Code viewer for World: Complex World (clone by Sa...



// Cloned by Samaksh Chandra on 19 Jul 2022 from World "Complex World" by Starter user 
// Please leave this clone trail here.
 
 
//For everywhere I have edited and inserted my code, I have used the text 'my code here'
//and to indicate the end to it, I have used the text 'my code ends'



// ==== Starter World =================================================================================================
// This code is designed for use on the Ancient Brain site.
// This code may be freely copied and edited by anyone on the Ancient Brain site.
// To include a working run of this program on another site, see the "Embed code" links provided on Ancient Brain.
// ====================================================================================================================



// =============================================================================================
// More complex starter World 
// 3d-effect Maze World (really a 2-D problem)
// Movement is on a semi-visible grid of squares 
//
// This more complex World shows:
// - Skybox
// - Internal maze (randomly drawn each time)
// - Enemy actively chases agent
// - Music/audio
// - 2D world (clone this and set show3d = false)
// - User keyboard control (clone this and comment out Mind actions to see)
// =============================================================================================


// =============================================================================================
// Scoring:
// Bad steps = steps where enemy is within one step of agent.
// Good steps = steps where enemy is further away. 
// Score = good steps as percentage of all steps.
//
// There are situations where agent is trapped and cannot move.
// If this happens, you score zero.
// =============================================================================================


 





// ===================================================================================================================
// === Start of tweaker's box ======================================================================================== 
// ===================================================================================================================

// The easiest things to modify are in this box.
// You should be able to change things in this box without being a JavaScript programmer.
// Go ahead and change some of these. What's the worst that could happen?


AB.clockTick       = 100;    

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

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

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



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

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


 const TEXTURE_WALL 	= '/uploads/starter/wall.jpg' ;
 const TEXTURE_MAZE 	= '/uploads/starter/my_maze.jpg' ;
 const TEXTURE_AGENT 	= '/uploads/starter/thief-cartoon.jpg' ;
 const TEXTURE_ENEMY 	= '/uploads/starter/police.jpg';
 
 //here I have changed the parameters of the world to my own images

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



	
	
//const gridsize = 20;                              // number of squares along side of world
//my code starts
const gridsize = 50;
//Changed the gridsize to 50 as instructed to do so

//const NOBOXES =  Math.trunc ( (gridsize * gridsize) / 10 );
		// density of maze - number of internal boxes
		// (bug) use trunc or can get a non-integer
		
const BOX_DEN = Math.trunc((gridsize*gridsize)/3);
//changed the box density to number of squares divided by 3
//BOX_DEN = Box Density
//my code ends

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"
                ];


// ===================================================================================================================
// === 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 world = new Array(gridsize);    //Used my own variable here

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;

//my code starts
var visited_trails = []             //these are the ways which have already been seen/visited by our algo/which will be seen by our algo
var unvisited_tracks = []           //these are the ways which have yet to be explored by our algo

//Next I will define the colors of the paths which will be tracked using our a* algo.
var track_lines = 'purple'
var blocked_cells_color = 'green'
var free_cells_color = 'white'
//my code ends

	
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;
}*/

//my code starts
//this is a class which has been created to define our world better by initialising some basic parameters
class define_parameters{
    //below defined is a constructor which determines the basic features of our grid matrix in which the game is being played
    constructor(start_point, end_point, dead_end){
        this.start_point = start_point;
        this.end_point = end_point;
        this.dead_end = dead_end;        //if there is no way ahead for the enemy
        this.adjacent_cells = [];        //we also need to keep track of the surrounding cells to know enemy's and agent's relative locations
        this.function_value = 0;        //f-value of the function
        this.heuristic_value = 0;
        this.cost_value = 0;
        this.former_cell = start_point;   //value cannot be defined right now
        //hence, at the start of the game it will point to null value.
    }
    //also adding a function which can tell if our enemy has encountered a dead_end
    am_i_stuck(){
        return this.dead_end;
        //dead_end equal to 0 means its not a dead end (False)
        //dead_end equal to 1 means it is a dead end (True)
    }
    
    plot_track_line_matrix(color_of_track_lines){
        this.structure = new THREE.BoxGeometry ( squaresize, 1, squaresize ); //keeping y as 1 where x and z are defined by squaresize respectively
        this.boundary = new Three.mesh(this.structure);
        this.boundary.position.copy(translate(this.i,this.j));  
        //translate is used to move the origin i units on x-axis and j units on y-axis to dynamically extend the boundary of the track lines as and when it progresses
        this.boundary.medium = new Three.MeshBasicMaterial();
        this.boundary.medium.track.setColorName(color_of_track_lines);
        ABWorld.scene.add(this.boundary);   //add the track boundary to the world
    }
    
