mirror of
https://github.com/kolbytn/mindcraft.git
synced 2025-07-29 19:35:28 +02:00
947 lines
36 KiB
JavaScript
947 lines
36 KiB
JavaScript
import {Vec3} from 'vec3';
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export class ConstructionTaskValidator {
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constructor(data, agent) {
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this.blueprint = new Blueprint(data.blueprint);
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this.agent = agent;
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}
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validate() {
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try {
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//todo: somehow make this more of a percentage or something
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console.log('Validating task...');
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let valid = false;
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let score = 0;
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let result = this.blueprint.check(this.agent.bot);
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if (result.mismatches.length === 0) {
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valid = true;
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console.log('Task is complete');
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}
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let total_blocks = result.mismatches.length + result.matches.length;
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score = (result.matches.length / total_blocks) * 100;
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console.log(`Task is ${score}% complete`);
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return valid;
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} catch (error) {
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console.error('Error validating task:', error);
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return false;
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}
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}
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}
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export function resetConstructionWorld(bot, blueprint) {
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console.log('Resetting world...');
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const starting_position = blueprint.levels[0].coordinates;
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const length = blueprint.levels[0].placement.length + 5;
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const height = blueprint.levels.length + 5;
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const width = blueprint.levels[0].placement[0].length + 5;
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const command = `/fill ${starting_position[0]} ${starting_position[1]} ${starting_position[2]} ${starting_position[0] + width} ${starting_position[1] + height} ${starting_position[2] + length} air`;
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bot.chat(command);
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console.log('World reset');
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}
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export function checkLevelBlueprint(agent, levelNum) {
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const blueprint = agent.task.blueprint;
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const bot = agent.bot;
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const result = blueprint.checkLevel(bot, levelNum);
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if (result.mismatches.length === 0) {
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return `Level ${levelNum} is correct`;
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} else {
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let explanation = blueprint.explainLevelDifference(bot, levelNum);
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return explanation;
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}
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}
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export function checkBlueprint(agent) {
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console.log('Checking blueprint...');
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console.log(agent);
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const blueprint = agent.task.blueprint;
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const bot = agent.bot;
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const result = blueprint.check(bot);
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if (result.mismatches.length === 0) {
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return "Blueprint is correct";
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} else {
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let explanation = blueprint.explainBlueprintDifference(bot);
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return explanation;
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}
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}
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export class Blueprint {
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constructor(blueprint) {
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this.data = blueprint;
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}
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explain() {
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var explanation = "";
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// todo: we need to limit this to be a certain amount of levels to not overload memory...
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for (let item of this.data.levels) {
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var coordinates = item.coordinates;
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explanation += `Level ${item.level}: `;
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explanation += `Start at coordinates X: ${coordinates[0]}, Y: ${coordinates[1]}, Z: ${coordinates[2]}`;
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// let placement_string = this._getPlacementString(item.placement);
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// explanation += `\n${placement_string}\n`;
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}
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return explanation;
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}
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_getPlacementString(placement) {
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var placement_string = "[\n";
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for (let row of placement) {
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placement_string += "[";
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for (let i = 0; i < row.length - 1; i++) {
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let item = row[i];
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placement_string += `${item}, `;
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}
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let final_item = row[row.length - 1];
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placement_string += `${final_item}],\n`;
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}
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placement_string += "]";
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return placement_string;
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}
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explainLevel(levelNum) {
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const levelData = this.data.levels[levelNum];
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var explanation = `Level ${levelData.level} `;
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explanation += `starting at coordinates X: ${levelData.coordinates[0]}, Y: ${levelData.coordinates[1]}, Z: ${levelData.coordinates[2]}`;
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let placement_string = this._getPlacementString(levelData.placement);
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explanation += `\n${placement_string}\n`;
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return explanation;
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}
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explainBlueprintDifference(bot) {
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var explanation = "";
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const levels = this.data.levels;
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for (let i = 0; i < levels.length; i++) {
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let level_explanation = this.explainLevelDifference(bot, i);
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explanation += level_explanation + "\n";
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}
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return explanation;
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}
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explainLevelDifference(bot, levelNum) {
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const results = this.checkLevel(bot, levelNum);
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const mismatches = results.mismatches;
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const levelData = this.data.levels[levelNum];
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if (mismatches.length === 0) {
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return `Level ${levelData.level} is complete`;
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}
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var explanation = `Level ${levelData.level} `;
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// explanation += `at coordinates X: ${levelData.coordinates[0]}, Y: ${levelData.coordinates[1]}, Z: ${levelData.coordinates[2]}`;
