maze.lua: add support for varying the path width and length, but we're enountering issues.
We keep getting loops, which should be impossible - and when the path width is more than 1 it misses out a bit in the bottom right of a corner from horizontal to up.
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0cf62aadd7
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1 changed files with 57 additions and 29 deletions
84
maze.lua
84
maze.lua
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@ -22,19 +22,26 @@ local M = {}
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-- function to print out the world
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----------------------------------
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function M.printspace(space, w, h)
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for y = 0, h - 1, 1 do
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local line = ""
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for x = 0, w - 1, 1 do
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line = line .. space[y][x]
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end
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print(line)
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end
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for y = 0, h - 1, 1 do
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local line = ""
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for x = 0, w - 1, 1 do
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line = line .. space[y][x]
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end
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print(line)
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end
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end
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-- Initialise the world
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function M.generate_maze(seed, width, height)
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start_time = os.clock()
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function M.generate_maze(seed, width, height, path_length, path_width)
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start_time = os.clock()
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if not path_length then path_length = 2 end
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if not path_width then path_width = 1 end
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path_length = 3
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path_width = 1
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-- minetest.log("action", "width: "..width..", height: "..height)
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math.randomseed(seed) -- seed the random number generator with the system clock
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@ -61,40 +68,60 @@ function M.generate_maze(seed, width, height)
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--print("Currently at (" .. cx .. ", " .. cy .. ")")
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local directions = "" -- the different directions we can move
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if cy - 2 > 0 and world[cy - 2][cx] == "#" then
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if cy - path_length > 0 and world[cy - path_length][cx] == "#" then
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directions = directions .. "u"
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end
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if cy + 2 < height and world[cy + 2][cx] == "#" then
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if cy + path_length < height and world[cy + path_length][cx] == "#" then
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directions = directions .. "d"
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end
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if cx - 2 > 0 and world[cy][cx - 2] == "#" then
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if cx - path_length > 0 and world[cy][cx - path_length] == "#" then
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directions = directions .. "l"
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end
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if cx + 2 < width and world[cy][cx + 2] == "#" then
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if cx + path_length < width and world[cy][cx + path_length] == "#" then
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directions = directions .. "r"
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end
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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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--print("This node is not a dead end yet.")
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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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if curdir == "u" then
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world[cy - 1][cx] = " "
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world[cy - 2][cx] = " "
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cy = cy - 2
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for ix = cx,cx+path_width-1 do
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for iy = cy-path_length,cy do
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world[iy][ix] = " "
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end
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end
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-- world[cy - 1][cx] = " "
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-- world[cy - 2][cx] = " "
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cy = cy - path_length
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elseif curdir == "d" then
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world[cy + 1][cx] = " "
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world[cy + 2][cx] = " "
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cy = cy + 2
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for ix = cx,cx+path_width-1 do
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for iy = cy,cy+path_length do
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world[iy][ix] = " "
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end
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end
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-- world[cy + 1][cx] = " "
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-- world[cy + 2][cx] = " "
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cy = cy + path_length
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elseif curdir == "l" then
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world[cy][cx - 1] = " "
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world[cy][cx - 2] = " "
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cx = cx - 2
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for iy = cy,cy+path_width-1 do
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for ix = cx-path_length,cx do
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world[iy][ix] = " "
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end
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end
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-- world[cy][cx - 1] = " "
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-- world[cy][cx - 2] = " "
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cx = cx - path_length
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elseif curdir == "r" then
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world[cy][cx + 1] = " "
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world[cy][cx + 2] = " "
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cx = cx + 2
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for iy = cy,cy+path_width-1 do
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for ix = cx,cx+path_length-1 do
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world[iy][ix] = " "
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end
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end
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-- world[cy][cx + 1] = " "
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-- world[cy][cx + 2] = " "
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cx = cx + path_length
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end
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table.insert(nodes, { x = cx, y = cy })
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@ -113,10 +140,11 @@ function M.generate_maze(seed, width, height)
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--print("Maze generation complete, no teleportation necessary.")
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end
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end
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--printspace(world, width, height)
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M.printspace(world, width, height)
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io.read("*l")
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end
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end_time = os.clock()
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end_time = os.clock()
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return world, (end_time - start_time) * 1000
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end
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