mirror of
https://github.com/sbrl/Minetest-WorldEditAdditions.git
synced 2024-11-22 07:23:00 +00:00
//maze: add path_length and path_width support
....now we jujst need to tackle //maze3d
This commit is contained in:
parent
d35a55ea9e
commit
2720f62d09
6 changed files with 159 additions and 66 deletions
13
README.md
13
README.md
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@ -14,7 +14,7 @@ If you can dream of it, it probably belongs here!
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- [`//hollowellipsoid <rx> <ry> <rz> <node_name>`](#hollowellipsoid-rx-ry-rz-node_name)
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- [`//torus <major_radius> <minor_radius> <node_name>`](#torus-major_radius-minor_radius-node_name)
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- [`//hollowtorus <major_radius> <minor_radius> <node_name>`](#hollowtorus-major_radius-minor_radius-node_name)
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- [`//maze <replace_node> [<seed>]`](#maze-replace_node-seed)
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- [`//maze <replace_node> [<path_length> [<path_width> [<seed>]]]`](#maze-replace_node-seed)
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- [`//maze3d <replace_node> [<seed>]`](#maze3d-replace_node-seed)
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- [`//multi <command_a> <command_b> .....`](#multi-command_a-command_b-command_c-)
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- [`//yy`](#yy)
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@ -75,14 +75,23 @@ Creates a hollow torus at position 1 with the radius major and minor radii. Work
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//hollowtorus 21 11 stone
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```
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### `//maze <replace_node> [<seed>]`
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### `//maze <replace_node> [<path_length> [<path_width> [<seed>]]]`
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Generates a maze using replace_node as the walls and air as the paths. Uses [an algorithm of my own devising](https://starbeamrainbowlabs.com/blog/article.php?article=posts/070-Language-Review-Lua.html). It is guaranteed that you can get from every point to every other point in generated mazes, and there are no loops.
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Requires the currently selected area to be at least 3x3x3.
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The optional `path_length` and `path_width` arguments require additional explanation. When generating a maze, a multi-headed random walk is performed. When the generator decides to move forwards from a point, it does so `path_length` nodes at a time.
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`path_width` is easier to explain. It's basically the number of nodes wide the path generated is.
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Note that `path_width` must always be at least 1 less than the `path_height` in order to operate normally.
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The last example below shows how to set the path length and width:
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```
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//maze ice
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//maze stone 1234
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//maze dirt 56789 4 2
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```
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### `//maze3d <replace_node> [<seed>]`
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@ -12,5 +12,5 @@ dofile(minetest.get_modpath("worldeditadditions") .. "/floodfill.lua")
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dofile(minetest.get_modpath("worldeditadditions") .. "/overlay.lua")
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dofile(minetest.get_modpath("worldeditadditions") .. "/ellipsoid.lua")
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dofile(minetest.get_modpath("worldeditadditions") .. "/torus.lua")
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dofile(minetest.get_modpath("worldeditadditions") .. "/maze.lua")
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dofile(minetest.get_modpath("worldeditadditions") .. "/maze2d.lua")
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dofile(minetest.get_modpath("worldeditadditions") .. "/maze3d.lua")
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@ -2,10 +2,11 @@
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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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local 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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@ -15,7 +16,12 @@ function printspace(space, w, h)
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end
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end
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function generate_maze(seed, width, height)
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local function generate_maze(seed, width, height, path_length, path_width)
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start_time = os.clock()
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if not path_length then path_length = 2 end
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if not path_width then path_width = 1 end
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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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@ -29,7 +35,7 @@ function generate_maze(seed, width, height)
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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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@ -37,53 +43,63 @@ function generate_maze(seed, width, height)
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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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if cy - path_length > 0 and world[cy - path_length][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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if cy + path_length < height-path_width and world[cy + path_length][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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if cx - path_length > 0 and world[cy][cx - path_length] == "#" 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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if cx + path_length < width-path_width and world[cy][cx + path_length] == "#" then
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directions = directions .. "r"
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end
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local shift_attention = math.random(0, 9)
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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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local curdirnum = math.random(1, #directions)
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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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for ix = cx,cx+(path_width-1) do
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for iy = cy-path_length,cy do
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world[iy][ix] = " "
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end
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end
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cy = cy - path_length
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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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for ix = cx,cx+path_width-1 do
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for iy = cy,cy+path_length+(path_width-1) do
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world[iy][ix] = " "
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end
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end
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cy = cy + path_length
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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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for iy = cy,cy+path_width-1 do
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for ix = cx-path_length,cx do
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world[iy][ix] = " "
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end
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end
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cx = cx - path_length
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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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for iy = cy,cy+(path_width-1) do
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for ix = cx,cx+path_length+(path_width-1) do
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world[iy][ix] = " "
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end
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end
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cx = cx + path_length
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end
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if #directions > 1 then
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table.insert(nodes, { x = cx, y = cy })
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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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-- No need to do anything else here, since #directions == 0 will cause a teleport - see below
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end
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if #directions == 0 or shift_attention <= 1 then
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@ -95,26 +111,27 @@ function generate_maze(seed, width, height)
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end
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end
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end
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return world
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end_time = os.clock()
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return world --, (end_time - start_time) * 1000
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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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function worldeditadditions.maze2d(pos1, pos2, target_node, seed, path_length, path_width)
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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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x = (pos2.x - pos1.x) + 1, path_length, path_width,
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y = (pos2.y - pos1.y) + 1, -- not a dimension passed to the maze generator itself
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z = (pos2.z - pos1.z) + 1, path_length, path_width
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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 < 3 or extent.y < 3 or extent.z < 1 then
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minetest.log("info", "[worldeditadditions/maze] error: either x, y of the extent were less than 3, or z of the extent was less than 1")
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if extent.x < 3 or extent.y < 1 or extent.z < 3 then
