@directivegames/genesys.js 3.1.24

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Files changed (1501) hide show
  1. package/README.md +123 -0
  2. package/assets/animation-profiles/mixamo.skeleton-profile.json +63 -0
  3. package/assets/animation-profiles/rigify.skeleton-profile.json +61 -0
  4. package/assets/character/SKM_SB_MediumHuman.glb +0 -0
  5. package/assets/character/config/AnimationStateMachineComponent.md +107 -0
  6. package/assets/character/config/mannequin-anim.json +53 -0
  7. package/assets/character/mannequin.glb +0 -0
  8. package/assets/character/mannequinG.glb +0 -0
  9. package/assets/default.genesys-scene +194 -0
  10. package/assets/models/PickupActors/SM_Pickup_Health.glb +0 -0
  11. package/assets/models/PickupActors/SM_Pickup_Station.glb +0 -0
  12. package/assets/models/SM_Capsule.glb +0 -0
  13. package/assets/models/SM_ChamferCube.glb +0 -0
  14. package/assets/models/SM_Cone.glb +0 -0
  15. package/assets/models/SM_Cube.glb +0 -0
  16. package/assets/models/SM_Cylinder.glb +0 -0
  17. package/assets/models/SM_Plane.glb +0 -0
  18. package/assets/models/SM_Pyramid.glb +0 -0
  19. package/assets/models/SM_Sphere.glb +0 -0
  20. package/assets/models/SM_Torus.glb +0 -0
  21. package/assets/models/SM_Wedge.glb +0 -0
  22. package/assets/models/Weapons/SM_ShotGun_01.glb +0 -0
  23. package/assets/models/demo/Characters/Knightdude.glb +0 -0
  24. package/assets/models/demo/Characters/Spacedude.glb +0 -0
  25. package/assets/models/demo/LowPoly/SM_Bush01.glb +0 -0
  26. package/assets/models/demo/LowPoly/SM_Bush02.glb +0 -0
  27. package/assets/models/demo/LowPoly/SM_Flower01.glb +0 -0
  28. package/assets/models/demo/LowPoly/SM_Flower02.glb +0 -0
  29. package/assets/models/demo/LowPoly/SM_Flower03.glb +0 -0
  30. package/assets/models/demo/LowPoly/SM_GeneratedLandscape.glb +0 -0
  31. package/assets/models/demo/LowPoly/SM_Grass01.glb +0 -0
  32. package/assets/models/demo/LowPoly/SM_Grass02.glb +0 -0
  33. package/assets/models/demo/LowPoly/SM_Grass03.glb +0 -0
  34. package/assets/models/demo/LowPoly/SM_Mushroom01.glb +0 -0
  35. package/assets/models/demo/LowPoly/SM_Mushroom02.glb +0 -0
  36. package/assets/models/demo/LowPoly/SM_MushroomCluster01.glb +0 -0
  37. package/assets/models/demo/LowPoly/SM_MushroomCluster02.glb +0 -0
  38. package/assets/models/demo/LowPoly/SM_Rock01.glb +0 -0
  39. package/assets/models/demo/LowPoly/SM_Rock02.glb +0 -0
  40. package/assets/models/demo/LowPoly/SM_Rock03.glb +0 -0
  41. package/assets/models/demo/LowPoly/SM_Rock04.glb +0 -0
  42. package/assets/models/demo/LowPoly/SM_Tree01.glb +0 -0
  43. package/assets/models/demo/LowPoly/SM_Tree02.glb +0 -0
  44. package/assets/models/demo/LowPoly/SM_Tree03.glb +0 -0
  45. package/assets/models/demo/LowPoly/SM_Tree04.glb +0 -0
  46. package/assets/models/demo/LowPoly/SM_TreeStump.glb +0 -0
  47. package/assets/models/demo/LowPoly/SM_TreeTrunk.glb +0 -0
  48. package/assets/models/demo/LowPoly/low_poly_ship_wreck.glb +0 -0
  49. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block.glb +0 -0
  50. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Dirt.glb +0 -0
  51. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02.glb +0 -0
  52. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02Patch.glb +0 -0
  53. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Gravel.glb +0 -0
  54. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Lava.glb +0 -0
  55. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_LavaStone.glb +0 -0
  56. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Sand.glb +0 -0
  57. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Stone.glb +0 -0
  58. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneA.glb +0 -0
  59. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneC.glb +0 -0
  60. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Wall.glb +0 -0
  61. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Water.glb +0 -0
  62. package/assets/models/demo/SandboxAsset/Characters/SKM_Arachnids_Large_Spider.glb +0 -0
  63. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_F01.glb +0 -0
  64. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_M01.glb +0 -0
  65. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_F01.glb +0 -0
  66. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_M01.glb +0 -0
  67. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_F01.glb +0 -0
  68. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_M01.glb +0 -0
  69. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_MediumHuman.glb +0 -0
  70. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Shaman.glb +0 -0
  71. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_01.glb +0 -0
  72. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_02.glb +0 -0
  73. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_03.glb +0 -0
  74. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_04.glb +0 -0
  75. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_01.glb +0 -0
  76. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_02.glb +0 -0
  77. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_03.glb +0 -0
  78. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_04.glb +0 -0
  79. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_05.glb +0 -0
  80. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_06.glb +0 -0
  81. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_07.glb +0 -0
  82. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud01.glb +0 -0
  83. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud_02.glb +0 -0
  84. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_AztecStatue.glb +0 -0
  85. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_01.glb +0 -0
  86. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_02.glb +0 -0
  87. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_03.glb +0 -0
  88. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_01.glb +0 -0
  89. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_02.glb +0 -0
  90. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_01.glb +0 -0
  91. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_02.glb +0 -0
  92. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Skull.glb +0 -0
  93. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_01.glb +0 -0
  94. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_02.glb +0 -0
  95. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Rubble_Skeleton_01.glb +0 -0
  96. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChest.glb +0 -0
  97. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChestSmall.glb +0 -0
  98. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Wall_Deco_01.glb +0 -0
  99. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_AngledWall.glb +0 -0
  100. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Arch.glb +0 -0
  101. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams.glb +0 -0
  102. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams02.glb +0 -0
  103. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Corner.glb +0 -0
  104. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_CornerB.glb +0 -0
  105. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor.glb +0 -0
  106. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor2.glb +0 -0
  107. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor3.glb +0 -0
  108. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_GrowingTree.glb +0 -0
  109. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_HalfFloor.glb +0 -0
  110. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_IronBucket.glb +0 -0
  111. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Pillar.glb +0 -0
  112. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Railing.glb +0 -0
  113. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_RoofWindow.glb +0 -0
  114. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Stairs01.glb +0 -0
  115. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Statue.glb +0 -0
  116. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall.glb +0 -0
  117. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall02.glb +0 -0
  118. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03.glb +0 -0
  119. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03B.glb +0 -0
  120. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall04.glb +0 -0
  121. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallB.glb +0 -0
  122. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallTrim.glb +0 -0
  123. package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_01.glb +0 -0
  124. package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_02.glb +0 -0
  125. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorA.glb +0 -0
  126. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorB.glb +0 -0
  127. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorA.glb +0 -0
  128. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorB.glb +0 -0
  129. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorA.glb +0 -0
  130. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorB.glb +0 -0
  131. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Beach_Grass.glb +0 -0
  132. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Birgaradier_Tree.glb +0 -0
  133. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Cactus_Long.glb +0 -0
  134. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_ElephantEar01.glb +0 -0
  135. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Fern01.glb +0 -0
  136. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_GrassPatch.glb +0 -0
  137. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Growing_Plant.glb +0 -0
  138. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Leaf_bush01.glb +0 -0
  139. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Middle_Moss.glb +0 -0
  140. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Oracle_Tree.glb +0 -0
  141. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Plant01.glb +0 -0
  142. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Tree01.glb +0 -0
  143. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_plant.glb +0 -0
  144. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_01.glb +0 -0
  145. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_02.glb +0 -0
  146. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_01.glb +0 -0
  147. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_02.glb +0 -0
