2020-04-28 21:41:55 +00:00
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--- Generates a maze.
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-- Algorithm origin: https://starbeamrainbowlabs.com/blog/article.php?article=posts/070-Language-Review-Lua.html
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-- @module worldeditadditions.maze
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----------------------------------
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-- function to print out the world
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----------------------------------
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function printspace(space, w, h)
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for y = 0, h - 1, 1 do
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local line = ""
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for x = 0, w - 1, 1 do
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line = line .. space[y][x]
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end
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minetest.log("action", line)
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end
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end
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function generate_maze(seed, width, height)
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minetest.log("action", "width: "..width..", height: "..height)
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math.randomseed(seed) -- seed the random number generator with the system clock
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width = width - 1
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height = height - 1
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local world = {}
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for y = 0, height, 1 do
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world[y] = {}
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for x = 0, width, 1 do
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world[y][x] = "#"
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end
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end
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-- do a random walk to create pathways
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local nodes = {} -- the nodes left that we haven't investigated
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local curnode = 1 -- the node we are currently operating on
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local cx, cy = 1, 1 -- our current position
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table.insert(nodes, { x = cx, y = cy })
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world[cy][cx] = " "
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while #nodes > 0 do
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-- io.write("Nodes left: " .. curnode .. "\r")
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--print("Nodes left: " .. #nodes)
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--print("Currently at (" .. cx .. ", " .. cy .. ")")
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local directions = "" -- the different directions we can move
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if cy - 2 > 0 and world[cy - 2][cx] == "#" then
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directions = directions .. "u"
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end
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if cy + 2 < height and world[cy + 2][cx] == "#" then
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directions = directions .. "d"
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end
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if cx - 2 > 0 and world[cy][cx - 2] == "#" then
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directions = directions .. "l"
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end
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if cx + 2 < width and world[cy][cx + 2] == "#" then
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directions = directions .. "r"
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end
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--print("radar output: '" .. directions .. "' (length: " .. #directions .. "), curnode: " .. curnode)
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if #directions > 0 then
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-- we still have somewhere that we can go
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--print("This node is not a dead end yet.")
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2020-04-29 00:03:51 +00:00
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local curdirnum = math.random(1, #directions)
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2020-04-28 21:41:55 +00:00
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local curdir = string.sub(directions, curdirnum, curdirnum)
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if curdir == "u" then
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world[cy - 1][cx] = " "
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world[cy - 2][cx] = " "
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cy = cy - 2
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elseif curdir == "d" then
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world[cy + 1][cx] = " "
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world[cy + 2][cx] = " "
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cy = cy + 2
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elseif curdir == "l" then
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world[cy][cx - 1] = " "
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world[cy][cx - 2] = " "
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cx = cx - 2
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elseif curdir == "r" then
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world[cy][cx + 1] = " "
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world[cy][cx + 2] = " "
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cx = cx + 2
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end
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table.insert(nodes, { x = cx, y = cy })
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else
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--print("The node at " .. curnode .. " is a dead end.")
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table.remove(nodes, curnode)
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if #nodes > 0 then
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--print("performing teleport.");
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curnode = math.random(1, #nodes)
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--print("New node: " .. curnode)
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-- print("Nodes table: ")
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-- print_r(nodes)
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cx = nodes[curnode]["x"]
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cy = nodes[curnode]["y"]
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else
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--print("Maze generation complete, no teleportation necessary.")
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end
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end
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--printspace(world, width, height)
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end
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return world
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end
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-- local world = maze(os.time(), width, height)
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function worldedit.maze(pos1, pos2, target_node, seed)
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pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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-- pos2 will always have the highest co-ordinates now
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-- getExtent() returns the number of nodes in the VoxelArea, which might be larger than we actually asked for
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local extent = {
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x = (pos2.x - pos1.x) + 1,
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y = (pos2.y - pos1.y) + 1,
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z = (pos2.z - pos1.z) + 1
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}
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minetest.log("action", "extent: ("..extent.x..", "..extent.y..", "..extent.z..")")
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if extent.x == 0 or extent.y == 0 or extent.z == 0 then
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minetest.log("info", "[worldeditadditions/maze] error: either x, y, or z of the extent was zero")
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return 0
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end
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-- Fetch the nodes in the specified area
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local manip, area = worldedit.manip_helpers.init(pos1, pos2)
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local data = manip:get_data()
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local node_id_air = minetest.get_content_id("air")
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local node_id_target = minetest.get_content_id(target_node)
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-- minetest.log("action", "pos1: " .. worldeditadditions.vector.tostring(pos1))
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-- minetest.log("action", "pos2: " .. worldeditadditions.vector.tostring(pos2))
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minetest.log("action", "Generating "..extent.x.."x"..extent.z.." maze (depth "..extent.z..") from pos1 " .. worldeditadditions.vector.tostring(pos1).." to pos2 "..worldeditadditions.vector.tostring(pos2))
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local maze = generate_maze(seed, extent.z, extent.x) -- x & need to be the opposite way around to how we index it
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printspace(maze, extent.z, extent.x)
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-- z y x is the preferred loop order, but that isn't really possible here
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for z = pos2.z, pos1.z, - 1 do
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for x = pos2.x, pos1.x, - 1 do
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for y = pos2.y, pos1.y, - 1 do
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local maze_x = (x - pos1.x) -- - 1
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local maze_z = (z - pos1.z) -- - 1
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if maze_x < 0 then maze_x = 0 end
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if maze_z < 0 then maze_z = 0 end
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minetest.log("action", "x: "..x..", y: "..y..", z: "..z..", pos x: "..maze_x..", pos z: "..maze_z)
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minetest.log("action", "value: "..maze[maze_x][maze_z])
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if maze[maze_x][maze_z] == "#" then
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data[area:index(x, y, z)] = node_id_target
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else
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data[area:index(x, y, z)] = node_id_air
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end
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end
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end
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end
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-- Save the modified nodes back to disk & return
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worldedit.manip_helpers.finish(manip, data)
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return extent.x * extent.y * extent.z
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end
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