local wea_c = worldeditadditions_core local Vector3 = wea_c.Vector3 --- -- @module worldeditadditions ---------------------------------- -- function to print out the world ---------------------------------- local 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 local function generate_maze3d(seed, width, height, depth, path_length, path_width, path_depth) if not path_length then path_length = 2 end if not path_width then path_width = 1 end if not path_depth then path_depth = 1 end -- print("Generating maze "..width.."x"..height.."x"..depth.." | path: length "..path_length.." width "..path_width.." depth "..path_depth) math.randomseed(seed) -- seed the random number generator with the system clock 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 - path_length > 0 and world[cz - path_length][cy][cx] == "#" then directions = directions .. "-" end if cz + path_length < depth-path_depth and world[cz + path_length][cy][cx] == "#" then directions = directions .. "+" end if cy - path_length > 0 and world[cz][cy - path_length][cx] == "#" then directions = directions .. "u" end if cy + path_length < height-path_width and world[cz][cy + path_length][cx] == "#" then directions = directions .. "d" end if cx - path_length > 0 and world[cz][cy][cx - path_length] == "#" then directions = directions .. "l" end if cx + path_length < width-path_width and world[cz][cy][cx + path_length] == "#" then directions = directions .. "r" end -- If this is 1 or less, then we will switch our attention to another candidate node after moving local shift_attention = math.random(0, 3) --print("radar output: '" .. directions .. "' (length: " .. #directions .. "), curnode: " .. curnode) if #directions > 0 then -- we still have somewhere that we can go local curdirnum = math.random(1, #directions) local curdir = string.sub(directions, curdirnum, curdirnum) if curdir == "+" then for iz = cz,cz+path_length+(path_depth-1) do for ix = cx,cx+(path_width-1) do for iy = cy,cy+(path_width-1) do world[iz][iy][ix] = " " end end end -- world[cz + 1][cy][cx] = " " -- world[cz + 2][cy][cx] = " " cz = cz + path_length elseif curdir == "-" then for iz = cz-path_length,cz do for ix = cx,cx+(path_width-1) do for iy = cy,cy+(path_width-1) do world[iz][iy][ix] = " " end end end -- world[cz - 1][cy][cx] = " " -- world[cz - 2][cy][cx] = " " cz = cz - path_length elseif curdir == "u" then for iz = cz,cz+(path_depth-1) do for ix = cx,cx+(path_width-1) do for iy = cy-path_length,cy do world[iz][iy][ix] = " " end end end -- world[cz][cy - 1][cx] = " " -- world[cz][cy - 2][cx] = " " cy = cy - path_length elseif curdir == "d" then for iz = cz,cz+(path_depth-1) do for ix = cx,cx+(path_width-1) do for iy = cy,cy+path_length+(path_width-1) do world[iz][iy][ix] = " " -- print("[tunnel/d] ("..ix..", "..iy..", "..iz..")") end end end -- world[cz][cy + 1][cx] = " " -- world[cz][cy + 2][cx] = " " cy = cy + path_length elseif curdir == "l" then for iz = cz,cz+(path_depth-1) do for iy = cy,cy+(path_width-1) do for ix = cx-path_length,cx do world[iz][iy][ix] = " " end end end -- world[cz][cy][cx - 1] = " " -- world[cz][cy][cx - 2] = " " cx = cx - path_length elseif curdir == "r" then for iz = cz,cz+(path_depth-1) do for iy = cy,cy+(path_width-1) do for ix = cx,cx+path_length+(path_width-1) do world[iz][iy][ix] = " " end end end -- world[cz][cy][cx + 1] = " " -- world[cz][cy][cx + 2] = " " cx = cx + path_length end table.insert(nodes, { x = cx, y = cy, z = cz }) else table.remove(nodes, curnode) end if #directions == 0 or shift_attention <= 1 then if #nodes > 0 then curnode = math.random(1, #nodes) cx = nodes[curnode]["x"] cy = nodes[curnode]["y"] cz = nodes[curnode]["z"] end end end return world end -- local world = maze(os.time(), width, height) --- Generates a 3D maze. -- **Algorithm origin:** https://starbeamrainbowlabs.com/blog/article.php?article=posts/070-Language-Review-Lua.html -- -- The defined region must be at least 3 x 3 x 3 (x, y, z) for a maze to generate. -- @param pos1 Vector3 pos1 of the defined region to draw the 3D maze in in. -- @param pos2 Vector3 pos2 of the defined region to draw the 3D maze in in. -- @param target_node string The (normalised) node name to draw the maze in. -- @param path_length=2 number Step this many nodes forwards at once when generating the maze. Higher values create long thin corridors. -- @param path_width=1 number Make all corridors this number of nodes wide when generating the maze. Higher values result in wider corridors. -- **Caution:** Make sure this value is not higher than `path_length - 1`, otherwise the maze algorithm won't work right! -- @param path_depth=1 number Make all corridors this number of nodes tall when generating the maze. Higher values results in higher ceilings in the maze. -- **Caution:** The same warning as with `path_width` applies here also! -- @returns number The number of nodes replaced (i.e. the volume fo the region defined by pos1 and pos2). function worldeditadditions.maze3d(pos1, pos2, target_node, seed, path_length, path_width, path_depth) 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 -- 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: " .. pos1) -- minetest.log("action", "pos2: " .. pos2) -- minetest.log("action", "Generating "..extent.x.."x"..extent.z.."x"..extent.z.." 3d maze from pos1 " .. pos1.." to pos2 "..pos2) local maze = generate_maze3d(seed, extent.z, extent.y, extent.x, path_length, path_width, path_depth) -- x & z 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