  148. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeMiddle.glb +0 -0
  149. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingPlatform_01.glb +0 -0
  150. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingWall.glb +0 -0
  151. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_ObsidianTrap.glb +0 -0
  152. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Scull_Arrowshooter01.glb +0 -0
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  154. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Snakepit.glb +0 -0
  155. package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock01.glb +0 -0
  156. package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock02.glb +0 -0
  157. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_L.glb +0 -0
  158. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_R.glb +0 -0
  159. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Edge.glb +0 -0
  160. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_End01.glb +0 -0
  161. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Module.glb +0 -0
  162. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_01.glb +0 -0
  163. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_02.glb +0 -0
  164. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree01.glb +0 -0
  165. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree02.glb +0 -0
  166. package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_01.glb +0 -0
  167. package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_02.glb +0 -0
  168. package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_01.glb +0 -0
  169. package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_02.glb +0 -0
  170. package/assets/models/demo/SandboxAsset/Trees/SM_SB_TreeTrunk.glb +0 -0
  171. package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimA.glb +0 -0
  172. package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimB.glb +0 -0
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  181. package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_01.glb +0 -0
  182. package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_02.glb +0 -0
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  196. package/assets/prefabs/actors/demo_health_pickup.prefab.json +114 -0
  197. package/assets/prefabs/actors/demo_health_pickup_spawner.prefab.json +102 -0
  198. package/assets/prefabs/actors/test.prefab.json +87 -0
  199. package/assets/shaders/M_Anisotropy_Brushed.material.json +89 -0
  200. package/assets/shaders/M_Anisotropy_Radial.material.json +55 -0
  201. package/assets/shaders/M_Chrome.material.json +18 -0
  202. package/assets/shaders/M_Emissive_Blue.material.json +26 -0
  203. package/assets/shaders/M_Glass_Frosted.material.json +24 -0
  204. package/assets/shaders/M_Glass_ThinFilm.material.json +23 -0
  205. package/assets/shaders/M_Glossy_Grey.material.json +20 -0
  206. package/assets/shaders/M_Matte_White.material.json +20 -0
  207. package/assets/shaders/M_Metal_Anisotropic_Gold.material.json +31 -0
  208. package/assets/shaders/M_Metal_Anisotropic_Silver.material.json +31 -0
  209. package/assets/shaders/M_Metal_Brushed.material.json +61 -0
  210. package/assets/shaders/M_Paint_Clearcoat.material.json +28 -0
  211. package/assets/shaders/M_Stone_Mossy.material.json +153 -0
  212. package/assets/shaders/M_Stone_Mossy_Snow.material.json +151 -0
  213. package/assets/shaders/M_Toon_Anime.material.json +49 -0
  214. package/assets/shaders/M_Toon_Anime_5Step.material.json +45 -0
  215. package/assets/shaders/M_Toon_Cel.material.json +49 -0
  216. package/assets/shaders/M_Transmission.material.json +42 -0
  217. package/assets/shaders/M_Velvet_Blue.material.json +33 -0
  218. package/assets/shaders/M_Velvet_Purple.material.json +30 -0
  219. package/assets/shaders/M_Velvet_Red.material.json +33 -0
  220. package/assets/shaders/M_Wax_SSSLite.material.json +55 -0
  221. package/assets/shaders/matcap/M_Matcap_Blue.material.json +27 -0
  222. package/assets/shaders/matcap/M_Matcap_Rainbow.material.json +26 -0
  223. package/assets/shaders/matcap/M_Matcap_White.material.json +28 -0
  224. package/assets/sounds/birds.mp3 +0 -0
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  227. package/assets/sounds/laser.mp3 +0 -0
  228. package/assets/sounds/pickup.mp3 +0 -0
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  236. package/assets/textures/T_Grid_01.texture.json +7 -0
  237. package/assets/textures/T_Metal_Brushed_Normal.png +0 -0
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  247. package/assets/textures/T_Toon_Anime_4Step.png +0 -0
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@@ -0,0 +1,1656 @@
1
+ import * as ENGINE from 'genesys.js';
2
+ import * as THREE from 'three';
3
+ // All behavior tree classes are now available through ENGINE exports
4
+ /**
5
+ * Behavior Tree Demo
6
+ *
7
+ * This demo showcases the genesys.js behavior tree system with three NPCs:
8
+ *
9
+ * 1. Patrol NPC (Orange Ring): Uses programmatically created patrol behavior
10
+ * - Patrols between waypoints when player is far
11
+ * - Approaches and performs melee attacks when player is detected
12
+ * - Uses close-range melee combat instead of ranged attacks
13
+ *
14
+ * 2. Combat NPC (Red/Yellow Ring): Uses programmatically created combat behavior
15
+ * - Aggressive combat behavior with shooting and positioning
16
+ * - Flees when health drops below 50% (ring turns yellow)
17
+ * - Demonstrates health-based behavior switching
18
+ *
19
+ * 3. Aerial NPC (Dark Red Drone): Uses programmatically created aerial behavior
20
+ * - Floats in the air and hunts the player from above
21
+ * - Shoots at player when in line of sight
22
+ * - Searches around last known position when player is hidden
23
+ * - Wanders randomly in the sky when no player information available
24
+ * - Uses custom AerialMovementComponent (no navigation server)
25
+ *
26
+ * 4. Aerial Patrol NPC (Blue Drone): Uses programmatically created waypoint patrol
27
+ * - Flies in a circular pattern between predefined 3D waypoints
28
+ * - Demonstrates aerial waypoint navigation and cycling
29
+ * - Peaceful patrol behavior (no combat functionality)
30
+ * - Shows how to create aerial patrol routes in 3D space
31
+ *
32
+ * Key Features Demonstrated:
33
+ * - Programmatic behavior tree creation (no JSON files required)
34
+ * - Clean blackboard-only actor referencing (no direct actor references)
35
+ * - Direct numeric values for behavior parameters (no template resolution)
36
+ * - Complex behavior tree logic with conditions and sequences
37
+ * - Health-based behavior switching
38
+ * - Navigation and pathfinding integration
39
+ * - Custom aerial movement without navigation server
40
+ * - Line-of-sight based behavior switching
41
+ * - Predictive search behavior
42
+ * - Random aerial wandering when no target information
43
+ * - Organized action categorization (aerial, ground, combat, utility)
44
+ * - Melee vs ranged combat behaviors
45
+ * - Scene loading from .genesys-scene files
46
+ * - Manifold-based mesh combination for navigation
47
+ *
48
+ * Controls:
49
+ * - WASD: Move player
50
+ * - Mouse: Look around and aim
51
+ * - Left Click: Shoot
52
+ * - T: Test player damage
53
+ * - Y: Damage combat NPC (to trigger fleeing)
54
+ * - U: Set combat NPC to low health (instant flee trigger)
55
+ * - I: Damage aerial NPC
56
+ * - P: Damage aerial patrol NPC
57
+ * - O: Toggle NPC debug panel (shows all NPCs' behavior states)
58
+ * - L: Toggle NPC path debug visualization (shows pathfinding routes)
59
+ */
60
+ export class BehaviorTreeDemo extends ENGINE.BaseGameLoop {
61
+ constructor(container) {
62
+ super(container);
63
+ Object.defineProperty(this, "patrolNpc", {
64
+ enumerable: true,
65
+ configurable: true,
66
+ writable: true,
67
+ value: null
68
+ });
69
+ Object.defineProperty(this, "combatNpc", {
70
+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: null
74
+ });
75
+ Object.defineProperty(this, "aerialNpc", {
76
+ enumerable: true,
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+ configurable: true,
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+ writable: true,
79
+ value: null
80
+ }); // New aerial enemy
81
+ Object.defineProperty(this, "aerialPatrolNpc", {
82
+ enumerable: true,
83
+ configurable: true,
84
+ writable: true,
85
+ value: null
86
+ }); // New aerial patrol enemy
87
+ Object.defineProperty(this, "playerPawn", {
88
+ enumerable: true,
89
+ configurable: true,
90
+ writable: true,
91
+ value: null
92
+ });
93
+ // UI Components
94
+ Object.defineProperty(this, "playerHealthBar", {
95
+ enumerable: true,
96
+ configurable: true,
97
+ writable: true,
98
+ value: null
99
+ });
100
+ Object.defineProperty(this, "crosshair", {
101
+ enumerable: true,
102
+ configurable: true,
103
+ writable: true,
104
+ value: null
105
+ });
106
+ Object.defineProperty(this, "npcDebugPanel", {
107
+ enumerable: true,
108
+ configurable: true,
109
+ writable: true,
110
+ value: null
111
+ }); // Renamed from aerialDebugPanel
112
+ // Enemy health bars (3D sprites above heads)
113
+ Object.defineProperty(this, "enemyHealthBars", {
114
+ enumerable: true,
115
+ configurable: true,
116
+ writable: true,
117
+ value: new Map()
118
+ });
119
+ // Debug visualization
120
+ Object.defineProperty(this, "debugContainer", {
121
+ enumerable: true,
122
+ configurable: true,
123
+ writable: true,
124
+ value: new THREE.Group()
125
+ });
126
+ Object.defineProperty(this, "waypointMarkers", {
127
+ enumerable: true,
128
+ configurable: true,
129
+ writable: true,
130
+ value: []
131
+ });
132
+ }
133
+ getWorldConfiguration() {
134
+ return {
135
+ ...super.getWorldConfiguration(),
136
+ useManifold: true, // Enable Manifold for boolean operations
137
+ navigationOptions: {
138
+ engine: ENGINE.NavigationEngine.RecastNavigation,
139
+ debug: true, // Enable debug visualization for navmesh,
140
+ generateOnStartUp: true,
141
+ options: {
142
+ ...ENGINE.RecastNavigationServer.DEFAULT_OPTIONS,
143
+ // Adjust parameters for better scene scale
144
+ borderSize: 1,
145
+ cs: 0.2, // Cell size - larger for bigger scenes
146
+ ch: 0.3, // Cell height
147
+ walkableRadius: 2, // Agent radius
148
+ walkableHeight: 2.0, // Agent height
149
+ walkableClimb: 1, // Step height agent can climb
150
+ walkableSlopeAngle: 45, // Max slope angle
151
+ maxEdgeLen: 20, // Max edge length
152
+ maxSimplificationError: 2.0,
153
+ minRegionArea: 15, // Min region area
