '/uploads/starter/Defense.Line.mp3' ;
	const SOUND_ALARM = '/uploads/starter/air.horn.mp3' ;

// credits:
// http://www.dl-sounds.com/royalty-free/defense-line/
// http://soundbible.com/1542-Air-Horn.html 

	
	
const gridsize = 40;						// 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 NOBOXES =  50;

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/stefano/xp.jpg",
                "/uploads/stefano/xn.jpg",
                "/uploads/stefano/yp.jpg",
                "/uploads/stefano/yn.jpg",
                "/uploads/stefano/zp.jpg",
                "/uploads/stefano/zn.jpg"
                ];



// ===================================================================================================================
// === End of tweaker's box ==========================================================================================
// ===================================================================================================================


// You will need to be some sort of JavaScript programmer to change things below the tweaker's box.



var makeCRCTable = function(){
    var c;
    var crcTable = [];
    for(var n =0; n < 256; n++){
        c = n;
        for(var k =0; k < 8; k++){
            c = ((c&1) ? (0xEDB88320 ^ (c >>> 1)) : (c >>> 1));
        }
        crcTable[n] = c;
    }
    return crcTable;
}

var crc32 = function(str) {
    var crcTable = window.crcTable || (window.crcTable = makeCRCTable());
    var crc = 0 ^ (-1);

    for (var i = 0; i < str.length; i++ ) {
        crc = (crc >>> 8) ^ crcTable[(crc ^ str.charCodeAt(i)) & 0xFF];
    }

    return (crc ^ (-1)) >>> 0;
};





//--- 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;

let path = [];
	
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);
		if((i != 1 || j != 1) || (i != gridsize-2 || j != gridsize-2)) { //avoid put a maze in 1,1 and 49,49
    		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;
    
    //enemy will start in 1,1
	 //ei = 1;
	 //ej = 1;
	 
	 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;
    
     //ai = gridsize-2;
	 //aj = gridsize-2;
	 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)
}

/* MODEL */

const ENEMY = 'E';

class Puzzle{
    constructor(grid, ei, ej) {
        this.cell = this.cloneStateTranspose(grid);
        this.LEFT = 'LEFT';
        this.RIGHT = 'RIGHT';
        this.UP = 'UP';
        this.DOWN = 'DOWN';
        this.ex = ei;
        this.ey = ej;
        this.cell[ej][ei] = ENEMY;
    }

    getCell(x, y) {
        return this.cell[x][y];
    }

    swap(x1, y1, x2, y2) {
        let tempCell = this.getCell(x1, y1);
        this.cell[x1][y1] = this.getCell(x2, y2);
        this.cell[x2][y2] = tempCell;
    }

    getBlankCell() {
        for(let i in this.cell){
            for(let j in this.cell[i]) {
                if(this.getCell(i,j) == ENEMY) 
                    return {x:Number(i), y:Number(j)};
            }
        }
    }

    isPossibleMove(x, y) {
        let distX = Math.abs(x-this.ex);
        let distY = Math.abs(y-this.ey);
        let dist = distX + distY;
        
        if(x < 0 || y < 0) return false;
        if(x > GRID.length-1 || y > GRID.length -1) return false;
        if(this.cell[x][y] == GRID_WALL) {
            return false;
        }
        if(this.cell[x][y] == GRID_MAZE) {
            return false;
        }
        return (dist == 1 && this.inRange(x) && this.inRange(y));//&& !occupied(x,y));//
    }

    inRange(n) {
        return n >= 1 && n < GRID.length-1;
    }
    
    getPossibleMoves() {
        let moves = [];
        let enemy = this.getBlankCell(); //try avoid calling this function
        //cnsole.log(this.ex, this.ey)
        this.ex = enemy.x;
        this.ey = enemy.y;
        //cnsole.log('enemy coords', enemy);
        if(this.isPossibleMove(this.ex-1, this.ey)) {
            moves.push({x: Number(this.ex-1), y: Number(this.ey)});
        }
        if(this.isPossibleMove(this.ex+1, this.ey)) {
            moves.push({x: Number(this.ex+1), y: Number(this.ey)});
        }
        if(this.isPossibleMove(this.ex, this.ey-1)) {
            moves.push({x: Number(this.ex), y: Number(this.ey-1)});
        }
        if(this.isPossibleMove(this.ex, this.ey+1)) {
            moves.push({x: Number(this.ex), y: Number(this.ey+1)});
        }
        //cnsole.log('get possible moves: ', this.cell, moves);
        //OK
        return moves;
    }

    getDirection(x1, y1, x2, y2){
        let distX = x1 - x2;
        let distY = y1 - y2;
        if(distX == 1) return this.UP;
        if(distX == -1) return this.DOWN;
        if(distY == 1) return this.LEFT;
        if(distY == -1) return this.RIGHT;
    }

