Code viewer for World: Complex World backup
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/makarand/1699104996.png' ;
const TEXTURE_MAZE 	= 'uploads/makarand/1699105406.png' ;
const TEXTURE_AGENT 	= 'uploads/makarand/1699105680.png' ;
const TEXTURE_ENEMY 	= 'uploads/makarand/1699105523.png' ;


// credits:
// https://en.wikipedia.org/wiki/Mortal_Kombat
// https://stock.adobe.com/ie/images/wall-of-blue-ice-bricks-and-blocks-background-texture/292183611
// https://www.pinterest.ie/pin/pinterest--110338259615615349/
// https://mortalkombatxinfo.weebly.com/scorpion.html
 
const MUSIC_BACK  = 'uploads/makarand/01MortalKombat1ThemeArcadeKollectionMix.mp3' ;
const SOUND_ALARM = 'uploads/makarand/FinishHimMortalKombat-QuickSounds.com.mp3' ;

// credits:
// https://downloads.khinsider.com/game-soundtracks/album/mortal-kombat-arcade-kollection-original-game-soundtrack
// https://quicksounds.com/sound/77/finish-him-mortal-kombat

//Makarand : Increasing the size to 50
const gridsize = 50;						// number of squares along side of world	   

//Makarand : Increasing the number of boxes 
const NOBOXES =  Math.trunc ( (gridsize * gridsize) / 5  ); 
		// 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




// 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"
                ];
				


//--- 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);			

var theagent, theenemy;
var wall_texture, agent_texture, enemy_texture, maze_texture; 

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

var openSet=[];
var closeSet=[];
var start, end;
var path = [];
var draw_path = [];

var badsteps;
var goodsteps;

function loadResources()		// asynchronous file loads - call initScene() when all finished 
{
	var loader1 = new THREE.TextureLoader();
	var loader2 = new THREE.TextureLoader();
	var loader3 = new THREE.TextureLoader();
	var loader4 = new THREE.TextureLoader();

	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 drawEnemy()		
{
	theenemy.position.copy ( translate(ei,ej) ); 		  	 
	ABWorld.lookat.copy ( theenemy.position );	 		 
}


function drawAgent()		 
{
	theagent.position.copy ( translate(ai,aj) ); 
	ABWorld.follow.copy ( theagent.position );
}

function asynchFinished()		 // all file loads returned 
{
	if ( wall_texture && agent_texture && enemy_texture && maze_texture)   
	    return true; 
	else 
	    return false;
}	


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].value == GRID_WALL ) return true;		// fixed objects	 
    if ( GRID[i][j].value == 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;
}


// Makarand : Function to pop element from array
function removeFromArray(arr, elt) 
{
    for (var i = arr.length - 1; i >= 0; i--)
    {
        if (arr[i] == elt) 
        {
            arr.splice(i, 1);
        }
    }
}


// Makarand : Heuristic function
function heuristic(a, b) 
{
    return ( Math.abs(a.i - b.i) + Math.abs(a.j - b.j) );
}

//Makarand : Creating spot function which is a constructor
function Spot(i, j) 
{
    this.value=0;

    this.i = i;
    this.j = j;

    this.f = 0;
    this.g = 0;
    this.h = 0;

    this.neighbors = [];
    this.previous = undefined;

    this.addNeighbors = function(grid) 
    {
        var i = this.i;
        var j = this.j;
        
        if (i < gridsize - 1)   
            this.neighbors.push(grid[i + 1][j]);
        if (i > 0)          
            this.neighbors.push(grid[i - 1][j]);
        if (j < gridsize - 1)   
            this.neighbors.push(grid[i][j + 1]);
        if (j > 0)          
            this.neighbors.push(grid[i][j - 1]);
    }
}



function initScene()		
{
	var i,j, shape, thecube;
	
// Makarand : Creating Array for the GRID and adding neighbors
	for ( i = 0; i < gridsize ; i++ ) 
	    GRID[i] = new Array(gridsize);		 
    
    for (i = 0; i < gridsize; i++) 
        for (j = 0; j < gridsize; j++) 
            GRID[i][j] = new Spot(i, j);
    
    for (i = 0; i < gridsize; i++) 
        for (j = 0; j < gridsize; j++) 
            GRID[i][j].addNeighbors(GRID);


