rooms can use matrix edge. also starting stairs / doors dev

This commit is contained in:
mmaheshwari2 2025-01-28 11:24:11 -08:00
parent 6fda1675a4
commit 87ecbc18ea

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@ -132,8 +132,8 @@ function generateAbstractRooms(m, n, p, rooms = 5) {
*/
function generateSequentialRooms(m, n, p, rooms) {
// Build 3D space
const matrix = Array.from({ length: p }, () =>
Array.from({ length: m }, () =>
const matrix = Array.from({length: p}, () =>
Array.from({length: m}, () =>
Array(n).fill('air')
)
);
@ -158,11 +158,11 @@ function generateSequentialRooms(m, n, p, rooms) {
// Direction probabilities (e.g., 'above': 40%, 'left': 15%, etc.)
const directionChances = [
{ direction: 'above', chance: 0.4 },
{ direction: 'left', chance: 0.15 },
{ direction: 'right', chance: 0.15 },
{ direction: 'forward', chance: 0.15 },
{ direction: 'backward', chance: 0.15 },
{direction: 'above', chance: 0.4},
{direction: 'left', chance: 0.15},
{direction: 'right', chance: 0.15},
{direction: 'forward', chance: 0.15},
{direction: 'backward', chance: 0.15},
];
// Function to pick a random direction based on percentages
@ -170,22 +170,30 @@ function generateSequentialRooms(m, n, p, rooms) {
const rand = Math.random();
let cumulative = 0;
for (const { direction, chance } of directionChances) {
for (const {direction, chance} of directionChances) {
cumulative += chance;
if (rand <= cumulative) return direction;
}
return directionChances[0].direction; // Fallback to the first direction
}
// Ensures no rooms in rooms
// Ensures no rooms overlap except at edges
function isSpaceValid(newX, newY, newZ, newLength, newWidth, newDepth) {
for (let di = 0; di < newDepth; di++) {
for (let dj = 0; dj < newLength; dj++) {
for (let dk = 0; dk < newWidth; dk++) {
// Check if space is already occupied inside the bounds
const x = newX + dj -1;
const y = newY + dk-1;
const z = newZ + di+1;
const x = newX + dj;
const y = newY + dk;
const z = newZ + di;
// Skip checking the matrix borders since we want to share them
if (x === 0 || x === m - 1 ||
y === 0 || y === n - 1 ||
z === 0 || z === p - 1) {
continue;
}
// For non-border spaces, ensure they're air
if (matrix[z][x][y] !== 'air') {
return false;
}
@ -195,6 +203,54 @@ function generateSequentialRooms(m, n, p, rooms) {
return true;
}
function validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p) {
// Allow rooms to use the matrix edges (note the <= instead of <)
if (
newX >= 0 && newX + newLength <= m &&
newY >= 0 && newY + newWidth <= n &&
newZ >= 0 && newZ + newDepth <= p &&
isSpaceValid(newX, newY, newZ, newLength, newWidth, newDepth)
) {
console.log(`Placing room at (${newX}, ${newY}, ${newZ}) with dimensions (${newLength}x${newWidth}x${newDepth})`);
for (let di = 0; di < newDepth; di++) {
for (let dj = 0; dj < newLength; dj++) {
for (let dk = 0; dk < newWidth; dk++) {
const x = newX + dj;
const y = newY + dk;
const z = newZ + di;
// If this is at a matrix border, don't modify it
// todo: change to be window
if (x === 0 || x === m - 1 ||
y === 0 || y === n - 1 ||
z === 0 || z === p - 1) {
continue;
}
// For non-border spaces, build room walls as normal
if (di === 0 || di === newDepth - 1 ||
dj === 0 || dj === newLength - 1 ||
dk === 0 || dk === newWidth - 1) {
matrix[z][x][y] = 'stone';
} else {
matrix[z][x][y] = 'air';
}
}
}
}
return true;
}
return false;
}
function addDoor(matrix, x, y, z) {
matrix[z][x][y] = 'door';
}
function addStairs(matrix, x, y, z) {
matrix[z][x][y] = 'stair';
}
// Places rooms until we can't, or we place all
// attempts random configurations of rooms in random directions.