154
+ mergeRegionArea: 40, // Merge region area
155
+ }
156
+ }
157
+ };
158
+ }
159
+ async preStart() {
160
+ // Add debug container to scene
161
+ this.world.scene.add(this.debugContainer);
162
+ // Create player
163
+ this.createPlayer();
164
+ // Load the scene file
165
+ this.loadScene();
166
+ }
167
+ postStart() {
168
+ const debugVisualization = this.world.getNavigationServer()?.createDebugVisualization();
169
+ if (debugVisualization) {
170
+ debugVisualization.traverse((child) => {
171
+ child.raycast = () => { };
172
+ });
173
+ this.world.scene.add(debugVisualization);
174
+ }
175
+ (async () => {
176
+ // Create UI components (after player is created in preStart)
177
+ await this.createUI();
178
+ // Create patrol NPC that can chase the player
179
+ await this.createPatrolNPC();
180
+ // Create combat NPC that uses new attack behaviors
181
+ await this.createCombatNPC();
182
+ // Create aerial enemy that floats and hunts from the sky
183
+ await this.createAerialNPC();
184
+ // Create aerial patrol enemy that cycles between waypoints
185
+ await this.createAerialPatrolNPC();
186
+ })();
187
+ }
188
+ destroy() {
189
+ // Clean up UI components
190
+ this.playerHealthBar?.destroy();
191
+ this.crosshair?.destroy();
192
+ this.npcDebugPanel?.remove();
193
+ // Clean up enemy health bars
194
+ this.enemyHealthBars.forEach((healthBarElement) => {
195
+ healthBarElement.remove();
196
+ });
197
+ this.enemyHealthBars.clear();
198
+ // Clean up debug container
199
+ this.world.scene.remove(this.debugContainer);
200
+ super.destroy();
201
+ }
202
+ async loadScene() {
203
+ fetch('@engine/assets/dev/fps-new.genesys-scene')
204
+ .then(response => response.json())
205
+ .then(async (data) => {
206
+ await this.loadWorldData(data);
207
+ })
208
+ .catch(error => {
209
+ console.error('Failed to load scene:', error);
210
+ });
211
+ }
212
+ async createUI() {
213
+ // Create player health bar
214
+ this.playerHealthBar = new ENGINE.ProgressBar(this.world.uiManager, {
215
+ width: 300,
216
+ height: 25,
217
+ label: 'HEALTH',
218
+ theme: 'health',
219
+ animate: false,
220
+ textDisplay: 'value',
221
+ style: 'rounded',
222
+ visible: true,
223
+ currentValue: 100,
224
+ maxValue: 100,
225
+ minValue: 0
226
+ });
227
+ await this.playerHealthBar.initialize();
228
+ // Position the health bar in bottom-left corner using setPosition
229
+ this.playerHealthBar.setPosition({
230
+ position: 'absolute',
231
+ bottom: '20px',
232
+ left: '20px'
233
+ });
234
+ // Initialize player health bar with current values and set up event subscription
235
+ if (this.playerPawn) {
236
+ const playerStats = this.playerPawn.getComponent(ENGINE.CharacterStatsComponent);
237
+ if (playerStats) {
238
+ // Set initial values - try setting max first, then current
239
+ this.playerHealthBar.setMaxValue(playerStats.getMaxHealth());
240
+ this.playerHealthBar.setValue(playerStats.getCurrentHealth());
241
+ // Force the component to show (in case it's hidden)
242
+ this.playerHealthBar.show();
243
+ // Subscribe to health changes now that the UI is ready
244
+ playerStats.onHealthChanged.add((currentHealth, maxHealth) => {
245
+ if (this.playerHealthBar) {
246
+ this.playerHealthBar.setMaxValue(maxHealth);
247
+ this.playerHealthBar.setValue(currentHealth);
248
+ // Force show in case it got hidden
249
+ this.playerHealthBar.show();
250
+ }
251
+ });
252
+ // Test controls for behavior tree demonstration
253
+ this.playerPawn.onKeyDown.add((event) => {
254
+ if (event.code === 'KeyT') {
255
+ // Test player damage
256
+ playerStats.takeDamage(10);
257
+ return true;
258
+ }
259
+ // Test combat NPC damage with Y key (to trigger fleeing behavior)
260
+ if (event.code === 'KeyY' && this.combatNpc) {
261
+ const combatStats = this.combatNpc.getComponent(ENGINE.CharacterStatsComponent);
262
+ if (combatStats) {
263
+ combatStats.takeDamage(30);
264
+ }
265
+ return true;
266
+ }
267
+ // Test combat NPC set to low health with U key (instant flee trigger)
268
+ if (event.code === 'KeyU' && this.combatNpc) {
269
+ const combatStats = this.combatNpc.getComponent(ENGINE.CharacterStatsComponent);
270
+ if (combatStats) {
271
+ const targetHealth = 40; // Set to 40 out of 120 = 33% health (below 50% threshold)
272
+ const currentHealth = combatStats.getCurrentHealth();
273
+ const damageToDeal = Math.max(0, currentHealth - targetHealth);
274
+ if (damageToDeal > 0) {
275
+ combatStats.takeDamage(damageToDeal);
276
+ }
277
+ }
278
+ return true;
279
+ }
280
+ // Test aerial NPC damage with I key
281
+ if (event.code === 'KeyI' && this.aerialNpc) {
282
+ const aerialStats = this.aerialNpc.getComponent(ENGINE.CharacterStatsComponent);
283
+ if (aerialStats) {
284
+ aerialStats.takeDamage(20);
285
+ }
286
+ return true;
287
+ }
288
+ // Test aerial patrol NPC damage with P key
289
+ if (event.code === 'KeyP' && this.aerialPatrolNpc) {
290
+ const aerialPatrolStats = this.aerialPatrolNpc.getComponent(ENGINE.CharacterStatsComponent);
291
+ if (aerialPatrolStats) {
292
+ aerialPatrolStats.takeDamage(15);
293
+ }
294
+ return true;
295
+ }
296
+ // Toggle aerial debug panel with O key
297
+ if (event.code === 'KeyO' && this.npcDebugPanel) {
298
+ // Simple toggle by checking if it's currently visible
299
+ const element = this.npcDebugPanel.element;
300
+ if (element && element.style.display === 'none') {
301
+ this.npcDebugPanel.show();
302
+ }
303
+ else {
304
+ this.npcDebugPanel.hide();
305
+ }
306
+ return true;
307
+ }
308
+ return false;
309
+ });
310
+ }
311
+ }
312
+ // Create crosshair
313
+ this.crosshair = new ENGINE.Crosshair(this.world.uiManager, {
314
+ size: 6,
315
+ color: 'rgba(255, 255, 255, 0.8)',
316
+ style: 'cross'
317
+ });
318
+ await this.crosshair.initialize();
319
+ // Position the crosshair in the center using setPosition
320
+ this.crosshair.setPosition({
321
+ position: 'absolute',
322
+ top: '50%',
323
+ left: '50%',
324
+ transform: 'translate(-50%, -50%)'
325
+ });
326
+ // Create aerial NPC debug panel
327
+ await this.createNPCDebugPanel();
328
+ }
329
+ async createNPCDebugPanel() {
330
+ const ui = this.world.uiManager;
331
+ // Create debug panel container
332
+ this.npcDebugPanel = ui.createElement('npc-debug-panel', {
333
+ style: {
334
+ position: 'absolute',
335
+ top: '20px',
336
+ right: '20px',
337
+ width: '400px',
338
+ maxHeight: '80vh',
339
+ backgroundColor: 'rgba(0, 0, 0, 0.9)',
340
+ border: '1px solid rgba(255, 255, 255, 0.3)',
341
+ borderRadius: '8px',
342
+ padding: '15px',
343
+ fontFamily: 'monospace',
344
+ fontSize: '11px',
345
+ color: '#ffffff',
346
+ zIndex: '1000',
347
+ boxSizing: 'border-box',
348
+ overflowY: 'auto'
349
+ },
350
+ innerHTML: `
351
+ <div style="font-weight: bold; margin-bottom: 15px; color: #ff6b6b; text-align: center; font-size: 14px;">🤖 NPC Behavior Debug</div>
352
+
353
+ <!-- Patrol NPC Section -->
354
+ <div style="margin-bottom: 15px; border: 1px solid rgba(255, 165, 0, 0.5); border-radius: 6px; padding: 10px;">
355
+ <div style="font-weight: bold; color: #FFA500; margin-bottom: 8px;">🟠 Patrol NPC (Melee)</div>
356
+ <div id="patrol-sequence" style="color: #4ecdc4;">Sequence: --</div>
357
+ <div id="patrol-action" style="color: #95e6cb;">Action: --</div>
358
+ <div id="patrol-status" style="color: #ffffff;">Status: --</div>
359
+ <div id="patrol-health" style="color: #ff9f43; margin-top: 5px;">Health: --</div>
360
+ <div id="patrol-path" style="color: #87ceeb; margin-top: 5px;">Path: --</div>
361
+ <div id="patrol-following" style="color: #dda0dd; margin-top: 5px;">Following: --</div>
362
+ </div>
363
+
364
+ <!-- Combat NPC Section -->
365
+ <div style="margin-bottom: 15px; border: 1px solid rgba(255, 0, 0, 0.5); border-radius: 6px; padding: 10px;">
366
+ <div style="font-weight: bold; color: #FF0000; margin-bottom: 8px;">🔴 Combat NPC (Ranged)</div>
367
+ <div id="combat-sequence" style="color: #4ecdc4;">Sequence: --</div>
368
+ <div id="combat-action" style="color: #95e6cb;">Action: --</div>
369
+ <div id="combat-status" style="color: #ffffff;">Status: --</div>
370
+ <div id="combat-health" style="color: #ff9f43; margin-top: 5px;">Health: --</div>
371
+ </div>
372
+
373
+ <!-- Aerial NPC Section -->
374
+ <div style="margin-bottom: 15px; border: 1px solid rgba(139, 0, 0, 0.5); border-radius: 6px; padding: 10px;">
375
+ <div style="font-weight: bold; color: #8B0000; margin-bottom: 8px;">🚁 Aerial NPC (Hunter Drone)</div>
376
+ <div id="aerial-sequence" style="color: #4ecdc4;">Sequence: --</div>
377
+ <div id="aerial-action" style="color: #95e6cb;">Action: --</div>
378
+ <div id="aerial-status" style="color: #ffffff;">Status: --</div>
379
+ <div id="aerial-health" style="color: #ff9f43; margin-top: 5px;">Health: --</div>
380
+ <div id="aerial-special" style="color: #ffd700; margin-top: 5px;">Line of Sight: --</div>
381
+ </div>
382
+
383
+ <!-- Aerial Patrol NPC Section -->
384
+ <div style="margin-bottom: 15px; border: 1px solid rgba(65, 105, 225, 0.5); border-radius: 6px; padding: 10px;">
385
+ <div style="font-weight: bold; color: #4169E1; margin-bottom: 8px;">🛩️ Aerial Patrol (Waypoint Drone)</div>
386
+ <div id="aerial-patrol-sequence" style="color: #4ecdc4;">Sequence: --</div>
387
+ <div id="aerial-patrol-action" style="color: #95e6cb;">Action: --</div>
388
+ <div id="aerial-patrol-status" style="color: #ffffff;">Status: --</div>
389
+ <div id="aerial-patrol-health" style="color: #ff9f43; margin-top: 5px;">Health: --</div>
390
+ <div id="aerial-patrol-waypoint" style="color: #87ceeb; margin-top: 5px;">Current Waypoint: --</div>
391
+ </div>
392
+
393
+ <div style="margin-top: 15px; padding-top: 10px; border-top: 1px solid rgba(255,255,255,0.2); text-align: center; color: #888;">
394
+ Press 'O' to toggle this panel
395
+ </div>
396
+ `
397
+ });
398
+ }
399
+ createPlayer() {
400
+ // Create a first-person player character like in chase-game
401
+ const { pawn } = ENGINE.GameBuilder.createDefaultPawnWithPhysics(this.world, ENGINE.CharacterMovementType.FirstPerson);
402
+ this.playerPawn = pawn;
403
+ // Position player at PlayerStart location from the scene (will be updated after scene loads)
404
+ pawn.rootComponent.setWorldPosition(new THREE.Vector3(-4, 6, -13));
405
+ // Set reasonable movement speed
406
+ if (pawn.movementComponent) {
407
+ pawn.movementComponent.options.maxSpeed = 15;
408
+ }
409
+ // Add character stats for combat interactions
410
+ const playerStats = new ENGINE.CharacterStatsComponent({
411
