Spaces:
Running
Running
File size: 22,166 Bytes
a32dc8b |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 |
// Using globally available THREE from script tag in index.html
import VillageAISystem from './src/ai/main.js';
/**
* Medieval Village AI System - Three.js Visualization Application
*
* This application demonstrates the village AI system with real-time 3D visualization
* using Three.js. It shows villagers moving around, performing activities, and interacting
* with their environment.
*/
class VillageVisualizationApp {
constructor() {
this.scene = null;
this.camera = null;
this.renderer = null;
this.controls = null;
this.aiSystem = null;
// 3D Objects
this.villagerMeshes = new Map();
this.buildingMeshes = new Map();
this.resourceMeshes = new Map();
this.pathLines = new Map();
// UI Elements
this.uiElements = {};
this.selectedVillager = null;
this.timeSpeed = 1.0;
this.showPaths = true;
// Animation
this.clock = new THREE.Clock();
this.lastTime = 0;
this.frameCount = 0;
this.fps = 0;
this.init();
}
/**
* Initialize the application
*/
init() {
console.log('Initializing Village Visualization App...');
this.initThreeJS();
this.initAI();
this.initUI();
this.createEnvironment();
this.createInitialVillagers();
this.animate();
console.log('Village Visualization App initialized successfully');
}
/**
* Initialize Three.js scene, camera, and renderer
*/
initThreeJS() {
console.log('Initializing Three.js...');
// Scene
this.scene = new THREE.Scene();
this.scene.background = new THREE.Color(0x87CEEB); // Sky blue
console.log('Scene created');
// Camera
this.camera = new THREE.PerspectiveCamera(
75,
window.innerWidth / window.innerHeight,
0.1,
1000
);
this.camera.position.set(20, 20, 20);
this.camera.lookAt(0, 0, 0);
console.log('Camera created');
// Renderer
this.renderer = new THREE.WebGLRenderer({ antialias: true });
this.renderer.setSize(window.innerWidth, window.innerHeight);
this.renderer.shadowMap.enabled = true;
this.renderer.shadowMap.type = THREE.PCFSoftShadowMap;
console.log('Renderer created');
// Add to DOM
const container = document.getElementById('container');
if (container) {
container.appendChild(this.renderer.domElement);
console.log('Renderer added to DOM');
} else {
console.error('Container element not found!');
}
// Controls
console.log('Initializing controls...');
console.log('THREE.OrbitControls:', typeof THREE !== 'undefined' ? THREE.OrbitControls : 'undefined');
try {
// Check if OrbitControls is available globally
if (typeof THREE !== 'undefined' && typeof THREE.OrbitControls !== 'undefined') {
console.log('Creating OrbitControls instance from global THREE object...');
this.controls = new THREE.OrbitControls(this.camera, this.renderer.domElement);
console.log('OrbitControls instance created:', this.controls);
this.controls.enableDamping = true;
this.controls.dampingFactor = 0.05;
this.controls.enableZoom = true;
this.controls.enablePan = true;
console.log('OrbitControls initialized successfully');
} else {
console.warn('OrbitControls is not available');
this.controls = null;
}
} catch (error) {
console.warn('Error initializing OrbitControls:', error);
this.controls = null;
}
// Lighting
this.addLighting();
// Ground plane
this.createGround();
// Grid helper
const gridHelper = new THREE.GridHelper(100, 100, 0x444444, 0x222222);
this.scene.add(gridHelper);
// Handle window resize
window.addEventListener('resize', () => this.onWindowResize());
window.addEventListener('keydown', (event) => this.onKeyDown(event));
this.renderer.domElement.addEventListener('click', (event) => this.onMouseClick(event));
}
/**
* Add lighting to the scene
*/
addLighting() {
// Ambient light
const ambientLight = new THREE.AmbientLight(0x404040, 0.6);
this.scene.add(ambientLight);
// Directional light (sun)
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
directionalLight.position.set(10, 10, 5);
directionalLight.castShadow = true;
directionalLight.shadow.mapSize.width = 2048;
directionalLight.shadow.mapSize.height = 2048;
directionalLight.shadow.camera.near = 0.5;
directionalLight.shadow.camera.far = 50;
this.scene.add(directionalLight);
}
/**
* Create ground plane
*/
createGround() {
const groundGeometry = new THREE.PlaneGeometry(100, 100);
const groundMaterial = new THREE.MeshLambertMaterial({
color: 0x228B22,
