Minetest-WorldEditAdditions/worldeditadditions_commands/commands/maze.lua

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local we_c = worldeditadditions_commands
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local function parse_params_maze(params_text, is_3d)
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if not params_text then
return false, "No arguments specified"
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end
local parts = we_c.split(params_text, "%s+", false)
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local replace_node = parts[1]
local seed = os.time()
local path_length = 2
local path_width = 1
local path_depth = 1
local param_index_seed = 4
if is_3d then param_index_seed = 5 end
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if #parts >= 2 then
path_length = tonumber(parts[2])
end
if #parts >= 3 then
path_width = tonumber(parts[3])
end
if #parts >= 4 and is_3d then
path_depth = tonumber(parts[4])
end
if #parts >= param_index_seed then
seed = tonumber(parts[param_index_seed])
if not seed then
return false, "Error: Invalid seed value (seeds may only be integers)."
end
end
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replace_node = worldedit.normalize_nodename(replace_node)
if not replace_node then
return false, "Error: Invalid node name for replace_node"
end
if not path_length or path_length < 1 then
return false, "Error: Invalid path length (it must be a positive integer)"
end
if not path_width or path_width < 1 then
return false, "Error: Invalid path width (it must be a positive integer)"
end
if not path_depth or path_depth < 1 then
return false, "Error: Invalid path depth (it must be a positive integer)"
end
-- We unconditionally math.floor here because when we tried to test for it directly it was unreliable
return true, replace_node, seed, math.floor(path_length), math.floor(path_width), math.floor(path_depth)
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end
worldedit.register_command("maze", {
params = "<replace_node> [<path_length> [<path_width> [<seed>]]]",
description = "Generates a maze covering the currently selected area (must be at least 3x3 on the x,z axes) with replace_node as the walls. Optionally takes a (integer) seed and the path length and width (see the documentation in the worldeditadditions README for more information).",
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privs = { worldedit = true },
require_pos = 2,
parse = function(params_text)
local success, replace_node, seed, path_length, path_width = parse_params_maze(params_text, false)
return success, replace_node, seed, path_length, path_width
end,
nodes_needed = function(name)
-- Note that we could take in additional parameters from the return value of parse (minue the success bool there), but we don't actually need them here
return worldedit.volume(worldedit.pos1[name], worldedit.pos2[name])
end,
func = function(name, replace_node, seed, path_length, path_width)
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local start_time = os.clock()
local replaced = worldeditadditions.maze2d(worldedit.pos1[name], worldedit.pos2[name], replace_node, seed, path_length, path_width)
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local time_taken = os.clock() - start_time
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minetest.log("action", name .. " used //maze at " .. worldeditadditions.vector.tostring(worldedit.pos1[name]) .. " - "..worldeditadditions.vector.tostring(worldedit.pos2[name])..", replacing " .. replaced .. " nodes in " .. time_taken .. "s")
return true, replaced .. " nodes replaced in " .. time_taken .. "s"
end
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})
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worldedit.register_command("maze3d", {
params = "<replace_node> [<path_length> [<path_width> [<path_depth> [<seed>]]]]",
description = "Generates a 3d maze covering the currently selected area (must be at least 3x3x3) with replace_node as the walls. Optionally takes a (integer) seed and the path length, width, and depth (see the documentation in the worldeditadditions README for more information).",
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privs = { worldedit = true },
requre_pos = 2,
parse = function(params_text)
local values = {parse_params_maze(params_text, true)}
return unpack(values)
end,
nodes_needed = function(name)
return worldedit.volume(worldedit.pos1[name], worldedit.pos2[name])
end,
func = function(name, replace_node, seed, path_length, path_width, path_depth)
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local start_time = os.clock()
local replaced = worldeditadditions.maze3d(worldedit.pos1[name], worldedit.pos2[name], replace_node, seed, path_length, path_width, path_depth)
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local time_taken = os.clock() - start_time
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minetest.log("action", name .. " used //maze3d at " .. worldeditadditions.vector.tostring(worldedit.pos1[name]) .. " - "..worldeditadditions.vector.tostring(worldedit.pos2[name])..", replacing " .. replaced .. " nodes in " .. time_taken .. "s")
return true, replaced .. " nodes replaced in " .. time_taken .. "s"
end
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})