added windows, room materials. abstracted out for easy implementation

This commit is contained in:
mmaheshwari2 2025-02-09 12:32:23 -08:00
parent 9283a79385
commit bf88a96106

View file

@ -1,3 +1,4 @@
import {materials} from "mineflayer-armor-manager/dist/data/armor.js";
/**
*
@ -93,9 +94,9 @@ function generateAbstractRooms(m, n, p, rooms = 5) {
}
}
// TODO: Convert layers matrix into the right format
blueprint = matrixToBlueprint(matrix, [200, -60, -100])
return matrix;
return blueprint;
}
@ -105,9 +106,21 @@ function generateAbstractRooms(m, n, p, rooms = 5) {
* @param n height of the 3D space
* @param p depth of the 3D space
* @param rooms Number of rooms to attempt to generate
* @param wrapping material of wrapping (air, glass, etc...) -> default is air
* @param carpetStyle 0,1,2 increasingly more complex
* @param windowStyle 0,1,2 increasingly more complex
* @param complexity 0,1,2,3,4 for increasingly complex materials for room generation
* @returns a Blueprint object
*/
// todo: add room size params, room material params, roof style
function generateSequentialRooms(m=20, n=20, p=20, rooms=8) {
// todo: room material params, roof style
function proceduralGeneration(m = 20,
n = 20,
p = 20,
rooms = 8,
wrapping = "air",
carpetStyle = 1,
windowStyle = 1,
complexity = 4) {
// Build 3D space
const matrix = Array.from({length: p}, () =>
Array.from({length: m}, () =>
@ -115,6 +128,13 @@ function generateSequentialRooms(m=20, n=20, p=20, rooms=8) {
)
);
// set materials
let roomMaterials = ["stone", "terracotta", "quartz_block", "copper_block", "purpur_block"]
if (complexity < roomMaterials.length){
roomMaterials = roomMaterials.slice(0, complexity + 1);
}
// Mark entire outer border with 'stone'
for (let z = 0; z < p; z++) {
for (let x = 0; x < m; x++) {
@ -180,7 +200,7 @@ function generateSequentialRooms(m=20, n=20, p=20, rooms=8) {
return true;
}
function validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p) {
function validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p, material) {
// Allow rooms to use the matrix edges (note the <= instead of <)
if (
newX >= 0 && newX + newLength <= m &&
@ -204,13 +224,14 @@ function generateSequentialRooms(m=20, n=20, p=20, rooms=8) {
}
// For non-border spaces, check if this is a floor that should be shared
if (di === 0 && matrix[z-1][x][y] === 'stone') {
//was: === 'stone'
if (di === 0 && matrix[z-1][x][y] !== 'air') {
// Skip creating floor if there's a ceiling below
matrix[z][x][y] = 'air';
} else if (di === 0 || di === newDepth - 1 ||
dj === 0 || dj === newLength - 1 ||
dk === 0 || dk === newWidth - 1) {
matrix[z][x][y] = 'stone';
matrix[z][x][y] = material;
} else {
matrix[z][x][y] = 'air';
}
@ -224,8 +245,8 @@ function generateSequentialRooms(m=20, n=20, p=20, rooms=8) {
return false;
}
function addDoor(matrix, x, y, z) {
matrix[z][x][y] = 'stone';
function addDoor(matrix, x, y, z, material) {
matrix[z][x][y] = material;
// Place the lower half of the door
matrix[z + 1][x][y] = 'dark_oak_door[half=lower, hinge=left]';
@ -234,7 +255,141 @@ function generateSequentialRooms(m=20, n=20, p=20, rooms=8) {
matrix[z + 2][x][y] = 'dark_oak_door[half=upper, hinge=left]';
}
//out of commission
// Takes in a room and randomly converts some faces to be windows
// todo if time: the centering of windows is still kinda buggy
function addWindowsAsSquares(matrix, x, y, z, newLength, newWidth, newDepth, material) {
// Matrix dimensions
