maze3d: Add path variance support
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1 changed files with 18 additions and 3 deletions
19
maze3d.lua
19
maze3d.lua
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@ -73,38 +73,48 @@ function M.generate_maze(seed, width, height, depth, path_length, path_width, pa
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while #nodes > 0 do
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-- io.write("Nodes left: " .. curnode .. "\r")
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--print("Nodes left: " .. #nodes)
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-- print("Currently at ("..cx..", "..cy..", "..cz.."), up: "..(cy-path_length)..", down: "..cy+path_length..", left: "..cx-path_length..", right: "..cx+path_length..", d++: "..cz+path_length..", d--: "..cz-path_length..", width: "..width..", height: "..height..", depth: "..depth)
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local directions = "" -- the different directions we can move in
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if cz - path_length > 0 and world[cz - path_length][cy][cx] == "#" then
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directions = directions .. "-"
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directions = directions .. "u"
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-- print("d-- | cz: "..cz..", target: "..cz-path_length..", value: '"..world[cz - path_length][cy][cx].."', path_length: "..path_length)
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end
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if cz + path_length < depth-path_depth and world[cz + path_length][cy][cx] == "#" then
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directions = directions .. "+"
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-- print("d++ | cz: "..cz..", target: "..cz+path_length..", value: '"..world[cz + path_length][cy][cx].."', path_length: "..path_length)
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end
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if cy - path_length > 0 and world[cz][cy - path_length][cx] == "#" then
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directions = directions .. "u"
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-- print("up | cy: "..cy..", target: "..cy-path_length..", value: '"..world[cz][cy - path_length][cx].."', path_length: "..path_length)
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end
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if cy + path_length < height-path_width and world[cz][cy + path_length][cx] == "#" then
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directions = directions .. "d"
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-- print("down | cy: "..cy..", target: "..cy+path_length..", value: '"..world[cz][cy + path_length][cx].."', path_length: "..path_length)
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end
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if cx - path_length > 0 and world[cz][cy][cx - path_length] == "#" then
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directions = directions .. "l"
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-- print("left | cx: "..cx..", target: "..cx-path_length..", value: '"..world[cz][cy][cx - path_length].."', path_length: "..path_length)
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end
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if cx + path_length < width-path_width and world[cz][cy][cx + path_length] == "#" then
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directions = directions .. "r"
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-- print("right | cx: "..cx..", target: "..cx+path_length..", value: '"..world[cz][cy][cx + path_length].."', path_length: "..path_length)
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end
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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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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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local curdirnum = math.random(1, #directions)
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local curdir = string.sub(directions, curdirnum, curdirnum)
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print("chose '"..curdir.."'")
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if curdir == "+" then
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for iz = cz,cz+path_length+(path_depth-1) do
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for ix = cx,cx+(path_width-1) do
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for iy = cy,cy+(path_width-1) do
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@ -116,7 +126,7 @@ function M.generate_maze(seed, width, height, depth, path_length, path_width, pa
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-- world[cz + 2][cy][cx] = " "
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cz = cz + path_length
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elseif curdir == "-" then
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for iz = cz,cz-path_length do
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for iz = cz-path_length,cz do
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for ix = cx,cx+(path_width-1) do
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for iy = cy,cy+(path_width-1) do
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world[iz][iy][ix] = " "
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@ -172,7 +182,9 @@ function M.generate_maze(seed, width, height, depth, path_length, path_width, pa
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cx = cx + path_length
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end
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if #directions > 1 then
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table.insert(nodes, { x = cx, y = cy, z = cz })
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end
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else
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table.remove(nodes, curnode)
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end
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@ -186,6 +198,9 @@ function M.generate_maze(seed, width, height, depth, path_length, path_width, pa
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cz = nodes[curnode]["z"]
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end
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end
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M.printspace(world, width, height, depth)
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io.read("*l")
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end
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end_time = os.clock()
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