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rooms can use matrix edge. also starting stairs / doors dev
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parent
6fda1675a4
commit
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1 changed files with 143 additions and 50 deletions
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@ -132,8 +132,8 @@ function generateAbstractRooms(m, n, p, rooms = 5) {
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*/
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function generateSequentialRooms(m, n, p, rooms) {
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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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const matrix = Array.from({length: p}, () =>
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Array.from({length: m}, () =>
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Array(n).fill('air')
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)
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);
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@ -158,11 +158,11 @@ function generateSequentialRooms(m, n, p, rooms) {
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// Direction probabilities (e.g., 'above': 40%, 'left': 15%, etc.)
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const directionChances = [
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{ direction: 'above', chance: 0.4 },
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{ direction: 'left', chance: 0.15 },
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{ direction: 'right', chance: 0.15 },
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{ direction: 'forward', chance: 0.15 },
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{ direction: 'backward', chance: 0.15 },
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{direction: 'above', chance: 0.4},
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{direction: 'left', chance: 0.15},
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{direction: 'right', chance: 0.15},
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{direction: 'forward', chance: 0.15},
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{direction: 'backward', chance: 0.15},
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];
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// Function to pick a random direction based on percentages
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@ -170,22 +170,30 @@ function generateSequentialRooms(m, n, p, rooms) {
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const rand = Math.random();
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let cumulative = 0;
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for (const { direction, chance } of directionChances) {
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for (const {direction, chance} of directionChances) {
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cumulative += chance;
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if (rand <= cumulative) return direction;
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}
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return directionChances[0].direction; // Fallback to the first direction
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}
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// Ensures no rooms in rooms
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// Ensures no rooms overlap except at edges
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function isSpaceValid(newX, newY, newZ, newLength, newWidth, newDepth) {
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for (let di = 0; di < newDepth; di++) {
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for (let dj = 0; dj < newLength; dj++) {
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for (let dk = 0; dk < newWidth; dk++) {
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// Check if space is already occupied inside the bounds
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const x = newX + dj -1;
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const y = newY + dk-1;
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const z = newZ + di+1;
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const x = newX + dj;
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const y = newY + dk;
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const z = newZ + di;
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// Skip checking the matrix borders since we want to share them
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if (x === 0 || x === m - 1 ||
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y === 0 || y === n - 1 ||
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z === 0 || z === p - 1) {
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continue;
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}
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// For non-border spaces, ensure they're air
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if (matrix[z][x][y] !== 'air') {
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return false;
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}
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@ -195,6 +203,54 @@ function generateSequentialRooms(m, n, p, rooms) {
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return true;
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}
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function validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p) {
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// Allow rooms to use the matrix edges (note the <= instead of <)
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if (
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newX >= 0 && newX + newLength <= m &&
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newY >= 0 && newY + newWidth <= n &&
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newZ >= 0 && newZ + newDepth <= p &&
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isSpaceValid(newX, newY, newZ, newLength, newWidth, newDepth)
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) {
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console.log(`Placing room at (${newX}, ${newY}, ${newZ}) with dimensions (${newLength}x${newWidth}x${newDepth})`);
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for (let di = 0; di < newDepth; di++) {
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for (let dj = 0; dj < newLength; dj++) {
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for (let dk = 0; dk < newWidth; dk++) {
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const x = newX + dj;
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const y = newY + dk;
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const z = newZ + di;
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// If this is at a matrix border, don't modify it
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// todo: change to be window
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if (x === 0 || x === m - 1 ||
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y === 0 || y === n - 1 ||
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z === 0 || z === p - 1) {
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continue;
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}
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// For non-border spaces, build room walls as normal
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if (di === 0 || di === newDepth - 1 ||
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dj === 0 || dj === newLength - 1 ||
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dk === 0 || dk === newWidth - 1) {
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matrix[z][x][y] = 'stone';
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} else {
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matrix[z][x][y] = 'air';
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}
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}
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}
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}
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return true;
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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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}
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function addStairs(matrix, x, y, z) {
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matrix[z][x][y] = 'stair';
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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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@ -203,75 +259,105 @@ function generateSequentialRooms(m, n, p, rooms) {
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for (let attempt = 0; attempt < 150; attempt++) {
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const newLength = Math.max(4, Math.floor(Math.random() * 6) + 4);
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const newWidth = Math.max(4, Math.floor(Math.random() * 6) + 4);
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const newDepth = Math.max(3, Math.floor(Math.random() * 6) + 4);