transparent: true,
opacity: 0.8
});
const ground = new THREE.Mesh(groundGeometry, groundMaterial);
ground.rotation.x = -Math.PI / 2;
ground.receiveShadow = true;
this.scene.add(ground);
}
/**
* Initialize the AI system
*/
initAI() {
this.aiSystem = new VillageAISystem(this.scene);
}
/**
* Initialize UI event listeners
*/
initUI() {
// Get UI elements
this.uiElements = {
addVillagerBtn: document.getElementById('add-villager-btn'),
resetBtn: document.getElementById('reset-btn'),
timeSpeed: document.getElementById('time-speed'),
timeSpeedDisplay: document.getElementById('time-speed-display'),
showPaths: document.getElementById('show-paths'),
villagerCountDisplay: document.getElementById('villager-count-display'),
villagerCountStat: document.getElementById('villager-count-stat'),
gameTime: document.getElementById('game-time'),
fps: document.getElementById('fps'),
buildingCount: document.getElementById('building-count'),
resourceCount: document.getElementById('resource-count'),
villagerList: document.getElementById('villager-list')
};
// Add event listeners
this.uiElements.addVillagerBtn.addEventListener('click', () => this.addVillager());
this.uiElements.resetBtn.addEventListener('click', () => this.resetSimulation());
this.uiElements.timeSpeed.addEventListener('input', (e) => this.updateTimeSpeed(e.target.value));
this.uiElements.showPaths.addEventListener('change', (e) => this.togglePaths(e.target.checked));
}
/**
* Create the 3D environment (buildings and resources)
*/
createEnvironment() {
// Buildings are already created in the AI system
// We need to create 3D meshes for them
this.createBuildingMeshes();
this.createResourceMeshes();
}
/**
* Create 3D meshes for buildings
*/
createBuildingMeshes() {
const buildingGeometry = new THREE.BoxGeometry(3, 3, 3);
const materials = {
house: new THREE.MeshLambertMaterial({ color: 0x8B4513 }),
workshop: new THREE.MeshLambertMaterial({ color: 0x696969 }),
market: new THREE.MeshLambertMaterial({ color: 0xFFD700 })
};
for (const [id, building] of this.aiSystem.environmentSystem.buildings) {
const material = materials[building.type] || materials.house;
const mesh = new THREE.Mesh(buildingGeometry, material);
mesh.position.set(building.position[0], building.position[1], building.position[2]);
mesh.position.y = 1.5; // Half height
mesh.castShadow = true;
mesh.receiveShadow = true;
// Add building label
const label = this.createTextSprite(building.type);
label.position.set(0, 2.5, 0);
mesh.add(label);
this.buildingMeshes.set(id, mesh);
this.scene.add(mesh);
}
this.updateBuildingCount();
}
/**
* Create 3D meshes for resources
*/
createResourceMeshes() {
const resourceGeometry = new THREE.CylinderGeometry(0.5, 0.5, 2);
const materials = {
wood: new THREE.MeshLambertMaterial({ color: 0x8B4513 }),
stone: new THREE.MeshLambertMaterial({ color: 0x708090 }),
food: new THREE.MeshLambertMaterial({ color: 0x32CD32 })
};
for (const [id, resource] of this.aiSystem.environmentSystem.resources) {
const material = materials[resource.type] || materials.wood;
const mesh = new THREE.Mesh(resourceGeometry, material);
mesh.position.set(resource.position[0], resource.position[1], resource.position[2]);
mesh.position.y = 1; // Half height
mesh.castShadow = true;
mesh.receiveShadow = true;
// Add resource label
const label = this.createTextSprite(`${resource.type} (${resource.amount})`);
label.position.set(0, 1.5, 0);
mesh.add(label);
this.resourceMeshes.set(id, mesh);
this.scene.add(mesh);
}
this.updateResourceCount();
}
/**
* Create initial villagers
*/
createInitialVillagers() {
// Create a few initial villagers at random positions
const positions = [
[0, 0, 0],
[5, 0, 5],
[-3, 0, -3]
];
positions.forEach((position, index) => {
this.createVillager(`villager${index + 1}`, position);
});
}
/**
* Create a new villager
*/
createVillager(id, position) {
const villager = this.aiSystem.createVillager(id, position);
this.createVillagerMesh(villager);
this.updateVillagerCount();
return villager;
}
/**
* Create 3D mesh for a villager
*/
createVillagerMesh(villager) {
// Create villager geometry (sphere)
const geometry = new THREE.SphereGeometry(0.5, 16, 16);
const material = new THREE.MeshLambertMaterial({
color: this.getStateColor(villager.state)
});
const mesh = new THREE.Mesh(geometry, material);
