From bf88a96106bd9fa7311975fe9ca0e2ffa33934de Mon Sep 17 00:00:00 2001 From: mmaheshwari2 Date: Sun, 9 Feb 2025 12:32:23 -0800 Subject: [PATCH] added windows, room materials. abstracted out for easy implementation --- test/test_generate_blueprint.js | 288 ++++++++++++++++++++++++++------ 1 file changed, 236 insertions(+), 52 deletions(-) diff --git a/test/test_generate_blueprint.js b/test/test_generate_blueprint.js index 36b8a94..d3cc470 100644 --- a/test/test_generate_blueprint.js +++ b/test/test_generate_blueprint.js @@ -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";