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const newDepth = Math.max(3, Math.floor(Math.random() * 3) + 2);
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let newX, newY, newZ;
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// First room has to start on the ground floor
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if (placedRooms === 0) {
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// First room placement
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newX = Math.floor(Math.random() * (m - newLength - 1)) + 1;
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newY = Math.floor(Math.random() * (n - newWidth - 1)) + 1;
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newZ = 1; // Ground floor
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newZ = 0; // Ground floor
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if (validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p)) {
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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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break;
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} else {
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// Subsequent rooms: Choose a direction
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const direction = getRandomDirection();
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let doorPlaced = false;
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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 ;
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newZ = lastRoom.z + lastRoom.depth;
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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 = { 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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break;
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case 'left':
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newX = lastRoom.x - newLength + 1;
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newY = lastRoom.y;
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newZ = lastRoom.z;
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if (validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p)) {
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addDoor(matrix, lastRoom.x, lastRoom.y + Math.floor(lastRoom.width / 2), lastRoom.z);
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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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break;
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case 'right':
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newX = lastRoom.x + lastRoom.length - 1;
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newY = lastRoom.y;
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newZ = lastRoom.z;
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if (validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p)) {
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addDoor(matrix, lastRoom.x + lastRoom.length - 1,
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lastRoom.y + Math.floor(lastRoom.width / 2),
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lastRoom.z);
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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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break;
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case 'forward':
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newX = lastRoom.x;
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newY = lastRoom.y + lastRoom.width - 1;
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newZ = lastRoom.z;
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if (validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p)) {
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addDoor(matrix, lastRoom.x + Math.floor(lastRoom.length / 2),
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lastRoom.y + lastRoom.width - 1,
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lastRoom.z);
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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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break;
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case 'backward':
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newX = lastRoom.x;
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newY = lastRoom.y - newWidth + 1;
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newZ = lastRoom.z;
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if (validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p)) {
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addDoor(matrix, lastRoom.x + Math.floor(lastRoom.length / 2),
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lastRoom.y,
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lastRoom.z);
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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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break;
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}
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}
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// check if valid config, and build room
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if (newX > 0 && newX + newLength < m &&
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newY > 0 && newY + newWidth < n &&
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newZ > 0 && newZ + newDepth < p &&
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isSpaceValid(newX, newY, newZ, newLength, newWidth, newDepth)) {
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// Place room and mark spaces (allow shared borders)
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for (let di = 0; di < newDepth; di++) {
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for (let dj = 0; dj < newLength; dj++) {
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for (let dk = 0; dk < newWidth; dk++) {
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// Mark only the outer edges of the room
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if (di === 0 || di === newDepth - 1 ||
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dj === 0 || dj === newLength - 1 ||
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dk === 0 || dk === newWidth - 1) {
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matrix[newZ + di][newX + dj][newY + dk] = 'stone';
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} else {
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matrix[newZ + di][newX + dj][newY + dk] = 'air';
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}
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}
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}
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}
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lastRoom = { x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth };
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placedRooms++;
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roomPlaced = true;
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break;
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}
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}
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if (!roomPlaced) {
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@ -279,9 +365,7 @@ function generateSequentialRooms(m, n, p, rooms) {
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break;
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}
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}
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console.log(`Placed rooms: ${placedRooms}`);
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return matrix;
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return matrix
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}
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@ -296,13 +380,22 @@ function printMatrix(matrix) {
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console.log(`Layer ${layerIndex}:`);
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layer.forEach(row => {
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console.log(
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row.map(cell => cell === 'stone' ? '█' : '.').join(' ')
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row.map(cell => {
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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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}
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}).join(' ')
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);
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});
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console.log('---');
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});
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}
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const resultMatrix = generateSequentialRooms(10, 20, 20, 6);
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printMatrix(resultMatrix)
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