mirror of
https://github.com/kolbytn/mindcraft.git
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479 lines
18 KiB
JavaScript
479 lines
18 KiB
JavaScript
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/**
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*
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* @param m - length (x-axis)
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* @param n - width (y-axis)
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* @param p - depth (z-axis, how many layers)
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* @param rooms
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* @returns {any[][][]}
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*/
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function generateAbstractRooms(m, n, p, rooms = 5) {
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const matrix = Array.from({ length: p }, () =>
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Array.from({ length: m }, () =>
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Array(n).fill('air')
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)
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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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for (let y = 0; y < n; y++) {
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if (
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z === 0 || z === p - 1 || // Top and bottom faces
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x === 0 || x === m - 1 || // Front and back faces
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y === 0 || y === n - 1 // Left and right faces
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) {
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matrix[z][x][y] = 'stone';
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}
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}
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}
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}
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const usedSpaces = new Set();
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// Loop that places rooms
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for (let roomCount = 0; roomCount < rooms; roomCount++) {
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const length = Math.max(4, Math.floor(Math.random() * 6) + 4);
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const width = Math.max(4, Math.floor(Math.random() * 6) + 4);
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const depth = Math.max(3, Math.floor(Math.random() * 6) + 4);
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let roomPlaced = false;
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for (let attempt = 0; attempt < 50; attempt++) {
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const x = Math.floor(Math.random() * (m - length - 1)) + 1;
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const y = Math.floor(Math.random() * (n - width - 1)) + 1;
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const z = Math.floor(Math.random() * (p - depth - 1)) + 1;
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// Check space availability, excluding room's own edges (so that walls/ceilings can be shared)
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console.log(`Attempting room: ${length}x${width}x${depth}`);
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const spaceAvailable = !Array.from({ length: depth }).some((_, di) =>
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Array.from({ length: length }).some((_, dj) =>
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Array.from({ length: width }).some((_, dk) =>
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// Exclude room's own edges from check
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(di !== 0 && di !== depth - 1 &&
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dj !== 0 && dj !== length - 1 &&
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dk !== 0 && dk !== width - 1) &&
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usedSpaces.has(`${x + dj},${y + dk},${z + di}`)
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)
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)
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);
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if (spaceAvailable) {
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for (let di = 0; di < depth; di++) {
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for (let dj = 0; dj < length; dj++) {
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for (let dk = 0; dk < width; dk++) {
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const spaceKey = `${x + dj},${y + dk},${z + di}`;
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usedSpaces.add(spaceKey);
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if (
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z + di >= 0 && z + di < p &&
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x + dj >= 0 && x + dj < m &&
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y + dk >= 0 && y + dk < n
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) {
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// Mark only the outer edges of the room
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if (di === 0 || di === depth - 1 ||
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dj === 0 || dj === length - 1 ||
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dk === 0 || dk === width - 1) {
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matrix[z + di][x + dj][y + dk] = 'stone';
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}
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}
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}
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}
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}
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roomPlaced = true;
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break;
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}
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}
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if (!roomPlaced) {
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console.warn(`Could not place room ${roomCount}`);
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}
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}
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// TODO: Convert layers matrix into the right format
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return matrix;
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}
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/**
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* Systematically builds the houses by placing them next to the already existing rooms. Still uses randomness for what gets placed next.
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* @param m width of the 3D space
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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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*/
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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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// 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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Array(n).fill('air')
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)
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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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for (let y = 0; y < n; y++) {
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if (
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z === 0 || z === p - 1 || // Top and bottom faces
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x === 0 || x === m - 1 || // Front and back faces
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y === 0 || y === n - 1 // Left and right faces
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) {
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matrix[z][x][y] = 'stone';
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}
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}
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}
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}
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let placedRooms = 0;
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let lastRoom = null;
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// Direction probabilities (e.g., 'above': 40%, 'left': 15%, etc.)