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explanation += " requires the following fixes:\n";
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for (let item of mismatches) {
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if (item.actual === 'air') {
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explanation += `Place ${item.expected} at coordinates X: ${item.coordinates[0]}, Y: ${item.coordinates[1]}, Z: ${item.coordinates[2]}\n`;
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} else if (item.expected === 'air') {
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explanation += `Remove the ${item.actual} at coordinates X: ${item.coordinates[0]}, Y: ${item.coordinates[1]}, Z: ${item.coordinates[2]}\n`;
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} else {
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explanation += `Replace the ${item.actual} with a ${item.expected} at coordinates X: ${item.coordinates[0]}, Y: ${item.coordinates[1]}, Z: ${item.coordinates[2]} \n`;
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}
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}
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return explanation;
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}
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check(bot) {
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if (!bot || typeof bot !== 'object' || !bot.hasOwnProperty('blockAt')) {
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throw new Error('Invalid bot object. Expected a mineflayer bot.');
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}
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const levels = this.data.levels;
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const mismatches = [];
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const matches = [];
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for (let i = 0; i < levels.length; i++) {
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const result = this.checkLevel(bot, i);
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mismatches.push(...result.mismatches);
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matches.push(...result.matches);
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}
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return {
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"mismatches": mismatches,
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"matches": matches
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};
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}
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checkLevel(bot, levelNum) {
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const levelData = this.data.levels[levelNum];
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const startCoords = levelData.coordinates;
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const placement = levelData.placement;
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const mismatches = [];
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const matches = [];
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for (let zOffset = 0; zOffset < placement.length; zOffset++) {
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const row = placement[zOffset];
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for (let xOffset = 0; xOffset < row.length; xOffset++) {
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const blockName = row[xOffset];
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const x = startCoords[0] + xOffset;
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const y = startCoords[1];
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const z = startCoords[2] + zOffset;
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try {
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const blockAtLocation = bot.blockAt(new Vec3(x, y, z));
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const actualBlockName = blockAtLocation ? bot.registry.blocks[blockAtLocation.type].name : "air";
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// Skip if both expected and actual block are air
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if (blockName === "air" && actualBlockName === "air") {
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continue;
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}
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if (actualBlockName !== blockName) {
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mismatches.push({
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level: levelData.level,
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coordinates: [x, y, z],
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expected: blockName,
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actual: actualBlockName
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});
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} else {
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matches.push({
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level: levelData.level,
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coordinates: [x, y, z],
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expected: blockName,
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actual: actualBlockName
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});
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}
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} catch (err) {
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console.error(`Error getting block at (${x}, ${y}, ${z}):`, err);
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return false; // Stop checking if there's an issue getting blocks
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}
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}
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}
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return {
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"mismatches": mismatches,
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"matches": matches
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};
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}
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/**
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* Takes in the blueprint, and then converts it into a set of /setblock commands for the bot to follow
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* @Returns: An object containing the setblock commands as a list of strings, and a position nearby the blueprint but not in it
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* @param blueprint
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*/
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autoBuild() {
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const commands = [];
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let blueprint = this.data
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let minX = Infinity, maxX = -Infinity;
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let minY = Infinity, maxY = -Infinity;
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let minZ = Infinity, maxZ = -Infinity;
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for (const level of blueprint.levels) {
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console.log(level.level)
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const baseX = level.coordinates[0];
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const baseY = level.coordinates[1];
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const baseZ = level.coordinates[2];
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const placement = level.placement;
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// Update bounds
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minX = Math.min(minX, baseX);
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maxX = Math.max(maxX, baseX + placement[0].length - 1);
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minY = Math.min(minY, baseY);
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maxY = Math.max(maxY, baseY);
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minZ = Math.min(minZ, baseZ);
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maxZ = Math.max(maxZ, baseZ + placement.length - 1);
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// Loop through the 2D placement array
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for (let z = 0; z < placement.length; z++) {
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for (let x = 0; x < placement[z].length; x++) {
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const blockType = placement[z][x];
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if (blockType) {
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const setblockCommand = `/setblock ${baseX + x} ${baseY} ${baseZ + z} ${blockType}`;
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commands.push(setblockCommand);
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}
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}
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}
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}
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// Calculate a position nearby the blueprint but not in it
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const nearbyPosition = {
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x: maxX + 5, // Move 5 blocks to the right
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y: minY, // Stay on the lowest level of the blueprint
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z: minZ // Stay aligned with the front of the blueprint
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};
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return { commands, nearbyPosition };
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}
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/**
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* Takes in a blueprint, and returns a set of commands to clear up the space.