    //defining a class function to set up the adjacent cells function
  attach_adjacent_cells(){
      var x = this.i;
      var y = this.j;
      
      if(x<gridsize-1){
          if(world[x+1][y].dead_end === true){       //checking if there is a dead end one square right to us
            //if there is, then break and do nothing 
          }
          else{
              this.adjacent_cells.push(world[x+1][y]);  //add the adjacent cell one square to the right
          }
      }
      else if(x>0){
          if(world[i-1][j].dead_end === true){      //checking if there is a dead end one square to the left
              //do nothing
          }
          else{
              this.adjacent_cells.push(world[i-1][y]);      //add the square one step to the left
          }
      }
      else if(y<gridsize-1){            
          if(world[x][y+1].dead_end === true){          //check if there is a dead_end one square to the top
              //do nothing
          }
          else{
              this.adjacent_cells.push(world[x][y+1]);      //add one square to the top
          }
      }
      else if(y>0){
          if(world[x][y-1].dead_end === true){      //check if there is a dead_end one square to the bottom
              //do nothing
          }
          else{
              this.adjacent_cells.push(world[x][y-1]);      //add one square to the bottom
          }
      }
  }
  //the function below removes any previous tracks
  //this will be called later on in our algo.
  pop_track(){
      ABWorld.scene.remove(this.boundary);
  }
//the class has fulfilled its purpose of defining the basic parameters of our world
//we can now exit it and write the heuristic function to calculate the manhattan distance
}

//this part of the code defines if we encounter a dead_end
//it is the same function as occupied(i,j). I have used it again by changing the name to add the dead_end feature
//and to rename the function without disrupting the original sanctity of the code on ancient brain. 
function find_dead_end(i,j){
    //i and j are the coordinates of our enemy in a 2D plane
    if( (ei == i) && (ej == j) ) return true;
    if( (ai == i) && (aj == j) ) return true;
    
    if(world[i][j].dead_end === true) return true;
    
    return false;
}

//my code ends
 
// 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++ ) 
		world[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 ) )
		{
			//world[i][j] = GRID_WALL;
			//my code here
			world[i][j] = new define_parameters(i,j,true);
			//my code ends
			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
   			//world[i][j] = GRID_BLANK;
   			//my code here
   			world[i][j] = new define_parameters(i,j,false);
   			//my code ends
		
   // 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);
			
	   	world[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 ( find_dead_end(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 ( find_dead_end(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 
  
  //my code starts
  //adding adjacent cells
  i = 0;
  while(i<gridsize){
      j = 0;
      while(j<gridsize){
          world[i][j].attach_adjacent_cells();
          j++;
      }
      i++;
  }
  //my code ends
  
  	 ABWorld.scene.background = new THREE.CubeTextureLoader().load ( SKYBOX_ARRAY, 	function() 
	 { 
		ABWorld.render(); 
	 
		AB.removeLoading();

		AB.runReady = true; 		// start the run loop
	 });
	 
	 
	 //my code here
	 var first_cell = world[ei][ej];
	 //setting up enemy at the first cell of the grid
	 var last_cell = world[ai][aj];
	 //setting up agent at the last cell of the grid
	 first_cell.dead_end = false;       //as there can be no dead_end encountered at the start
	 last_cell.dead_end = false;        //we don't want the agent to be stuck at the start of the game
	 
	 //at the start, all the tracks are open to exploration, so no preference can be decided here
	 //Therefore, we will push all the possible tracks to our unvisited_tracks stack
	 //which also includes information about the possible trails which can be visited by our algo at the start of the game
	 unvisited_tracks.push(first_cell);
	 
	 //my code ends
}

// --- draw moving objects -----------------------------------


function drawEnemy()		// given ei, ej, draw it 
{
	theenemy.position.copy ( translate(ei,ej) ); 		  	// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates 

	ABWorld.lookat.copy ( theenemy.position );	 		// if camera moving, look back at where the enemy is  
}


function drawAgent()		// given ai, aj, draw it 
{
	theagent.position.copy ( translate(ai,aj) ); 		  	// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates 

