mirror of
https://github.com/sbrl/Minetest-WorldEditAdditions.git
synced 2024-11-22 15:33:00 +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
|
@ -14,7 +14,7 @@ If you can dream of it, it probably belongs here!
|
||||||
- [`//hollowellipsoid <rx> <ry> <rz> <node_name>`](#hollowellipsoid-rx-ry-rz-node_name)
|
- [`//hollowellipsoid <rx> <ry> <rz> <node_name>`](#hollowellipsoid-rx-ry-rz-node_name)
|
||||||
- [`//torus <major_radius> <minor_radius> <node_name>`](#torus-major_radius-minor_radius-node_name)
|
- [`//torus <major_radius> <minor_radius> <node_name>`](#torus-major_radius-minor_radius-node_name)
|
||||||
- [`//hollowtorus <major_radius> <minor_radius> <node_name>`](#hollowtorus-major_radius-minor_radius-node_name)
|
- [`//hollowtorus <major_radius> <minor_radius> <node_name>`](#hollowtorus-major_radius-minor_radius-node_name)
|
||||||
- [`//maze <replace_node> [<seed>]`](#maze-replace_node-seed)
|
- [`//maze <replace_node> [<path_length> [<path_width> [<seed>]]]`](#maze-replace_node-seed)
|
||||||
- [`//maze3d <replace_node> [<seed>]`](#maze3d-replace_node-seed)
|
- [`//maze3d <replace_node> [<seed>]`](#maze3d-replace_node-seed)
|
||||||
- [`//multi <command_a> <command_b> .....`](#multi-command_a-command_b-command_c-)
|
- [`//multi <command_a> <command_b> .....`](#multi-command_a-command_b-command_c-)
|
||||||
- [`//yy`](#yy)
|
- [`//yy`](#yy)
|
||||||
|
@ -75,14 +75,23 @@ Creates a hollow torus at position 1 with the radius major and minor radii. Work
|
||||||
//hollowtorus 21 11 stone
|
//hollowtorus 21 11 stone
|
||||||
```
|
```
|
||||||
|
|
||||||
### `//maze <replace_node> [<seed>]`
|
### `//maze <replace_node> [<path_length> [<path_width> [<seed>]]]`
|
||||||
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.
|
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.
|
||||||
|
|
||||||
Requires the currently selected area to be at least 3x3x3.
|
Requires the currently selected area to be at least 3x3x3.
|
||||||
|
|
||||||
|
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.
|
||||||
|
|
||||||
|
`path_width` is easier to explain. It's basically the number of nodes wide the path generated is.
|
||||||
|
|
||||||
|
Note that `path_width` must always be at least 1 less than the `path_height` in order to operate normally.
|
||||||
|
|
||||||
|
The last example below shows how to set the path length and width:
|
||||||
|
|
||||||
```
|
```
|
||||||
//maze ice
|
//maze ice
|
||||||
//maze stone 1234
|
//maze stone 1234
|
||||||
|
//maze dirt 56789 4 2
|
||||||
```
|
```
|
||||||
|
|
||||||
### `//maze3d <replace_node> [<seed>]`
|
### `//maze3d <replace_node> [<seed>]`
|
||||||
|
|
|
@ -12,5 +12,5 @@ dofile(minetest.get_modpath("worldeditadditions") .. "/floodfill.lua")
|
||||||
dofile(minetest.get_modpath("worldeditadditions") .. "/overlay.lua")
|
dofile(minetest.get_modpath("worldeditadditions") .. "/overlay.lua")
|
||||||
dofile(minetest.get_modpath("worldeditadditions") .. "/ellipsoid.lua")
|
dofile(minetest.get_modpath("worldeditadditions") .. "/ellipsoid.lua")
|
||||||
dofile(minetest.get_modpath("worldeditadditions") .. "/torus.lua")
|
dofile(minetest.get_modpath("worldeditadditions") .. "/torus.lua")
|
||||||
dofile(minetest.get_modpath("worldeditadditions") .. "/maze.lua")
|
dofile(minetest.get_modpath("worldeditadditions") .. "/maze2d.lua")
|
||||||
dofile(minetest.get_modpath("worldeditadditions") .. "/maze3d.lua")
|
