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// No direct THREE.js import needed

/**
 * Daily Routine System for Villager AI
 * 
 * This implementation manages villager daily routines including work, rest, and social interactions.
 * It uses a schedule-based approach with some randomness to create natural-looking behavior.
 */

class DailyRoutineManager {
    constructor() {
        this.schedules = new Map(); // Map of villager IDs to schedules
        this.currentTime = 0; // In-game time in hours (0-24)
    }

    /**
     * Set a schedule for a villager
     * @param {string} villagerId - Villager identifier
     * @param {Array} schedule - Array of schedule entries
     */
    setSchedule(villagerId, schedule) {
        this.schedules.set(villagerId, schedule);
    }

    /**
     * Update the routine manager
     * @param {number} deltaTime - Time since last update in hours
     */
    update(deltaTime) {
        this.currentTime += deltaTime;
        if (this.currentTime >= 24) {
            this.currentTime -= 24; // Wrap around to next day
        }
    }

    /**
     * Get current activity for a villager
     * @param {string} villagerId - Villager identifier
     * @returns {Object} Current activity
     */
    getCurrentActivity(villagerId) {
        const schedule = this.schedules.get(villagerId);
        if (!schedule) return null;

        // Find the current activity based on time
        for (let i = schedule.length - 1; i >= 0; i--) {
            if (this.currentTime >= schedule[i].startTime) {
                return schedule[i];
            }
        }

        // If no activity found, return the last one (for times before first activity)
        return schedule[schedule.length - 1];
    }

    /**
     * Create a default schedule for a villager
     * @param {string} villagerId - Villager identifier
     * @param {Object} workLocation - Work location
     * @param {Object} homeLocation - Home location
     * @param {Array} socialLocations - Social locations
     */
    createDefaultSchedule(villagerId, workLocation, homeLocation, socialLocations) {
        const schedule = [
            { startTime: 0, activity: 'sleep', location: homeLocation },
            { startTime: 7, activity: 'eat', location: homeLocation },
            { startTime: 8, activity: 'work', location: workLocation },
            { startTime: 12, activity: 'eat', location: workLocation },
            { startTime: 13, activity: 'work', location: workLocation },
            { startTime: 17, activity: 'socialize', location: socialLocations[0] },
            { startTime: 19, activity: 'eat', location: homeLocation },
            { startTime: 20, activity: 'sleep', location: homeLocation }
        ];

        this.setSchedule(villagerId, schedule);
    }
}

/**
 * Villager class with routine-based behavior
 */
class Villager {
    constructor(id, position) {
        this.id = id;
        this.position = position;
        this.velocity = [0, 0, 0]; // Simple array instead of THREE.Vector3
        this.maxSpeed = 2;
        this.energy = 100;
        this.hunger = 0;
        this.socialNeed = 0;
        this.state = 'idle'; // idle, working, sleeping, eating, socializing
        this.path = [];
        this.avoidanceRadius = 2;
        this.avoidanceWeight = 1.5;
        this.steeringWeight = 1.0;
    }

    /**
     * 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)
        );
    }

    /**
     * Update villager state
     * @param {DailyRoutineManager} routineManager - Routine manager
     * @param {VillagePathfinder} pathfinder - Pathfinding system
     * @param {number} deltaTime - Time since last update
     */
    update(routineManager, pathfinder, deltaTime) {
        // Update needs
        this.updateNeeds(deltaTime);

        // Get current activity
        const activity = routineManager.getCurrentActivity(this.id);
        
        // Update state based on activity
        if (activity) {
            this.state = activity.activity;
            
            // If we have a location for this activity, pathfind to it
            if (activity.location && this.calculateDistance(this.position, activity.location) > 1) {
                this.path = pathfinder.findPath(this.position, activity.location);
            } else {
                this.path = [];
            }
        }
        
        // Perform state-specific actions
        switch (this.state) {
            case 'sleep':
                this.sleep(deltaTime);
                break;
            case 'work':
                this.work(deltaTime);
                break;
            case 'eat':
                this.eat(deltaTime);
                break;
            case 'socialize':
                this.socialize(deltaTime);
                break;
        }
    }

    /**
     * Update villager needs over time
     * @param {number} deltaTime - Time since last update
     */
    updateNeeds(deltaTime) {
        this.energy = Math.max(0, this.energy - 0.1 * deltaTime);
        this.hunger = Math.min(100, this.hunger + 0.05 * deltaTime);
        this.socialNeed = Math.min(100, this.socialNeed + 0.03 * deltaTime);
    }

    /**
     * Check if villager is tired
     * @returns {boolean} True if tired
     */
    isTired() {
        return this.energy < 20;
    }

    /**
     * Check if villager should work
     * @returns {boolean} True if should work
     */
    shouldWork() {
        return this.energy > 30 && this.hunger < 80;
    }

    /**
     * Check if villager should socialize
     * @returns {boolean} True if should socialize
     */
    shouldSocialize() {
        return this.energy > 40 && this.socialNeed > 50;
    }

    /**
     * Sleep action
     * @param {number} deltaTime - Time since last update
     */
    sleep(deltaTime) {
        this.energy = Math.min(100, this.energy + 0.5 * deltaTime);
    }

    /**
     * Work action
     * @param {number} deltaTime - Time since last update
     */
    work(deltaTime) {
        this.energy = Math.max(0, this.energy - 0.2 * deltaTime);
    }

    /**
     * Eat action
     * @param {number} deltaTime - Time since last update
     */
    eat(deltaTime) {
        this.hunger = Math.max(0, this.hunger - 0.8 * deltaTime);
    }

    /**
     * Socialize action
     * @param {number} deltaTime - Time since last update
     */
    socialize(deltaTime) {
        this.socialNeed = Math.max(0, this.socialNeed - 0.6 * deltaTime);
    }

    /**
     * Idle action
     */
    idle() {
        // Do nothing
    }
}

export { DailyRoutineManager, Villager };