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821 lines
30 KiB
JavaScript
821 lines
30 KiB
JavaScript
import {materials} from "mineflayer-armor-manager/dist/data/armor.js";
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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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blueprint = matrixToBlueprint(matrix, [200, -60, -100])
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return blueprint;
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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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* @param minRoomWidth
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* @param minRoomLength
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* @param minRoomDepth
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* @param roomVariance How much the room size will vary
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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: 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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minRoomWidth = 5,
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minRoomLength = 5,
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minRoomDepth = 6,
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roomVariance = 5,
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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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Array(n).fill('air')
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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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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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// Replace outer layer with wrap
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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 === p - 1 || // Top face
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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] = wrapping;
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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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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, 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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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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if (z === 0){
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continue;
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}
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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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//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] = material;
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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, 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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// 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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// Takes in a room and randomly converts some faces to be windows
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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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const windowX = Math.ceil(minRoomWidth/2)
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const windowY = Math.ceil(minRoomLength/2)
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const windowZ = Math.ceil(minRoomDepth/2)
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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() < 0.8) {
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let centerX = x + Math.floor(newLength / 2 - windowX/2);
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let centerY = y + Math.floor(newWidth / 2 - windowY/2);
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for (let dx = 0; dx <= windowX; dx++) {
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for (let dy = 0; dy <= windowY; 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() < 0.8) {
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let centerZ = z + Math.floor(newDepth / 2 - windowZ/2);
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let centerY = y + Math.floor(newWidth / 2 - windowY/2);
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for (let dz = 0; dz <= windowZ; dz++) {
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for (let dy = 0; dy <= windowY; 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() < 0.8) {
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let centerX = x + Math.floor(newLength / 2 - windowX/2);
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let centerZ = z + Math.floor(newDepth / 2 - windowZ / 2);
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for (let dx = 0; dx <= windowX; dx++) {
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for (let dz = 0; dz <= windowZ; 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() < 0.8) {
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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() < 0.8) {
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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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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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function addCarpet(probability, matrix, newX, newY, newZ, newLength, newWidth, material) {
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let colors = ["blue", "cyan", "light_blue", "lime"];
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// Iterate through the dimensions of the room
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for (let dx = 1; dx < newLength-1; dx++) {
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for (let dy = 1; dy < newWidth-1; dy++) {
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let x = newX + dx;
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let y = newY + dy;
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let z = newZ; // Start at floor level
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// Check if there is floor (not air)
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if (matrix[z][x][y] === material) {
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// Consider a random probability of adding a carpet
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if (Math.random() < probability) {
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// Choose a random color for the carpet
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let randomColor = colors[Math.floor(Math.random() * colors.length)];
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// Add carpet one z position above the floor with a random color
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matrix[z + 1][x][y] = `${randomColor}_carpet`;
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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 addLadder(matrix, x, y, z) {
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let currentZ = z+1;