    getPossibleDirections() {
        let moves = this.getPossibleMoves();
        let directionList = [];
        for(let move of moves) {
            directionList[this.getDirection(this.ex, this.ey,move.x, move.y)] = move;
        }
        return directionList;
    }

   
    move(direction) {
        this.moveWithoutTemplate(direction);
        //this.getHtml();
    }

    moveWithoutTemplate(direction) {
        let directions = this.getPossibleDirections();
        let move = directions[direction];
        if(typeof move !== 'undefined') {
            this.swap(this.ex, this.ey, move.x, move.y);
        }
    }

    getState(){
        return this.cell;
    }

    cloneState(){
        let l = [];
        for(let i in this.cell) {
            let s = [];
            for(let j in this.cell[i]){
                s.push(this.cell[i][j]);
            }
            l.push(s);
        }
        return l;
    }
    cloneStateTranspose(grid) {
        let l = [];
        for(let i in grid) {
            let s = [];
            for(let j in grid[i]){
                s.push(grid[j][i]);
            }
            l.push(s);
        }
        return l;
    }

    getNextState(direction) {
        let puzzle = new Puzzle([[0]], 0, 0);
        puzzle.cell = this.cloneState();
        puzzle.moveWithoutTemplate(direction);
        return puzzle.getState();
    }

    static cloneState(puzzle, grid) {
        let l = [];
        let x, y;
        for(let i in grid) {
            let s = [];
            for(let j in grid[i]){
                s.push(grid[i][j]);
                if(grid[i][j] == ENEMY) {
                    x = i;
                    y = j;
                }
            }
            l.push(s);
        }
        puzzle.cell = l;
        puzzle.ex = x;
        puzzle.ey = y;
    }

    getNextPossibleStatesDirections(){
        let directions = this.getPossibleDirections();
        //cnsole.log('possible directions', directions);
        let statesDirections = [];
        if(typeof directions[this.LEFT] != 'undefined'){
            statesDirections.push({
                state: this.getNextState(this.LEFT), 
                direction: this.LEFT
            });
        }
        if(typeof directions[this.RIGHT] != 'undefined'){
            statesDirections.push({
                state: this.getNextState(this.RIGHT), 
                direction: this.RIGHT
            });
        }
        if(typeof directions[this.UP] != 'undefined'){
            statesDirections.push({
                state: this.getNextState(this.UP), 
                direction: this.UP
            });
        }
        if(typeof directions[this.DOWN] != 'undefined'){
            statesDirections.push({
                state: this.getNextState(this.DOWN), 
                direction: this.DOWN
            });
        }
        return statesDirections;
    }
}

/* END MODEL */
/* SEARCH */
/**
 * the Stack mantains the elements ordered by their cost.
 * it always pops the minimum cost Node with O(1) time
 * it adds new node with O(log_2(n)) time
 */
class Stack{
    constructor(){
        this.stack = [];
    }

    add(el) {
        this.stack.splice(this.sortedIndex(this.stack, el.cost), 0, el);
    }

    getNext() {
        return this.stack.shift();
    }

    getMinCost() {
        let min = this.stack[0].cost;
        let i = 0;
        let j = 0;
        for(i = 0; i < this.stack.length; i++) {
            if(this.stack[i].cost < min){
                 j = i;
            }
        }
        return this.stack.splice(j, 1);
    }

    /**
     * 
     * @param {*} array array to look into
     * @param {*} value new element to insert
     * @returns the index of the array where 
     * insert the new element in O(log_2(n)) time
     * 
     */
    sortedIndex(array, value) {
        let low = 0,
            high = array.length;
        let mid = 0; //bit shifting
        while (low < high) {
            mid = (low + high) >>> 1; //bit shifting
            if (array[mid].cost < value) low = mid + 1;
            else high = mid;
        }
        return low;
    }
    pop(){
        return this.stack.shift();
    }
}

/**
 * HashTable of the states reached
 */
class StateTable{
    constructor(){
        this.states = [];
    }
}

/**
 * Graph Node 
 */
class Node{
    constructor(state, direction, parent, cost, depth, posX, posY){
        this.state = state;
        this.direction = direction;
        this.parent = parent;
        this.cost = cost; //depth + manhattan distance
        this.depth = depth;
        this.posX = posX;
        this.posY = posY;
        this.whatsUP = GRID[posX][posY-1];
        this.whatsDOWN = GRID[posX][posY+1];
        this.whatsLEFT = GRID[posX-1][posY];
        this.whatsRIGHT = GRID[posX+1][posY];
    }
}

