// 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} 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} 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;