+ maxHealth: 100,
412
+ healthRegen: 0, // Disable health regeneration
413
+ attackRange: 50.0,
414
+ attackDamage: 30,
415
+ attackCooldown: 0.3
416
+ });
417
+ pawn.rootComponent.add(playerStats);
418
+ // Add projectile weapon for the player (damage disabled for demo)
419
+ const playerWeapon = new ENGINE.ProjectileWeaponComponent({
420
+ position: new THREE.Vector3(0, 0, -1), // Slightly in front of player
421
+ fireInterval: playerStats.getAttackCooldown(),
422
+ isSingleFire: false,
423
+ projectileOptions: {
424
+ velocity: 80,
425
+ range: playerStats.getAttackRange(),
426
+ damageDealt: 10,
427
+ useOverlapCheck: true,
428
+ destroyOnHit: true,
429
+ geometry: new THREE.SphereGeometry(0.3),
430
+ material: new THREE.MeshStandardMaterial({ color: ENGINE.Color.BLUE })
431
+ }
432
+ });
433
+ pawn.rootComponent.add(playerWeapon);
434
+ // Note: Health bar subscription will be set up after UI is created
435
+ // Player will be stored in NPC blackboards when they're created
436
+ }
437
+ createEnemyHealthBar(npc) {
438
+ const ui = this.world.uiManager;
439
+ // Create a health bar element using CSS-based fill like in ui-demo
440
+ const healthBarElement = ui.createElement(`health-container-${npc.uuid}`, {
441
+ style: {
442
+ position: 'absolute',
443
+ width: '60px',
444
+ height: '8px',
445
+ backgroundColor: 'rgba(0, 0, 0, 0.7)',
446
+ borderRadius: '4px',
447
+ border: '1px solid rgba(255, 255, 255, 0.3)',
448
+ pointerEvents: 'none',
449
+ display: 'none',
450
+ left: '-1000px',
451
+ top: '-1000px',
452
+ zIndex: '1500',
453
+ boxSizing: 'border-box',
454
+ // Use background gradient to create the fill effect
455
+ backgroundImage: 'linear-gradient(to right, #4CAF50 100%, transparent 100%)',
456
+ backgroundClip: 'padding-box',
457
+ transition: 'background-image 0.3s ease'
458
+ }
459
+ });
460
+ // Subscribe to NPC health changes
461
+ const npcStats = npc.getComponent(ENGINE.CharacterStatsComponent);
462
+ if (npcStats) {
463
+ npcStats.onHealthChanged.add((currentHealth, maxHealth) => {
464
+ this.updateEnemyHealthBar(npc, currentHealth, maxHealth);
465
+ });
466
+ // Set initial health
467
+ this.updateEnemyHealthBar(npc, npcStats.getCurrentHealth(), npcStats.getMaxHealth());
468
+ }
469
+ return healthBarElement;
470
+ }
471
+ updateEnemyHealthBar(npc, currentHealth, maxHealth) {
472
+ const healthBarElement = this.enemyHealthBars.get(npc);
473
+ if (!healthBarElement)
474
+ return;
475
+ const percentage = Math.max(0, currentHealth / maxHealth);
476
+ // Determine color based on health
477
+ let color = '#4CAF50'; // Green
478
+ if (currentHealth <= maxHealth * 0.3) {
479
+ color = '#F44336'; // Red
480
+ }
481
+ else if (currentHealth <= maxHealth * 0.6) {
482
+ color = '#FF9800'; // Orange
483
+ }
484
+ // Update the background gradient to show the health percentage
485
+ const fillPercentage = Math.round(percentage * 100);
486
+ healthBarElement.setStyle('backgroundImage', `linear-gradient(to right, ${color} ${fillPercentage}%, transparent ${fillPercentage}%)`);
487
+ }
488
+ tick(tickTime) {
489
+ super.tick(tickTime);
490
+ // Update enemy health bar positions
491
+ this.updateEnemyHealthBarPositions();
492
+ // Update aerial NPC debug panel
493
+ this.updateNPCDebugPanel();
494
+ }
495
+ updateEnemyHealthBarPositions() {
496
+ const camera = this.world.getActiveCamera();
497
+ if (!camera)
498
+ return;
499
+ this.enemyHealthBars.forEach((healthBarElement, npc) => {
500
+ // Get NPC position
501
+ const npcPosition = new THREE.Vector3();
502
+ npc.rootComponent.getWorldPosition(npcPosition);
503
+ // Position health bar above the NPC
504
+ npcPosition.y += 5;
505
+ // Project 3D position to screen coordinates
506
+ const screenPosition = npcPosition.clone().project(camera);
507
+ // Convert to screen pixels using renderer size
508
+ const containerSize = this.renderer.getWindowSize();
509
+ const x = (screenPosition.x * 0.5 + 0.5) * containerSize.width;
510
+ const y = (screenPosition.y * -0.5 + 0.5) * containerSize.height;
511
+ // Health bar dimensions
512
+ const healthBarWidth = 60;
513
+ const healthBarHeight = 8;
514
+ const healthBarX = x - healthBarWidth / 2;
515
+ const healthBarY = y - 10;
516
+ // Hide health bar if NPC is behind camera or outside container bounds
517
+ const margin = 10;
518
+ if (screenPosition.z > 1 || screenPosition.z < 0 ||
519
+ healthBarX < margin || healthBarX + healthBarWidth > containerSize.width - margin ||
520
+ healthBarY < margin || healthBarY + healthBarHeight > containerSize.height - margin) {
521
+ healthBarElement.hide();
522
+ }
523
+ else {
524
+ // Update health bar position (clamp to safe bounds)
525
+ const clampedX = Math.max(margin, Math.min(healthBarX, containerSize.width - healthBarWidth - margin));
526
+ const clampedY = Math.max(margin, Math.min(healthBarY, containerSize.height - healthBarHeight - margin));
527
+ healthBarElement.setStyle('left', `${clampedX}px`);
528
+ healthBarElement.setStyle('top', `${clampedY}px`);
529
+ healthBarElement.setStyle('display', 'block');
530
+ healthBarElement.show();
531
+ }
532
+ });
533
+ }
534
+ updateNPCDebugPanel() {
535
+ if (!this.npcDebugPanel || !this.playerPawn) {
536
+ return;
537
+ }
538
+ // Update Patrol NPC debug info
539
+ this.updateNPCDebugInfo('patrol', this.patrolNpc);
540
+ // Update Combat NPC debug info
541
+ this.updateNPCDebugInfo('combat', this.combatNpc);
542
+ // Update Aerial NPC debug info
543
+ this.updateNPCDebugInfo('aerial', this.aerialNpc);
544
+ // Update Aerial Patrol NPC debug info
545
+ this.updateAerialPatrolDebugInfo();
546
+ }
547
+ updateNPCDebugInfo(prefix, npc) {
548
+ if (!npc || !this.npcDebugPanel) {
549
+ // NPC not available, show "Not Available"
550
+ const sequenceElement = this.npcDebugPanel?.querySelector(`#${prefix}-sequence`);
551
+ const actionElement = this.npcDebugPanel?.querySelector(`#${prefix}-action`);
552
+ const statusElement = this.npcDebugPanel?.querySelector(`#${prefix}-status`);
553
+ const healthElement = this.npcDebugPanel?.querySelector(`#${prefix}-health`);
554
+ if (sequenceElement)
555
+ sequenceElement.textContent = 'Sequence: Not Available';
556
+ if (actionElement)
557
+ actionElement.textContent = 'Action: Not Available';
558
+ if (statusElement)
559
+ statusElement.textContent = 'Status: Not Available';
560
+ if (healthElement)
561
+ healthElement.textContent = 'Health: Not Available';
562
+ return;
563
+ }
564
+ // Get behavior tree component
565
+ const behaviorTree = npc.getComponent(ENGINE.BehaviorTreeComponent);
566
+ const stats = npc.getComponent(ENGINE.CharacterStatsComponent);
567
+ // Get DOM elements
568
+ const sequenceElement = this.npcDebugPanel.querySelector(`#${prefix}-sequence`);
569
+ const actionElement = this.npcDebugPanel.querySelector(`#${prefix}-action`);
570
+ const statusElement = this.npcDebugPanel.querySelector(`#${prefix}-status`);
571
+ const healthElement = this.npcDebugPanel.querySelector(`#${prefix}-health`);
572
+ if (behaviorTree && behaviorTree.isRunningBehaviorTree()) {
573
+ // Get current sequence and action
574
+ const currentSequence = behaviorTree.getCurrentSequence();
575
+ const currentAction = behaviorTree.getCurrentAction();
576
+ const treeStatus = behaviorTree.getCurrentStatus();
577
+ // Update sequence info
578
+ if (sequenceElement) {
579
+ const sequenceName = currentSequence ? currentSequence.name : 'None';
580
+ sequenceElement.textContent = `Sequence: ${sequenceName}`;
581
+ }
582
+ // Update action info
583
+ if (actionElement) {
584
+ const actionName = currentAction ? currentAction.name : 'None';
585
+ const actionStatus = currentAction ? currentAction.getStatus() : 'N/A';
586
+ actionElement.textContent = `Action: ${actionName} (${actionStatus})`;
587
+ }
588
+ // Update overall status
589
+ if (statusElement) {
590
+ statusElement.textContent = `Status: ${treeStatus}`;
591
+ }
592
+ }
593
+ else {
594
+ // Behavior tree not running
595
+ if (sequenceElement)
596
+ sequenceElement.textContent = 'Sequence: Inactive';
597
+ if (actionElement)
598
+ actionElement.textContent = 'Action: Inactive';
599
+ if (statusElement)
600
+ statusElement.textContent = 'Status: Stopped';
601
+ }
602
+ // Update health info
603
+ if (healthElement && stats) {
604
+ const currentHealth = stats.getCurrentHealth();
605
+ const maxHealth = stats.getMaxHealth();
606
+ const healthPercent = Math.round((currentHealth / maxHealth) * 100);
607
+ healthElement.textContent = `Health: ${currentHealth}/${maxHealth} (${healthPercent}%)`;
608
+ // Color health based on percentage
609
+ if (healthPercent <= 30) {
610
+ healthElement.style.color = '#F44336'; // Red
611
+ }
612
+ else if (healthPercent <= 60) {
613
+ healthElement.style.color = '#FF9800'; // Orange
614
+ }
615
+ else {
616
+ healthElement.style.color = '#4CAF50'; // Green
617
+ }
618
+ }
619
+ else if (healthElement) {
620
+ healthElement.textContent = 'Health: No Stats Component';
621
+ }
622
+ // Special handling for patrol NPC (path and following info)
623
+ if (prefix === 'patrol') {
624
+ const pathElement = this.npcDebugPanel.querySelector('#patrol-path');
625
+ const followingElement = this.npcDebugPanel.querySelector('#patrol-following');
626
+ if (pathElement || followingElement) {
627
+ const movementComponent = npc.getComponent(ENGINE.NpcMovementComponent);
628
+ if (movementComponent) {
629
+ // Update path information
630
+ if (pathElement) {
631
+ const currentPath = movementComponent.getCurrentPath();
632
+ const currentPathIndex = movementComponent.getCurrentPathIndex();
633
+ const pathLength = movementComponent.getPathLength();
634
+ if (pathLength > 0) {
635
+ const hasReached = movementComponent.hasReachedCurrentTarget();
636
+ pathElement.textContent = `Path: ${currentPathIndex + 1}/${pathLength} ${hasReached ? '✅' : '🔄'}`;
637
+ pathElement.style.color = hasReached ? '#4CAF50' : '#87ceeb';
638
+ }
639
+ else {
640
+ pathElement.textContent = 'Path: No active path';
641
+ pathElement.style.color = '#888888';
642
+ }
643
+ }
644
+ // Update following information
645
+ if (followingElement) {
646
+ const followedActor = movementComponent.getFollowedActor();
647
+ const currentTarget = movementComponent.getCurrentTarget();
648
+ if (followedActor) {
649
+ const npcPos = new THREE.Vector3();
650
+ const targetPos = new THREE.Vector3();
651
+ npc.rootComponent.getWorldPosition(npcPos);
652
+ followedActor.rootComponent.getWorldPosition(targetPos);
653
+ const distance = npcPos.distanceTo(targetPos).toFixed(1);