mesh.position.set(villager.position[0], villager.position[1], villager.position[2]);
mesh.position.y = 0.5; // Half height
mesh.castShadow = true;
mesh.receiveShadow = true;
// Add villager ID label
const label = this.createTextSprite(villager.id);
label.position.set(0, 1.2, 0);
mesh.add(label);
// Store reference to villager in mesh
mesh.userData.villager = villager;
this.villagerMeshes.set(villager.id, mesh);
this.scene.add(mesh);
}
/**
* Get color for villager state
*/
getStateColor(state) {
const colors = {
sleep: 0x7f8c8d, // Gray
work: 0xe74c3c, // Red
eat: 0xf39c12, // Orange
socialize: 0x9b59b6, // Purple
idle: 0x95a5a6 // Light gray
};
return colors[state] || colors.idle;
}
/**
* Create a text sprite for labels
*/
createTextSprite(text) {
const canvas = document.createElement('canvas');
const context = canvas.getContext('2d');
canvas.width = 256;
canvas.height = 128;
context.fillStyle = 'rgba(0, 0, 0, 0.8)';
context.fillRect(0, 0, canvas.width, canvas.height);
context.fillStyle = 'white';
context.font = '32px Arial';
context.textAlign = 'center';
context.textBaseline = 'middle';
context.fillText(text, canvas.width / 2, canvas.height / 2);
const texture = new THREE.CanvasTexture(canvas);
const spriteMaterial = new THREE.SpriteMaterial({
map: texture,
transparent: true
});
const sprite = new THREE.Sprite(spriteMaterial);
sprite.scale.set(3, 1.5, 1);
return sprite;
}
/**
* Add a new villager via UI
*/
addVillager() {
const villagerCount = this.villagerMeshes.size;
const id = `villager${villagerCount + 1}`;
// Random position within bounds
const position = [
(Math.random() - 0.5) * 40,
0,
(Math.random() - 0.5) * 40
];
this.createVillager(id, position);
}
/**
* Reset the simulation
*/
resetSimulation() {
// Clear all villagers
for (const [id, mesh] of this.villagerMeshes) {
this.scene.remove(mesh);
}
this.villagerMeshes.clear();
// Clear path lines
for (const [id, line] of this.pathLines) {
this.scene.remove(line);
}
this.pathLines.clear();
// Reset AI system
this.aiSystem = new VillageAISystem(this.scene);
this.createEnvironment();
// Clear selection
this.selectedVillager = null;
this.updateVillagerInfo();
this.updateVillagerCount();
}
/**
* Update time speed
*/
updateTimeSpeed(speed) {
this.timeSpeed = parseFloat(speed);
this.uiElements.timeSpeedDisplay.textContent = `${speed}x`;
}
/**
* Toggle path visibility
*/
togglePaths(show) {
this.showPaths = show;
for (const [id, line] of this.pathLines) {
line.visible = show;
}
}
/**
* Handle window resize
*/
onWindowResize() {
this.camera.aspect = window.innerWidth / window.innerHeight;
this.camera.updateProjectionMatrix();
this.renderer.setSize(window.innerWidth, window.innerHeight);
}
/**
* Handle keyboard input
*/
onKeyDown(event) {
console.log('Key pressed:', event.code);
const speed = 0.5;
// Handle keyboard input directly for camera movement
// Even when OrbitControls are available, we want to handle WASD keys
switch (event.code) {
case 'KeyW':
this.camera.position.z -= speed;
this.camera.lookAt(0, 0, 0);
console.log('Moved camera forward');
break;
case 'KeyS':
this.camera.position.z += speed;
this.camera.lookAt(0, 0, 0);
console.log('Moved camera backward');
break;
case 'KeyA':
this.camera.position.x -= speed;
this.camera.lookAt(0, 0, 0);
console.log('Moved camera left');
break;
case 'KeyD':
this.camera.position.x += speed;
this.camera.lookAt(0, 0, 0);
console.log('Moved camera right');
break;
case 'Space':
this.camera.position.y += speed;
this.camera.lookAt(0, 0, 0);
console.log('Moved camera up');
break;
case 'ShiftLeft':
this.camera.position.y -= speed;
this.camera.lookAt(0, 0, 0);
console.log('Moved camera down');
break;
}
}
/**
* Handle mouse clicks for villager selection
*/
onMouseClick(event) {
const mouse = { x: 0, y: 0 };
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
const raycaster = new THREE.Raycaster();
raycaster.setFromCamera(mouse, this.camera);
const villagerMeshes = Array.from(this.villagerMeshes.values());
const intersects = raycaster.intersectObjects(villagerMeshes);
if (intersects.length > 0) {
const selectedMesh = intersects[0].object;
this.selectedVillager = selectedMesh.userData.villager;
this.updateVillagerInfo();
}
}
/**
* Update villager count display
*/
updateVillagerCount() {
const count = this.villagerMeshes.size;