dofile(minetest.get_modpath("worldeditadditions") .. "/maze3d.lua")
|
||||||
|
|
|
@ -2,10 +2,11 @@
|
||||||
-- Algorithm origin: https://starbeamrainbowlabs.com/blog/article.php?article=posts/070-Language-Review-Lua.html
|
-- Algorithm origin: https://starbeamrainbowlabs.com/blog/article.php?article=posts/070-Language-Review-Lua.html
|
||||||
-- @module worldeditadditions.maze
|
-- @module worldeditadditions.maze
|
||||||
|
|
||||||
|
|
||||||
----------------------------------
|
----------------------------------
|
||||||
-- function to print out the world
|
-- function to print out the world
|
||||||
----------------------------------
|
----------------------------------
|
||||||
function printspace(space, w, h)
|
local function printspace(space, w, h)
|
||||||
for y = 0, h - 1, 1 do
|
for y = 0, h - 1, 1 do
|
||||||
local line = ""
|
local line = ""
|
||||||
for x = 0, w - 1, 1 do
|
for x = 0, w - 1, 1 do
|
||||||
|
@ -15,7 +16,12 @@ function printspace(space, w, h)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function generate_maze(seed, width, height)
|
local function generate_maze(seed, width, height, path_length, path_width)
|
||||||
|
start_time = os.clock()
|
||||||
|
|
||||||
|
if not path_length then path_length = 2 end
|
||||||
|
if not path_width then path_width = 1 end
|
||||||
|
|
||||||
-- minetest.log("action", "width: "..width..", height: "..height)
|
-- minetest.log("action", "width: "..width..", height: "..height)
|
||||||
math.randomseed(seed) -- seed the random number generator with the system clock
|
math.randomseed(seed) -- seed the random number generator with the system clock
|
||||||
|
|
||||||
|
@ -37,21 +43,18 @@ function generate_maze(seed, width, height)
|
||||||
table.insert(nodes, { x = cx, y = cy })
|
table.insert(nodes, { x = cx, y = cy })
|
||||||
world[cy][cx] = " "
|
world[cy][cx] = " "
|
||||||
while #nodes > 0 do
|
while #nodes > 0 do
|
||||||
-- io.write("Nodes left: " .. curnode .. "\r")
|
|
||||||
--print("Nodes left: " .. #nodes)
|
|
||||||
--print("Currently at (" .. cx .. ", " .. cy .. ")")
|
|
||||||
|
|
||||||
local directions = "" -- the different directions we can move
|
local directions = "" -- the different directions we can move
|
||||||
if cy - 2 > 0 and world[cy - 2][cx] == "#" then
|
if cy - path_length > 0 and world[cy - path_length][cx] == "#" then
|
||||||
directions = directions .. "u"
|
directions = directions .. "u"
|
||||||
end
|
end
|
||||||
if cy + 2 < height and world[cy + 2][cx] == "#" then
|
if cy + path_length < height-path_width and world[cy + path_length][cx] == "#" then
|
||||||
directions = directions .. "d"
|
directions = directions .. "d"
|
||||||
end
|
end
|
||||||
if cx - 2 > 0 and world[cy][cx - 2] == "#" then
|
if cx - path_length > 0 and world[cy][cx - path_length] == "#" then
|
||||||
directions = directions .. "l"
|
directions = directions .. "l"
|
||||||
end
|
end
|
||||||
if cx + 2 < width and world[cy][cx + 2] == "#" then
|
if cx + path_length < width-path_width and world[cy][cx + path_length] == "#" then
|
||||||
directions = directions .. "r"
|
directions = directions .. "r"
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -59,31 +62,44 @@ function generate_maze(seed, width, height)
|
||||||
|
|
||||||
if #directions > 0 then
|
if #directions > 0 then
|
||||||
-- we still have somewhere that we can go
|
-- we still have somewhere that we can go
|
||||||
|
--print("This node is not a dead end yet.")