654
+ followingElement.textContent = `Following: Player (${distance}m)`;
655
+ followingElement.style.color = '#dda0dd';
656
+ }
657
+ else if (currentTarget) {
658
+ const npcPos = new THREE.Vector3();
659
+ npc.rootComponent.getWorldPosition(npcPos);
660
+ const distance = npcPos.distanceTo(currentTarget).toFixed(1);
661
+ followingElement.textContent = `Following: Waypoint (${distance}m)`;
662
+ followingElement.style.color = '#87ceeb';
663
+ }
664
+ else {
665
+ followingElement.textContent = 'Following: None';
666
+ followingElement.style.color = '#888888';
667
+ }
668
+ }
669
+ }
670
+ else {
671
+ // No movement component
672
+ if (pathElement) {
673
+ pathElement.textContent = 'Path: No Movement Component';
674
+ pathElement.style.color = '#888888';
675
+ }
676
+ if (followingElement) {
677
+ followingElement.textContent = 'Following: No Movement Component';
678
+ followingElement.style.color = '#888888';
679
+ }
680
+ }
681
+ }
682
+ }
683
+ // Special handling for aerial NPC (line of sight and wander info)
684
+ if (prefix === 'aerial' && this.playerPawn) {
685
+ const specialElement = this.npcDebugPanel.querySelector('#aerial-special');
686
+ if (specialElement) {
687
+ const npcPos = new THREE.Vector3();
688
+ const playerPos = new THREE.Vector3();
689
+ npc.rootComponent.getWorldPosition(npcPos);
690
+ this.playerPawn.rootComponent.getWorldPosition(playerPos);
691
+ const canSee = this.checkLineOfSight(npcPos, playerPos);
692
+ const distance = npcPos.distanceTo(playerPos).toFixed(1);
693
+ // Get wander info if available
694
+ let wanderInfo = '';
695
+ if (behaviorTree) {
696
+ const currentAction = behaviorTree.getCurrentAction();
697
+ if (currentAction && currentAction.name === 'AerialWander') {
698
+ const wanderAction = currentAction; // Type assertion for debugging
699
+ if (wanderAction.getCurrentWanderTarget && wanderAction.isCurrentlyWaiting) {
700
+ const wanderTarget = wanderAction.getCurrentWanderTarget();
701
+ const isWaiting = wanderAction.isCurrentlyWaiting();
702
+ if (wanderTarget) {
703
+ const wanderDistance = npcPos.distanceTo(wanderTarget).toFixed(1);
704
+ wanderInfo = ` | Wander: ${isWaiting ? 'Waiting' : `Moving to (${wanderTarget.x.toFixed(1)}, ${wanderTarget.y.toFixed(1)}, ${wanderTarget.z.toFixed(1)}) ${wanderDistance}m`}`;
705
+ }
706
+ }
707
+ }
708
+ }
709
+ specialElement.textContent = `Line of Sight: ${canSee ? '✅ YES' : '❌ NO'} (${distance}m)${wanderInfo}`;
710
+ specialElement.style.color = canSee ? '#4CAF50' : '#F44336';
711
+ }
712
+ }
713
+ }
714
+ checkLineOfSight(fromPos, toPos) {
715
+ // Simple line of sight check (similar to what CanSeeTargetCondition does)
716
+ const raycaster = new THREE.Raycaster();
717
+ const direction = toPos.clone().sub(fromPos).normalize();
718
+ const distance = fromPos.distanceTo(toPos);
719
+ raycaster.set(fromPos, direction);
720
+ raycaster.far = distance - 0.1; // Stop just before the target
721
+ // Get all meshes in the scene (excluding sprites and UI elements)
722
+ const meshes = [];
723
+ this.world.scene.traverse((child) => {
724
+ if (child instanceof THREE.Mesh && !(child instanceof THREE.Sprite)) {
725
+ // Exclude the aerial NPC itself and player
726
+ const isAerialNPC = this.aerialNpc?.rootComponent.getObjectByProperty('uuid', child.uuid);
727
+ const isPlayer = this.playerPawn?.rootComponent.getObjectByProperty('uuid', child.uuid);
728
+ if (!isAerialNPC && !isPlayer) {
729
+ meshes.push(child);
730
+ }
731
+ }
732
+ });
733
+ const intersections = raycaster.intersectObjects(meshes, false);
734
+ return intersections.length === 0; // Clear line of sight if no intersections
735
+ }
736
+ updateAerialPatrolDebugInfo() {
737
+ if (!this.npcDebugPanel || !this.aerialPatrolNpc) {
738
+ // NPC not available, show "Not Available"
739
+ const sequenceElement = this.npcDebugPanel?.querySelector('#aerial-patrol-sequence');
740
+ const actionElement = this.npcDebugPanel?.querySelector('#aerial-patrol-action');
741
+ const statusElement = this.npcDebugPanel?.querySelector('#aerial-patrol-status');
742
+ const healthElement = this.npcDebugPanel?.querySelector('#aerial-patrol-health');
743
+ const waypointElement = this.npcDebugPanel?.querySelector('#aerial-patrol-waypoint');
744
+ if (sequenceElement)
745
+ sequenceElement.textContent = 'Sequence: Not Available';
746
+ if (actionElement)
747
+ actionElement.textContent = 'Action: Not Available';
748
+ if (statusElement)
749
+ statusElement.textContent = 'Status: Not Available';
750
+ if (healthElement)
751
+ healthElement.textContent = 'Health: Not Available';
752
+ if (waypointElement)
753
+ waypointElement.textContent = 'Current Waypoint: Not Available';
754
+ return;
755
+ }
756
+ // Get behavior tree component
757
+ const behaviorTree = this.aerialPatrolNpc.getComponent(ENGINE.BehaviorTreeComponent);
758
+ const stats = this.aerialPatrolNpc.getComponent(ENGINE.CharacterStatsComponent);
759
+ // Get DOM elements
760
+ const sequenceElement = this.npcDebugPanel.querySelector('#aerial-patrol-sequence');
761
+ const actionElement = this.npcDebugPanel.querySelector('#aerial-patrol-action');
762
+ const statusElement = this.npcDebugPanel.querySelector('#aerial-patrol-status');
763
+ const healthElement = this.npcDebugPanel.querySelector('#aerial-patrol-health');
764
+ const waypointElement = this.npcDebugPanel.querySelector('#aerial-patrol-waypoint');
765
+ if (behaviorTree && behaviorTree.isRunningBehaviorTree()) {
766
+ // Get current sequence and action
767
+ const currentSequence = behaviorTree.getCurrentSequence();
768
+ const currentAction = behaviorTree.getCurrentAction();
769
+ const treeStatus = behaviorTree.getCurrentStatus();
770
+ // Update sequence info
771
+ if (sequenceElement) {
772
+ const sequenceName = currentSequence ? currentSequence.name : 'None';
773
+ sequenceElement.textContent = `Sequence: ${sequenceName}`;
774
+ }
775
+ // Update action info
776
+ if (actionElement) {
777
+ const actionName = currentAction ? currentAction.name : 'None';
778
+ const actionStatus = currentAction ? currentAction.getStatus() : 'N/A';
779
+ actionElement.textContent = `Action: ${actionName} (${actionStatus})`;
780
+ }
781
+ // Update overall status
782
+ if (statusElement) {
783
+ statusElement.textContent = `Status: ${treeStatus}`;
784
+ }
785
+ // Update waypoint info
786
+ if (waypointElement) {
787
+ const blackboard = behaviorTree.getBlackboard();
788
+ const currentIndex = blackboard.getValue('CurrentAerialWaypointIndex') ?? 0;
789
+ const waypoints = blackboard.getValue('AerialPatrolWaypoints');
790
+ if (waypoints && waypoints.length > 0) {
791
+ const totalWaypoints = waypoints.length;
792
+ waypointElement.textContent = `Current Waypoint: ${currentIndex + 1}/${totalWaypoints}`;
793
+ }
794
+ else {
795
+ waypointElement.textContent = 'Current Waypoint: No waypoints';
796
+ }
797
+ }
798
+ }
799
+ else {
800
+ // Behavior tree not running
801
+ if (sequenceElement)
802
+ sequenceElement.textContent = 'Sequence: Inactive';
803
+ if (actionElement)
804
+ actionElement.textContent = 'Action: Inactive';
805
+ if (statusElement)
806
+ statusElement.textContent = 'Status: Stopped';
807
+ if (waypointElement)
808
+ waypointElement.textContent = 'Current Waypoint: Inactive';
809
+ }
810
+ // Update health info
811
+ if (healthElement && stats) {
812
+ const currentHealth = stats.getCurrentHealth();
813
+ const maxHealth = stats.getMaxHealth();
814
+ const healthPercent = Math.round((currentHealth / maxHealth) * 100);
815
+ healthElement.textContent = `Health: ${currentHealth}/${maxHealth} (${healthPercent}%)`;
816
+ // Color health based on percentage
817
+ if (healthPercent <= 30) {
818
+ healthElement.style.color = '#F44336'; // Red
819
+ }
820
+ else if (healthPercent <= 60) {
821
+ healthElement.style.color = '#FF9800'; // Orange
822
+ }
823
+ else {
824
+ healthElement.style.color = '#4CAF50'; // Green
825
+ }
826
+ }
827
+ else if (healthElement) {
828
+ healthElement.textContent = 'Health: No Stats Component';
829
+ }
830
+ }
831
+ async createPatrolNPC() {
832
+ // Create patrol NPC using ThirdPersonCharacterPawn positioned near the first SKM actor
833
+ this.patrolNpc = new ENGINE.ThirdPersonCharacterPawn({
834
+ modelUrl: '@engine/assets/character/mannequinG.glb',
835
+ configUrl: '@engine/assets/character/config/mannequin-anim.json',
836
+ meshPosition: new THREE.Vector3(0, -ENGINE.CHARACTER_HEIGHT / 2, 0),
837
+ meshRotation: new THREE.Euler(0, Math.PI, 0),
838
+ meshScale: new THREE.Vector3(1, 1, 1),
839
+ position: new THREE.Vector3(-8, 4, 2), // Position near the Aviator SKM actor at (-8.9, 4.3, -0.1)
840
+ movementComponent: new ENGINE.NpcMovementComponent({
841
+ ...ENGINE.NpcMovementComponent.DEFAULT_OPTIONS,
842
+ useNavigationServer: true,
843
+ movementSpeed: 8, // Slower movement speed for patrolling
844
+ pathFollowingAccuracy: 1.5,
845
+ actorFollowingDistance: 3.0,
846
+ stopDistance: 1.5,
847
+ debugVisualization: {
848
+ enabled: true,
849
+ pathColor: 0xffa500, // Orange for patrol NPC
850
+ targetColor: 0xff6600,
851
+ lineWidth: 8,
852
+ showWaypoints: true,
853
+ waypointSize: 0.5
854
+ },
855
+ }),
856
+ camera: null, // NPCs don't need cameras
857
+ rootComponent: new ENGINE.MeshComponent({
858
+ geometry: ENGINE.GameBuilder.createDefaultPawnCapsuleGeometry(),
859
+ material: new THREE.MeshStandardMaterial({ color: 0x00ff00, visible: false, transparent: true, opacity: 0.5 }), // Invisible collision capsule
860
+ physicsOptions: {
861
+ enabled: true,
862
+ motionType: ENGINE.PhysicsMotionType.KinematicVelocityBased,
863
+ collisionProfile: ENGINE.DefaultCollisionProfile.Character,
864
+ }
865
+ })
866
+ });
867
+ // Create behavior tree component with programmatically created tree
868
+ const behaviorTreeComponent = new ENGINE.BehaviorTreeComponent({
869
+ rootNode: this.createPatrolBehaviorTree(),
870
+ updateInterval: 0.15,
871
+ autoStart: true
872
+ });
873
+ this.patrolNpc.rootComponent.add(behaviorTreeComponent);
874
+ this.world.addActors(this.patrolNpc);
875
+ // Add character stats for melee combat
876
+ const npcStats = new ENGINE.CharacterStatsComponent({
877
+ maxHealth: 80,
878
+ attackRange: 4.0, // Shorter range for melee
879
+ attackDamage: 0, // Higher damage for melee
880
+ attackCooldown: 1.2 // Slower melee attacks
881
+ });
882
+ this.patrolNpc.rootComponent.add(npcStats);
883
+ // Remove projectile weapon - this NPC uses melee attacks only
884