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const directionChances = [
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{direction: 'above', chance: 0.15},
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{direction: 'left', chance: 0.15},
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{direction: 'right', chance: 0.15},
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{direction: 'forward', chance: 0.15},
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{direction: 'backward', chance: 0.15},
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];
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// Function to pick a random direction based on percentages
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function getRandomDirection() {
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const rand = Math.random();
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let cumulative = 0;
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for (const {direction, chance} of directionChances) {
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cumulative += chance;
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if (rand <= cumulative) return direction;
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}
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return directionChances[1].direction; // Fallback to the first direction
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}
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// Ensures no rooms overlap except at edges
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// Ensures no rooms overlap except at edges
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function isSpaceValid(newX, newY, newZ, newLength, newWidth, newDepth) {
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for (let di = 0; di < newDepth; di++) {
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for (let dj = 0; dj < newLength; dj++) {
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for (let dk = 0; dk < newWidth; dk++) {
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const x = newX + dj;
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const y = newY + dk;
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const z = newZ + di;
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// Skip checking the outermost borders of the new room (these can overlap with stone)
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if (dj === 0 || dj === newLength - 1 ||
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dk === 0 || dk === newWidth - 1 ||
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di === 0 || di === newDepth - 1) {
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continue;
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}
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// For non-border spaces, ensure they're air
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if (matrix[z][x][y] !== 'air') {
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return false;
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}
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}
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}
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}
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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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// 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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newY >= 0 && newY + newWidth <= n &&
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newZ >= 0 && newZ + newDepth <= p &&
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isSpaceValid(newX, newY, newZ, newLength, newWidth, newDepth)
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) {
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console.log(`Placing room at (${newX}, ${newY}, ${newZ}) with dimensions (${newLength}x${newWidth}x${newDepth})`);
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for (let di = 0; di < newDepth; di++) {
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for (let dj = 0; dj < newLength; dj++) {
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for (let dk = 0; dk < newWidth; dk++) {
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const x = newX + dj;
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const y = newY + dk;
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const z = newZ + di;
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// If this is at a matrix border, don't modify it
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// todo: change to be window
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if (x === 0 || x === m - 1 ||
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y === 0 || y === n - 1 ||
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z === 0 || z === p - 1) {
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continue;
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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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// 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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} else {
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matrix[z][x][y] = 'air';
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}
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}
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}
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}
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return true;
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}
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return false;
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}
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function addDoor(matrix, x, y, z) {
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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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// Place the upper half of the door
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matrix[z + 2][x][y] = 'dark_oak_door[half=upper, hinge=left]';
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}
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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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let facing = '';
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// Determine direction and facing
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switch (direction) {
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case 'north':
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dz = -1;
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facing = 'oak_stairs[facing=north]';
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break;
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case 'south':
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dz = 1;
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facing = 'oak_stairs[facing=south]';
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break;
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case 'east':
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dx = 1;
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facing = 'oak_stairs[facing=east]';
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break;
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case 'west':
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dx = -1;
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facing = 'oak_stairs[facing=west]';
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break;
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default:
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console.error('Invalid stair direction');
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return;
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}
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// Bore stair pattern downwards until we hit a floor or the matrix edge
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let currentZ = z;
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while (currentZ > 0 && matrix[currentZ - 1][x][y] === 'air') {
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// Place stone as foundation
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matrix[currentZ - 1][x][y] = 'stone';
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// Place stair above the stone
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matrix[currentZ][x][y] = facing;
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// Move down diagonally
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x += dx;
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y += dz;
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currentZ--;
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// Check if we've hit the edge
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if (x < 0 || x >= matrix[0].length || y < 0 || y >= matrix[0][0].length) 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 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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const newDepth = Math.max(5, Math.floor(Math.random() * 5) + 2);
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let newX, newY, newZ;
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// first room is special
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if (placedRooms === 0) {
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// First room placement
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newX = Math.floor(Math.random() * (m - newLength - 1)) + 1;
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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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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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// Todo: add doors to room on all sides
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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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// Right side
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addDoor(matrix, newX + newLength - 1, newY + Math.floor(newWidth / 2), newZ);
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// Front side
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addDoor(matrix, newX + Math.floor(newLength / 2), newY, newZ);
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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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}
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break;
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}
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else {
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const direction = getRandomDirection();
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switch (direction) {
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case 'above':
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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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addStairs(matrix, lastRoom.x + Math.floor(lastRoom.length / 2),
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lastRoom.y + Math.floor(lastRoom.width / 2),
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lastRoom.z, 'east'); // Adjust direction based on layout
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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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break;
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}
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break;
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case 'left':
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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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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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break;
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}
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break;
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case 'right':
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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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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 = { 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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break;
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}
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break;
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case 'forward':
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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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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 = { 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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break;
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}
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break;
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case 'backward':
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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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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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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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break;
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}
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break;
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}
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if (roomPlaced) {
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break;
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}
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}
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}
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if (!roomPlaced) {
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console.warn(`Could not place room ${placedRooms + 1}`);
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break;
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}
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}
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// todo: change the outer layer of the matrix to be window (or just air?)
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// Replace outer stone layer with glass
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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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for (let y = 0; y < n; y++) {
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if (
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(z === 0 || z === p - 1 || // Top and bottom faces
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x === 0 || x === m - 1 || // Front and back faces
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y === 0 || y === n - 1) && // Left and right faces
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matrix[z][x][y] === 'stone' // Only replace if it's stone
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) {
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matrix[z][x][y] = 'glass';
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}
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}
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}
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}
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return matrix
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}
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/**
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* todo: Given a matrix, turn it into a blueprint
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*/
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/**
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* for cutesy output
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* @param matrix
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*/
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function printMatrix(matrix) {
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matrix.forEach((layer, layerIndex) => {
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console.log(`Layer ${layerIndex}:`);
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layer.forEach(row => {
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console.log(
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row.map(cell => {
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switch (cell) {
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case 'stone': return '█'; // Wall
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case 'air': return '.'; // Open space
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case 'dark_oak_door[half=upper, hinge=left]': return 'D';
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case 'dark_oak_door[half=lower, hinge=left]': return 'D';
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case 'oak_stairs[facing=north]': return 'S'; // Stairs
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case 'oak_stairs[facing=east]': return 'S'; // Stairs
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case 'oak_stairs[facing=south]': return 'S'; // Stairs
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case 'oak_stairs[facing=west]': return 'S'; // Stairs
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case 'glass': return 'W'
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default: return '?'; // Unknown or unmarked space
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}
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}).join(' ')
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);
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});
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console.log('---');
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});
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}
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// main:
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const resultMatrix = generateSequentialRooms(20, 10, 20, 6);
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printMatrix(resultMatrix)
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