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// turn the floor into air where person would go up
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matrix[currentZ][x+1][y] = 'air';
|
|
|
|
// Build the first 3 ladder segments from floor level downwards
|
|
for (let i = 0; i < 3; i++) {
|
|
matrix[currentZ][x][y] = 'ladder[facing=north]';
|
|
currentZ-=1
|
|
}
|
|
|
|
// Continue building ladder downwards until a floor is hit or we reach the bottom
|
|
while (currentZ >= 0 && matrix[currentZ][x][y] === 'air') {
|
|
// Place ladder
|
|
matrix[currentZ][x][y] = 'ladder[facing=north]';
|
|
|
|
// Move down
|
|
currentZ--;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
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, material);
|
|
break;
|
|
case 2:
|
|
addCarpet(0.7,matrix,newX, newY, newZ, newLength, newWidth, material)
|
|
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(minRoomLength, Math.floor(Math.random() * roomVariance) + minRoomLength);
|
|
const newWidth = Math.max(minRoomWidth, Math.floor(Math.random() * roomVariance) + minRoomWidth);
|
|
const newDepth = Math.max(minRoomDepth, Math.floor(Math.random() * Math.floor(roomVariance/2) ) + minRoomDepth );
|
|
let newX, newY, newZ;
|
|
|
|
// first room is special
|
|
if (placedRooms === 0) {
|
|
// First room placement
|
|
newX = Math.floor(Math.random() * (m - newLength - 1)) + 1;
|
|
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, 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, material);
|
|
// Right side
|
|
addDoor(matrix, newX + newLength - 1, newY + Math.floor(newWidth / 2), newZ, material);
|
|
// Front side
|
|
addDoor(matrix, newX + Math.floor(newLength / 2), newY, newZ, material);
|
|
// Back side
|
|
addDoor(matrix, newX + Math.floor(newLength / 2), newY + newWidth - 1, newZ, material);
|
|
|
|
addCarpet(0.7, matrix, newX, newY, newZ, newLength, newWidth)
|
|
}
|
|
|
|
break;
|
|
}
|
|
else {
|
|
const direction = getRandomDirection();
|
|
|
|
switch (direction) {
|
|
case 'above':
|
|
newX = lastRoom.x;
|
|
newY = lastRoom.y;
|
|
newZ = lastRoom.z + lastRoom.depth - 1;
|
|
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
|
|
|
|
|
|
|
|
lastRoom = { x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth };
|
|
roomPlaced = true;
|
|
placedRooms++;
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case 'left':
|
|
newX = lastRoom.x - newLength + 1;
|
|
newY = lastRoom.y;
|
|
newZ = 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);
|
|
|
|
|
|
|
|
|
|
lastRoom = { x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth };
|
|
roomPlaced = true;
|
|
placedRooms++;
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case 'right':
|
|
newX = lastRoom.x + lastRoom.length - 1;
|
|
newY = lastRoom.y;
|
|
newZ = 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.length - 1,
|
|
lastRoom.y + Math.floor(lastRoom.width / 2),
|
|
lastRoom.z, material);
|
|
|
|
|
|
|
|
|
|
lastRoom = { x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth };
|
|
roomPlaced = true;
|
|
placedRooms++;
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case 'forward':
|
|
newX = lastRoom.x;
|
|
newY = lastRoom.y + lastRoom.width - 1;
|
|
newZ = 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 + Math.floor(lastRoom.length / 2),
|
|
lastRoom.y + lastRoom.width - 1,
|
|
lastRoom.z, material);
|
|
|
|
|
|
|
|
|
|
lastRoom = { x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth };
|
|
roomPlaced = true;
|
|
placedRooms++;
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case 'backward':
|
|
newX = lastRoom.x;
|
|
newY = lastRoom.y - newWidth + 1;
|
|
newZ = 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 + Math.floor(lastRoom.length / 2),
|
|
lastRoom.y,
|
|
lastRoom.z, material);
|
|
|
|
|
|
|
|
lastRoom = { x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth };
|
|
roomPlaced = true;
|
|
placedRooms++;
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
|
|
if (roomPlaced) {
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!roomPlaced) {
|
|
console.warn(`Could not place room ${placedRooms + 1}`);
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
return matrix
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
* Converts a 3D matrix into a Minecraft blueprint format
|
|
* @param {Array<Array<Array<string>>>} matrix - 3D matrix of block types
|
|
* @param {number[]} startCoord - Starting coordinates [x, y, z]
|
|
* @returns {Object} Blueprint object in Minecraft format
|
|
*/
|
|
function matrixToBlueprint(matrix, startCoord) {
|
|
// Validate inputs
|
|
if (!Array.isArray(matrix) || !Array.isArray(startCoord) || startCoord.length !== 3) {
|
|
throw new Error('Invalid input format');
|
|
}
|
|
|
|
const [startX, startY, startZ] = startCoord;
|
|
|
|
return {
|
|
levels: matrix.map((level, levelIndex) => ({
|
|
level: levelIndex,
|
|
coordinates: [
|
|
startX,
|
|
startY + levelIndex,
|
|
startZ
|
|
],
|
|
placement: level.map(row =>
|
|
// Ensure each block is a string, default to 'air' if undefined
|
|
row.map(block => block?.toString() || 'air')
|
|
)
|
|
}))
|
|
};
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
* for cutesy output
|
|
* @param matrix
|
|
*/
|
|
function printMatrix(matrix) {
|
|
matrix.forEach((layer, layerIndex) => {
|
|
console.log(`Layer ${layerIndex}:`);
|
|
layer.forEach(row => {
|
|
console.log(
|
|
row.map(cell => {
|
|
switch (cell) {
|
|
case 'stone': return '█'; // Wall
|
|
case 'air': return '.'; // Open space
|
|
case 'dark_oak_door[half=upper, hinge=left]': return 'D';
|
|
case 'dark_oak_door[half=lower, hinge=left]': return 'D';
|
|
case 'oak_stairs[facing=north]': return 'S'; // Stairs
|
|
case 'oak_stairs[facing=east]': return 'S'; // Stairs
|
|
case 'oak_stairs[facing=south]': return 'S'; // Stairs
|
|
case 'oak_stairs[facing=west]': return 'S'; // Stairs
|
|
case 'glass': return 'W'
|
|
|
|
|
|
default: return '?'; // Unknown or unmarked space
|
|
}
|
|
}).join(' ')
|
|
);
|
|
});
|
|
console.log('---');
|
|
});
|
|
}
|
|
|
|
|
|
// main:
|
|
const resultMatrix = proceduralGeneration(30, 30, 30, 30, 6, 6, 6, 6,"air", 1, 1, 4);
|
|
printMatrix(resultMatrix)
|
|
|
|
let blueprint = matrixToBlueprint(resultMatrix,[194, -60, -94])
|
|
|
|
import mineflayer from "mineflayer";
|
|
import {autoBuild} from "./test_blueprint_layout.js";
|
|
|
|
const bot = mineflayer.createBot({
|
|
host: 'localhost', // Replace with your server IP or hostname
|
|
port: 55916, // Replace with your server port
|
|
username: 'andy', // Replace with your bot's username
|
|
// password: 'your_bot_password' // Only if the server has online-mode=true
|
|
});
|
|
|
|
bot.on('spawn', async () => {
|
|
// have andy build the blueprint automatically
|
|
const result = autoBuild(blueprint);
|
|
// const result = clearHouse(blueprint)
|
|
const commands = result.commands;
|
|
const nearbyPosition = result.nearbyPosition;
|
|
for (const command of commands) {
|
|
bot.chat(command);
|
|
}
|
|
|
|
console.log(commands.slice(-10));
|
|
bot.chat('I have built the house!');
|
|
// bot.chat('/tp @a ' + nearbyPosition.x + ' ' + nearbyPosition.y + ' ' + nearbyPosition.z+1);
|
|
|
|
// Print out the location nearby the blueprint
|
|
console.log(`tp ${nearbyPosition.x} ${nearbyPosition.y} ${nearbyPosition.z}`)
|
|
});
|
|
|