modified stairs. changed outside to glass

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mmaheshwari2 2025-01-30 11:25:58 -08:00
parent ad9ecd72e1
commit 554df2acd5

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@ -1,28 +1,4 @@
/** Main big funciton: Builds the foundation of the house. breaks down into smaller functions like generating the rooms, generating embellishments, etc...
*
* @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 = generateAbstractRooms(width, length, height, 3);
printMatrix(resultMatrix)
// todo: then, internally do things like windows / stairs / doors/ etc...
}
/**
*
* @param m - length (x-axis)
@ -124,13 +100,14 @@ function generateAbstractRooms(m, n, p, rooms = 5) {
/**
* Systematically builds the houses by placing them next to the already existing rooms. Still uses randomness.
* @param m Width of the 3D space
* @param n Height of the 3D space
* @param p Depth of the 3D space
* @param rooms Number of rooms to generate
* Systematically builds the houses by placing them next to the already existing rooms. Still uses randomness for what gets placed next.
* @param m width of the 3D space
* @param n height of the 3D space
* @param p depth of the 3D space
* @param rooms Number of rooms to attempt to generate
*/
function generateSequentialRooms(m, n, p, rooms) {
// todo: add room size params, room material params, roof style
function generateSequentialRooms(m=20, n=20, p=20, rooms=8) {
// Build 3D space
const matrix = Array.from({length: p}, () =>
Array.from({length: m}, () =>
@ -248,14 +225,64 @@ function generateSequentialRooms(m, n, p, rooms) {
}
return false;
}
function addDoor(matrix, x, y, z) {
matrix[z][x][y] = 'door';
// Place the lower half of the door
matrix[z + 1][x][y] = 'dark_oak_door[half=lower, hinge=left]';
// Place the upper half of the door
matrix[z + 2][x][y] = 'dark_oak_door[half=upper, hinge=left]';
}
function addStairs(matrix, x, y, z) {
matrix[z][x][y] = 'stair';
function addStairs(matrix, x, y, z, direction) {
let dz = 0; // Change in Z direction
let dx = 0; // Change in X direction
let facing = '';
// Determine direction and facing
switch (direction) {
case 'north':
dz = -1;
facing = 'oak_stairs[facing=north]';
break;
case 'south':
dz = 1;
facing = 'oak_stairs[facing=south]';
break;
case 'east':
dx = 1;
facing = 'oak_stairs[facing=east]';
break;
case 'west':
dx = -1;
facing = 'oak_stairs[facing=west]';
break;
default:
console.error('Invalid stair direction');
return;
}
// Bore stair pattern downwards until we hit a floor or the matrix edge
let currentZ = z;
while (currentZ > 0 && matrix[currentZ - 1][x][y] === 'air') {
// Place stone as foundation
matrix[currentZ - 1][x][y] = 'stone';
// Place stair above the stone
matrix[currentZ][x][y] = facing;
// Move down diagonally
x += dx;
y += dz;
currentZ--;
// Check if we've hit the edge
if (x < 0 || x >= matrix[0].length || y < 0 || y >= matrix[0][0].length) break;
}
}
// Places rooms until we can't, or we place all
// attempts random configurations of rooms in random directions.
while (placedRooms < rooms) {
@ -278,10 +305,18 @@ function generateSequentialRooms(m, n, p, rooms) {
lastRoom = { x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth };
roomPlaced = true;
placedRooms++;
break;
}
// Todo: add doors to room on all sides
// Todo: add doors to room on all sides
// Add doors to all four sides
// Left side
addDoor(matrix, newX, newY + Math.floor(newWidth / 2), newZ);
// Right side
addDoor(matrix, newX + newLength - 1, newY + Math.floor(newWidth / 2), newZ);
// Front side
addDoor(matrix, newX + Math.floor(newLength / 2), newY, newZ);
// Back side
addDoor(matrix, newX + Math.floor(newLength / 2), newY + newWidth - 1, newZ);
}
break;
}
@ -290,14 +325,13 @@ function generateSequentialRooms(m, n, p, rooms) {
switch (direction) {
case 'above':
// todo: the ceiling / floor are not the same when they should be
newX = lastRoom.x;
newY = lastRoom.y;
newZ = lastRoom.z + lastRoom.depth - 1;
if (validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p)) {
addStairs(matrix, lastRoom.x + Math.floor(lastRoom.length / 2),
lastRoom.y + Math.floor(lastRoom.width / 2),
lastRoom.z);
lastRoom.z, 'east'); // Adjust direction based on layout
lastRoom = { x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth };
roomPlaced = true;
placedRooms++;
@ -375,8 +409,27 @@ function generateSequentialRooms(m, n, p, rooms) {
break;
}
}
return matrix
// todo: change the outer layer of the matrix to be window (or just air?)
// Replace outer stone layer with glass
for (let z = 0; z < p; z++) {
for (let x = 0; x < m; x++) {
for (let y = 0; y < n; y++) {
if (
(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' // Only replace if it's stone
) {
matrix[z][x][y] = 'glass';
}
}
}
}
return matrix
}
@ -386,6 +439,10 @@ function generateSequentialRooms(m, n, p, rooms) {
*/
/**
* for cutesy output
* @param matrix
*/
function printMatrix(matrix) {
matrix.forEach((layer, layerIndex) => {
console.log(`Layer ${layerIndex}:`);
@ -395,9 +452,16 @@ function printMatrix(matrix) {
switch (cell) {
case 'stone': return '█'; // Wall
case 'air': return '.'; // Open space
case 'door': return 'D'; // Door
case 'stair': return 'S'; // Stairs
default: return ' '; // Unknown or unmarked space
case 'dark_oak_door[half=upper, hinge=left]': return 'D';
case 'dark_oak_door[half=lower, hinge=left]': return 'D';
case 'oak_stairs[facing=north]': return 'S'; // Stairs
case 'oak_stairs[facing=east]': return 'S'; // Stairs
case 'oak_stairs[facing=south]': return 'S'; // Stairs
case 'oak_stairs[facing=west]': return 'S'; // Stairs
case 'glass': return 'W'
default: return '?'; // Unknown or unmarked space
}
}).join(' ')
);
@ -407,7 +471,9 @@ function printMatrix(matrix) {
}
const resultMatrix = generateSequentialRooms(20, 20, 20, 6);
// main:
const resultMatrix = generateSequentialRooms(20, 10, 20, 6);
printMatrix(resultMatrix)