mirror of
https://github.com/kolbytn/mindcraft.git
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added windows, room materials. abstracted out for easy implementation
This commit is contained in:
parent
9283a79385
commit
bf88a96106
1 changed files with 236 additions and 52 deletions
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@ -1,3 +1,4 @@
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import {materials} from "mineflayer-armor-manager/dist/data/armor.js";
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/**
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*
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@ -93,9 +94,9 @@ function generateAbstractRooms(m, n, p, rooms = 5) {
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}
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}
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// TODO: Convert layers matrix into the right format
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blueprint = matrixToBlueprint(matrix, [200, -60, -100])
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return matrix;
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return blueprint;
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}
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@ -105,9 +106,21 @@ function generateAbstractRooms(m, n, p, rooms = 5) {
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* @param n height of the 3D space
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* @param p depth of the 3D space
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* @param rooms Number of rooms to attempt to generate
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* @param wrapping material of wrapping (air, glass, etc...) -> default is air
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* @param carpetStyle 0,1,2 increasingly more complex
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* @param windowStyle 0,1,2 increasingly more complex
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* @param complexity 0,1,2,3,4 for increasingly complex materials for room generation
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* @returns a Blueprint object
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*/
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// todo: add room size params, room material params, roof style
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function generateSequentialRooms(m=20, n=20, p=20, rooms=8) {
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// todo: room material params, roof style
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function proceduralGeneration(m = 20,
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n = 20,
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p = 20,
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rooms = 8,
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wrapping = "air",
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carpetStyle = 1,
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windowStyle = 1,
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complexity = 4) {
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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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@ -115,6 +128,13 @@ function generateSequentialRooms(m=20, n=20, p=20, rooms=8) {
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)
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);
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// set materials
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let roomMaterials = ["stone", "terracotta", "quartz_block", "copper_block", "purpur_block"]
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if (complexity < roomMaterials.length){
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roomMaterials = roomMaterials.slice(0, complexity + 1);
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}
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// Mark entire outer border with 'stone'
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for (let z = 0; z < p; z++) {
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for (let x = 0; x < m; x++) {
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@ -180,7 +200,7 @@ function generateSequentialRooms(m=20, n=20, p=20, rooms=8) {
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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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function validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p, material) {
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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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@ -204,13 +224,14 @@ function generateSequentialRooms(m=20, n=20, p=20, rooms=8) {
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}
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// For non-border spaces, check if this is a floor that should be shared
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if (di === 0 && matrix[z-1][x][y] === 'stone') {
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//was: === 'stone'
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if (di === 0 && matrix[z-1][x][y] !== 'air') {
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// Skip creating floor if there's a ceiling below
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matrix[z][x][y] = 'air';
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} else 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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matrix[z][x][y] = material;
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} else {
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matrix[z][x][y] = 'air';
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}
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@ -224,8 +245,8 @@ function generateSequentialRooms(m=20, n=20, p=20, rooms=8) {
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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] = 'stone';
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function addDoor(matrix, x, y, z, material) {
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matrix[z][x][y] = material;
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// Place the lower half of the door
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matrix[z + 1][x][y] = 'dark_oak_door[half=lower, hinge=left]';
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@ -234,7 +255,141 @@ function generateSequentialRooms(m=20, n=20, p=20, rooms=8) {
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matrix[z + 2][x][y] = 'dark_oak_door[half=upper, hinge=left]';
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}
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//out of commission
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// Takes in a room and randomly converts some faces to be windows
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// todo if time: the centering of windows is still kinda buggy
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function addWindowsAsSquares(matrix, x, y, z, newLength, newWidth, newDepth, material) {
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// Matrix dimensions
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const matrixDepth = matrix.length;
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const matrixLength = matrix[0].length;
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const matrixWidth = matrix[0][0].length;
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// Helper function to check if coordinates are within bounds
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function isInBounds(z, x, y) {
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return z >= 0 && z < matrixDepth &&
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x >= 0 && x < matrixLength &&
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y >= 0 && y < matrixWidth;
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}
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// Front and back faces (z is constant)
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if (Math.random() < 0.5) {
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let centerX = x + Math.floor(newLength / 2);
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let centerY = y + Math.floor(newWidth / 2);
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for (let dx = -1; dx <= 0; dx++) {
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for (let dy = -1; dy <= 0; dy++) {
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let frontZ = z;
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let backZ = z + newDepth - 1;
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if (isInBounds(frontZ, centerX + dx, centerY + dy) &&