+ // Create health bar for this NPC
885
+ const healthBar = this.createEnemyHealthBar(this.patrolNpc);
886
+ this.enemyHealthBars.set(this.patrolNpc, healthBar);
887
+ // Set up blackboard values for patrol NPC
888
+ const behaviorTree = this.patrolNpc.getComponent(ENGINE.BehaviorTreeComponent);
889
+ if (behaviorTree && this.playerPawn) {
890
+ const blackboard = behaviorTree.getBlackboard();
891
+ // Set player reference (required by all targeting actions/conditions)
892
+ blackboard.setValue('PlayerActor', this.playerPawn);
893
+ // Set patrol waypoints near all three SKM actors
894
+ // SKM positions: Adventurer(1.1, 0.3, -4.6), Aviator(-8.9, 4.3, -0.1), Shaman(11.5, 4.3, -9.4)
895
+ blackboard.setValue('patrolWaypoints', [
896
+ new THREE.Vector3(-8, 4, 2), // Near Aviator SKM actor
897
+ new THREE.Vector3(-6, 4, -2), // Between Aviator and center
898
+ new THREE.Vector3(2, 1, -3), // Near Adventurer SKM actor
899
+ new THREE.Vector3(0, 1, -6), // South of Adventurer SKM actor
900
+ new THREE.Vector3(8, 4, -8), // Near Shaman SKM actor
901
+ new THREE.Vector3(12, 4, -7), // East of Shaman SKM actor
902
+ new THREE.Vector3(6, 2, -2), // Central area
903
+ new THREE.Vector3(-4, 3, 1), // Back toward Aviator area
904
+ ]);
905
+ blackboard.setValue('currentWaypointIndex', 0);
906
+ }
907
+ // Create debug visualization for patrol NPC
908
+ this.createNPCDebugVisualization(this.patrolNpc, 'Patrol', 0xff6600); // Orange color for patrol behavior
909
+ this.createWaypointVisualization();
910
+ }
911
+ async createCombatNPC() {
912
+ // Create combat NPC positioned near the Shaman SKM actor area
913
+ this.combatNpc = new ENGINE.ThirdPersonCharacterPawn({
914
+ modelUrl: '@engine/assets/character/mannequinG.glb',
915
+ configUrl: '@engine/assets/character/config/mannequin-anim.json',
916
+ meshPosition: new THREE.Vector3(0, -ENGINE.CHARACTER_HEIGHT / 2, 0),
917
+ meshRotation: new THREE.Euler(0, Math.PI, 0),
918
+ meshScale: new THREE.Vector3(1, 1, 1),
919
+ position: new THREE.Vector3(9, 4, -11), // Position near the Shaman SKM actor at (11.5, 4.3, -9.4)
920
+ movementComponent: new ENGINE.NpcMovementComponent({
921
+ ...ENGINE.NpcMovementComponent.DEFAULT_OPTIONS,
922
+ useNavigationServer: true,
923
+ movementSpeed: 12,
924
+ pathFollowingAccuracy: 1.5,
925
+ actorFollowingDistance: 2.0,
926
+ stopDistance: 2.0, // Default stop distance for movement component
927
+ debugVisualization: {
928
+ enabled: true,
929
+ pathColor: 0xff0000, // Red for combat NPC
930
+ targetColor: 0xff4444,
931
+ lineWidth: 8,
932
+ showWaypoints: true,
933
+ waypointSize: 0.8
934
+ }
935
+ }),
936
+ camera: null,
937
+ rootComponent: new ENGINE.MeshComponent({
938
+ geometry: ENGINE.GameBuilder.createDefaultPawnCapsuleGeometry(),
939
+ material: new THREE.MeshStandardMaterial({ color: 0xff0000, visible: false, transparent: true, opacity: 0.5 }), // Red collision capsule
940
+ physicsOptions: {
941
+ enabled: true,
942
+ motionType: ENGINE.PhysicsMotionType.KinematicVelocityBased,
943
+ collisionProfile: ENGINE.DefaultCollisionProfile.Character,
944
+ }
945
+ })
946
+ });
947
+ // Add character stats for combat
948
+ const combatStats = new ENGINE.CharacterStatsComponent({
949
+ maxHealth: 120,
950
+ attackRange: 40.0,
951
+ attackDamage: 25,
952
+ attackCooldown: 0.4 // Much faster firing rate
953
+ });
954
+ this.combatNpc.rootComponent.add(combatStats);
955
+ // Create health bar for this NPC
956
+ const healthBar = this.createEnemyHealthBar(this.combatNpc);
957
+ this.enemyHealthBars.set(this.combatNpc, healthBar);
958
+ // Add projectile weapon for shooting (damage disabled for demo)
959
+ const weapon = new ENGINE.ProjectileWeaponComponent({
960
+ position: new THREE.Vector3(0, 0, -1), // Slightly in front of NPC
961
+ fireInterval: combatStats.getAttackCooldown(),
962
+ isSingleFire: false,
963
+ projectileOptions: {
964
+ velocity: 80, // Faster projectiles
965
+ range: combatStats.getAttackRange(),
966
+ damageDealt: 0, // Disabled damage for demo
967
+ useOverlapCheck: true, // Use overlap for reliable damage detection
968
+ destroyOnHit: true,
969
+ geometry: new THREE.SphereGeometry(0.5), // Larger projectiles for better hit detection
970
+ material: new THREE.MeshStandardMaterial({ color: ENGINE.Color.RED })
971
+ }
972
+ });
973
+ this.combatNpc.rootComponent.add(weapon);
974
+ // Create behavior tree component with programmatically created combat tree
975
+ const behaviorTreeComponent = new ENGINE.BehaviorTreeComponent({
976
+ rootNode: this.createCombatBehaviorTree(),
977
+ updateInterval: 0.1,
978
+ autoStart: true
979
+ });
980
+ this.combatNpc.rootComponent.add(behaviorTreeComponent);
981
+ this.world.addActors(this.combatNpc);
982
+ // Set up blackboard values for combat NPC
983
+ const blackboard = behaviorTreeComponent.getBlackboard();
984
+ if (this.playerPawn) {
985
+ // Set player reference (required by all targeting actions/conditions)
986
+ blackboard.setValue('PlayerActor', this.playerPawn);
987
+ }
988
+ // Create debug visualization for combat NPC
989
+ this.createNPCDebugVisualization(this.combatNpc, 'Combat', 0xff0000); // Red color to indicate combat behavior
990
+ // Add health change listener to update debug visualization when fleeing
991
+ const combatBehaviorTree = this.combatNpc.getComponent(ENGINE.BehaviorTreeComponent);
992
+ if (combatBehaviorTree && combatStats) {
993
+ combatStats.onHealthChanged.add((currentHealth, maxHealth) => {
994
+ const healthPercentage = (currentHealth / maxHealth) * 100;
995
+ // Change debug ring color to yellow when at low health (fleeing)
996
+ if (this.combatNpc) {
997
+ if (healthPercentage <= 50) { // Match the JSON threshold
998
+ this.updateNPCDebugColor(this.combatNpc, 0xffff00); // Yellow for fleeing
999
+ }
1000
+ else {
1001
+ this.updateNPCDebugColor(this.combatNpc, 0xff0000); // Red for combat
1002
+ }
1003
+ }
1004
+ });
1005
+ }
1006
+ }
1007
+ async createAerialNPC() {
1008
+ // Create aerial enemy using basic Pawn with custom aerial movement
1009
+ this.aerialNpc = new ENGINE.Pawn({
1010
+ position: new THREE.Vector3(0, 25, 0), // Start high in the air
1011
+ movementComponent: new ENGINE.AerialMovementComponent({
1012
+ maxSpeed: 20,
1013
+ accelerationLambda: 3,
1014
+ decelerationLambda: 2,
1015
+ hoverHeight: 20,
1016
+ hoverVariation: 5,
1017
+ rotationSpeed: 2.0,
1018
+ maxTiltAngle: 15
1019
+ }),
1020
+ camera: null, // NPCs don't need cameras
1021
+ rootComponent: new ENGINE.MeshComponent({
1022
+ geometry: ENGINE.GameBuilder.createDefaultPawnCapsuleGeometry(),
1023
+ material: new THREE.MeshStandardMaterial({ color: 0x00ff00, visible: false, transparent: true, opacity: 0.5 }), // Invisible collision capsule
1024
+ physicsOptions: {
1025
+ enabled: true,
1026
+ motionType: ENGINE.PhysicsMotionType.KinematicVelocityBased,
1027
+ collisionProfile: ENGINE.DefaultCollisionProfile.Character,
1028
+ }
1029
+ })
1030
+ });
1031
+ // Create visual representation - a floating drone-like enemy
1032
+ const bodyGeometry = new THREE.SphereGeometry(1.2, 12, 8);
1033
+ const bodyMaterial = new THREE.MeshStandardMaterial({
1034
+ color: 0x8B0000, // Dark red
1035
+ metalness: 0.7,
1036
+ roughness: 0.3
1037
+ });
1038
+ const body = new ENGINE.MeshComponent({
1039
+ geometry: bodyGeometry,
1040
+ material: bodyMaterial,
1041
+ position: new THREE.Vector3(0, 0, 0)
1042
+ });
1043
+ body.castShadow = true;
1044
+ // Add glowing "eye" effect
1045
+ const eyeGeometry = new THREE.SphereGeometry(0.3, 8, 6);
1046
+ const eyeMaterial = new THREE.MeshStandardMaterial({
1047
+ color: 0xFF0000,
1048
+ emissive: 0xFF0000,
1049
+ emissiveIntensity: 0.5
1050
+ });
1051
+ const eye = new ENGINE.MeshComponent({
1052
+ geometry: eyeGeometry,
1053
+ material: eyeMaterial,
1054
+ position: new THREE.Vector3(0, 0, -1)
1055
+ });
1056
+ // Add floating propellers/rotors
1057
+ const rotorGeometry = new THREE.CylinderGeometry(0.1, 0.1, 2, 8);
1058
+ const rotorMaterial = new THREE.MeshStandardMaterial({ color: 0x444444 });
1059
+ const rotor1 = new ENGINE.MeshComponent({
1060
+ geometry: rotorGeometry,
1061
+ material: rotorMaterial,
1062
+ position: new THREE.Vector3(-1.5, 0.5, 0),
1063
+ rotation: new THREE.Euler(0, 0, Math.PI / 2)
1064
+ });
1065
+ const rotor2 = new ENGINE.MeshComponent({
1066
+ geometry: rotorGeometry,
1067
+ material: rotorMaterial,
1068
+ position: new THREE.Vector3(1.5, 0.5, 0),
1069
+ rotation: new THREE.Euler(0, 0, Math.PI / 2)
1070
+ });
1071
+ // Add components to the aerial NPC
1072
+ this.aerialNpc.rootComponent.add(body);
1073
+ body.add(eye);
1074
+ body.add(rotor1);
1075
+ body.add(rotor2);
1076
+ // Add character stats for combat
1077
+ const aerialStats = new ENGINE.CharacterStatsComponent({
1078
+ maxHealth: 60,
1079
+ attackRange: 45.0,
1080
+ attackDamage: 20,
1081
+ attackCooldown: 0.8
1082
+ });
1083
+ this.aerialNpc.rootComponent.add(aerialStats);
1084
+ // Add projectile weapon for aerial attacks (damage disabled for demo)
1085
+ const aerialWeapon = new ENGINE.ProjectileWeaponComponent({
1086
+ position: new THREE.Vector3(0, -0.5, -2.5), // Further in front to avoid self-collision
1087
+ fireInterval: aerialStats.getAttackCooldown(),
1088
+ isSingleFire: false,
1089
+ projectileOptions: {
1090
+ velocity: 80, // Faster projectiles
1091
+ range: aerialStats.getAttackRange(),
1092
+ damageDealt: 0, // Disabled damage for demo
1093
+ useOverlapCheck: true, // Use overlap for reliable damage detection
1094
+ destroyOnHit: true,
1095
+ geometry: new THREE.SphereGeometry(0.5), // Larger projectiles for better hit detection
1096
+ material: new THREE.MeshStandardMaterial({ color: ENGINE.Color.RED })
1097
+ }
1098
+ });
1099
+ this.aerialNpc.rootComponent.add(aerialWeapon);
1100
+ // Create behavior tree component with programmatically created aerial tree
1101
+ const behaviorTreeComponent = new ENGINE.BehaviorTreeComponent({
1102
+ rootNode: this.createAerialBehaviorTree(),
1103
+ updateInterval: 0.1,
1104
+ autoStart: true
1105
+ });
1106
+ this.aerialNpc.rootComponent.add(behaviorTreeComponent);
1107
+ this.world.addActors(this.aerialNpc);
1108
+ // Create health bar for this NPC
1109
+ const healthBar = this.createEnemyHealthBar(this.aerialNpc);
1110
+ this.enemyHealthBars.set(this.aerialNpc, healthBar);
1111
+ // Set up blackboard values for aerial NPC
1112
+ const blackboard = behaviorTreeComponent.getBlackboard();
1113
+ if (this.playerPawn) {
1114
+ // Set player reference (required by all targeting actions/conditions)
