mindcraft/test/test_generate_blueprint.js
2025-01-26 12:26:06 -08:00

318 lines
11 KiB
JavaScript

/** Main big funciton: Builds the foundation of the house. breaks down into smaller functions like generating the rooms, generating embellishments, etc...
*
* @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 = generateAbstractRooms(width, length, height, 3);
printMatrix(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 rooms
* @returns {any[][][]}
*/
function generateAbstractRooms(m, n, p, rooms = 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 < rooms; 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;
}
/**
* Systematically builds the houses by placing them next to the already existing rooms. Still uses randomness.
* @param m Width of the 3D space
* @param n Height of the 3D space
* @param p Depth of the 3D space
* @param rooms Number of rooms to generate
*/
function generateSequentialRooms(m, n, p, rooms) {
// build 3d space
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();
let placedRooms = 0;
let lastRoom = null;
const placementDirections = ['above', 'left', 'right', 'forward', 'backward'];
while (placedRooms < rooms) {
const newLength = Math.max(4, Math.floor(Math.random() * 6) + 4);
const newWidth = Math.max(4, Math.floor(Math.random() * 6) + 4);
const newDepth = Math.max(3, Math.floor(Math.random() * 6) + 4);
let roomPlaced = false;
for (let attempt = 0; attempt < 150; attempt++) {
let newX, newY, newZ;
if (placedRooms === 0) {
newX = Math.floor(Math.random() * (m - newLength - 1)) + 1;
newY = Math.floor(Math.random() * (n - newWidth - 1)) + 1;
newZ = 1; // Ground floor
} else {
const direction = placementDirections[Math.floor(Math.random() * placementDirections.length)];
switch (direction) {
case 'above':
newX = lastRoom.x;
newY = lastRoom.y;
newZ = lastRoom.z + lastRoom.depth;
break;
case 'left':
newX = lastRoom.x - newLength;
newY = lastRoom.y;
newZ = lastRoom.z;
break;
case 'right':
newX = lastRoom.x + lastRoom.length;
newY = lastRoom.y;
newZ = lastRoom.z;
break;
case 'forward':
newX = lastRoom.x;
newY = lastRoom.y + lastRoom.width;
newZ = lastRoom.z;
break;
case 'backward':
newX = lastRoom.x;
newY = lastRoom.y - newWidth;
newZ = lastRoom.z;
break;
}
}
if (newX > 0 && newX + newLength < m &&
newY > 0 && newY + newWidth < n &&
newZ > 0 && newZ + newDepth < p) {
// Check space availability
const spaceAvailable = !Array.from({ length: newDepth }).some((_, di) =>
Array.from({ length: newLength }).some((_, dj) =>
Array.from({ length: newWidth }).some((_, dk) =>
usedSpaces.has(`${newX + dj},${newY + dk},${newZ + di}`)
)
)
);
if (spaceAvailable) {
// Place room and mark spaces
for (let di = 0; di < newDepth; di++) {
for (let dj = 0; dj < newLength; dj++) {
for (let dk = 0; dk < newWidth; dk++) {
const spaceKey = `${newX + dj},${newY + dk},${newZ + di}`;
usedSpaces.add(spaceKey);
// Mark only the outer edges of the room
if (di === 0 || di === newDepth - 1 ||
dj === 0 || dj === newLength - 1 ||
dk === 0 || dk === newWidth - 1) {
matrix[newZ + di][newX + dj][newY + dk] = 'stone';
}
}
}
}
lastRoom = { x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth };
placedRooms++;
roomPlaced = true;
break;
}
}
}
if (!roomPlaced) {
console.warn(`Could not place room ${placedRooms + 1}`);
break;
}
}
console.log(`Placed rooms: ${placedRooms}`);
return matrix;
}
// Helper function to place a room in the matrix
function placeRoom(matrix, x, y, z, length, width, depth) {
for (let dx = x; dx < x + length; dx++) {
for (let dy = y; dy < y + width; dy++) {
for (let dz = z; dz < z + depth; dz++) {
// Mark borders as stone
if (dx === x || dx === x + length - 1 ||
dy === y || dy === y + width - 1 ||
dz === z || dz === z + depth - 1) {
matrix[dz][dx][dy] = 'stone';
}
}
}
}
}
// Check for room overlap (excluding border)
function roomOverlaps(matrix, x, y, z, length, width, depth) {
for (let di = 1; di < depth - 1; di++) {
for (let dj = 1; dj < length - 1; dj++) {
for (let dk = 1; dk < width - 1; dk++) {
// Check internal spaces for overlap
if (matrix[z + di][x + dj][y + dk] === 'stone') {
return true;
}
}
}
}
return false;
}
// Fisher-Yates shuffle to randomize placement directions
function shuffleArray(array) {
for (let i = array.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[array[i], array[j]] = [array[j], array[i]];
}
}
/**
* todo: Given a matrix, turn it into a blueprint
*/
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 = generateSequentialRooms(10, 20, 20, 6);
printMatrix(resultMatrix)