multimaze/maze.lua

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-- Maze generation script
-------------------------------------
-- A test by @Starbeamrainbowlabs
local M = {}
-- Intelligent table printing function: http://coronalabs.com/blog/2014/09/02/tutorial-printing-table-contents/
-- if arg[1] ~= nil then
-- width = tonumber(arg[1])
-- else
-- width = 35
-- end
-- if arg[2] ~= nil then
-- height = tonumber(arg[2])
-- else
-- height = 15
-- end
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-- function to print out the world
----------------------------------
function M.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
print(line)
end
end
-- Initialise the world
function M.generate_maze(seed, width, height)
start_time = os.clock()
-- 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
-- io.write("Nodes left: " .. curnode .. "\r")
--print("Nodes left: " .. #nodes)
--print("Currently at (" .. cx .. ", " .. cy .. ")")
local directions = "" -- the different directions we can move
if cy - 2 > 0 and world[cy - 2][cx] == "#" then
directions = directions .. "u"
end
if cy + 2 < height and world[cy + 2][cx] == "#" then
directions = directions .. "d"
end
if cx - 2 > 0 and world[cy][cx - 2] == "#" then
directions = directions .. "l"
end
if cx + 2 < width and world[cy][cx + 2] == "#" then
directions = directions .. "r"
end
--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)
if curdir == "u" then
world[cy - 1][cx] = " "
world[cy - 2][cx] = " "
cy = cy - 2
elseif curdir == "d" then
world[cy + 1][cx] = " "
world[cy + 2][cx] = " "
cy = cy + 2
elseif curdir == "l" then
world[cy][cx - 1] = " "
world[cy][cx - 2] = " "
cx = cx - 2
elseif curdir == "r" then
world[cy][cx + 1] = " "
world[cy][cx + 2] = " "
cx = cx + 2
end
table.insert(nodes, { x = cx, y = cy })
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"]
else
--print("Maze generation complete, no teleportation necessary.")
end
end
--printspace(world, width, height)
end
end_time = os.clock()
return world, (end_time - start_time) * 1000
end
-- local world, time = generate_maze(os.time(), width, height)
-- printspace(world, width, height)
-- print("Generation completed in " .. time .. "s.")
return M