1115
+ blackboard.setValue('PlayerActor', this.playerPawn);
1116
+ }
1117
+ // Create debug visualization for aerial NPC
1118
+ this.createNPCDebugVisualization(this.aerialNpc, 'Aerial', 0x8B0000); // Dark red color to indicate aerial threat
1119
+ }
1120
+ async createAerialPatrolNPC() {
1121
+ // Create aerial patrol enemy using basic Pawn with aerial movement
1122
+ this.aerialPatrolNpc = new ENGINE.Pawn({
1123
+ position: new THREE.Vector3(15, 20, 0), // Start high in the air on the side
1124
+ movementComponent: new ENGINE.AerialMovementComponent({
1125
+ maxSpeed: 12,
1126
+ accelerationLambda: 2,
1127
+ decelerationLambda: 1.5,
1128
+ hoverHeight: 25,
1129
+ hoverVariation: 3,
1130
+ rotationSpeed: 1.5,
1131
+ maxTiltAngle: 10
1132
+ }),
1133
+ camera: null, // NPCs don't need cameras
1134
+ rootComponent: new ENGINE.MeshComponent({
1135
+ geometry: ENGINE.GameBuilder.createDefaultPawnCapsuleGeometry(),
1136
+ material: new THREE.MeshStandardMaterial({ color: 0x00ff00, visible: false, transparent: true, opacity: 0.5 }), // Invisible collision capsule
1137
+ physicsOptions: {
1138
+ enabled: true,
1139
+ motionType: ENGINE.PhysicsMotionType.KinematicVelocityBased,
1140
+ collisionProfile: ENGINE.DefaultCollisionProfile.Character,
1141
+ }
1142
+ })
1143
+ });
1144
+ // Create visual representation - a different style of drone
1145
+ const bodyGeometry = new THREE.BoxGeometry(2, 1, 3); // More rectangular body
1146
+ const bodyMaterial = new THREE.MeshStandardMaterial({
1147
+ color: 0x4169E1, // Royal blue
1148
+ metalness: 0.6,
1149
+ roughness: 0.4
1150
+ });
1151
+ const body = new ENGINE.MeshComponent({
1152
+ geometry: bodyGeometry,
1153
+ material: bodyMaterial,
1154
+ position: new THREE.Vector3(0, 0, 0)
1155
+ });
1156
+ body.castShadow = true;
1157
+ // Add glowing navigation lights
1158
+ const leftLightGeometry = new THREE.SphereGeometry(0.2, 8, 6);
1159
+ const leftLightMaterial = new THREE.MeshStandardMaterial({
1160
+ color: 0x00FF00,
1161
+ emissive: 0x00FF00,
1162
+ emissiveIntensity: 0.8
1163
+ });
1164
+ const leftLight = new ENGINE.MeshComponent({
1165
+ geometry: leftLightGeometry,
1166
+ material: leftLightMaterial,
1167
+ position: new THREE.Vector3(-1.2, 0, -0.5)
1168
+ });
1169
+ const rightLightGeometry = new THREE.SphereGeometry(0.2, 8, 6);
1170
+ const rightLightMaterial = new THREE.MeshStandardMaterial({
1171
+ color: 0xFF0000,
1172
+ emissive: 0xFF0000,
1173
+ emissiveIntensity: 0.8
1174
+ });
1175
+ const rightLight = new ENGINE.MeshComponent({
1176
+ geometry: rightLightGeometry,
1177
+ material: rightLightMaterial,
1178
+ position: new THREE.Vector3(1.2, 0, -0.5)
1179
+ });
1180
+ // Add simple propellers
1181
+ const propGeometry = new THREE.CylinderGeometry(0.05, 0.05, 1.5, 6);
1182
+ const propMaterial = new THREE.MeshStandardMaterial({ color: 0x333333 });
1183
+ const prop1 = new ENGINE.MeshComponent({
1184
+ geometry: propGeometry,
1185
+ material: propMaterial,
1186
+ position: new THREE.Vector3(-1, 0.8, 0.5),
1187
+ rotation: new THREE.Euler(0, 0, Math.PI / 2)
1188
+ });
1189
+ const prop2 = new ENGINE.MeshComponent({
1190
+ geometry: propGeometry,
1191
+ material: propMaterial,
1192
+ position: new THREE.Vector3(1, 0.8, 0.5),
1193
+ rotation: new THREE.Euler(0, 0, Math.PI / 2)
1194
+ });
1195
+ // Add components to the aerial patrol NPC
1196
+ this.aerialPatrolNpc.rootComponent.add(body);
1197
+ body.add(leftLight);
1198
+ body.add(rightLight);
1199
+ body.add(prop1);
1200
+ body.add(prop2);
1201
+ // Add character stats (optional - this one doesn't need combat)
1202
+ const aerialPatrolStats = new ENGINE.CharacterStatsComponent({
1203
+ maxHealth: 40,
1204
+ attackRange: 0, // No weapons for patrol drone
1205
+ attackDamage: 0,
1206
+ attackCooldown: 0
1207
+ });
1208
+ this.aerialPatrolNpc.rootComponent.add(aerialPatrolStats);
1209
+ // Create behavior tree component with programmatically created aerial patrol tree
1210
+ const behaviorTreeComponent = new ENGINE.BehaviorTreeComponent({
1211
+ rootNode: this.createAerialPatrolBehaviorTree(),
1212
+ updateInterval: 0.2,
1213
+ autoStart: true
1214
+ });
1215
+ this.aerialPatrolNpc.rootComponent.add(behaviorTreeComponent);
1216
+ this.world.addActors(this.aerialPatrolNpc);
1217
+ // Create health bar for this NPC
1218
+ const healthBar = this.createEnemyHealthBar(this.aerialPatrolNpc);
1219
+ this.enemyHealthBars.set(this.aerialPatrolNpc, healthBar);
1220
+ // Set up blackboard values for aerial patrol NPC
1221
+ const blackboard = behaviorTreeComponent.getBlackboard();
1222
+ // Note: We don't set PlayerActor for this patrol drone as it should ignore the player
1223
+ // Set aerial patrol waypoints - create a circular patrol pattern in the sky (adjusted for scene)
1224
+ const aerialWaypoints = [
1225
+ new THREE.Vector3(15, 20, 0), // Start position
1226
+ new THREE.Vector3(15, 20, 15), // Forward
1227
+ new THREE.Vector3(0, 20, 15), // Left
1228
+ new THREE.Vector3(-15, 20, 15), // Back-left
1229
+ new THREE.Vector3(-15, 20, 0), // Back
1230
+ new THREE.Vector3(-15, 20, -15), // Back-right
1231
+ new THREE.Vector3(0, 20, -15), // Right
1232
+ new THREE.Vector3(15, 20, -15) // Forward-right
1233
+ ];
1234
+ blackboard.setValue('AerialPatrolWaypoints', aerialWaypoints);
1235
+ blackboard.setValue('CurrentAerialWaypointIndex', 0);
1236
+ // Create debug visualization for aerial patrol NPC
1237
+ this.createNPCDebugVisualization(this.aerialPatrolNpc, 'Patrol', 0x4169E1); // Royal blue color to indicate patrol behavior
1238
+ this.createAerialWaypointVisualization(aerialWaypoints);
1239
+ }
1240
+ // Debug visualization methods
1241
+ createNPCDebugVisualization(npc, name, color) {
1242
+ // Create a colored ring above the NPC to indicate its role
1243
+ const geometry = new THREE.RingGeometry(0.8, 1.2, 16);
1244
+ const material = new THREE.MeshBasicMaterial({
1245
+ color,
1246
+ transparent: true,
1247
+ opacity: 0.8,
1248
+ side: THREE.DoubleSide
1249
+ });
1250
+ const ring = new THREE.Mesh(geometry, material);
1251
+ ring.position.set(0, 4, 0);
1252
+ ring.rotation.x = -Math.PI / 2; // Make it horizontal
1253
+ // Store reference to the ring for color updates
1254
+ ring.userData = { isDebugRing: true };
1255
+ // Add to NPC's root component
1256
+ const rootComponent = npc.rootComponent;
1257
+ if (rootComponent) {
1258
+ rootComponent.add(ring);
1259
+ }
1260
+ }
1261
+ updateNPCDebugColor(npc, color) {
1262
+ const rootComponent = npc.rootComponent;
1263
+ if (!rootComponent)
1264
+ return;
1265
+ // Find the debug ring and update its color
1266
+ rootComponent.traverse((child) => {
1267
+ if (child instanceof THREE.Mesh && child.userData?.isDebugRing) {
1268
+ const material = child.material;
1269
+ material.color.setHex(color);
1270
+ }
1271
+ });
1272
+ }
1273
+ createWaypointVisualization() {
1274
+ // Create waypoint markers for patrol path (matching updated waypoints)
1275
+ const patrolWaypoints = [
1276
+ new THREE.Vector3(-8, 4, 2), // Near Aviator SKM actor
1277
+ new THREE.Vector3(-6, 4, -2), // Between Aviator and center
1278
+ new THREE.Vector3(2, 1, -3), // Near Adventurer SKM actor
1279
+ new THREE.Vector3(0, 1, -6), // South of Adventurer SKM actor
1280
+ new THREE.Vector3(8, 4, -8), // Near Shaman SKM actor
1281
+ new THREE.Vector3(12, 4, -7), // East of Shaman SKM actor
1282
+ new THREE.Vector3(6, 2, -2), // Central area
1283
+ new THREE.Vector3(-4, 3, 1), // Back toward Aviator area
1284
+ ];
1285
+ patrolWaypoints.forEach((waypoint, index) => {
1286
+ const geometry = new THREE.CylinderGeometry(0.5, 0.5, 2, 8);
1287
+ const material = new THREE.MeshBasicMaterial({
1288
+ color: 0x00ffff,
1289
+ transparent: true,
1290
+ opacity: 0.6
1291
+ });
1292
+ const marker = new THREE.Mesh(geometry, material);
1293
+ marker.position.copy(waypoint);
1294
+ marker.position.y += 1; // Raise above ground
1295
+ this.waypointMarkers.push(marker);
1296
+ this.debugContainer.add(marker);
1297
+ // Add waypoint number text
1298
+ const canvas = document.createElement('canvas');
1299
+ const context = canvas.getContext('2d');
1300
+ canvas.width = 64;
1301
+ canvas.height = 64;
1302
+ context.fillStyle = 'white';
1303
+ context.font = '32px Arial';
1304
+ context.textAlign = 'center';
1305
+ context.fillText((index + 1).toString(), 32, 40);
1306
+ const texture = new THREE.CanvasTexture(canvas);
1307
+ const spriteMaterial = new THREE.SpriteMaterial({ map: texture });
1308
+ const sprite = new THREE.Sprite(spriteMaterial);
1309
+ sprite.position.copy(waypoint);
1310
+ sprite.position.y += 2.5;
1311
+ sprite.scale.set(1, 1, 1);
1312
+ this.debugContainer.add(sprite);
1313
+ });
1314
+ }
1315
+ // Behavior Tree Creation Methods
1316
+ createPatrolBehaviorTree() {
1317
+ // Create the root selector node
1318
+ const rootSelector = new ENGINE.SelectorNode({
1319
+ name: 'Patrol Behavior'
1320
+ });
1321
+ // 1. Melee Attack Player sequence - when very close
1322
+ const meleeSequence = new ENGINE.SequenceNode({
1323
+ name: 'Melee Attack Player',
1324
+ conditions: [
1325
+ new ENGINE.IsPlayerNearCondition({ range: 5.0 }), // Close range for melee
1326
+ new ENGINE.TargetInConeCondition({
1327
+ targetActorKey: 'PlayerActor',
1328
+ coneAngle: 90.0, // Wider cone for melee
1329
+ maxDistance: 5.0
1330
+ })
1331
+ ]
1332
+ });
1333
+ meleeSequence.addChildren([
1334
+ new ENGINE.LookAtTargetAction({ targetActorKey: 'PlayerActor', speed: 5.0 }),
1335
+ new ENGINE.MeleeAttackAction({
1336
+ targetActorKey: 'PlayerActor',
1337
+ attackRange: 4.0,
1338
+ damage: 25,
1339
+ attackCooldown: 1.2,
1340
+ attackDuration: 0.8
1341
+ })
1342
+ ]);
1343
+ // 2. Chase Player sequence - get close for melee
1344
+ const chaseSequence = new ENGINE.SequenceNode({
1345
+ name: 'Chase Player',
1346
+ conditions: [
1347
+ new ENGINE.IsPlayerNearCondition({ range: 20.0 }) // Larger detection range
1348
+ ]
1349
+ });
1350
+ chaseSequence.addChildren([
1351
+ new ENGINE.FollowActorAction({
1352
+ targetActorKey: 'PlayerActor',
1353
+ stopDistance: 2.0, // Get very close for melee
1354
+ followDistance: 3.0,
1355
+ continueAfterReached: false // Allow sequence to complete
1356
+ })
1357
+ ]);
1358
+ // 4. Normal Patrol sequence
1359
+ const patrolSequence = new ENGINE.SequenceNode({
1360
+ name: 'Normal Patrol'
1361
+ });
1362
+ patrolSequence.addChildren([
1363
+ new ENGINE.SetNextWaypointAction({ waypointsKey: 'patrolWaypoints' }),
1364
+ new ENGINE.MoveToPositionAction({
1365
