Merge branch 'procedural_generation' of https://github.com/icwhite/mindcraft into procedural_generation

This commit is contained in:
Isadora White 2025-01-23 19:53:40 -08:00
commit 1632dceaa2
2 changed files with 273 additions and 3 deletions

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@ -1,3 +1,4 @@
import mineflayer from "mineflayer";
const bot = mineflayer.createBot({
host: 'localhost', // Replace with your server IP or hostname
@ -6,6 +7,159 @@ const bot = mineflayer.createBot({
// password: 'your_bot_password' // Only if the server has online-mode=true
});
this.bot.on('spawn', async () => {
bot.chat("/setblock ~ ~ ~ stone");
});
bot.on('spawn', async () => {
// generate a blueprint
const blueprint = {
"levels": [
{
"level": 0,
"coordinates": [142, -60, -179],
"placement": [
["stone", "stone", "oak_door", "stone", "stone"],
["stone", "air", "air", "air", "stone"],
["stone", "air", "air", "air", "stone"],
["stone", "stone", "stone", "stone", "stone"]
]
},
{
"level": 1,
"coordinates": [142, -59, -179],
"placement": [
["stone", "stone", "air", "stone", "stone"],
["stone", "air", "air", "air", "stone"],
["stone", "air", "air", "air", "stone"],
["stone", "stone", "stone", "stone", "stone"]
]
},
{
"level": 2,
"coordinates": [142, -58, -179],
"placement": [
["stone", "stone", "stone", "stone", "stone"],
["stone", "stone", "stone", "stone", "stone"],
["stone", "stone", "stone", "stone", "stone"],
["stone", "stone", "stone", "stone", "stone"],
]
}
]
};
// have andy build the blueprint automatically
const result = blueprintToCommands(blueprint);
// const result = clearHouse(blueprint)
const commands = result.commands;
const nearbyPosition = result.nearbyPosition;
for (const command of commands) {
bot.chat(command);
}
console.log(commands.slice(-10));
// Print out the location nearby the blueprint
console.log(`tp ${nearbyPosition.x} ${nearbyPosition.y} ${nearbyPosition.z}`)
});
/**
* Takes in the blueprint, and then converts it into a set of /setblock commands for the bot to follow
* @Returns: An object containing the setblock commands as a list of strings, and a position nearby the blueprint but not in it
* @param blueprint
*/
function blueprintToCommands(blueprint) {
const commands = [];
let minX = Infinity, maxX = -Infinity;
let minY = Infinity, maxY = -Infinity;
let minZ = Infinity, maxZ = -Infinity;
for (const level of blueprint.levels) {
console.log(level.level)
const baseX = level.coordinates[0];
const baseY = level.coordinates[1];
const baseZ = level.coordinates[2];
const placement = level.placement;
// Update bounds
minX = Math.min(minX, baseX);
maxX = Math.max(maxX, baseX + placement[0].length - 1);
minY = Math.min(minY, baseY);
maxY = Math.max(maxY, baseY);
minZ = Math.min(minZ, baseZ);
maxZ = Math.max(maxZ, baseZ + placement.length - 1);
// Loop through the 2D placement array
for (let z = 0; z < placement.length; z++) {
for (let x = 0; x < placement[z].length; x++) {
const blockType = placement[z][x];
if (blockType) {
const setblockCommand = `/setblock ${baseX + x} ${baseY} ${baseZ + z} ${blockType}`;
commands.push(setblockCommand);
}
}
}
}
// Calculate a position nearby the blueprint but not in it
const nearbyPosition = {
x: maxX + 5, // Move 5 blocks to the right
y: minY, // Stay on the lowest level of the blueprint
z: minZ // Stay aligned with the front of the blueprint
};
return { commands, nearbyPosition };
}
/**
* Takes in a blueprint, and returns a set of commands to clear up the space.
*
*/
function clearHouse(blueprint) {
const commands = [];
let minX = Infinity, maxX = -Infinity;
let minY = Infinity, maxY = -Infinity;
let minZ = Infinity, maxZ = -Infinity;
for (const level of blueprint.levels) {
const baseX = level.coordinates[0];
const baseY = level.coordinates[1];
const baseZ = level.coordinates[2];
const placement = level.placement;
// Update bounds
minX = Math.min(minX, baseX);
maxX = Math.max(maxX, baseX + placement[0].length - 1);
minY = Math.min(minY, baseY);
maxY = Math.max(maxY, baseY);
minZ = Math.min(minZ, baseZ);
maxZ = Math.max(maxZ, baseZ + placement.length - 1);
// Loop through the 2D placement array
for (let z = 0; z < placement.length; z++) {
for (let x = 0; x < placement[z].length; x++) {
const blockType = placement[z][x];
if (blockType) {
const setblockCommand = `/setblock ${baseX + x} ${baseY} ${baseZ + z} air`;
commands.push(setblockCommand);
}
}
}
}
// Calculate a position nearby the blueprint but not in it
const nearbyPosition = {
x: maxX + 5, // Move 5 blocks to the right
y: minY, // Stay on the lowest level of the blueprint
z: minZ // Stay aligned with the front of the blueprint
};
return { commands, nearbyPosition };
}

