/** Build the foundation of the house * * @param position coordinate that specify where the house should be built. come in as [x,y,z] * @param windows an int that can be 0,1,2 for increasing frequencies of windows * @param doors a boolean that has doors for room or no doors (if ur crazy ig) */ function buildHouse(position, windows, doors){ // randomly initalize a space for a 3D matrix (make sure its big enough) const minSize = 30; // Minimum size for width, length, height const randomness = 20; // Maximum randomness to add const width = Math.floor(Math.random() * (randomness + 1)) + minSize; const length = Math.floor(Math.random() * (randomness + 1)) + minSize; const height = Math.floor(Math.random() * (randomness + 1)) + minSize; // slice up the space ensuring each compartment has at least 4x4x2 space. const resultMatrix = generateAbstractHouse(width, length, height, 3); console.log(resultMatrix) // todo: then, internally do things like windows / stairs / doors/ etc... } /** * * @param m - length (x-axis) * @param n - width (y-axis) * @param p - depth (z-axis, how many layers) * @param compartmentCount * @returns {any[][][]} */ function generateAbstractHouse(m, n, p, compartmentCount = 5) { const matrix = Array.from({ length: p }, () => Array.from({ length: m }, () => Array(n).fill('air') ) ); // Mark entire outer border with 'stone' for (let z = 0; z < p; z++) { for (let x = 0; x < m; x++) { for (let y = 0; y < n; y++) { if ( z === 0 || 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'; } } } } const usedSpaces = new Set(); // Loop that places rooms for (let roomCount = 0; roomCount < compartmentCount; roomCount++) { const length = Math.max(4, Math.floor(Math.random() * 6) + 4); const width = Math.max(4, Math.floor(Math.random() * 6) + 4); const depth = Math.max(3, Math.floor(Math.random() * 6) + 4); let roomPlaced = false; for (let attempt = 0; attempt < 50; attempt++) { const x = Math.floor(Math.random() * (m - length - 1)) + 1; const y = Math.floor(Math.random() * (n - width - 1)) + 1; const z = Math.floor(Math.random() * (p - depth - 1)) + 1; // Check space availability, excluding room's own edges (so that walls/ceilings can be shared) console.log(`Attempting room: ${length}x${width}x${depth}`); const spaceAvailable = !Array.from({ length: depth }).some((_, di) => Array.from({ length: length }).some((_, dj) => Array.from({ length: width }).some((_, dk) => // Exclude room's own edges from check (di !== 0 && di !== depth - 1 && dj !== 0 && dj !== length - 1 && dk !== 0 && dk !== width - 1) && usedSpaces.has(`${x + dj},${y + dk},${z + di}`) ) ) ); if (spaceAvailable) { for (let di = 0; di < depth; di++) { for (let dj = 0; dj < length; dj++) { for (let dk = 0; dk < width; dk++) { const spaceKey = `${x + dj},${y + dk},${z + di}`; usedSpaces.add(spaceKey); if ( z + di >= 0 && z + di < p && x + dj >= 0 && x + dj < m && y + dk >= 0 && y + dk < n ) { // Mark only the outer edges of the room if (di === 0 || di === depth - 1 || dj === 0 || dj === length - 1 || dk === 0 || dk === width - 1) { matrix[z + di][x + dj][y + dk] = 'stone'; } } } } } roomPlaced = true; break; } } if (!roomPlaced) { console.warn(`Could not place room ${roomCount}`); } } // TODO: Convert layers matrix into the right format return matrix; } //todo: new sequetial funciton /** * * @param matrix */ function randomSequentialHouse(m,n,p,rooms){ // place 1 room randomly on the ground floor //while the total number of rooms has not been reached } function printMatrix(matrix) { matrix.forEach((layer, layerIndex) => { console.log(`Layer ${layerIndex}:`); layer.forEach(row => { console.log( row.map(cell => cell === 'stone' ? '█' : '.').join(' ') ); }); console.log('---'); }); } const resultMatrix = generateAbstractHouse(10, 20, 6, 6); printMatrix(resultMatrix) /** * todo: Given a matrix, turn it into a blueprint */