+ targetPositionKey: 'CurrentWaypoint',
1366
+ acceptanceRadius: 2.0,
1367
+ conditions: [
1368
+ new ENGINE.IsPlayerNearCondition({ range: 30.0, invert: true }) // Don't patrol when player is near
1369
+ ]
1370
+ }),
1371
+ new ENGINE.WaitAction({ duration: 1.0, randomDuration: true })
1372
+ ]);
1373
+ // Add all sequences to root selector
1374
+ rootSelector.addChildren([
1375
+ meleeSequence,
1376
+ chaseSequence,
1377
+ patrolSequence
1378
+ ]);
1379
+ return rootSelector;
1380
+ }
1381
+ createCombatBehaviorTree() {
1382
+ // Create the root selector node
1383
+ const rootSelector = new ENGINE.SelectorNode({
1384
+ name: 'Combat Behavior'
1385
+ });
1386
+ // 1. Low Health Flee sequence - only flee when health is critically low
1387
+ const fleeSequence = new ENGINE.SequenceNode({
1388
+ name: 'Low Health Flee',
1389
+ conditions: [
1390
+ new ENGINE.HpAbovePercentCondition({
1391
+ percentage: 25.0, // Very low health threshold
1392
+ checkOwner: true,
1393
+ invert: true
1394
+ }),
1395
+ new ENGINE.IsPlayerNearCondition({ range: 50.0 }) // Only flee if player is nearby
1396
+ ]
1397
+ });
1398
+ fleeSequence.addChild(new ENGINE.FleeFromTargetAction({
1399
+ targetActorKey: 'PlayerActor',
1400
+ fleeDistance: 30.0,
1401
+ maxFleeDistance: 50.0,
1402
+ fleeSpeedMultiplier: 1.5
1403
+ }));
1404
+ // 2. Ranged Attack sequence - attack when player is in sight and in range
1405
+ const attackSequence = new ENGINE.SequenceNode({
1406
+ name: 'Ranged Attack',
1407
+ conditions: [
1408
+ new ENGINE.HpAbovePercentCondition({
1409
+ percentage: 25.0, // Only attack if not critically injured
1410
+ checkOwner: true
1411
+ }),
1412
+ new ENGINE.IsPlayerNearCondition({ range: 30.0 }), // Close enough to attack
1413
+ new ENGINE.CanSeeTargetCondition({
1414
+ targetActorKey: 'PlayerActor',
1415
+ maxDistance: 30.0,
1416
+ eyeHeightOffset: 1.7,
1417
+ targetHeightOffset: 1.7
1418
+ })
1419
+ ]
1420
+ });
1421
+ attackSequence.addChildren([
1422
+ new ENGINE.LookAtTargetAction({
1423
+ targetActorKey: 'PlayerActor',
1424
+ speed: 3.0,
1425
+ angleThreshold: Math.PI / 12, // Tighter aim for better accuracy
1426
+ rotationSpeed: 3.0
1427
+ }),
1428
+ new ENGINE.ShootAction({
1429
+ targetActorKey: 'PlayerActor',
1430
+ shootRange: 30.0,
1431
+ aimDuration: 0.3
1432
+ }),
1433
+ new ENGINE.WaitAction({
1434
+ duration: 0.2 // Brief cooldown after shooting
1435
+ })
1436
+ ]);
1437
+ // 3. Approach Player sequence - move to get into shooting range
1438
+ const approachSequence = new ENGINE.SequenceNode({
1439
+ name: 'Approach Player',
1440
+ conditions: [
1441
+ new ENGINE.HpAbovePercentCondition({
1442
+ percentage: 25.0, // Only approach if not critically injured
1443
+ checkOwner: true
1444
+ }),
1445
+ new ENGINE.IsPlayerNearCondition({ range: 60.0 }) // Detect player from farther away
1446
+ ]
1447
+ });
1448
+ approachSequence.addChildren([
1449
+ new ENGINE.CalculateTacticalPositionAction({
1450
+ targetActorKey: 'PlayerActor',
1451
+ outputPositionKey: 'CombatPosition',
1452
+ distance: 25.0, // Shooting range
1453
+ useNavigation: true
1454
+ }),
1455
+ new ENGINE.MoveToPositionAction({
1456
+ targetPositionKey: 'CombatPosition',
1457
+ acceptanceRadius: 3.0,
1458
+ useNavigation: true
1459
+ })
1460
+ ]);
1461
+ // 4. Idle/Patrol behavior when player is not detected
1462
+ const idleSequence = new ENGINE.SequenceNode({
1463
+ name: 'Idle Behavior'
1464
+ });
1465
+ idleSequence.addChild(new ENGINE.WaitAction({
1466
+ duration: 2.0,
1467
+ randomDuration: true
1468
+ }));
1469
+ // Add all sequences to root selector (order matters - higher priority first)
1470
+ rootSelector.addChildren([
1471
+ fleeSequence, // Highest priority - flee when critically low health
1472
+ attackSequence, // Attack when can see player and in range
1473
+ approachSequence, // Move to get into shooting range
1474
+ idleSequence // Default behavior
1475
+ ]);
1476
+ return rootSelector;
1477
+ }
1478
+ createAerialBehaviorTree() {
1479
+ // Create the root selector node
1480
+ const rootSelector = new ENGINE.SelectorNode({
1481
+ name: 'Aerial Hunter Behavior'
1482
+ });
1483
+ // 1. Attack Player sequence
1484
+ const attackSequence = new ENGINE.SequenceNode({
1485
+ name: 'Attack Player',
1486
+ conditions: [
1487
+ new ENGINE.IsPlayerNearCondition({ range: 80.0 }),
1488
+ new ENGINE.CanSeeTargetCondition({
1489
+ targetActorKey: 'PlayerActor',
1490
+ maxDistance: 80.0,
1491
+ eyeHeightOffset: 0.0,
1492
+ targetHeightOffset: 1.7
1493
+ })
1494
+ ]
1495
+ });
1496
+ attackSequence.addChildren([
1497
+ new ENGINE.AerialTrackTargetAction({
1498
+ targetActorKey: 'PlayerActor',
1499
+ lastKnownPositionKey: 'LastKnownPlayerPosition',
1500
+ updateInterval: 0.3
1501
+ }),
1502
+ new ENGINE.AerialMoveToTargetAction({
1503
+ targetActorKey: 'PlayerActor',
1504
+ acceptanceRadius: 25.0,
1505
+ hoverAboveTarget: true,
1506
+ hoverHeightOffset: 15.0
1507
+ }),
1508
+ new ENGINE.ShootAction({
1509
+ targetActorKey: 'PlayerActor',
1510
+ shootRange: 70.0,
1511
+ aimDuration: 0.6
1512
+ })
1513
+ ]);
1514
+ // 2. Search for Player sequence
1515
+ const searchSequence = new ENGINE.SequenceNode({
1516
+ name: 'Search for Player',
1517
+ conditions: [
1518
+ new ENGINE.IsPlayerNearCondition({ range: 80.0 }),
1519
+ new ENGINE.CanSeeTargetCondition({
1520
+ targetActorKey: 'PlayerActor',
1521
+ maxDistance: 80.0,
1522
+ eyeHeightOffset: 0.0,
1523
+ targetHeightOffset: 1.7,
1524
+ invert: true
1525
+ }),
1526
+ new ENGINE.HasLastKnownPositionCondition({
1527
+ lastKnownPositionKey: 'LastKnownPlayerPosition',
1528
+ maxAge: 15.0
1529
+ })
1530
+ ]
1531
+ });
1532
+ searchSequence.addChild(new ENGINE.AerialSearchAction({
1533
+ playerActorKey: 'PlayerActor',
1534
+ lastKnownPositionKey: 'LastKnownPlayerPosition',
1535
+ searchRadius: 20.0,
1536
+ searchHeight: 20.0,
1537
+ searchDuration: 8.0
1538
+ }));
1539
+ // 3. Random Patrol sequence
1540
+ const wanderSequence = new ENGINE.SequenceNode({
1541
+ name: 'Random Patrol'
1542
+ });
1543
+ wanderSequence.addChild(new ENGINE.AerialWanderAction({
1544
+ wanderRadius: 35.0, // Larger wander area
1545
+ wanderHeight: 20.0,
1546
+ heightVariation: 8.0, // More height variation
1547
+ waitTime: 1.0, // Shorter wait time for more active movement
1548
+ speedMultiplier: 0.8 // Faster movement
1549
+ }));
1550
+ // Add all sequences to root selector
1551
+ rootSelector.addChildren([
1552
+ attackSequence,
1553
+ searchSequence,
1554
+ wanderSequence
1555
+ ]);
1556
+ return rootSelector;
1557
+ }
1558
+ createAerialPatrolBehaviorTree() {
1559
+ // Create a simple patrol behavior that cycles between waypoints
1560
+ const patrolSequence = new ENGINE.SequenceNode({
1561
+ name: 'Aerial Patrol'
1562
+ });
1563
+ patrolSequence.addChildren([
1564
+ new ENGINE.SetNextWaypointAction({
1565
+ waypointsKey: 'AerialPatrolWaypoints',
1566
+ indexKey: 'CurrentAerialWaypointIndex',
1567
+ currentWaypointKey: 'CurrentAerialWaypoint',
1568
+ loop: true
1569
+ }),
1570
+ new ENGINE.AerialMoveToTargetAction({
1571
+ targetActorKey: undefined, // Don't follow any actor
1572
+ targetPositionKey: 'CurrentAerialWaypoint',
1573
+ acceptanceRadius: 3.0,
1574
+ hoverAboveTarget: false // Move directly to waypoint positions
1575
+ }),
1576
+ new ENGINE.WaitAction({
1577
+ duration: 2.0,
1578
+ randomDuration: true
1579
+ }) // Wait at each waypoint
1580
+ ]);
1581
+ return patrolSequence;
1582
+ }
1583
+ toggleNPCPathDebugVisualization() {
1584
+ // Toggle debug visualization for all NPCs with movement components
1585
+ const npcs = [this.patrolNpc, this.combatNpc];
1586
+ npcs.forEach(npc => {
1587
+ if (npc) {
1588
+ const movementComponent = npc.getComponent(ENGINE.NpcMovementComponent);
1589
+ if (movementComponent) {
1590
+ // Get current state and toggle it
1591
+ const currentState = movementComponent.isDebugVisualizationEnabled();
1592
+ movementComponent.setDebugVisualizationEnabled(!currentState);
1593
+ }
1594
+ }
1595
+ });
1596
+ console.log('Toggled NPC path debug visualization');
1597
+ }
1598
+ createAerialWaypointVisualization(waypoints) {
1599
+ // Create waypoint markers for aerial patrol path
1600
+ waypoints.forEach((waypoint, index) => {
1601
+ // Create a floating ring marker for aerial waypoints
1602
+ const geometry = new THREE.RingGeometry(1.0, 1.5, 16);
1603
+ const material = new THREE.MeshBasicMaterial({
1604
+ color: 0x4169E1, // Royal blue to match the patrol drone
1605
+ transparent: true,
1606
+ opacity: 0.7,
1607
+ side: THREE.DoubleSide
1608
+ });
1609
+ const marker = new THREE.Mesh(geometry, material);
1610
+ marker.position.copy(waypoint);
1611
+ marker.rotation.x = -Math.PI / 2; // Make it horizontal
1612
+ this.debugContainer.add(marker);
1613
+ // Add waypoint number text
1614
+ const canvas = document.createElement('canvas');
1615
+ const context = canvas.getContext('2d');
1616
+ canvas.width = 64;
1617
+ canvas.height = 64;
1618
+ context.fillStyle = 'white';
1619
+ context.font = '24px Arial';
1620
+ context.textAlign = 'center';
1621
+ context.fillText(`A${index + 1}`, 32, 40); // "A" for Aerial
1622
+ const texture = new THREE.CanvasTexture(canvas);
1623
+ const spriteMaterial = new THREE.SpriteMaterial({ map: texture });
1624
+ const sprite = new THREE.Sprite(spriteMaterial);
1625
+ sprite.position.copy(waypoint);
1626
+ sprite.position.y += 2;
1627
+ sprite.scale.set(2, 2, 2);
1628
+ this.debugContainer.add(sprite);
1629
+ // Add a connecting line to the next waypoint (for visualization)
1630
+ if (index < waypoints.length - 1) {
1631
+ const nextWaypoint = waypoints[index + 1];
1632
+ const lineGeometry = new THREE.BufferGeometry().setFromPoints([waypoint, nextWaypoint]);
1633
+ const lineMaterial = new THREE.LineBasicMaterial({
1634
+ color: 0x4169E1,
1635
+ transparent: true,
1636
+ opacity: 0.3
1637
+ });
1638
+ const line = new THREE.Line(lineGeometry, lineMaterial);
1639
+ this.debugContainer.add(line);
1640
+ }
1641
+ else {
1642
+ // Connect last waypoint back to first for loop visualization
1643
+ const firstWaypoint = waypoints[0];
1644
+ const lineGeometry = new THREE.BufferGeometry().setFromPoints([waypoint, firstWaypoint]);
1645
+ const lineMaterial = new THREE.LineBasicMaterial({
1646
+ color: 0x4169E1,
1647
+ transparent: true,
1648
+ opacity: 0.3
1649
+ });
1650
+ const line = new THREE.Line(lineGeometry, lineMaterial);
1651
+ this.debugContainer.add(line);
1652
+ }
1653
+ });
1654
+ }
1655
+ }
1656
+ //# 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