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@ -0,0 +1,116 @@
/** Build house
*
* @param position coordinate that specify where the house should be built. come in as [x,y,z]
* @param windows an int that can be 0,1,2 for increasing frequencies of windows
* @param doors a boolean that has doors for room or no doors (if ur crazy ig)
*/
function buildHouse(position, windows, doors){
// randomly initalize a space for a 3D matrix (make sure its big enough)
const minSize = 30; // Minimum size for width, length, height
const randomness = 20; // Maximum randomness to add
const width = Math.floor(Math.random() * (randomness + 1)) + minSize;
const length = Math.floor(Math.random() * (randomness + 1)) + minSize;
const height = Math.floor(Math.random() * (randomness + 1)) + minSize;
// slice up the space ensuring each compartment has at least 4x4x2 space.
const resultMatrix = generateMatrix(width, length, height, 3);
console.log(resultMatrix)
// then, internally do things like windows / stairs / doors/ etc...
}
//Todo: make robust. add stairs and windows and stuff
function generateMatrix(m, n, p, compartmentCount = 5) {
const matrix = Array.from({ length: m }, () =>
Array.from({ length: n }, () =>
Array(p).fill('air')
)
);
// Mark borders
for (let i = 0; i < m; i++) {
for (let j = 0; j < n; j++) {
matrix[i][j][0] = matrix[i][j][p-1] = 'stone';
matrix[i][0][j] = matrix[i][n-1][j] = 'stone';
matrix[0][i][j] = matrix[m-1][i][j] = 'stone';
}
}
const usedSpaces = new Set();
for (let _ = 0; _ < compartmentCount; _++) {
const width = Math.floor(Math.random() * 6) + 3;
const height = Math.floor(Math.random() * 6) + 3;
const depth = Math.floor(Math.random() * 3) + 2;
for (let attempt = 0; attempt < 50; attempt++) {
const x = Math.floor(Math.random() * (m - height - 1)) + 1;
const y = Math.floor(Math.random() * (n - width - 1)) + 1;
const z = Math.floor(Math.random() * (p - depth - 1)) + 1;
const spaceAvailable = !Array.from({ length: height }).some((_, di) =>
Array.from({ length: width }).some((_, dj) =>
Array.from({ length: depth }).some((_, dk) =>
usedSpaces.has(`${x+di},${y+dj},${z+dk}`)
)
)
);
if (spaceAvailable) {
for (let di = 0; di < height; di++) {
for (let dj = 0; dj < width; dj++) {
matrix[x+di][y+dj][z] = 'stone';
matrix[x+di][y+dj][z+depth-1] = 'stone';
usedSpaces.add(`${x+di},${y+dj},${z}`);
usedSpaces.add(`${x+di},${y+dj},${z+depth-1}`);
}
}
for (let di = 0; di < height; di++) {
for (let dk = 0; dk < depth; dk++) {
matrix[x+di][y][z+dk] = 'stone';
matrix[x+di][y+width-1][z+dk] = 'stone';
usedSpaces.add(`${x+di},${y},${z+dk}`);
usedSpaces.add(`${x+di},${y+width-1},${z+dk}`);
}
}
for (let dj = 0; dj < width; dj++) {
for (let dk = 0; dk < depth; dk++) {
matrix[x][y+dj][z+dk] = 'stone';
matrix[x+height-1][y+dj][z+dk] = 'stone';
usedSpaces.add(`${x},${y+dj},${z+dk}`);
usedSpaces.add(`${x+height-1},${y+dj},${z+dk}`);
}
}
break;
}
}
}
return matrix;
}
function printMatrix(matrix) {
matrix.forEach(row => {
console.log(row.join(' ')); // Join elements of the row into a single string separated by spaces
});
}
const resultMatrix = generateMatrix(10, 10, 10, 3);
printMatrix(resultMatrix)
/**
* todo: Given a matrix, turn it into a blueprint
*/