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import { Villager } from './routines.js';

/**
 * Environmental Interaction System for Villager AI
 * 
 * This implementation handles how villagers interact with their environment,
 * including resource gathering and building usage.
 */
class EnvironmentInteractionSystem {
    constructor() {
        this.resources = new Map(); // Map of resource IDs to resource objects
        this.buildings = new Map(); // Map of building IDs to building objects
    }

    /**
     * Add a resource to the environment
     * @param {string} id - Resource identifier
     * @param {Resource} resource - Resource object
     */
    addResource(id, resource) {
        this.resources.set(id, resource);
    }

    /**
     * Add a building to the environment
     * @param {string} id - Building identifier
     * @param {Building} building - Building object
     */
    addBuilding(id, building) {
        this.buildings.set(id, building);
    }

    /**
     * Find the nearest resource of a specific type
     * @param {Array} position - Search position [x, y, z]
     * @param {string} type - Resource type
     * @returns {Resource|null} Nearest resource or null if none found
     */
    findNearestResource(position, type) {
        let nearest = null;
        let minDistance = Infinity;

        for (const [id, resource] of this.resources) {
            if (resource.type === type && resource.amount > 0) {
                const distance = this.calculateDistance(position, resource.position);
                if (distance < minDistance) {
                    minDistance = distance;
                    nearest = resource;
                }
            }
        }

        return nearest;
    }

    /**
     * Find the nearest building of a specific type
     * @param {Array} position - Search position [x, y, z]
     * @param {string} type - Building type
     * @returns {Building|null} Nearest building or null if none found
     */
    findNearestBuilding(position, type) {
        let nearest = null;
        let minDistance = Infinity;

        for (const [id, building] of this.buildings) {
            if (building.type === type) {
                const distance = this.calculateDistance(position, building.position);
                if (distance < minDistance) {
                    minDistance = distance;
                    nearest = building;
                }
            }
        }

        return nearest;
    }

    /**
     * Calculate distance between two points
     * @param {Array} pos1 - First position [x, y, z]
     * @param {Array} pos2 - Second position [x, y, z]
     * @returns {number} Distance between points
     */
    calculateDistance(pos1, pos2) {
        return Math.sqrt(
            Math.pow(pos1[0] - pos2[0], 2) +
            Math.pow(pos1[1] - pos2[1], 2) +
            Math.pow(pos1[2] - pos2[2], 2)
        );
    }

    /**
     * Gather a resource
     * @param {Villager} villager - Villager gathering the resource
     * @param {Resource} resource - Resource to gather
     * @returns {boolean} True if successful
     */
    gatherResource(villager, resource) {
        if (!resource || resource.amount <= 0) return false;

        // Check if villager is close enough to gather
        if (this.calculateDistance(villager.position, resource.position) > resource.gatherRadius) {
            return false;
        }

        // Gather the resource
        const amount = Math.min(resource.gatherAmount, resource.amount);
        resource.amount -= amount;
        villager.inventory.add(resource.type, amount);

        return true;
    }

    /**
     * Use a building
     * @param {Villager} villager - Villager using the building
     * @param {Building} building - Building to use
     * @returns {boolean} True if successful
     */
    useBuilding(villager, building) {
        if (!building) return false;

        // Check if villager is close enough to use
        if (this.calculateDistance(villager.position, building.position) > building.useRadius) {
            return false;
        }

        // Use the building
        return building.use(villager);
    }
}

/**
 * Resource class
 */
class Resource {
    constructor(id, type, position, amount, gatherRadius = 2, gatherAmount = 1) {
        this.id = id;
        this.type = type; // 'wood', 'stone', 'food', etc.
        this.position = position;
        this.amount = amount;
        this.gatherRadius = gatherRadius;
        this.gatherAmount = gatherAmount;
    }
}

/**
 * Building class
 */
class Building {
    constructor(id, type, position, useRadius = 3) {
        this.id = id;
        this.type = type; // 'house', 'workshop', 'market', etc.
        this.position = position;
        this.useRadius = useRadius;
        this.occupancy = 0;
        this.maxOccupancy = 1;
    }

    /**
     * Use the building
     * @param {Villager} villager - Villager using the building
     * @returns {boolean} True if successful
     */
    use(villager) {
        if (this.occupancy >= this.maxOccupancy) return false;

        this.occupancy++;
        // Simulate building usage
        setTimeout(() => {
            this.occupancy--;
        }, 5000); // Occupied for 5 seconds

        return true;
    }
}

/**
 * Villager inventory system
 */
class Inventory {
    constructor() {
        this.items = new Map(); // Map of item types to quantities
    }

    /**
     * Add items to inventory
     * @param {string} type - Item type
     * @param {number} amount - Amount to add
     */
    add(type, amount) {
        if (this.items.has(type)) {
            this.items.set(type, this.items.get(type) + amount);
        } else {
            this.items.set(type, amount);
        }
    }

    /**
     * Remove items from inventory
     * @param {string} type - Item type
     * @param {number} amount - Amount to remove
     * @returns {boolean} True if successful
     */
    remove(type, amount) {
        if (!this.items.has(type)) return false;

        const current = this.items.get(type);
        if (current < amount) return false;

        this.items.set(type, current - amount);
        if (this.items.get(type) === 0) {
            this.items.delete(type);
        }

        return true;
    }

    /**
     * Get item count
     * @param {string} type - Item type
     * @returns {number} Item count
     */
    getCount(type) {
        return this.items.get(type) || 0;
    }
}

// Add inventory to Villager class
Villager.prototype.inventory = new Inventory();

export { EnvironmentInteractionSystem, Resource, Building, Inventory, Villager };