|
||||||
local curdirnum = math.random(1, #directions)
|
local curdirnum = math.random(1, #directions)
|
||||||
local curdir = string.sub(directions, curdirnum, curdirnum)
|
local curdir = string.sub(directions, curdirnum, curdirnum)
|
||||||
if curdir == "u" then
|
if curdir == "u" then
|
||||||
world[cy - 1][cx] = " "
|
for ix = cx,cx+(path_width-1) do
|
||||||
world[cy - 2][cx] = " "
|
for iy = cy-path_length,cy do
|
||||||
cy = cy - 2
|
world[iy][ix] = " "
|
||||||
|
end
|
||||||
|
end
|
||||||
|
cy = cy - path_length
|
||||||
elseif curdir == "d" then
|
elseif curdir == "d" then
|
||||||
world[cy + 1][cx] = " "
|
for ix = cx,cx+path_width-1 do
|
||||||
world[cy + 2][cx] = " "
|
for iy = cy,cy+path_length+(path_width-1) do
|
||||||
cy = cy + 2
|
world[iy][ix] = " "
|
||||||
|
end
|
||||||
|
end
|
||||||
|
cy = cy + path_length
|
||||||
elseif curdir == "l" then
|
elseif curdir == "l" then
|
||||||
world[cy][cx - 1] = " "
|
for iy = cy,cy+path_width-1 do
|
||||||
world[cy][cx - 2] = " "
|
for ix = cx-path_length,cx do
|
||||||
cx = cx - 2
|
world[iy][ix] = " "
|
||||||
|
end
|
||||||
|
end
|
||||||
|
cx = cx - path_length
|
||||||
elseif curdir == "r" then
|
elseif curdir == "r" then
|
||||||
world[cy][cx + 1] = " "
|
for iy = cy,cy+(path_width-1) do
|
||||||
world[cy][cx + 2] = " "
|
for ix = cx,cx+path_length+(path_width-1) do
|
||||||
cx = cx + 2
|
world[iy][ix] = " "
|
||||||
|
end
|
||||||
|
end
|
||||||
|
cx = cx + path_length
|
||||||
end
|
end
|
||||||
|
|
||||||
|
if #directions > 1 then
|
||||||
table.insert(nodes, { x = cx, y = cy })
|
table.insert(nodes, { x = cx, y = cy })
|
||||||
|
end
|
||||||
else
|
else
|
||||||
--print("The node at " .. curnode .. " is a dead end.")
|
|
||||||
table.remove(nodes, curnode)
|
table.remove(nodes, curnode)
|
||||||
-- No need to do anything else here, since #directions == 0 will cause a teleport - see below
|
|
||||||
end
|
end
|
||||||
|
|
||||||
if #directions == 0 or shift_attention <= 1 then
|
if #directions == 0 or shift_attention <= 1 then
|
||||||
|
@ -96,25 +112,26 @@ function generate_maze(seed, width, height)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
return world
|
end_time = os.clock()
|
||||||
|
return world --, (end_time - start_time) * 1000
|
||||||
end
|
end
|
||||||
|
|
||||||
-- local world = maze(os.time(), width, height)
|
-- local world = maze(os.time(), width, height)
|
||||||
|
|
||||||
function worldedit.maze(pos1, pos2, target_node, seed)
|
function worldeditadditions.maze2d(pos1, pos2, target_node, seed, path_length, path_width)
|
||||||
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
|
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
|
||||||
-- pos2 will always have the highest co-ordinates now
|
-- pos2 will always have the highest co-ordinates now
|
||||||
|
|
||||||
-- getExtent() returns the number of nodes in the VoxelArea, which might be larger than we actually asked for
|
-- getExtent() returns the number of nodes in the VoxelArea, which might be larger than we actually asked for
|
||||||
local extent = {
|
local extent = {
|
||||||
x = (pos2.x - pos1.x) + 1,
|
x = (pos2.x - pos1.x) + 1, path_length, path_width,
|
||||||
y = (pos2.y - pos1.y) + 1,
|
y = (pos2.y - pos1.y) + 1, -- not a dimension passed to the maze generator itself
|
||||||
z = (pos2.z - pos1.z) + 1
|
z = (pos2.z - pos1.z) + 1, path_length, path_width
|
||||||
}
|
}
|
||||||
-- minetest.log("action", "extent: ("..extent.x..", "..extent.y..", "..extent.z..")")
|
-- minetest.log("action", "extent: ("..extent.x..", "..extent.y..", "..extent.z..")")
