local wea_c = worldeditadditions_core local Vector3 = wea_c.Vector3 --- Generates a maze. -- Algorithm origin: https://starbeamrainbowlabs.com/blog/article.php?article=posts/070-Language-Review-Lua.html -- @module worldeditadditions.maze ---------------------------------- -- function to print out the world ---------------------------------- local function printspace(space, w, h) for y = 0, h - 1, 1 do local line = "" for x = 0, w - 1, 1 do line = line .. space[y][x] end minetest.log("action", line) end end local function generate_maze(seed, width, height, path_length, path_width) local start_time = worldeditadditions.get_ms_time() 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) math.randomseed(seed) -- seed the random number generator with the system clock width = width - 1 height = height - 1 local world = {} for y = 0, height, 1 do world[y] = {} for x = 0, width, 1 do world[y][x] = "#" end end -- do a random walk to create pathways local nodes = {} -- the nodes left that we haven't investigated local curnode = 1 -- the node we are currently operating on local cx, cy = 1, 1 -- our current position table.insert(nodes, { x = cx, y = cy }) world[cy][cx] = " " while #nodes > 0 do local directions = "" -- the different directions we can move if cy - path_length > 0 and world[cy - path_length][cx] == "#" then directions = directions .. "u" end if cy + path_length < height-path_width+1 and world[cy + path_length][cx] == "#" then directions = directions .. "d" end if cx - path_length > 0 and world[cy][cx - path_length] == "#" then directions = directions .. "l" end if cx + path_length < width-path_width+1 and world[cy][cx + path_length] == "#" then directions = directions .. "r" end local shift_attention = math.random(0, 9) if #directions > 0 then -- we still have somewhere that we can go --print("This node is not a dead end yet.") local curdirnum = math.random(1, #directions) local curdir = string.sub(directions, curdirnum, curdirnum) if curdir == "u" then for ix = cx,cx+(path_width-1) do for iy = cy-path_length,cy do world[iy][ix] = " " end end cy = cy - path_length elseif curdir == "d" then for ix = cx,cx+path_width-1 do for iy = cy,cy+path_length+(path_width-1) do world[iy][ix] = " " end end cy = cy + path_length elseif curdir == "l" then for iy = cy,cy+path_width-1 do for ix = cx-path_length,cx do world[iy][ix] = " " end end cx = cx - path_length elseif curdir == "r" then for iy = cy,cy+(path_width-1) do for ix = cx,cx+path_length+(path_width-1) do world[iy][ix] = " " end end cx = cx + path_length end table.insert(nodes, { x = cx, y = cy }) else table.remove(nodes, curnode) end if #directions == 0 or shift_attention <= 1 then if #nodes > 0 then --print("performing teleport."); curnode = math.random(1, #nodes) cx = nodes[curnode]["x"] cy = nodes[curnode]["y"] end end end local end_time = worldeditadditions.get_ms_time() return world, (end_time - start_time) * 1000 end -- local world = maze(os.time(), width, height) function worldeditadditions.maze2d(pos1, pos2, target_node, seed, path_length, path_width) pos1, pos2 = Vector3.sort(pos1, pos2) -- 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 local extent = (pos2 - pos1) + 1 --- Extent: -- x = path_length, path_width -- y = not a dimension passed to the maze generator itself -- z = path_length, path_width -- minetest.log("action", "extent: "..extent) if extent.x < 3 or extent.y < 1 or extent.z < 3 then 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 end -- Fetch the nodes in the specified area local manip, area = worldedit.manip_helpers.init(pos1, pos2) local data = manip:get_data() local node_id_air = minetest.get_content_id("air") local node_id_target = minetest.get_content_id(target_node) -- print("pos1: ", worldeditadditions.vector.tostring(pos1)) -- 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)) -- print("path_width: "..path_width..", path_length: "..path_length) 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) -- z y x is the preferred loop order, but that isn't really possible here for z = pos2.z, pos1.z, -1 do for x = pos2.x, pos1.x, -1 do for y = pos2.y, pos1.y, -1 do local maze_x = (x - pos1.x) -- - 1 local maze_z = (z - pos1.z) -- - 1 if maze_x < 0 then maze_x = 0 end if maze_z < 0 then maze_z = 0 end -- minetest.log("action", "x: "..x..", y: "..y..", z: "..z..", pos x: "..maze_x..", pos z: "..maze_z) -- minetest.log("action", "value: "..maze[maze_x][maze_z]) if maze[maze_x][maze_z] == "#" then data[area:index(x, y, z)] = node_id_target else data[area:index(x, y, z)] = node_id_air end end end end -- Save the modified nodes back to disk & return worldedit.manip_helpers.finish(manip, data) return extent.x * extent.y * extent.z end