202 lines
6.1 KiB
Lua
202 lines
6.1 KiB
Lua
-------------------------------------
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-- 3D Maze generation script
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-------------------------------------
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-- A test by @Starbeamrainbowlabs
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local M = {}
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-- if arg[1] ~= nil then
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-- width = tonumber(arg[1])
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-- else
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-- width = 35
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-- end
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-- if arg[2] ~= nil then
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-- height = tonumber(arg[2])
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-- else
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-- height = 15
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-- end
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-- if arg[3] ~= nil then
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-- depth = tonumber(arg[3])
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-- else
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-- depth = 7
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-- end
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-- if arg[4] ~= nil then
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-- seed = tonumber(arg[4])
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-- else
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-- seed = os.time()
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-- end
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----------------------------------
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-- function to print out the world
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----------------------------------
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function M.printspace(space, w, h, d)
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for z = 0, d - 1, 1 do
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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[z][y][x]
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end
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print(line)
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end
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print("")
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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, depth, path_length, path_width, path_depth)
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local 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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if not path_depth then path_depth = 1 end
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-- print("Generating maze "..width.."x"..height.."x"..depth.." | path: length "..path_length.." width "..path_width.." depth "..path_depth)
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math.randomseed(seed) -- seed the random number generator with the system clock
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local world = {}
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for z = 0, depth, 1 do
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world[z] = {}
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for y = 0, height, 1 do
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world[z][y] = {}
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for x = 0, width, 1 do
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world[z][y][x] = "#"
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end
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end
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end
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-- do a random walk to create pathways
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local nodes = {} -- the nodes left that we haven't investigated
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local curnode = 1 -- the node we are currently operating on
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local cx, cy, cz = 1, 1, 1 -- our current position
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table.insert(nodes, { x = cx, y = cy, z = cz })
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world[cz][cy][cx] = " "
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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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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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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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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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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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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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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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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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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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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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world[iz][iy][ix] = " "
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end
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end
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end
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-- world[cz + 1][cy][cx] = " "
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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-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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end
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end
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end
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-- world[cz - 1][cy][cx] = " "
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-- world[cz - 2][cy][cx] = " "
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cz = cz - path_length
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elseif curdir == "u" then
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for iz = cz,cz+(path_depth-1) do
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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[iz][iy][ix] = " "
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end
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end
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end
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-- world[cz][cy - 1][cx] = " "
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-- world[cz][cy - 2][cx] = " "
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cy = cy - path_length
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elseif curdir == "d" then
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for iz = cz,cz+(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_length+(path_width-1) do
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world[iz][iy][ix] = " "
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-- print("[tunnel/d] ("..ix..", "..iy..", "..iz..")")
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end
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end
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end
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-- world[cz][cy + 1][cx] = " "
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-- world[cz][cy + 2][cx] = " "
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cy = cy + path_length
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elseif curdir == "l" then
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for iz = cz,cz+(path_depth-1) do
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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[iz][iy][ix] = " "
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end
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end
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end
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-- world[cz][cy][cx - 1] = " "
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-- world[cz][cy][cx - 2] = " "
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cx = cx - path_length
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elseif curdir == "r" then
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for iz = cz,cz+(path_depth-1) do
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for iy = cy,cy+(path_width-1) do
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for ix = cx,cx+path_length+(path_width-1) do
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world[iz][iy][ix] = " "
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end
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end
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end
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-- world[cz][cy][cx + 1] = " "
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-- world[cz][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, z = cz })
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else
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table.remove(nodes, curnode)
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end
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if #directions == 0 or shift_attention <= 1 then
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if #nodes > 0 then
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curnode = math.random(1, #nodes)
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cx = nodes[curnode]["x"]
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cy = nodes[curnode]["y"]
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cz = nodes[curnode]["z"]
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end
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end
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end
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-- WARNING: os.clock() isn't accurate, because it gives the total **CPU time**, not **real time**!
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local end_time = os.clock()
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return world, (end_time - start_time) * 1000
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end
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return M
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-- local world = M.generate_maze3d(seed, width, height, depth)
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--
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-- M.printspace(world, width, height, depth)
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-- end_time = os.clock()
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-- print("Generation completed in " .. (end_time - start_time) .. "s.")
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