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modified stairs. changed outside to glass
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1 changed files with 109 additions and 43 deletions
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@ -1,28 +1,4 @@
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/** Main big funciton: Builds the foundation of the house. breaks down into smaller functions like generating the rooms, generating embellishments, etc...
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*
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* @param position coordinate that specify where the house should be built. come in as [x,y,z]
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* @param windows an int that can be 0,1,2 for increasing frequencies of windows
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* @param doors a boolean that has doors for room or no doors (if ur crazy ig)
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*/
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function buildHouse(position, windows, doors){
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// randomly initalize a space for a 3D matrix (make sure its big enough)
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const minSize = 30; // Minimum size for width, length, height
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const randomness = 20; // Maximum randomness to add
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const width = Math.floor(Math.random() * (randomness + 1)) + minSize;
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const length = Math.floor(Math.random() * (randomness + 1)) + minSize;
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const height = Math.floor(Math.random() * (randomness + 1)) + minSize;
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// slice up the space ensuring each compartment has at least 4x4x2 space.
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const resultMatrix = generateAbstractRooms(width, length, height, 3);
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printMatrix(resultMatrix)
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// todo: then, internally do things like windows / stairs / doors/ etc...
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}
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/**
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*
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* @param m - length (x-axis)
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@ -124,13 +100,14 @@ function generateAbstractRooms(m, n, p, rooms = 5) {
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/**
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* Systematically builds the houses by placing them next to the already existing rooms. Still uses randomness.
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* @param m Width of the 3D space
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* @param n Height of the 3D space
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* @param p Depth of the 3D space
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* @param rooms Number of rooms to generate
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* Systematically builds the houses by placing them next to the already existing rooms. Still uses randomness for what gets placed next.
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* @param m width of the 3D space
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* @param n height of the 3D space
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* @param p depth of the 3D space
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* @param rooms Number of rooms to attempt to generate
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*/
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function generateSequentialRooms(m, n, p, rooms) {
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// todo: add room size params, room material params, roof style
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function generateSequentialRooms(m=20, n=20, p=20, rooms=8) {
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// Build 3D space
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const matrix = Array.from({length: p}, () =>
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Array.from({length: m}, () =>
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@ -248,14 +225,64 @@ function generateSequentialRooms(m, n, p, rooms) {
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}
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return false;
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}
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function addDoor(matrix, x, y, z) {
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matrix[z][x][y] = 'door';
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// Place the lower half of the door
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matrix[z + 1][x][y] = 'dark_oak_door[half=lower, hinge=left]';
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// Place the upper half of the door
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matrix[z + 2][x][y] = 'dark_oak_door[half=upper, hinge=left]';
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}
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function addStairs(matrix, x, y, z) {
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matrix[z][x][y] = 'stair';
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function addStairs(matrix, x, y, z, direction) {
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let dz = 0; // Change in Z direction
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let dx = 0; // Change in X direction
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let facing = '';
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// Determine direction and facing
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switch (direction) {
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case 'north':
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dz = -1;
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facing = 'oak_stairs[facing=north]';
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break;
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case 'south':
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dz = 1;
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facing = 'oak_stairs[facing=south]';
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break;
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case 'east':
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dx = 1;
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facing = 'oak_stairs[facing=east]';
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break;
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case 'west':
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dx = -1;
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facing = 'oak_stairs[facing=west]';
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break;
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default:
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console.error('Invalid stair direction');
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return;
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}
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// Bore stair pattern downwards until we hit a floor or the matrix edge
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let currentZ = z;
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while (currentZ > 0 && matrix[currentZ - 1][x][y] === 'air') {
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// Place stone as foundation
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matrix[currentZ - 1][x][y] = 'stone';
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// Place stair above the stone
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matrix[currentZ][x][y] = facing;
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// Move down diagonally
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x += dx;
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y += dz;
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currentZ--;
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// Check if we've hit the edge
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if (x < 0 || x >= matrix[0].length || y < 0 || y >= matrix[0][0].length) break;
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}
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}
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// Places rooms until we can't, or we place all
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// attempts random configurations of rooms in random directions.
