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fixes for sequential generation function
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1 changed files with 43 additions and 75 deletions
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@ -131,7 +131,7 @@ function generateAbstractRooms(m, n, p, rooms = 5) {
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* @param rooms Number of rooms to generate
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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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// 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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Array(n).fill('air')
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@ -153,28 +153,48 @@ function generateSequentialRooms(m, n, p, rooms) {
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}
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}
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const usedSpaces = new Set();
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let placedRooms = 0;
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let lastRoom = null;
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const placementDirections = ['above', 'left', 'right', 'forward', 'backward'];
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// Direction probabilities (e.g., 'above': 20%, 'left': 20%, 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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];
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// Function to pick a random direction based on percentages
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function getRandomDirection() {
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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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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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while (placedRooms < rooms) {
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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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let roomPlaced = false;
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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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let newX, newY, newZ;
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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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} else {
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const direction = placementDirections[Math.floor(Math.random() * placementDirections.length)];
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// Subsequent rooms: Choose a direction
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const direction = getRandomDirection();
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switch (direction) {
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case 'above':
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@ -209,38 +229,26 @@ function generateSequentialRooms(m, n, p, rooms) {
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newY > 0 && newY + newWidth < n &&
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newZ > 0 && newZ + newDepth < p) {
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// Check space availability
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const spaceAvailable = !Array.from({ length: newDepth }).some((_, di) =>
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Array.from({ length: newLength }).some((_, dj) =>
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Array.from({ length: newWidth }).some((_, dk) =>
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usedSpaces.has(`${newX + dj},${newY + dk},${newZ + di}`)
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)
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)
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);
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if (spaceAvailable) {
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// Place room and mark spaces
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for (let di = 0; di < newDepth; di++) {
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for (let dj = 0; dj < newLength; dj++) {
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for (let dk = 0; dk < newWidth; dk++) {
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const spaceKey = `${newX + dj},${newY + dk},${newZ + di}`;
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usedSpaces.add(spaceKey);
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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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}
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// Place room and mark spaces (allow overlapping)
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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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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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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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@ -254,46 +262,6 @@ function generateSequentialRooms(m, n, p, rooms) {
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return matrix;
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}
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// Helper function to place a room in the matrix
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function placeRoom(matrix, x, y, z, length, width, depth) {
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for (let dx = x; dx < x + length; dx++) {
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for (let dy = y; dy < y + width; dy++) {
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for (let dz = z; dz < z + depth; dz++) {
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// Mark borders as stone
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if (dx === x || dx === x + length - 1 ||
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dy === y || dy === y + width - 1 ||
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dz === z || dz === z + depth - 1) {
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matrix[dz][dx][dy] = 'stone';
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}
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}
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}
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}
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}
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// Check for room overlap (excluding border)
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function roomOverlaps(matrix, x, y, z, length, width, depth) {
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for (let di = 1; di < depth - 1; di++) {
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for (let dj = 1; dj < length - 1; dj++) {
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for (let dk = 1; dk < width - 1; dk++) {
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// Check internal spaces for overlap
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if (matrix[z + di][x + dj][y + dk] === 'stone') {
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return true;
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}
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}
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}
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}
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return false;
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}
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// Fisher-Yates shuffle to randomize placement directions
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function shuffleArray(array) {
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for (let i = array.length - 1; i > 0; i--) {
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const j = Math.floor(Math.random() * (i + 1));
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[array[i], array[j]] = [array[j], array[i]];
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}
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}
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/**
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* todo: Given a matrix, turn it into a blueprint
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