const matrixDepth = matrix.length;
const matrixLength = matrix[0].length;
const matrixWidth = matrix[0][0].length;
// Helper function to check if coordinates are within bounds
function isInBounds(z, x, y) {
return z >= 0 && z < matrixDepth &&
x >= 0 && x < matrixLength &&
y >= 0 && y < matrixWidth;
}
// Front and back faces (z is constant)
if (Math.random() < 0.5) {
let centerX = x + Math.floor(newLength / 2);
let centerY = y + Math.floor(newWidth / 2);
for (let dx = -1; dx <= 0; dx++) {
for (let dy = -1; dy <= 0; dy++) {
let frontZ = z;
let backZ = z + newDepth - 1;
if (isInBounds(frontZ, centerX + dx, centerY + dy) &&
matrix[frontZ][centerX + dx][centerY + dy] === material) {
matrix[frontZ][centerX + dx][centerY + dy] = 'glass';
}
if (isInBounds(backZ, centerX + dx, centerY + dy) &&
matrix[backZ][centerX + dx][centerY + dy] === material) {
matrix[backZ][centerX + dx][centerY + dy] = 'glass';
}
}
}
}
// Left and right faces (x is constant)
if (Math.random() < 0.5) {
let centerZ = z + Math.floor(newDepth / 2);
let centerY = y + Math.floor(newWidth / 2);
for (let dz = -1; dz <= 0; dz++) {
for (let dy = -1; dy <= 0; dy++) {
let leftX = x;
let rightX = x + newLength - 1;
if (isInBounds(centerZ + dz, leftX, centerY + dy) &&
matrix[centerZ + dz][leftX][centerY + dy] === material) {
matrix[centerZ + dz][leftX][centerY + dy] = 'glass';
}
if (isInBounds(centerZ + dz, rightX, centerY + dy) &&
matrix[centerZ + dz][rightX][centerY + dy] === material) {
matrix[centerZ + dz][rightX][centerY + dy] = 'glass';
}
}
}
}
// Top and bottom faces (y is constant)
if (Math.random() < 0.5) {
let centerX = x + Math.floor(newLength / 2);
let centerZ = z + Math.floor(newDepth / 2);
for (let dx = -1; dx <= 0; dx++) {
for (let dz = -1; dz <= 0; dz++) {
let bottomY = y;
let topY = y + newWidth - 1;
if (isInBounds(centerZ + dz, centerX + dx, bottomY) &&
matrix[centerZ + dz][centerX + dx][bottomY] === material) {
matrix[centerZ + dz][centerX + dx][bottomY] = 'glass';
}
if (isInBounds(centerZ + dz, centerX + dx, topY) &&
matrix[centerZ + dz][centerX + dx][topY] === material) {
matrix[centerZ + dz][centerX + dx][topY] = 'glass';
}
}
}
}
}
function addWindowsAsPlane(matrix, x, y, z, newLength, newWidth, newDepth, material) {
// Ensure the new dimensions are within bounds
const maxX = matrix[0].length;
const maxY = matrix[0][0].length;
const maxZ = matrix.length;
// Each face has a 30% chance of becoming a window
if (Math.random() < 0.5) {
for (let dx = 0; dx < newLength; dx++) {
for (let dy = 0; dy < newWidth; dy++) {
let frontZ = z;
let backZ = z + newDepth - 1;
// Check bounds before modifying the matrix
if (frontZ >= 0 && frontZ < maxZ && x + dx >= 0 && x + dx < maxX && y + dy >= 0 && y + dy < maxY) {
if (matrix[frontZ][x + dx][y + dy] === material) {
matrix[frontZ][x + dx][y + dy] = 'glass';
}
}
if (backZ >= 0 && backZ < maxZ && x + dx >= 0 && x + dx < maxX && y + dy >= 0 && y + dy < maxY) {
if (matrix[backZ][x + dx][y + dy] === material) {
matrix[backZ][x + dx][y + dy] = 'glass';
}
}
}
}
}
if (Math.random() < 0.5) {
for (let dz = 0; dz < newDepth; dz++) {
for (let dy = 0; dy < newWidth; dy++) {
let leftX = x;
let rightX = x + newLength - 1;
// Check bounds before modifying the matrix
if (leftX >= 0 && leftX < maxX && z + dz >= 0 && z + dz < maxZ && y + dy >= 0 && y + dy < maxY) {
if (matrix[z + dz][leftX][y + dy] === material) {
matrix[z + dz][leftX][y + dy] = 'glass';
}
}