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while (placedRooms < rooms) {
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@ -278,10 +305,18 @@ function generateSequentialRooms(m, n, p, rooms) {
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lastRoom = { x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth };
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roomPlaced = true;
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placedRooms++;
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break;
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}
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// Todo: add doors to room on all sides
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// Todo: add doors to room on all sides
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// Add doors to all four sides
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// Left side
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addDoor(matrix, newX, newY + Math.floor(newWidth / 2), newZ);
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// Right side
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addDoor(matrix, newX + newLength - 1, newY + Math.floor(newWidth / 2), newZ);
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// Front side
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addDoor(matrix, newX + Math.floor(newLength / 2), newY, newZ);
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// Back side
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addDoor(matrix, newX + Math.floor(newLength / 2), newY + newWidth - 1, newZ);
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}
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break;
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}
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@ -290,14 +325,13 @@ function generateSequentialRooms(m, n, p, rooms) {
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switch (direction) {
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case 'above':
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// todo: the ceiling / floor are not the same when they should be
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newX = lastRoom.x;
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newY = lastRoom.y;
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newZ = lastRoom.z + lastRoom.depth - 1;
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if (validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p)) {
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addStairs(matrix, lastRoom.x + Math.floor(lastRoom.length / 2),
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lastRoom.y + Math.floor(lastRoom.width / 2),
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lastRoom.z);
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lastRoom.z, 'east'); // Adjust direction based on layout
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lastRoom = { x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth };
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roomPlaced = true;
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placedRooms++;
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@ -375,8 +409,27 @@ function generateSequentialRooms(m, n, p, rooms) {
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break;
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}
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}
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return matrix
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// todo: change the outer layer of the matrix to be window (or just air?)
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// Replace outer stone layer with glass
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for (let z = 0; z < p; z++) {
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for (let x = 0; x < m; x++) {
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for (let y = 0; y < n; y++) {
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if (
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(z === 0 || z === p - 1 || // Top and bottom faces
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x === 0 || x === m - 1 || // Front and back faces
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y === 0 || y === n - 1) && // Left and right faces
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matrix[z][x][y] === 'stone' // Only replace if it's stone
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) {
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matrix[z][x][y] = 'glass';
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}
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}
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}
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}
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return matrix
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}
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@ -386,6 +439,10 @@ function generateSequentialRooms(m, n, p, rooms) {
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*/
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/**
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* for cutesy output
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* @param matrix
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*/
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function printMatrix(matrix) {
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matrix.forEach((layer, layerIndex) => {
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console.log(`Layer ${layerIndex}:`);
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@ -395,9 +452,16 @@ function printMatrix(matrix) {
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switch (cell) {
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case 'stone': return '█'; // Wall
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case 'air': return '.'; // Open space
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case 'door': return 'D'; // Door
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case 'stair': return 'S'; // Stairs
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default: return ' '; // Unknown or unmarked space
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case 'dark_oak_door[half=upper, hinge=left]': return 'D';
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case 'dark_oak_door[half=lower, hinge=left]': return 'D';
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case 'oak_stairs[facing=north]': return 'S'; // Stairs
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case 'oak_stairs[facing=east]': return 'S'; // Stairs
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case 'oak_stairs[facing=south]': return 'S'; // Stairs
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case 'oak_stairs[facing=west]': return 'S'; // Stairs
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case 'glass': return 'W'
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default: return '?'; // Unknown or unmarked space
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}
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}).join(' ')
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);
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}
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const resultMatrix = generateSequentialRooms(20, 20, 20, 6);
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// main:
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const resultMatrix = generateSequentialRooms(20, 10, 20, 6);
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printMatrix(resultMatrix)
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