|
||||||
|
|
||||||
if extent.x < 3 or extent.y < 3 or extent.z < 1 then
|
if extent.x < 3 or extent.y < 1 or extent.z < 3 then
|
||||||
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")
|
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")
|
||||||
return 0
|
return 0
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -125,13 +142,14 @@ function worldedit.maze(pos1, pos2, target_node, seed)
|
||||||
local node_id_air = minetest.get_content_id("air")
|
local node_id_air = minetest.get_content_id("air")
|
||||||
local node_id_target = minetest.get_content_id(target_node)
|
local node_id_target = minetest.get_content_id(target_node)
|
||||||
|
|
||||||
-- minetest.log("action", "pos1: " .. worldeditadditions.vector.tostring(pos1))
|
-- print("pos1: ", worldeditadditions.vector.tostring(pos1))
|
||||||
-- minetest.log("action", "pos2: " .. worldeditadditions.vector.tostring(pos2))
|
-- print("pos2: ", worldeditadditions.vector.tostring(pos2))
|
||||||
|
|
||||||
|
|
||||||
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))
|
-- 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))
|
||||||
|
-- print("path_width: "..path_width..", path_length: "..path_length)
|
||||||
|
|
||||||
local maze = generate_maze(seed, extent.z, extent.x) -- x & need to be the opposite way around to how we index it
|
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
|
||||||
-- printspace(maze, extent.z, extent.x)
|
-- printspace(maze, extent.z, extent.x)
|
||||||
|
|
||||||
-- z y x is the preferred loop order, but that isn't really possible here
|
-- z y x is the preferred loop order, but that isn't really possible here
|
|
@ -8,43 +8,45 @@ local we_c = worldeditadditions_commands
|
||||||
|
|
||||||
local function parse_params_maze(params_text)
|
local function parse_params_maze(params_text)
|
||||||
if not params_text then
|
if not params_text then
|
||||||
return nil, nil, nil
|
return nil, nil, nil, nil
|
||||||
end
|
|
||||||
local found, _, replace_node, seed_text = params_text:find("([a-z:_\\-]+)%s+([0-9]+)")
|
|
||||||
|
|
||||||
local has_seed = true
|
|
||||||
|
|
||||||
if found == nil then
|
|
||||||
has_seed = false
|
|
||||||
replace_node = params_text
|
|
||||||
end
|
end
|
||||||
|
|
||||||
local seed = tonumber(seed_text)
|
local parts = we_c.split(params_text, "%s+", false)
|
||||||
|
|
||||||
|
local replace_node = parts[1]
|
||||||
|
local seed = os.time()
|
||||||
|
local path_length = 2
|
||||||
|
local path_width = 1
|
||||||
|
|
||||||
|
if #parts >= 2 then
|
||||||
|
path_length = tonumber(parts[2])
|
||||||
|
end
|
||||||
|
if #parts >= 3 then
|
||||||
|
path_width = tonumber(parts[3])
|
||||||
|
end
|
||||||
|
if #parts >= 4 then
|
||||||
|
seed = tonumber(parts[4])
|
||||||
|
end
|
||||||
|
|
||||||
replace_node = worldedit.normalize_nodename(replace_node)
|
replace_node = worldedit.normalize_nodename(replace_node)
|
||||||
|
|
||||||
return replace_node, seed, has_seed
|
return replace_node, seed, path_length, path_width
|
||||||
end
|
end
|
||||||
|
|
||||||
minetest.register_chatcommand("/maze", {
|
minetest.register_chatcommand("/maze", {
|
||||||
params = "<replace_node> [<seed>]",
|
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.",
|
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).",
|
||||||
privs = { worldedit = true },
|
privs = { worldedit = true },
|
||||||
func = we_c.safe_region(function(name, params_text)
|
func = we_c.safe_region(function(name, params_text)
|
||||||
local replace_node, seed, has_seed = parse_params_maze(params_text)
|
local replace_node, seed, path_length, path_width = parse_params_maze(params_text)
|
||||||
|
|
||||||
if not replace_node then
|
if not replace_node then
|
||||||
worldedit.player_notify(name, "Error: Invalid node name.")
|
worldedit.player_notify(name, "Error: Invalid node name.")
|
||||||
return false
|
return false
|
||||||
end
|
end
|
||||||
if not seed and has_seed then
|
|
||||||
worldedit.player_notify(name, "Error: Invalid seed.")
