Medieval-Village-AI / src /ai /pathfinding.js
6rz6
Add Medieval Village AI Emulator
a32dc8b
// Note: three-pathfinding is not available via CDN, using basic pathfinding instead
/**
* A* Pathfinding Implementation for Village Navigation
*
* This implementation uses a navigation mesh approach for efficient pathfinding
* in complex 3D environments like medieval villages.
*/
class VillagePathfinder {
constructor() {
// Simple pathfinding implementation without external library
this.zoneName = 'village';
}
/**
* Initialize the navigation mesh
* @param {Object} navMeshGeometry - The navigation mesh geometry
*/
initNavMesh(navMeshGeometry) {
// Store the navigation mesh for future use
this.navMesh = navMeshGeometry;
console.log('Navigation mesh initialized');
}
/**
* Find a path between two points
* @param {Array} start - Start position [x, y, z]
* @param {Array} end - End position [x, y, z]
* @returns {Array<Array>} Path as array of points [[x, y, z], ...]
*/
findPath(start, end) {
// Simple direct path for now
// In a real implementation, this would use A* algorithm
return [
[start[0], start[1], start[2]],
[end[0], end[1], end[2]]
];
}
/**
* Move an entity along a path
* @param {Object} entity - The entity to move
* @param {Array<Array>} path - Path to follow [[x, y, z], ...]
* @param {number} speed - Movement speed
* @param {number} deltaTime - Time since last frame
*/
moveAlongPath(entity, path, speed, deltaTime) {
if (path.length === 0) return;
const target = path[0];
const direction = this.normalize([
target[0] - entity.position[0],
target[1] - entity.position[1],
target[2] - entity.position[2]
]);
const moveDistance = speed * deltaTime;
// Move towards the target
entity.position[0] += direction[0] * moveDistance;
entity.position[1] += direction[1] * moveDistance;
entity.position[2] += direction[2] * moveDistance;
// Check if we've reached the target point
const distance = Math.sqrt(
Math.pow(entity.position[0] - target[0], 2) +
Math.pow(entity.position[1] - target[1], 2) +
Math.pow(entity.position[2] - target[2], 2)
);
if (distance < 0.1) {
path.shift(); // Remove the reached point
}
}
/**
* Normalize a vector
* @param {Array} vector - Vector to normalize [x, y, z]
* @returns {Array} Normalized vector [x, y, z]
*/
normalize(vector) {
const length = Math.sqrt(vector[0] * vector[0] + vector[1] * vector[1] + vector[2] * vector[2]);
if (length === 0) return [0, 0, 0];
return [vector[0] / length, vector[1] / length, vector[2] / length];
}
}
export default VillagePathfinder;