--- 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 ---------------------------------- function printspace3d(space, w, h, d) for z = 0, d - 1, 1 do for y = 0, h - 1, 1 do local line = "" for x = 0, w - 1, 1 do line = line .. space[z][y][x] end print(line) end print("") end end -- Initialise the world start_time = os.clock() function generate_maze3d(seed, width, height, depth) print("Generating maze "..width.."x"..height.."x"..depth) math.randomseed(seed) -- seed the random number generator with the system clock width = width - 1 height = height - 1 local world = {} for z = 0, depth, 1 do world[z] = {} for y = 0, height, 1 do world[z][y] = {} for x = 0, width, 1 do world[z][y][x] = "#" end 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, cz = 1, 1, 1 -- our current position table.insert(nodes, { x = cx, y = cy, z = cz }) world[cz][cy][cx] = " " while #nodes > 0 do -- io.write("Nodes left: " .. curnode .. "\r") --print("Nodes left: " .. #nodes) local directions = "" -- the different directions we can move in if cz - 2 > 0 and world[cz - 2][cy][cx] == "#" then directions = directions .. "-" -- print("cz: "..cz..", cz - 2: "..(cz-2)..", here: '"..world[cz][cy][cx].."', there: '"..world[cz - 2][cy][cx].."'") end if cz + 2 < depth and world[cz + 2][cy][cx] == "#" then directions = directions .. "+" end if cy - 2 > 0 and world[cz][cy - 2][cx] == "#" then directions = directions .. "u" end if cy + 2 < height and world[cz][cy + 2][cx] == "#" then directions = directions .. "d" end if cx - 2 > 0 and world[cz][cy][cx - 2] == "#" then directions = directions .. "l" end if cx + 2 < width and world[cz][cy][cx + 2] == "#" then directions = directions .. "r" end print("Currently at ("..cx..", "..cy..", "..cz..") - directions: "..directions) --print("radar output: '" .. directions .. "' (length: " .. #directions .. "), curnode: " .. curnode) 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) print("Picked direction '"..curdir.."' (index "..curdirnum..")") if curdir == "+" then world[cz + 1][cy][cx] = " " world[cz + 2][cy][cx] = " " cz = cz + 2 elseif curdir == "-" then world[cz - 1][cy][cx] = " " world[cz - 2][cy][cx] = " " cz = cz - 2 elseif curdir == "u" then world[cz][cy - 1][cx] = " " world[cz][cy - 2][cx] = " " cy = cy - 2 elseif curdir == "d" then world[cz][cy + 1][cx] = " " world[cz][cy + 2][cx] = " " cy = cy + 2 elseif curdir == "l" then world[cz][cy][cx - 1] = " " world[cz][cy][cx - 2] = " " cx = cx - 2 elseif curdir == "r" then world[cz][cy][cx + 1] = " " world[cz][cy][cx + 2] = " " cx = cx + 2 end print("Now at ("..cx..", "..cy..", "..cz..") ") table.insert(nodes, { x = cx, y = cy, z = cz }) else -- print("The node at " .. curnode .. " is a dead end.") table.remove(nodes, curnode) if #nodes > 0 then --print("performing teleport."); curnode = math.random(1, #nodes) --print("New node: " .. curnode) -- print("Nodes table: ") -- print_r(nodes) cx = nodes[curnode]["x"] cy = nodes[curnode]["y"] cz = nodes[curnode]["z"] else --print("Maze generation complete, no teleportation necessary.") end end -- io.read("*l") -- print("\n\n\n\n\n\n\n\n\n") -- printspace(world, width + 1, height + 1, depth + 1) end return world end -- local world = maze(os.time(), width, height) function worldedit.maze3d(pos1, pos2, target_node, seed) pos1, pos2 = worldedit.sort_pos(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 = { x = (pos2.x - pos1.x) + 1, y = (pos2.y - pos1.y) + 1, z = (pos2.z - pos1.z) + 1 } minetest.log("action", "extent: ("..extent.x..", "..extent.y..", "..extent.z..")") if extent.x < 3 or extent.y < 3 or extent.z < 3 then minetest.log("info", "[worldeditadditions/maze] error: either x, y, or z of the extent were less than 3") 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) -- minetest.log("action", "pos1: " .. worldeditadditions.vector.tostring(pos1)) -- minetest.log("action", "pos2: " .. worldeditadditions.vector.tostring(pos2)) minetest.log("action", "Generating "..extent.x.."x"..extent.z.."x"..extent.z.." 3d maze from pos1 " .. worldeditadditions.vector.tostring(pos1).." to pos2 "..worldeditadditions.vector.tostring(pos2)) local maze = generate_maze3d(seed, extent.z, extent.y, extent.x) -- x & need to be the opposite way around to how we index it printspace3d(maze, extent.z, extent.y, 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_y = (y - pos1.y) -- - 1 local maze_z = (z - pos1.z) -- - 1 if maze_x < 0 then maze_x = 0 end if maze_y < 0 then maze_y = 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_y][maze_z]) if maze[maze_x][maze_y][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