while (placedRooms < rooms) {
@ -203,75 +259,105 @@ function generateSequentialRooms(m, n, p, rooms) {
for (let attempt = 0; attempt < 150; attempt++) {
const newLength = Math.max(4, Math.floor(Math.random() * 6) + 4);
const newWidth = Math.max(4, Math.floor(Math.random() * 6) + 4);
const newDepth = Math.max(3, Math.floor(Math.random() * 6) + 4);
const newDepth = Math.max(3, Math.floor(Math.random() * 3) + 2);
let newX, newY, newZ;
// First room has to start on the ground floor
if (placedRooms === 0) {
// First room placement
newX = Math.floor(Math.random() * (m - newLength - 1)) + 1;
newY = Math.floor(Math.random() * (n - newWidth - 1)) + 1;
newZ = 1; // Ground floor
newZ = 0; // Ground floor
if (validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p)) {
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
break;
} else {
// Subsequent rooms: Choose a direction
const direction = getRandomDirection();
let doorPlaced = false;
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 ;
newZ = lastRoom.z + lastRoom.depth;
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 = { x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth };
roomPlaced = true;
placedRooms++;
break;
}
break;
case 'left':
newX = lastRoom.x - newLength + 1;
newY = lastRoom.y;
newZ = lastRoom.z;
if (validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p)) {
addDoor(matrix, lastRoom.x, lastRoom.y + Math.floor(lastRoom.width / 2), lastRoom.z);
lastRoom = { x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth };
roomPlaced = true;
placedRooms++;
break;
}
break;
case 'right':
newX = lastRoom.x + lastRoom.length - 1;
newY = lastRoom.y;
newZ = lastRoom.z;
if (validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p)) {
addDoor(matrix, lastRoom.x + lastRoom.length - 1,
lastRoom.y + Math.floor(lastRoom.width / 2),
lastRoom.z);
lastRoom = { x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth };
roomPlaced = true;
placedRooms++;
break;
}
break;
case 'forward':
newX = lastRoom.x;
newY = lastRoom.y + lastRoom.width - 1;
newZ = lastRoom.z;
if (validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p)) {
addDoor(matrix, lastRoom.x + Math.floor(lastRoom.length / 2),
lastRoom.y + lastRoom.width - 1,
lastRoom.z);
lastRoom = { x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth };
roomPlaced = true;
placedRooms++;
break;
}
break;
case 'backward':
newX = lastRoom.x;
newY = lastRoom.y - newWidth + 1;
newZ = lastRoom.z;
if (validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p)) {
addDoor(matrix, lastRoom.x + Math.floor(lastRoom.length / 2),
lastRoom.y,
lastRoom.z);
lastRoom = { x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth };
roomPlaced = true;
placedRooms++;
break;
}
break;
}
}
// check if valid config, and build room
if (newX > 0 && newX + newLength < m &&
newY > 0 && newY + newWidth < n &&
newZ > 0 && newZ + newDepth < p &&
isSpaceValid(newX, newY, newZ, newLength, newWidth, newDepth)) {
// Place room and mark spaces (allow shared borders)
for (let di = 0; di < newDepth; di++) {
for (let dj = 0; dj < newLength; dj++) {
for (let dk = 0; dk < newWidth; dk++) {
// Mark only the outer edges of the room
if (di === 0 || di === newDepth - 1 ||
dj === 0 || dj === newLength - 1 ||
dk === 0 || dk === newWidth - 1) {
matrix[newZ + di][newX + dj][newY + dk] = 'stone';
} else {
matrix[newZ + di][newX + dj][newY + dk] = 'air';
}
}
}
}
lastRoom = { x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth };
placedRooms++;
roomPlaced = true;
break;
}
}
if (!roomPlaced) {
@ -279,9 +365,7 @@ function generateSequentialRooms(m, n, p, rooms) {
break;
}
}
console.log(`Placed rooms: ${placedRooms}`);
return matrix;
return matrix
}
@ -296,13 +380,22 @@ function printMatrix(matrix) {
console.log(`Layer ${layerIndex}:`);
layer.forEach(row => {
console.log(
row.map(cell => cell === 'stone' ? '█' : '.').join(' ')
row.map(cell => {
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
}
}).join(' ')
);
});
console.log('---');
});
}
const resultMatrix = generateSequentialRooms(10, 20, 20, 6);
printMatrix(resultMatrix)