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maze3d: make paths more 'branchy'
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1 changed files with 13 additions and 22 deletions
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@ -22,7 +22,9 @@ end
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start_time = os.clock()
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function generate_maze3d(seed, width, height, depth)
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-- print("Generating maze "..width.."x"..height.."x"..depth)
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start_time = os.clock()
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print("Generating maze "..width.."x"..height.."x"..depth)
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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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@ -52,7 +54,6 @@ function generate_maze3d(seed, width, height, depth)
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local directions = "" -- the different directions we can move in
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if cz - 2 > 0 and world[cz - 2][cy][cx] == "#" then
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directions = directions .. "-"
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-- print("cz: "..cz..", cz - 2: "..(cz-2)..", here: '"..world[cz][cy][cx].."', there: '"..world[cz - 2][cy][cx].."'")
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end
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if cz + 2 < depth and world[cz + 2][cy][cx] == "#" then
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directions = directions .. "+"
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@ -69,18 +70,16 @@ function generate_maze3d(seed, width, height, depth)
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if cx + 2 < width and world[cz][cy][cx + 2] == "#" then
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directions = directions .. "r"
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end
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-- print("Currently at ("..cx..", "..cy..", "..cz..") - directions: "..directions)
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-- If this is 1 or less, then we will switch our attention to another candidate node after moving
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local shift_attention = math.random(0, 3)
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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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local curdirnum = math.random(1, #directions)
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local curdir = string.sub(directions, curdirnum, curdirnum)
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-- print("Picked direction '"..curdir.."' (index "..curdirnum..")")
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if curdir == "+" then
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world[cz + 1][cy][cx] = " "
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world[cz + 2][cy][cx] = " "
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@ -107,32 +106,24 @@ function generate_maze3d(seed, width, height, depth)
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cx = cx + 2
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end
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-- print("Now at ("..cx..", "..cy..", "..cz..") ")
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table.insert(nodes, { x = cx, y = cy, z = cz })
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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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end
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if #directions == 0 or shift_attention <= 1 then
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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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cz = nodes[curnode]["z"]
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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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-- io.read("*l")
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-- print("\n\n\n\n\n\n\n\n\n")
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-- printspace(world, width + 1, height + 1, depth + 1)
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end
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end_time = os.clock()
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return world
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end
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