    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].value = 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].value = GRID_BLANK;
		
   
    for ( var c=1 ; c <= NOBOXES/2 ; c++ )
	{
		i = AB.randomIntAtoB(1,gridsize-2);		// inner squares are 1 to gridsize-1
		j = AB.randomIntAtoB(1,gridsize-2);
			
		GRID[i][j].value = 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;
	 
	 openSet.push(GRID[ei][ej]); //Makarand : Updating open set with enemy initial location
	 
	 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;
     closeSet = [];  // Makarand : Making close set empty
     
	 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
	});
}

// Makarand : Function to create path
//credits : tried to repicate from above code 
function drawPath(path,draw_path)
{
    var shape, thepath;
    for (var i = 0; i < path.length; i++) 
    {
        shape    = new THREE.BoxGeometry (squaresize,BOXHEIGHT/3,squaresize)	// Makarand : BOXHEGHT/3 because the path was covering the enemy	
        thepath  = new THREE.Mesh(shape);
		thepath.material = new THREE.MeshBasicMaterial( {color: 200 + (i*10), opacity : 0.5 , transparent : true} ); // Makarand : color keeps getting darker if the agent runs longer
		
		//Makarand : Credits https://stackoverflow.com/questions/11525513/creating-a-transparent-cylinder
			
		thepath.position.copy ( translate(path[i].i,path[i].j) ); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates 
		draw_path.push(thepath); //Makarand : to store 3d coordinates of path
		ABWorld.scene.add(thepath);
    }
};


//Makarand : Start of A * algorithm inside move logical enemy function
function moveLogicalEnemy()
{ 
    start=GRID[ei][ej];
    end=GRID[ai][aj];
    
     // Makarand : Clearing the openset closedset and path for each time when the function gets called 
    if (closeSet.length>0)
    {
        closeSet.splice(0,closeSet.length);
    }
    
    if (openSet.length>1)
    {
         openSet.splice(0,openSet.length);
         openSet.push(start);
    }
         
    if (path.length>0)
    {
        path.splice(0,path.length);
    }
    
    
    while (openSet.length > 0)
    {
        var winner = 0;
        
        for (var i = 0; i < openSet.length; i++)
        {
            if (openSet[i].f < openSet[winner].f) 
            {    
                winner = i;
            }
        }
            
        var current = openSet[winner];
        
        if (current === end) 
        {   
            var temp=current;
            while(temp.previous!=start)
            {
                temp=temp.previous;
                path.push(temp)
            }
            break;
        }
    
        removeFromArray(openSet, current);
        closeSet.push(current);
        
        //Makarand : To check all the neighbors
        
        var neighbors = current.neighbors; 
        for (var i = 0; i < neighbors.length; i++) 
        {
            var neighbor = neighbors[i];    
            
            if (!closeSet.includes(neighbor) && neighbor.value===0) 
            {
                var tempG = current.g + 1; 
                
                var newPath = false; 
                if (openSet.includes(neighbor)) 
                {
                    if (tempG < neighbor.g) 
                    {
                        neighbor.g = tempG;
                        newPath = true;
                    }
                }
                else 
                {
                    neighbor.g = tempG;
                    newPath = true;
                    openSet.push(neighbor);
                }
    
                if (newPath) 
                {
                    neighbor.h = heuristic(neighbor, end);
                    neighbor.f = neighbor.g + neighbor.h;
                    console.log(neighbor.f + "=" + neighbor.g + "+" +neighbor.h );
                    neighbor.previous = current;
                }
            }
        }
    }
    var i=temp.i;
    var j=temp.j;
    if ( ! occupied(i,j) )  	// if no obstacle then move, else just miss a turn
    {
        ei = i;
        ej = j;
    }
}

// Credits : https://thecodingtrain.com/challenges/51-a-pathfinding-algorithm

//Move the Agent
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();
   //Makarand : calling the drawPath function
   if (path.length>0){
    drawPath(path,draw_path);
   }
   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>Scorpion Wins</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 
}