multimaze/maze3d.lua

204 lines
6.2 KiB
Lua

-------------------------------------
-- 3D Maze generation script
-------------------------------------
-- A test by @Starbeamrainbowlabs
local M = {}
-- 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
-- if arg[3] ~= nil then
-- depth = tonumber(arg[3])
-- else
-- depth = 7
-- end
-- if arg[4] ~= nil then
-- seed = tonumber(arg[4])
-- else
-- seed = os.time()
-- end
----------------------------------
-- function to print out the world
----------------------------------
function M.printspace(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
function M.generate_maze(seed, width, height, depth, path_length, path_width, path_depth, branching_factor)
local start_time = os.clock()
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
if not branching_factor then branching_factor = 3 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, branching_factor)
--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
-- WARNING: os.clock() isn't accurate, because it gives the total **CPU time**, not **real time**!
local end_time = os.clock()
return world, (end_time - start_time) * 1000
end
return M
-- local world = M.generate_maze3d(seed, width, height, depth)
--
-- M.printspace(world, width, height, depth)
-- end_time = os.clock()
-- print("Generation completed in " .. (end_time - start_time) .. "s.")