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| // 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; |