class BestFirstSolver{
    constructor(randomPuzzle, goalPuzzle, memLimit){
        this.randomPuzzle = randomPuzzle;
        this.dimension = randomPuzzle.size;
        this.stack = new Stack();
        this.solution = [];
        this.stateTable = new StateTable();
        this.goal = goalPuzzle.cloneState();
        this.nodeCreated = 0;
        this.iterationsCount = 0;
        this.createNode(randomPuzzle.cloneState(), null, null, randomPuzzle.ex, randomPuzzle.ey);
        console.log(this.stack.stack);
        this.memLimit = memLimit;
    }
    hash(x){
        return crc32(JSON.stringify(x));
    }
    createNode(state, direction, parent, posX, posY) {
        if(typeof this.stateTable.states[this.hash(state)] === 'undefined') {
            let cost = 0;
            let depth = 0;
            if(parent != null) {
                cost = parent.depth + this.distance(state);
                depth = parent.depth + 1;
            }
            let node = new Node(state, direction, parent, cost, depth, posX, posY);
            this.stack.add(node);
            this.stateTable.states[this.hash(state)] = false;
            this.nodeCreated += 1;
        } 
    }
    isGoal(state){
        for(let i in this.goal){
            for(let j in this.goal[i]){
                if(this.goal[i][j] != state[i][j]){
                    return false;
                }
            }
        }
        return true;
    }
    expand(node) {
        if(typeof this.stateTable.states[this.hash(node.state)] !== 'undefined') {
            let p = new Puzzle([[0]], 0, 0); //give it puzzle.ex, puzzle.ey
            Puzzle.cloneState(p, node.state);
            let nextPossibleStates = p.getNextPossibleStatesDirections();
            
            
            for(let stateDirection of nextPossibleStates) {
                this.createNode(stateDirection.state, stateDirection.direction, node, p.ex, p.ey);
            }
        }
    }
    /**
     * 
     * @returns the last node expandend which contains the solution 
     */
    search() {
        let next = this.stack.getNext();
        while(!this.isGoal(next.state)) {
            this.expand(next);
            next = this.stack.getNext();
            if (next === undefined) return null; //no solution
            this.iterationsCount+=1;
        }
        return next;
    }
    
    findEnemy(state) {
        for(let i = 0; i < state.length; i++) {
            for(let j = 0; j < state[i].length; j++) {
                if(state[j][i] == ENEMY) {
                    return {i: i, j: j};
                }
            }
        }
    }
    
    solve(node) {
        if (node === null) return null; // if no solution return null
        let directions = [];
        while(node.parent != null) {
            directions.unshift(node.direction);
            path.unshift(this.findEnemy(node.state));
            node = node.parent;
        }
        return directions;
    }

    calcSolution() {
        this.solution = this.solve(this.search());
        if(this.solution === null) {
            console.log('No solutions...');
            AB.world.noSolution();
        }
    }

    distance(state) {
        let d = Math.abs(ai - this.randomPuzzle.ex + Math.abs(aj - this.randomPuzzle.ey));
        return d;
    }
    
    createCoordsMap(state) {
        let m = [];
        for(let i = 0; i < Math.pow(this.dimension,2); i++) {
            m[i] = this.getCoord(i, state);
        }
        return m;
    }

    getCoord(num, state) {
        for(let i = 0; i < this.dimension; i++) {
            for(let j = 0; j < this.dimension; j++) {
                if(state[i][j] == num) return {x: i, y: j};
            }
        }
    }

    /**
     * @returns the average number of branches expanded
     */
    getAverageExpansion() {
        return this.nodeCreated/this.iterationsCount;
    }

}
/* SEARCH ENDS */
/* GRAPHICS */
let drawpathline;
function showPath(e) {
    if(drawpathline !== undefined)
        ABWorld.scene.remove(drawpathline);
    let line = new THREE.LineDashedMaterial({
        color: "green",
        linewidth: squaresize/2
    });
    var t, i, r = [];
    for (c = e.length; c > 0; c--) t = e[c - 1].i, i = e[c - 1].j, r.push(translate(t, i));
    var n = (new THREE.BufferGeometry).setFromPoints(r),
        o = new THREE.Line(n, line);
        ABWorld.scene.add(o);
    return o;
}
/* END GRAPHICS */



// --- take actions -----------------------------------
function moveLogicalEnemy() {
    /* INSTANCE OF SEARCH */
    let astar = new BestFirstSolver(new Puzzle(GRID, ei, ej), new Puzzle(GRID, ai, aj), 1000000);
    //cnsole.log('Shortest way from: ', astar.randomPuzzle.cell, 'to: ', astar.goal, 'x:',ai, 'y:', aj);
    astar.calcSolution();
    //cnsole.log('Solution: ', astar.solution);
    //cnsole.log(astar.nodeCreated);
    drawpathline = showPath(path);
    
    if(path.length > 1) {//avoid enemy to jump over agent
        ei = path[0].i;
        ej = path[0].j;
    }
    
    path = [];
    //AB.controlPause();
}
/*
function moveLogicalEnemy()
{ 
// move towards agent 
// put some randomness in so it won't get stuck with barriers 

 var i, 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 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.noSolution = function()
{
  if ( AB.abortRun ) AB.msg ( " <br> <font color=red> <B> No admissible solution. </B> </font>   ", 3  );
  else    				AB.msg ( " <br> <font color=green> <B> Run over. </B> </font>   ", 3  );
};

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 
}