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

This commit is contained in:
Isadora White 2025-01-25 14:12:50 -08:00
commit 4a79866197

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@ -1,5 +1,5 @@
/** Build house /** Build the foundation of the house
* *
* @param position coordinate that specify where the house should be built. come in as [x,y,z] * @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 windows an int that can be 0,1,2 for increasing frequencies of windows
@ -15,93 +15,139 @@ function buildHouse(position, windows, doors){
// slice up the space ensuring each compartment has at least 4x4x2 space. // slice up the space ensuring each compartment has at least 4x4x2 space.
const resultMatrix = generateMatrix(width, length, height, 3); const resultMatrix = generateAbstractHouse(width, length, height, 3);
console.log(resultMatrix) console.log(resultMatrix)
// then, internally do things like windows / stairs / doors/ etc... // todo: 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) { * @param m - length (x-axis)
const matrix = Array.from({ length: m }, () => * @param n - width (y-axis)
Array.from({ length: n }, () => * @param p - depth (z-axis, how many layers)
Array(p).fill('air') * @param compartmentCount
* @returns {any[][][]}
*/
function generateAbstractHouse(m, n, p, compartmentCount = 5) {
const matrix = Array.from({ length: p }, () =>
Array.from({ length: m }, () =>
Array(n).fill('air')
) )
); );
// Mark borders // Mark entire outer border with 'stone'
for (let i = 0; i < m; i++) { for (let z = 0; z < p; z++) {
for (let j = 0; j < n; j++) { for (let x = 0; x < m; x++) {
matrix[i][j][0] = matrix[i][j][p-1] = 'stone'; for (let y = 0; y < n; y++) {
matrix[i][0][j] = matrix[i][n-1][j] = 'stone'; if (
matrix[0][i][j] = matrix[m-1][i][j] = 'stone'; z === 0 || z === p - 1 || // Top and bottom faces
x === 0 || x === m - 1 || // Front and back faces
y === 0 || y === n - 1 // Left and right faces
) {
matrix[z][x][y] = 'stone';
}
}
} }
} }
const usedSpaces = new Set(); const usedSpaces = new Set();
for (let _ = 0; _ < compartmentCount; _++) { // Loop that places rooms
const width = Math.floor(Math.random() * 6) + 3; for (let roomCount = 0; roomCount < compartmentCount; roomCount++) {
const height = Math.floor(Math.random() * 6) + 3; const length = Math.max(4, Math.floor(Math.random() * 6) + 4);
const depth = Math.floor(Math.random() * 3) + 2; const width = Math.max(4, Math.floor(Math.random() * 6) + 4);
const depth = Math.max(3, Math.floor(Math.random() * 6) + 4);
let roomPlaced = false;
for (let attempt = 0; attempt < 50; attempt++) { for (let attempt = 0; attempt < 50; attempt++) {
const x = Math.floor(Math.random() * (m - height - 1)) + 1; const x = Math.floor(Math.random() * (m - length - 1)) + 1;
const y = Math.floor(Math.random() * (n - width - 1)) + 1; const y = Math.floor(Math.random() * (n - width - 1)) + 1;
const z = Math.floor(Math.random() * (p - depth - 1)) + 1; const z = Math.floor(Math.random() * (p - depth - 1)) + 1;
const spaceAvailable = !Array.from({ length: height }).some((_, di) => // Check space availability, excluding room's own edges (so that walls/ceilings can be shared)
Array.from({ length: width }).some((_, dj) => console.log(`Attempting room: ${length}x${width}x${depth}`);
Array.from({ length: depth }).some((_, dk) =>
usedSpaces.has(`${x+di},${y+dj},${z+dk}`) const spaceAvailable = !Array.from({ length: depth }).some((_, di) =>
Array.from({ length: length }).some((_, dj) =>
Array.from({ length: width }).some((_, dk) =>
// Exclude room's own edges from check
(di !== 0 && di !== depth - 1 &&
dj !== 0 && dj !== length - 1 &&
dk !== 0 && dk !== width - 1) &&
usedSpaces.has(`${x + dj},${y + dk},${z + di}`)
) )
) )
); );
if (spaceAvailable) { if (spaceAvailable) {
for (let di = 0; di < height; di++) { for (let di = 0; di < depth; di++) {
for (let dj = 0; dj < width; dj++) { for (let dj = 0; dj < length; dj++) {
matrix[x+di][y+dj][z] = 'stone'; for (let dk = 0; dk < width; dk++) {
matrix[x+di][y+dj][z+depth-1] = 'stone'; const spaceKey = `${x + dj},${y + dk},${z + di}`;
usedSpaces.add(`${x+di},${y+dj},${z}`); usedSpaces.add(spaceKey);
usedSpaces.add(`${x+di},${y+dj},${z+depth-1}`);
} if (
} z + di >= 0 && z + di < p &&
for (let di = 0; di < height; di++) { x + dj >= 0 && x + dj < m &&
for (let dk = 0; dk < depth; dk++) { y + dk >= 0 && y + dk < n
matrix[x+di][y][z+dk] = 'stone'; ) {
matrix[x+di][y+width-1][z+dk] = 'stone'; // Mark only the outer edges of the room
usedSpaces.add(`${x+di},${y},${z+dk}`); if (di === 0 || di === depth - 1 ||
usedSpaces.add(`${x+di},${y+width-1},${z+dk}`); dj === 0 || dj === length - 1 ||
} dk === 0 || dk === width - 1) {
} matrix[z + di][x + dj][y + dk] = 'stone';
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}`);
} }
} }
roomPlaced = true;
break; break;
} }
} }
if (!roomPlaced) {
console.warn(`Could not place room ${roomCount}`);
}
} }
// TODO: Convert layers matrix into the right format
return matrix; return matrix;
} }
//todo: new sequetial funciton
/**
*
* @param matrix
*/
function randomSequentialHouse(m,n,p,rooms){
// place 1 room randomly on the ground floor
//while the total number of rooms has not been reached
}
function printMatrix(matrix) { function printMatrix(matrix) {
matrix.forEach(row => { matrix.forEach((layer, layerIndex) => {
console.log(row.join(' ')); // Join elements of the row into a single string separated by spaces console.log(`Layer ${layerIndex}:`);
layer.forEach(row => {
console.log(
row.map(cell => cell === 'stone' ? '█' : '.').join(' ')
);
});
console.log('---');
}); });
} }
const resultMatrix = generateMatrix(10, 10, 10, 3); const resultMatrix = generateAbstractHouse(10, 20, 6, 6);
printMatrix(resultMatrix) printMatrix(resultMatrix)