Minetest-WorldEditAdditions/worldeditadditions_commands/commands/maze.lua

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local wea = worldeditadditions
local wea_c = worldeditadditions_core
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local Vector3 = worldeditadditions.Vector3
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local function parse_params_maze(params_text, is_3d)
if not params_text then params_text = "" end
params_text = wea.trim(params_text)
if #params_text == 0 then
return false, "No arguments specified"
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end
local parts = worldeditadditions.split_shell(params_text)
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local replace_node = parts[1]
local seed = os.time() * math.random()
local path_length = 2
local path_width = 1
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
if #parts >= 4 and is_3d then
path_depth = tonumber(parts[4])
end
if #parts >= param_index_seed then
seed = worldeditadditions.parse.seed(parts[param_index_seed])
end
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replace_node = worldedit.normalize_nodename(replace_node)
if not replace_node then
return false, "Error: Invalid node name for replace_node"
end
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
-- 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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wea_c.register_command("maze", {
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 },
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)
-- 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])
end,
func = function(name, replace_node, seed, path_length, path_width)
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local start_time = wea.get_ms_time()
local pos1, pos2 = Vector3.sort(worldedit.pos1[name], worldedit.pos2[name])
local replaced = wea.maze2d(
pos1, pos2,
replace_node,
seed,
path_length, path_width
)
local time_taken = wea.get_ms_time() - start_time
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minetest.log("action", name.." used //maze at "..pos1.." - "..pos2..", replacing "..replaced.." nodes in "..time_taken.."s")
return true, replaced.." nodes replaced in "..wea.format.human_time(time_taken)
end
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})
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wea_c.register_command("maze3d", {
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 },
require_pos = 2,
parse = function(params_text)
local values = {parse_params_maze(params_text, true)}
return worldeditadditions.table.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)
local start_time = worldeditadditions.get_ms_time()
local replaced = worldeditadditions.maze3d(worldedit.pos1[name], worldedit.pos2[name], replace_node, seed, path_length, path_width, path_depth)
local time_taken = worldeditadditions.get_ms_time() - start_time
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minetest.log("action", name.." used //maze3d at "..worldeditadditions.vector.tostring(worldedit.pos1[name]).." - "..worldeditadditions.vector.tostring(worldedit.pos2[name])..", replacing "..replaced.." nodes in "..time_taken.."s")
return true, replaced.." nodes replaced in "..worldeditadditions.format.human_time(time_taken)
end
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})