if (rightX >= 0 && rightX < maxX && z + dz >= 0 && z + dz < maxZ && y + dy >= 0 && y + dy < maxY) {
if (matrix[z + dz][rightX][y + dy] === material) {
matrix[z + dz][rightX][y + dy] = 'glass';
}
}
}
}
}
}
// out of commission
function addStairs(matrix, x, y, z, direction) {
let dz = 0; // Change in Z direction
let dx = 0; // Change in X direction
@ -330,12 +485,45 @@ function generateSequentialRooms(m=20, n=20, p=20, rooms=8) {
}
function embellishments(carpet, windowStyle, matrix, newX, newY, newZ, newLength, newWidth, newDepth, material){
switch (windowStyle) {
case 0:
break;
case 1:
addWindowsAsSquares(matrix, newZ, newY, newZ, newLength, newWidth, newDepth, material)
break;
case 2:
addWindowsAsPlane(matrix, newZ, newY, newZ, newLength, newWidth, newDepth, material)
}
switch (carpet) {
case 0:
break;
case 1:
addCarpet(0.3,matrix,newX, newY, newZ, newLength, newWidth);
break;
case 2:
addCarpet(0.7,matrix,newX, newY, newZ, newLength, newWidth)
break;
}
}
// Places rooms until we can't, or we place all
// attempts random configurations of rooms in random directions.
while (placedRooms < rooms) {
let roomPlaced = false;
for (let attempt = 0; attempt < 150; attempt++) {
const material = roomMaterials[Math.floor(Math.random() * roomMaterials.length)];
// dimensions of room
const newLength = Math.max(6, Math.floor(Math.random() * 6) + 4);
const newWidth = Math.max(6, Math.floor(Math.random() * 6) + 4);
@ -349,20 +537,20 @@ function generateSequentialRooms(m=20, n=20, p=20, rooms=8) {
newY = Math.floor(Math.random() * (n - newWidth - 1)) + 1;
newZ = 0; // Ground floor
if (validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p)) {
if (validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p, material)) {
lastRoom = { x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth };
roomPlaced = true;
placedRooms++;
// Add doors to all four sides
// Left side
addDoor(matrix, newX, newY + Math.floor(newWidth / 2), newZ);
addDoor(matrix, newX, newY + Math.floor(newWidth / 2), newZ, material);
// Right side
addDoor(matrix, newX + newLength - 1, newY + Math.floor(newWidth / 2), newZ);
addDoor(matrix, newX + newLength - 1, newY + Math.floor(newWidth / 2), newZ, material);
// Front side
addDoor(matrix, newX + Math.floor(newLength / 2), newY, newZ);
addDoor(matrix, newX + Math.floor(newLength / 2), newY, newZ, material);
// Back side
addDoor(matrix, newX + Math.floor(newLength / 2), newY + newWidth - 1, newZ);
addDoor(matrix, newX + Math.floor(newLength / 2), newY + newWidth - 1, newZ, material);
addCarpet(0.7, matrix, newX, newY, newZ, newLength, newWidth)
}
@ -377,16 +565,16 @@ function generateSequentialRooms(m=20, n=20, p=20, rooms=8) {
newX = lastRoom.x;
newY = lastRoom.y;
newZ = lastRoom.z + lastRoom.depth - 1;
if (validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p)) {
if (validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p, material)) {
embellishments(carpetStyle, windowStyle, matrix, newX, newY, newZ, newLength, newWidth, newDepth, material)
addLadder(matrix, lastRoom.x + Math.floor(lastRoom.length / 2),
lastRoom.y + Math.floor(lastRoom.width / 2),
newZ); // Adding the ladder
addCarpet(0.7, matrix, newX, newY, newZ, newLength, newWidth)
lastRoom = { x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth };
roomPlaced = true;
placedRooms++;
@ -398,12 +586,15 @@ function generateSequentialRooms(m=20, n=20, p=20, rooms=8) {
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);