	ABWorld.follow.copy ( theagent.position );			// follow vector = agent position (for camera following agent)
}

//my code here
//we need to define a function to remove the cell which is not required or which has already been traversed
function pop_element(stack, item){
    iterable = stack.length;
    iterable = iterable-1;
    while(iterable>=0){
        if(stack[iterable] == item){
            stack.splice(iterable,1);
            //remove one item from the index specified by iterable
            i = i-1;
        }
        else{
            i = i-1;
        }
    }
}

function calculate_heuristic_value(x,y){
    //we will be using the manhattan distance to calculate the heuristic value at each step
    var d1 = Math.abs(x.i-y.i);
    //calculate the distance on the x-axis
    var d2 = Math.abs(x.j-y.j);
    //calculate the distance on the y-axis
    var sum = d1+d2;    //manhattan distance
    return sum; //return the manhattan distance to calculate the heuristic
}

//Our A* algorithm will also need to encounter reinitialized parameters - meaning at every step the algorithm will calculate
//new tracks and so old tracks and their initialization will be of no use to us.

function return_to_original_state(){
    iterable_on_x = 0;
    while(iterable_on_x<gridsize){
        iterable_on_y = 0;
        while(iterable_on_y<gridsize){
            if(world[i][j].dead_end === false){
                world[i][j].function_value = 0;
                world[i][j].heuristic_value = 0;
                world[i][j].cost_value = 0;
                iterable_on_y++;
            }
            else{
                iterable_on_y++;
            }
        }
        iterable_on_x++;
    }
}

//now we have to write a function to erase the previous track which the algo followed
//because at every step, our algo has to check for new tracks to reach its goal.
var previous_track = [];
function redirect_enemy(){
    iterable = 0;
    while(iterable<previous_track.length){
        previous_track[iterable].pop_track(track_lines);    //the color of previous track will be passed in the a* algorithm below
        console.log('Pop the track and show color: ',previous_track[iterable]);
    }
}
//my code ends here
// --- take actions -----------------------------------

function moveLogicalEnemy()
{  
// move towards agent 
// put some randomness in so it won't get stuck with barriers 

//my code here
//here we begin writing the a* algorithm
//firstly we will start writing our algorithm by setting everything back to how it was
//that is, the original state
//this can be done by calling the function return_to_original_state()
return_to_original_state();
redirect_enemy();   //this is done to erase any previous tracks that might have been traversed.
//we have already initialized the first and the last cell of our world
//for simplicity purposes, we will do that again here locally else, the global initialization in the class will take care of it.
let first_cell_fixed = world[ei][ej];
//since a variable was already defined and we will use that to traverse, I defined a constant
	 //setting up enemy at the first cell of the grid
let last_cell_fixed = world[ai][aj];
//since a variable was already defined and we will use that to traverse, I defined a constant
//setting up agent at the last cell of the grid
// 	 first_cell.dead_end = false;       //as there can be no dead_end encountered at the start
// 	 last_cell.dead_end = false; 

unvisited_tracks = [first_cell_fixed];
//the first step of the path should be at the start at every restart of the game
//now we begin our loop for the a* algorithm
let current_track = [];
//to keep track of the current track the enemy is on
var counter = 0;
var minimum_function_value = 0;     //this is the f-value, and we will select the lowest f-value at every step.
var select_present_node = null; //this is to select the present node which our algo will go to.
while(counter>0){
    counter = unvisited_tracks.length;
    if(counter>0){
        var local_iter = 0;
        while(local_iter<counter){
            if(unvisited_tracks[local_iter].function_value < unvisited_tracks[minimum_function_value].function_value){
                minimum_function_value = local_iter;
            }
            local_iter++;
        }
        
