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local we_c = worldeditadditions_commands
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local function parse_params_maze ( params_text , is_3d )
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if not params_text then
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return nil , nil , nil , nil
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end
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local parts = we_c.split ( params_text , " %s+ " , false )
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local replace_node = parts [ 1 ]
local seed = os.time ( )
local path_length = 2
local path_width = 1
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local path_depth = 1
local param_index_seed = 4
if is_3d then param_index_seed = 5 end
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if # parts >= 2 then
path_length = tonumber ( parts [ 2 ] )
end
if # parts >= 3 then
path_width = tonumber ( parts [ 3 ] )
end
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if # parts >= 4 and is_3d then
path_depth = tonumber ( parts [ 4 ] )
end
if # parts >= param_index_seed then
seed = tonumber ( parts [ param_index_seed ] )
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if not seed then
return false , " Error: Invalid seed value (seeds may only be integers). "
end
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end
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replace_node = worldedit.normalize_nodename ( replace_node )
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if not replace_node then
return false , " Error: Invalid node name for replace_node "
end
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if not path_length or path_length < 1 then
return false , " Error: Invalid path length (it must be a positive integer) "
end
if not path_width or path_width < 1 then
return false , " Error: Invalid path width (it must be a positive integer) "
end
if not path_depth or path_depth < 1 then
return false , " Error: Invalid path depth (it must be a positive integer) "
end
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-- We unconditionally math.floor here because when we tried to test for it directly it was unreliable
return true , replace_node , seed , math.floor ( path_length ) , math.floor ( path_width ) , math.floor ( path_depth )
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end
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worldedit.register_command ( " maze " , {
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params = " <replace_node> [<path_length> [<path_width> [<seed>]]] " ,
description = " Generates a maze covering the currently selected area (must be at least 3x3 on the x,z axes) with replace_node as the walls. Optionally takes a (integer) seed and the path length and width (see the documentation in the worldeditadditions README for more information). " ,
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privs = { worldedit = true } ,
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require_pos = 2 ,
parse = function ( params_text )
local success , replace_node , seed , path_length , path_width = parse_params_maze ( params_text , false )
return success , replace_node , seed , path_length , path_width
end ,
nodes_needed = function ( name )
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-- Note that we could take in additional parameters from the return value of parse (minue the success bool there), but we don't actually need them here
return worldedit.volume ( worldedit.pos1 [ name ] , worldedit.pos2 [ name ] )
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end ,
func = function ( name , replace_node , seed , path_length , path_width )
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local start_time = os.clock ( )
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local replaced = worldeditadditions.maze2d ( worldedit.pos1 [ name ] , worldedit.pos2 [ name ] , replace_node , seed , path_length , path_width )
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local time_taken = os.clock ( ) - start_time
minetest.log ( " action " , name .. " used //maze at " .. worldeditadditions.vector . tostring ( worldedit.pos1 [ name ] ) .. " , replacing " .. replaced .. " nodes in " .. time_taken .. " s " )
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return true , replaced .. " nodes replaced in " .. time_taken .. " s "
end
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} )
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worldedit.register_command ( " maze3d " , {
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params = " <replace_node> [<path_length> [<path_width> [<path_depth> [<seed>]]]] " ,
description = " Generates a 3d maze covering the currently selected area (must be at least 3x3x3) with replace_node as the walls. Optionally takes a (integer) seed and the path length, width, and depth (see the documentation in the worldeditadditions README for more information). " ,
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privs = { worldedit = true } ,
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requre_pos = 2 ,
parse = function ( params_text )
local values = { parse_params_maze ( params_text , true ) }
return unpack ( values )
end ,
nodes_needed = function ( name )
return worldedit.volume ( worldedit.pos1 [ name ] , worldedit.pos2 [ name ] )
end ,
func = function ( name , replace_node , seed , path_length , path_width , path_depth )
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local start_time = os.clock ( )
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local replaced = worldeditadditions.maze3d ( worldedit.pos1 [ name ] , worldedit.pos2 [ name ] , replace_node , seed , path_length , path_width , path_depth )
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local time_taken = os.clock ( ) - start_time
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minetest.log ( " action " , name .. " used //maze at " .. worldeditadditions.vector . tostring ( worldedit.pos1 [ name ] ) .. " , replacing " .. replaced .. " nodes in " .. time_taken .. " s " )
return true , replaced .. " nodes replaced in " .. time_taken .. " s "
end
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} )