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*
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*/
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autoDelete() {
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const commands = [];
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let blueprint = this.data
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let minX = Infinity, maxX = -Infinity;
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let minY = Infinity, maxY = -Infinity;
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let minZ = Infinity, maxZ = -Infinity;
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for (const level of blueprint.levels) {
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const baseX = level.coordinates[0];
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const baseY = level.coordinates[1];
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const baseZ = level.coordinates[2];
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const placement = level.placement;
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// Update bounds
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minX = Math.min(minX, baseX);
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maxX = Math.max(maxX, baseX + placement[0].length - 1);
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minY = Math.min(minY, baseY);
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maxY = Math.max(maxY, baseY);
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minZ = Math.min(minZ, baseZ);
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maxZ = Math.max(maxZ, baseZ + placement.length - 1);
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// Loop through the 2D placement array
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for (let z = 0; z < placement.length; z++) {
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for (let x = 0; x < placement[z].length; x++) {
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const blockType = placement[z][x];
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if (blockType) {
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const setblockCommand = `/setblock ${baseX + x} ${baseY} ${baseZ + z} air`;
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commands.push(setblockCommand);
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}
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}
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}
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}
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// Calculate a position nearby the blueprint but not in it
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const nearbyPosition = {
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x: maxX + 5, // Move 5 blocks to the right
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y: minY, // Stay on the lowest level of the blueprint
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z: minZ // Stay aligned with the front of the blueprint
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};
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return { commands, nearbyPosition };
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}
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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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export 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
|
|
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() < 0.8) {
|
|
let centerX = x + Math.floor(newLength / 2 - windowX / 2);
|
|
let centerY = y + Math.floor(newWidth / 2 - windowY / 2);
|
|
|
|
for (let dx = 0; dx <= windowX; dx++) {
|
|
for (let dy = 0; dy <= windowY; 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() < 0.8) {
|
|
let centerZ = z + Math.floor(newDepth / 2 - windowZ / 2);
|
|
let centerY = y + Math.floor(newWidth / 2 - windowY / 2);
|
|
|
|
for (let dz = 0; dz <= windowZ; dz++) {
|
|
for (let dy = 0; dy <= windowY; 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() < 0.8) {
|
|
let centerX = x + Math.floor(newLength / 2 - windowX / 2);
|
|
let centerZ = z + Math.floor(newDepth / 2 - windowZ / 2);
|
|
|
|
for (let dx = 0; dx <= windowX; dx++) {
|
|
for (let dz = 0; dz <= windowZ; 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() < 0.8) {
|
|
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() < 0.8) {
|
|
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
|
|
let facing = '';
|
|
|
|
// Determine direction and facing
|
|
switch (direction) {
|
|
case 'north':
|
|
dz = -1;
|
|
facing = 'oak_stairs[facing=north]';
|
|
break;
|
|
case 'south':
|
|
dz = 1;
|
|
facing = 'oak_stairs[facing=south]';
|
|
break;
|
|
case 'east':
|
|
dx = 1;
|
|
facing = 'oak_stairs[facing=east]';
|
|
break;
|
|
case 'west':
|
|
dx = -1;
|
|
facing = 'oak_stairs[facing=west]';
|
|
break;
|
|
default:
|
|
console.error('Invalid stair direction');
|
|
return;
|
|
}
|
|
|
|
// Bore stair pattern downwards until we hit a floor or the matrix edge
|
|
let currentZ = z;
|
|
while (currentZ > 0 && matrix[currentZ - 1][x][y] === 'air') {
|
|
// Place stone as foundation
|
|
matrix[currentZ - 1][x][y] = 'stone';
|
|
|
|
// Place stair above the stone
|
|
matrix[currentZ][x][y] = facing;
|
|
|
|
// Move down diagonally
|
|
x += dx;
|
|
y += dz;
|
|
currentZ--;
|
|
|
|
// Check if we've hit the edge
|
|
if (x < 0 || x >= matrix[0].length || y < 0 || y >= matrix[0][0].length) break;
|
|
}
|
|
}
|
|
|
|
function addCarpet(probability, matrix, newX, newY, newZ, newLength, newWidth, material) {
|
|
let colors = ["blue", "cyan", "light_blue", "lime"];
|
|
|
|
// Iterate through the dimensions of the room
|
|
for (let dx = 1; dx < newLength - 1; dx++) {
|
|
for (let dy = 1; dy < newWidth - 1; dy++) {
|
|
let x = newX + dx;
|
|
let y = newY + dy;
|
|
let z = newZ; // Start at floor level
|
|
|
|
// Check if there is floor (not air)
|
|
if (matrix[z][x][y] === material) {
|
|
// Consider a random probability of adding a carpet
|
|
if (Math.random() < probability) {
|
|
// Choose a random color for the carpet
|
|
let randomColor = colors[Math.floor(Math.random() * colors.length)];
|
|
// Add carpet one z position above the floor with a random color
|
|
matrix[z + 1][x][y] = `${randomColor}_carpet`;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
function addLadder(matrix, x, y, z) {
|
|
let currentZ = z + 1;
|
|
|
|
// turn the floor into air where person would go up
|
|
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 matrixToBlueprint(matrix, [148,-60,-170])
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
* 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} a Blueprint object in Minecraft format
|
|
*/
|
|
function matrixToBlueprint(matrix, startCoord) {
|
|
// Validate inputs
|
|
if (!Array.isArray(matrix) || !Array.isArray(startCoord) || startCoord.length !== 3) {
|
|
console.log(matrix)
|
|
throw new Error('Invalid input format');
|
|
}
|
|
|
|
const [startX, startY, startZ] = startCoord;
|
|
|
|
|
|
// CONSIDER: using blueprint class here?
|
|
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')
|
|
)
|
|
}))
|
|
};
|
|
}
|
|
|