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matrix[frontZ][centerX + dx][centerY + dy] === material) {
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matrix[frontZ][centerX + dx][centerY + dy] = 'glass';
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}
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if (isInBounds(backZ, centerX + dx, centerY + dy) &&
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matrix[backZ][centerX + dx][centerY + dy] === material) {
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matrix[backZ][centerX + dx][centerY + dy] = 'glass';
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}
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}
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}
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}
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// Left and right faces (x is constant)
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if (Math.random() < 0.5) {
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let centerZ = z + Math.floor(newDepth / 2);
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let centerY = y + Math.floor(newWidth / 2);
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for (let dz = -1; dz <= 0; dz++) {
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for (let dy = -1; dy <= 0; dy++) {
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let leftX = x;
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let rightX = x + newLength - 1;
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if (isInBounds(centerZ + dz, leftX, centerY + dy) &&
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matrix[centerZ + dz][leftX][centerY + dy] === material) {
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matrix[centerZ + dz][leftX][centerY + dy] = 'glass';
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}
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if (isInBounds(centerZ + dz, rightX, centerY + dy) &&
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matrix[centerZ + dz][rightX][centerY + dy] === material) {
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matrix[centerZ + dz][rightX][centerY + dy] = 'glass';
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}
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}
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}
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}
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// Top and bottom faces (y is constant)
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if (Math.random() < 0.5) {
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let centerX = x + Math.floor(newLength / 2);
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let centerZ = z + Math.floor(newDepth / 2);
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for (let dx = -1; dx <= 0; dx++) {
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for (let dz = -1; dz <= 0; dz++) {
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let bottomY = y;
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let topY = y + newWidth - 1;
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if (isInBounds(centerZ + dz, centerX + dx, bottomY) &&
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matrix[centerZ + dz][centerX + dx][bottomY] === material) {
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matrix[centerZ + dz][centerX + dx][bottomY] = 'glass';
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}
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if (isInBounds(centerZ + dz, centerX + dx, topY) &&
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matrix[centerZ + dz][centerX + dx][topY] === material) {
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matrix[centerZ + dz][centerX + dx][topY] = 'glass';
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}
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}
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}
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}
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}
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function addWindowsAsPlane(matrix, x, y, z, newLength, newWidth, newDepth, material) {
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// Ensure the new dimensions are within bounds
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const maxX = matrix[0].length;
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const maxY = matrix[0][0].length;
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const maxZ = matrix.length;
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// Each face has a 30% chance of becoming a window
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if (Math.random() < 0.5) {
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for (let dx = 0; dx < newLength; dx++) {
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for (let dy = 0; dy < newWidth; dy++) {
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let frontZ = z;
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let backZ = z + newDepth - 1;
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// Check bounds before modifying the matrix
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if (frontZ >= 0 && frontZ < maxZ && x + dx >= 0 && x + dx < maxX && y + dy >= 0 && y + dy < maxY) {
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if (matrix[frontZ][x + dx][y + dy] === material) {
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matrix[frontZ][x + dx][y + dy] = 'glass';
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}
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}
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if (backZ >= 0 && backZ < maxZ && x + dx >= 0 && x + dx < maxX && y + dy >= 0 && y + dy < maxY) {
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if (matrix[backZ][x + dx][y + dy] === material) {
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matrix[backZ][x + dx][y + dy] = 'glass';
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}
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}
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}
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}
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}
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if (Math.random() < 0.5) {
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for (let dz = 0; dz < newDepth; dz++) {
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for (let dy = 0; dy < newWidth; dy++) {
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let leftX = x;
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let rightX = x + newLength - 1;
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// Check bounds before modifying the matrix
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if (leftX >= 0 && leftX < maxX && z + dz >= 0 && z + dz < maxZ && y + dy >= 0 && y + dy < maxY) {
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if (matrix[z + dz][leftX][y + dy] === material) {
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matrix[z + dz][leftX][y + dy] = 'glass';
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}
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}
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if (rightX >= 0 && rightX < maxX && z + dz >= 0 && z + dz < maxZ && y + dy >= 0 && y + dy < maxY) {
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if (matrix[z + dz][rightX][y + dy] === material) {
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matrix[z + dz][rightX][y + dy] = 'glass';
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}
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}
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}
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}
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}
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}
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// out of commission
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function addStairs(matrix, x, y, z, direction) {
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let dz = 0; // Change in Z direction
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let dx = 0; // Change in X direction
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@ -330,12 +485,45 @@ function generateSequentialRooms(m=20, n=20, p=20, rooms=8) {
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}
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function embellishments(carpet, windowStyle, matrix, newX, newY, newZ, newLength, newWidth, newDepth, material){
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switch (windowStyle) {
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case 0:
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break;
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case 1:
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addWindowsAsSquares(matrix, newZ, newY, newZ, newLength, newWidth, newDepth, material)
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break;
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case 2:
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addWindowsAsPlane(matrix, newZ, newY, newZ, newLength, newWidth, newDepth, material)
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}
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switch (carpet) {
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case 0:
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break;
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case 1:
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addCarpet(0.3,matrix,newX, newY, newZ, newLength, newWidth);
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break;
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case 2:
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addCarpet(0.7,matrix,newX, newY, newZ, newLength, newWidth)
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break;
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}
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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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let roomPlaced = false;
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for (let attempt = 0; attempt < 150; attempt++) {
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const material = roomMaterials[Math.floor(Math.random() * roomMaterials.length)];
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// dimensions of room
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const newLength = Math.max(6, Math.floor(Math.random() * 6) + 4);
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const newWidth = Math.max(6, Math.floor(Math.random() * 6) + 4);
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@ -349,20 +537,20 @@ function generateSequentialRooms(m=20, n=20, p=20, rooms=8) {
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newY = Math.floor(Math.random() * (n - newWidth - 1)) + 1;
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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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if (validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p, material)) {
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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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// Add doors to all four sides
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// Left side
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addDoor(matrix, newX, newY + Math.floor(newWidth / 2), newZ);
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addDoor(matrix, newX, newY + Math.floor(newWidth / 2), newZ, material);
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// Right side
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addDoor(matrix, newX + newLength - 1, newY + Math.floor(newWidth / 2), newZ);
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addDoor(matrix, newX + newLength - 1, newY + Math.floor(newWidth / 2), newZ, material);
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// Front side
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addDoor(matrix, newX + Math.floor(newLength / 2), newY, newZ);
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addDoor(matrix, newX + Math.floor(newLength / 2), newY, newZ, material);
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// Back side
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addDoor(matrix, newX + Math.floor(newLength / 2), newY + newWidth - 1, newZ);
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addDoor(matrix, newX + Math.floor(newLength / 2), newY + newWidth - 1, newZ, material);
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addCarpet(0.7, matrix, newX, newY, newZ, newLength, newWidth)
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}
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@ -377,16 +565,16 @@ function generateSequentialRooms(m=20, n=20, p=20, rooms=8) {
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newX = lastRoom.x;
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newY = lastRoom.y;
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newZ = lastRoom.z + lastRoom.depth - 1;
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if (validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p)) {
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if (validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p, material)) {
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embellishments(carpetStyle, windowStyle, matrix, newX, newY, newZ, newLength, newWidth, newDepth, material)
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addLadder(matrix, lastRoom.x + Math.floor(lastRoom.length / 2),
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lastRoom.y + Math.floor(lastRoom.width / 2),
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newZ); // Adding the ladder
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addCarpet(0.7, matrix, newX, newY, newZ, newLength, newWidth)
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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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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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if (validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p, material)) {
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embellishments(carpetStyle, windowStyle, matrix, newX, newY, newZ, newLength, newWidth, newDepth, material)
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addDoor(matrix, lastRoom.x, lastRoom.y + Math.floor(lastRoom.width / 2), lastRoom.z, material);
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addCarpet(0.3, matrix, newX, newY, newZ, newLength, newWidth)
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lastRoom = { x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth };
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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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if (validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p, material)) {
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embellishments(carpetStyle, windowStyle, matrix, newX, newY, newZ, newLength, newWidth, newDepth, material)
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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.z, material);
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addCarpet(0.3, matrix, newX, newY, newZ, newLength, newWidth)
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lastRoom = { x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth };
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@ -437,13 +631,16 @@ function generateSequentialRooms(m=20, n=20, p=20, rooms=8) {
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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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if (validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p, material)) {
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embellishments(carpetStyle, windowStyle, matrix, newX, newY, newZ, newLength, newWidth, newDepth, material)
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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.z, material);
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addCarpet(0.3, matrix, newX, newY, newZ, newLength, newWidth)
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lastRoom = { x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth };
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@ -457,12 +654,14 @@ function generateSequentialRooms(m=20, n=20, p=20, rooms=8) {
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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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if (validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p, material)) {
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embellishments(carpetStyle, windowStyle, matrix, newX, newY, newZ, newLength, newWidth, newDepth, material)
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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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addCarpet(0.3, matrix, newX, newY, newZ, newLength, newWidth)
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lastRoom.z, material);
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@ -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";
|
||||
|
|
Loading…
Add table
Reference in a new issue