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minetest.log("error", "[worldeditadditions/maze] error: either x, y of the extent were less than 3, or z of the extent was less than 1")
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return 0
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end
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@ -125,20 +142,21 @@ function worldedit.maze(pos1, pos2, target_node, seed)
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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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-- print("pos1: ", worldeditadditions.vector.tostring(pos1))
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-- print("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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-- 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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-- print("path_width: "..path_width..", path_length: "..path_length)
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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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local maze = generate_maze(seed, extent.z, extent.x, path_length, path_width) -- 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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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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@ -8,43 +8,45 @@ local we_c = worldeditadditions_commands
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local function parse_params_maze(params_text)
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if not params_text then
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return nil, nil, nil
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end
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local found, _, replace_node, seed_text = params_text:find("([a-z:_\\-]+)%s+([0-9]+)")
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local has_seed = true
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if found == nil then
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has_seed = false
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replace_node = params_text
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return nil, nil, nil, nil
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end
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local seed = tonumber(seed_text)
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local parts = we_c.split(params_text, "%s+", false)
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local replace_node = parts[1]
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local seed = os.time()
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local path_length = 2
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local path_width = 1
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if #parts >= 2 then
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path_length = tonumber(parts[2])
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end
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if #parts >= 3 then
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path_width = tonumber(parts[3])
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end
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if #parts >= 4 then
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seed = tonumber(parts[4])
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end
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replace_node = worldedit.normalize_nodename(replace_node)
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return replace_node, seed, has_seed
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return replace_node, seed, path_length, path_width
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end
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minetest.register_chatcommand("/maze", {
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params = "<replace_node> [<seed>]",
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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.",
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params = "<replace_node> [<path_length> [<path_width> [<seed>]]]",
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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 },
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func = we_c.safe_region(function(name, params_text)
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local replace_node, seed, has_seed = parse_params_maze(params_text)
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local replace_node, seed, path_length, path_width = parse_params_maze(params_text)
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if not replace_node then
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worldedit.player_notify(name, "Error: Invalid node name.")
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return false
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end
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if not seed and has_seed then
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worldedit.player_notify(name, "Error: Invalid seed.")
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return false
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end
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if not seed then seed = os.time() end
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local start_time = os.clock()
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local replaced = worldedit.maze(worldedit.pos1[name], worldedit.pos2[name], replace_node, seed)
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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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worldedit.player_notify(name, replaced .. " nodes replaced in " .. time_taken .. "s")
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@ -15,6 +15,7 @@ dofile(we_c.modpath.."/multi.lua")
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we_c.safe_region, we_c.check_region, we_c.reset_pending
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= dofile(we_c.modpath.."/safe.lua")
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dofile(we_c.modpath.."/utils/strings.lua")
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dofile(we_c.modpath.."/commands/floodfill.lua")
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dofile(we_c.modpath.."/commands/overlay.lua")
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dofile(we_c.modpath.."/commands/ellipsoid.lua")
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63
worldeditadditions_commands/utils/strings.lua
Normal file
63
worldeditadditions_commands/utils/strings.lua
Normal file
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@ -0,0 +1,63 @@
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-- Licence: GPLv2 (MPL-2.0 is compatible, so we can use this here)
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-- Source: https://stackoverflow.com/a/43582076/1460422
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local we_c = worldeditadditions_commands
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-- gsplit: iterate over substrings in a string separated by a pattern
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--
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-- Parameters:
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-- text (string) - the string to iterate over
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-- pattern (string) - the separator pattern
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-- plain (boolean) - if true (or truthy), pattern is interpreted as a plain
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-- string, not a Lua pattern
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--
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-- Returns: iterator
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--
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-- Usage:
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-- for substr in gsplit(text, pattern, plain) do
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-- doSomething(substr)
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-- end
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function we_c.gsplit(text, pattern, plain)
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local splitStart, length = 1, #text
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return function ()
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if splitStart then
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local sepStart, sepEnd = string.find(text, pattern, splitStart, plain)
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local ret
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if not sepStart then
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ret = string.sub(text, splitStart)
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splitStart = nil
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elseif sepEnd < sepStart then
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-- Empty separator!
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ret = string.sub(text, splitStart, sepStart)
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if sepStart < length then
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splitStart = sepStart + 1
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else
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splitStart = nil
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end
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else
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ret = sepStart > splitStart and string.sub(text, splitStart, sepStart - 1) or ''
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splitStart = sepEnd + 1
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end
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return ret
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end
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end
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end
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-- split: split a string into substrings separated by a pattern.
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--
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-- Parameters:
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-- text (string) - the string to iterate over
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-- pattern (string) - the separator pattern
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-- plain (boolean) - if true (or truthy), pattern is interpreted as a plain
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-- string, not a Lua pattern
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--
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-- Returns: table (a sequence table containing the substrings)
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function we_c.split(text, pattern, plain)
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local ret = {}
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for match in we_c.gsplit(text, pattern, plain) do
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table.insert(ret, match)
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end
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return ret
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end
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