|
|
||||||
return false
|
|
||||||
end
|
|
||||||
if not seed then seed = os.time() end
|
|
||||||
|
|
||||||
local start_time = os.clock()
|
local start_time = os.clock()
|
||||||
local replaced = worldedit.maze(worldedit.pos1[name], worldedit.pos2[name], replace_node, seed)
|
local replaced = worldeditadditions.maze2d(worldedit.pos1[name], worldedit.pos2[name], replace_node, seed, path_length, path_width)
|
||||||
local time_taken = os.clock() - start_time
|
local time_taken = os.clock() - start_time
|
||||||
|
|
||||||
worldedit.player_notify(name, replaced .. " nodes replaced in " .. time_taken .. "s")
|
worldedit.player_notify(name, replaced .. " nodes replaced in " .. time_taken .. "s")
|
||||||
|
|
|
@ -15,6 +15,7 @@ dofile(we_c.modpath.."/multi.lua")
|
||||||
we_c.safe_region, we_c.check_region, we_c.reset_pending
|
we_c.safe_region, we_c.check_region, we_c.reset_pending
|
||||||
= dofile(we_c.modpath.."/safe.lua")
|
= dofile(we_c.modpath.."/safe.lua")
|
||||||
|
|
||||||
|
dofile(we_c.modpath.."/utils/strings.lua")
|
||||||
dofile(we_c.modpath.."/commands/floodfill.lua")
|
dofile(we_c.modpath.."/commands/floodfill.lua")
|
||||||
dofile(we_c.modpath.."/commands/overlay.lua")
|
dofile(we_c.modpath.."/commands/overlay.lua")
|
||||||
dofile(we_c.modpath.."/commands/ellipsoid.lua")
|
dofile(we_c.modpath.."/commands/ellipsoid.lua")
|
||||||
|
|
63
worldeditadditions_commands/utils/strings.lua
Normal file
63
worldeditadditions_commands/utils/strings.lua
Normal file
|
@ -0,0 +1,63 @@
|
||||||
|
-- Licence: GPLv2 (MPL-2.0 is compatible, so we can use this here)
|
||||||
|
-- Source: https://stackoverflow.com/a/43582076/1460422
|
||||||
|
|
||||||
|
local we_c = worldeditadditions_commands
|
||||||
|
|
||||||
|
|
||||||
|
-- gsplit: iterate over substrings in a string separated by a pattern
|
||||||
|
--
|
||||||
|
-- Parameters:
|
||||||
|
-- text (string) - the string to iterate over
|
||||||
|
-- pattern (string) - the separator pattern
|
||||||
|
-- plain (boolean) - if true (or truthy), pattern is interpreted as a plain
|
||||||
|
-- string, not a Lua pattern
|
||||||
|
--
|
||||||
|
-- Returns: iterator
|
||||||
|
--
|
||||||
|
-- Usage:
|
||||||
|
-- for substr in gsplit(text, pattern, plain) do
|
||||||
|
-- doSomething(substr)
|
||||||
|
-- end
|
||||||
|
function we_c.gsplit(text, pattern, plain)
|
||||||
|
local splitStart, length = 1, #text
|
||||||
|
return function ()
|
||||||
|
if splitStart then
|
||||||
|
local sepStart, sepEnd = string.find(text, pattern, splitStart, plain)
|
||||||
|
local ret
|
||||||
|
if not sepStart then
|
||||||
|
ret = string.sub(text, splitStart)
|
||||||
|
splitStart = nil
|
||||||
|
elseif sepEnd < sepStart then
|
||||||
|
-- Empty separator!
|
||||||
|
ret = string.sub(text, splitStart, sepStart)
|
||||||
|
if sepStart < length then
|
||||||
|
splitStart = sepStart + 1
|
||||||
|
else
|
||||||
|
splitStart = nil
|
||||||
|
end
|
||||||
|
else
|
||||||
|
ret = sepStart > splitStart and string.sub(text, splitStart, sepStart - 1) or ''
|
||||||
|
splitStart = sepEnd + 1
|
||||||
|
end
|
||||||
|
return ret
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
|
||||||
|
-- split: split a string into substrings separated by a pattern.
|
||||||
|
--
|
||||||
|
-- Parameters:
|
||||||
|
-- text (string) - the string to iterate over
|
||||||
|
-- pattern (string) - the separator pattern
|
||||||
|
-- plain (boolean) - if true (or truthy), pattern is interpreted as a plain
|
||||||
|
-- string, not a Lua pattern
|
||||||
|
--
|
||||||
|
-- Returns: table (a sequence table containing the substrings)
|
||||||
|
function we_c.split(text, pattern, plain)
|
||||||
|
local ret = {}
|
||||||
|
for match in we_c.gsplit(text, pattern, plain) do
|
||||||
|
table.insert(ret, match)
|
||||||
|
end
|
||||||
|
return ret
|
||||||
|
end
|
Loading…
Reference in a new issue