if (validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p, material)) {
embellishments(carpetStyle, windowStyle, matrix, newX, newY, newZ, newLength, newWidth, newDepth, material)
addDoor(matrix, lastRoom.x, lastRoom.y + Math.floor(lastRoom.width / 2), lastRoom.z, material);
addCarpet(0.3, matrix, newX, newY, newZ, newLength, newWidth)
lastRoom = { x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth };
@ -417,13 +608,16 @@ function generateSequentialRooms(m=20, n=20, p=20, rooms=8) {
newX = lastRoom.x + lastRoom.length - 1;
newY = lastRoom.y;
newZ = lastRoom.z;
if (validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p)) {
if (validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p, material)) {
embellishments(carpetStyle, windowStyle, matrix, newX, newY, newZ, newLength, newWidth, newDepth, material)
addDoor(matrix, lastRoom.x + lastRoom.length - 1,
lastRoom.y + Math.floor(lastRoom.width / 2),
lastRoom.z);
lastRoom.z, material);
addCarpet(0.3, matrix, newX, newY, newZ, newLength, newWidth)
lastRoom = { x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth };
@ -437,13 +631,16 @@ function generateSequentialRooms(m=20, n=20, p=20, rooms=8) {
newX = lastRoom.x;
newY = lastRoom.y + lastRoom.width - 1;
newZ = lastRoom.z;
if (validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p)) {
if (validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p, material)) {
embellishments(carpetStyle, windowStyle, matrix, newX, newY, newZ, newLength, newWidth, newDepth, material)
addDoor(matrix, lastRoom.x + Math.floor(lastRoom.length / 2),
lastRoom.y + lastRoom.width - 1,
lastRoom.z);
lastRoom.z, material);
addCarpet(0.3, matrix, newX, newY, newZ, newLength, newWidth)
lastRoom = { x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth };
@ -457,12 +654,14 @@ function generateSequentialRooms(m=20, n=20, p=20, rooms=8) {
newX = lastRoom.x;
newY = lastRoom.y - newWidth + 1;
newZ = lastRoom.z;
if (validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p)) {
if (validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p, material)) {
embellishments(carpetStyle, windowStyle, matrix, newX, newY, newZ, newLength, newWidth, newDepth, material)
addDoor(matrix, lastRoom.x + Math.floor(lastRoom.length / 2),
lastRoom.y,
lastRoom.z);
addCarpet(0.3, matrix, newX, newY, newZ, newLength, newWidth)
lastRoom.z, material);
@ -487,18 +686,16 @@ function generateSequentialRooms(m=20, n=20, p=20, rooms=8) {
}
// Replace outer stone layer with glass
// Replace outer layer with wrap
for (let z = 0; z < p; z++) {
for (let x = 0; x < m; x++) {
for (let y = 0; y < n; y++) {
if (
(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
y === 0 || y === n - 1) // Left and right faces
) {
matrix[z][x][y] = 'air';
matrix[z][x][y] = wrapping;
}
}
}
@ -573,24 +770,11 @@ function printMatrix(matrix) {
}
// main:
const resultMatrix = generateSequentialRooms(20, 10, 20, 10);
const resultMatrix = proceduralGeneration(20, 10, 20, 10, "air", 1, 1, 4);
printMatrix(resultMatrix)
const glass_matrix = resultMatrix.map((layer) => {
return layer.map((row) => {
return row.map((cell) => {
if (cell === 'stone') {
return 'purple_stained_glass';
}
return cell;
})
})
});
// console.log(glass_matrix)
let blueprint = matrixToBlueprint(glass_matrix,[194, -60, -94])
// console.log(blueprint)
let blueprint = matrixToBlueprint(resultMatrix,[194, -60, -94])
import mineflayer from "mineflayer";
import {autoBuild} from "./test_blueprint_layout.js";