this.uiElements.villagerCountDisplay.textContent = count;
this.uiElements.villagerCountStat.textContent = count;
}
/**
* Update building count display
*/
updateBuildingCount() {
const count = this.buildingMeshes.size;
this.uiElements.buildingCount.textContent = count;
}
/**
* Update resource count display
*/
updateResourceCount() {
const count = this.resourceMeshes.size;
this.uiElements.resourceCount.textContent = count;
}
/**
* Update villager information panel
*/
updateVillagerInfo() {
const villagerList = this.uiElements.villagerList;
if (!this.selectedVillager) {
villagerList.innerHTML = '<p>No villager selected</p>';
return;
}
const villager = this.selectedVillager;
villagerList.innerHTML = `
<div class="villager-item selected">
<div><strong>${villager.id}</strong></div>
<div>State: <span class="state-indicator state-${villager.state}"></span>${villager.state}</div>
<div>Position: (${villager.position[0].toFixed(1)}, ${villager.position[1].toFixed(1)}, ${villager.position[2].toFixed(1)})</div>
<div>Energy: ${villager.energy.toFixed(1)}%</div>
<div>Hunger: ${villager.hunger.toFixed(1)}%</div>
<div>Social Need: ${villager.socialNeed.toFixed(1)}%</div>
<div>Path Points: ${villager.path.length}</div>
</div>
`;
}
/**
* Update path visualization for a villager
*/
updatePathVisualization(villager) {
const villagerId = villager.id;
// Remove existing path line
if (this.pathLines.has(villagerId)) {
this.scene.remove(this.pathLines.get(villagerId));
this.pathLines.delete(villagerId);
}
// Create new path line if villager has a path
if (villager.path.length > 1) {
const geometry = new THREE.BufferGeometry();
const positions = [];
// Add current position
positions.push(villager.position[0], 0.1, villager.position[2]);
// Add path points
for (const point of villager.path) {
positions.push(point[0], 0.1, point[2]);
}
geometry.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3));
const material = new THREE.LineBasicMaterial({
color: this.getStateColor(villager.state),
linewidth: 3
});
const line = new THREE.Line(geometry, material);
line.visible = this.showPaths;
this.pathLines.set(villagerId, line);
this.scene.add(line);
}
}
/**
* Update game time display
*/
updateGameTime() {
const time = this.aiSystem.routineManager.currentTime;
const hours = Math.floor(time);
const minutes = Math.floor((time - hours) * 60);
this.uiElements.gameTime.textContent = `${hours}:${minutes.toString().padStart(2, '0')}`;
}
/**
* Update FPS counter
*/
updateFPS() {
this.frameCount++;
const currentTime = performance.now();
if (currentTime - this.lastTime >= 1000) {
this.fps = Math.round(this.frameCount * 1000 / (currentTime - this.lastTime));
this.frameCount = 0;
this.lastTime = currentTime;
this.uiElements.fps.textContent = this.fps;
}
}
/**
* Animation loop
*/
animate() {
requestAnimationFrame(() => this.animate());
const deltaTime = this.clock.getDelta() * this.timeSpeed;
// Update AI system
this.aiSystem.update(deltaTime);
// Update 3D visualization
this.updateVillagerMeshes();
this.updatePathVisualizations();
// Update UI
this.updateGameTime();
this.updateFPS();
this.updateVillagerInfo();
// Update controls
if (this.controls) {
// console.log('Updating controls');
this.controls.update();
}
// Render scene
if (this.renderer && this.scene && this.camera) {
this.renderer.render(this.scene, this.camera);
} else {
console.error('Missing renderer, scene, or camera for rendering');
}
}
/**
* Update villager mesh positions and colors
*/
updateVillagerMeshes() {
for (const [villagerId, mesh] of this.villagerMeshes) {
const villager = mesh.userData.villager;
// Update position
mesh.position.set(villager.position[0], villager.position[1], villager.position[2]);
mesh.position.y = 0.5;
// Update color based on state
const material = mesh.material;
const newColor = this.getStateColor(villager.state);
if (material.color.getHex() !== newColor) {
material.color.setHex(newColor);
}
}
}
/**
* Update all path visualizations
*/
updatePathVisualizations() {
for (const [villagerId, mesh] of this.villagerMeshes) {
const villager = mesh.userData.villager;
this.updatePathVisualization(villager);
}
}
}
// Initialize the application when the page loads
document.addEventListener('DOMContentLoaded', () => {
const app = new VillageVisualizationApp();
}); |