        //now we will assign the lowest function value to the next potential node
        select_present_node = unvisited_tracks[minimum_function_value];
        //point to note is that here our loop can end as if the present node is the last cell in our world
        //then our algo ends there
        if(select_present_node === last_cell){
            console.log('The enemy has caught the agent');
            break;
        }
        else{
            //now if it was not our last cell of the world, then it means that we have already visited that node
            //so it no longer needs to be in visited_trails
            //instead we shift it to visited_trails and let our algo know that 
            pop_element(unvisited_tracks, select_present_node);
            visited_trails.push(select_present_node);
        }
        //Having defined the tracks already gone by and the one's to look at
        //The next step is to look at all the adjacent cells
        //and from there define where our enemy is likely to go 
        var adjacent_cells = select_present_node.adjacent_cells;
        //having represented all the adjacent cells, we have to select the one having the minimum function value
        sub_local_iter = 0;
        while(sub_local_iter<adjacent_cells.length){
            var store_current_cell = adjacent_cells[sub_local_iter];
            //if our node has not been traversed
            if(!visited_trails.includes(store_current_cell)){
                if(!store_current_cell.am_i_stuck()){
                    //now we can derive the cost value of the function as we are not at a dead end 
                    //and our enemy has not visited the current node
                    var local_cost = select_present_node.cost_value + heuristic(store_current_cell,select_present_node);
                    //We have to check if this path is feasible to traverse
                    var potential_track = false;
                    //now we will check which unvisited tracks include the adjacent cells we added to traverse
                    if(unvisited_tracks.includes(store_current_cell)){
                        //check if for any track the cost value is lower
                        if(local_cost<store_current_cell.cost_value){
                            //assign that value to the local cost and update cost value of the function
                            store_current_cell.cost_value = local_cost;
                            //we have found a new track hence set the value of potential track to true
                            potential_track = true;
                            
                        }
                    }
                    else{
                        //in case we do not find any new track, assign the same track value to the cost function
                        //and update the track to unvisited tracks
                        store_current_cell.cost_value = local_cost;
                        //change value of potential track to true
                        potential_track = true;
                        //then push the current cell to the unvisited track
                        //note that in previous step we were not adding the cell to the unvisited_tracks
                        //here we are doing that because the cost value is lesser, and the track has not been visited
                        //hence, setting potential track value to true
                        unvisited_track.push(store_current_cell);
                    }
                    //with the knowledge that now we have written a case which will give us a better path
                    if(potential_track){
                        //define new heuristic for the distance from adjacent cell to the last cell
                        store_current_cell.heuristic_value = heuristic(store_current_cell,last_cell);
                        store_current_cell.function_value = store_current_cell.cost_value + store_current_cell.heuristic_value;
                        //after this step, instruct the enemy to assign the former cell as the present one
                        store_current_cell.former_cell = select_present_node;
                    }
                }
            }
        }
    }
}
}
//I have completed the logic for the a* algorithm
//Next, I mention what the enemy will do if it comes across a path which is not feasible
//and it realises so later on so it has to backtrack it's progress
//it has to do this step by step, one cell at a time
var backtrack_quotient = select_present_node;
//start with the present cell
//add the present cell to the current track 
current_track.push(backtrack_quotient);
//then loop it to allow it to find previous cells on it's own
while(backtrack_quotient.former_cell){
    //till the time backtrack process holds true
    current_track.push(backtrack_quotient.former_cell);
    //reset the backtrack quotient to the former cell value
    backtrack_quotient = backtrack_quotient.former_cell;
}
//there is another perspective through which we can look at our back track (the previous track) as 
//the one we are currently traversing (the front track)
current_track.reverse();
//hence, we will reverse the direction of traversal
previous_track = current_track;
//the previous track which our enemy had traversed now becomes the current track we are trying to go back to
//using the starting point as the agent location
if(current_track[current_track.length - 1].start_point == ai){
    if(current_track[current_track.length - 1].end_point == aj){
        local_iter = 0;
        while(local_iter<=current_track.length - 1){
            local_iter++;
            //draw the track lines using current track that the enemy is on
            current_track[local_iter].plot_track_line_matrix(track_lines);
            //let's print it on our console for debugging purposes
            console.log('track line: ',current_track[local_iter]);
        }
        //if there are more than two cells to traverse in our backward direction
        if(current_track.length>2){
            start_point = current_track[1].start_point;
            end_point = current_track[1].end_point;
        }
        else{
            start_point = ei;
            end_point = ej;
        }
        //if the enemy does not encounter a dead end, it can move in any direction
        if(!find_dead_end(start_point,end_point)){
            ei = start_point;
            ej = end_point;
        }
    }
}




 /*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 ( ! find_dead_end(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 ( ! find_dead_end(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 ( 	find_dead_end (ai-1,aj) 		&& 
		find_dead_end (ai+1,aj)		&&
		find_dead_end (  ai,aj+1)		&&
		find_dead_end (  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 
}