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maze2d: add comment
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1 changed files with 9 additions and 4 deletions
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@ -1,10 +1,6 @@
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local wea_c = worldeditadditions_core
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local wea_c = worldeditadditions_core
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local Vector3 = wea_c.Vector3
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local Vector3 = wea_c.Vector3
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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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----------------------------------
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-- function to print out the world
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-- function to print out the world
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@ -119,6 +115,15 @@ end
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-- local world = maze(os.time(), width, height)
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-- local world = maze(os.time(), width, height)
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--- Generates a 2D maze.
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-- **Algorithm origin:** https://starbeamrainbowlabs.com/blog/article.php?article=posts/070-Language-Review-Lua.html
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-- @param pos1 Vector3 pos1 of the defined region to draw the 2D maze in in.
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-- @param pos2 Vector3 pos2 of the defined region to draw the 2D maze in in.
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-- @param target_node string The (normalised) node name to draw the maze in.
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-- @param path_length=2 number Step this many nodes forwards at once when generating the maze. Higher values create long thin corridors.
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-- @param path_width=1 number Make all corridors this number of nodes wide when generating the maze. Higher values result in wider corridors.
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-- **Caution:** Make sure this value is not higher than `path_length - 1`, otherwise the maze algorithm won't work right!
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-- @returns number The number of nodes replaced (i.e. the volume fo the region defined by pos1 and pos2).
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function worldeditadditions.maze2d(pos1, pos2, target_node, seed, path_length, path_width)
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function worldeditadditions.maze2d(pos1, pos2, target_node, seed, path_length, path_width)
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pos1, pos2 = Vector3.sort(pos1, pos2)
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pos1, pos2 = Vector3.sort(pos1, pos2)
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-- pos2 will always have the highest co-ordinates now
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-- pos2 will always have the highest co-ordinates now
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