Patch maze3d to support the path dimennsion settings, but there's some weirdness going on

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Starbeamrainbowlabs 2020-05-03 17:02:28 +01:00
parent 2720f62d09
commit 29223a3455
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GPG Key ID: 1BE5172E637709C2
2 changed files with 91 additions and 42 deletions

@ -21,15 +21,15 @@ end
-- Initialise the world
start_time = os.clock()
function generate_maze3d(seed, width, height, depth)
start_time = os.clock()
local function generate_maze3d(seed, width, height, depth, path_length, path_width, path_depth)
print("Generating maze "..width.."x"..height.."x"..depth)
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
-- print("Generating maze "..width.."x"..height.."x"..depth)
math.randomseed(seed) -- seed the random number generator with the system clock
width = width - 1
height = height - 1
local world = {}
for z = 0, depth, 1 do
world[z] = {}
@ -52,22 +52,22 @@ function generate_maze3d(seed, width, height, depth)
--print("Nodes left: " .. #nodes)
local directions = "" -- the different directions we can move in
if cz - 2 > 0 and world[cz - 2][cy][cx] == "#" then
if cz - path_length > 0 and world[cz - path_length][cy][cx] == "#" then
directions = directions .. "-"
end
if cz + 2 < depth and world[cz + 2][cy][cx] == "#" then
if cz + path_length < depth-path_depth and world[cz + path_length][cy][cx] == "#" then
directions = directions .. "+"
end
if cy - 2 > 0 and world[cz][cy - 2][cx] == "#" then
if cy - path_length > 0 and world[cz][cy - path_length][cx] == "#" then
directions = directions .. "u"
end
if cy + 2 < height and world[cz][cy + 2][cx] == "#" then
if cy + path_length < height-path_width and world[cz][cy + path_length][cx] == "#" then
directions = directions .. "d"
end
if cx - 2 > 0 and world[cz][cy][cx - 2] == "#" then
if cx - path_length > 0 and world[cz][cy][cx - path_length] == "#" then
directions = directions .. "l"
end
if cx + 2 < width and world[cz][cy][cx + 2] == "#" then
if cx + path_length < width-path_width and world[cz][cy][cx + path_length] == "#" then
directions = directions .. "r"
end
@ -79,31 +79,74 @@ function generate_maze3d(seed, width, height, depth)
-- we still have somewhere that we can go
local curdirnum = math.random(1, #directions)
local curdir = string.sub(directions, curdirnum, curdirnum)
if curdir == "+" then
world[cz + 1][cy][cx] = " "
world[cz + 2][cy][cx] = " "
cz = cz + 2
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
world[cz - 1][cy][cx] = " "
world[cz - 2][cy][cx] = " "
cz = cz - 2
for iz = cz,cz-path_length 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
world[cz][cy - 1][cx] = " "
world[cz][cy - 2][cx] = " "
cy = cy - 2
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
world[cz][cy + 1][cx] = " "
world[cz][cy + 2][cx] = " "
cy = cy + 2
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] = " "
end
end
end
-- world[cz][cy + 1][cx] = " "
-- world[cz][cy + 2][cx] = " "
cy = cy + path_length
elseif curdir == "l" then
world[cz][cy][cx - 1] = " "
world[cz][cy][cx - 2] = " "
cx = cx - 2
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
world[cz][cy][cx + 1] = " "
world[cz][cy][cx + 2] = " "
cx = cx + 2
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 })
@ -122,14 +165,12 @@ function generate_maze3d(seed, width, height, depth)
end
end
end_time = os.clock()
return world
end
-- local world = maze(os.time(), width, height)
function worldedit.maze3d(pos1, pos2, target_node, seed)
function worldeditadditions.maze3d(pos1, pos2, target_node, seed, path_length, path_width, path_depth)
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
-- pos2 will always have the highest co-ordinates now
@ -159,7 +200,7 @@ function worldedit.maze3d(pos1, pos2, target_node, seed)
minetest.log("action", "Generating "..extent.x.."x"..extent.z.."x"..extent.z.." 3d maze from pos1 " .. worldeditadditions.vector.tostring(pos1).." to pos2 "..worldeditadditions.vector.tostring(pos2))
local maze = generate_maze3d(seed, extent.z, extent.y, extent.x) -- x & need to be the opposite way around to how we index it
local maze = generate_maze3d(seed, extent.z, extent.y, extent.x, path_length, path_width, path_depth) -- x & z need to be the opposite way around to how we index it
-- printspace3d(maze, extent.z, extent.y, extent.x)
-- z y x is the preferred loop order, but that isn't really possible here

@ -6,7 +6,7 @@ local we_c = worldeditadditions_commands
-- ██ ██ ██ ██ ██ ███ ██
-- ██ ██ ██ ██ ███████ ███████
local function parse_params_maze(params_text)
local function parse_params_maze(params_text, is_3d)
if not params_text then
return nil, nil, nil, nil
end
@ -17,6 +17,11 @@ local function parse_params_maze(params_text)
local seed = os.time()
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
if #parts >= 2 then
path_length = tonumber(parts[2])
@ -24,13 +29,16 @@ local function parse_params_maze(params_text)
if #parts >= 3 then
path_width = tonumber(parts[3])
end
if #parts >= 4 then
seed = tonumber(parts[4])
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])
end
replace_node = worldedit.normalize_nodename(replace_node)
return replace_node, seed, path_length, path_width
return replace_node, seed, path_length, path_width, path_depth
end
minetest.register_chatcommand("/maze", {
@ -80,11 +88,11 @@ minetest.register_chatcommand("/maze", {
-- ██ ██ ██ ██ ███████ ███████ ██████ ██████
minetest.register_chatcommand("/maze3d", {
params = "<replace_node> [<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.",
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).",
privs = { worldedit = true },
func = we_c.safe_region(function(name, params_text)
local replace_node, seed, has_seed = parse_params_maze(params_text)
local replace_node, seed, path_length, path_width, path_depth = parse_params_maze(params_text)
if not replace_node then
worldedit.player_notify(name, "Error: Invalid node name.")
@ -97,7 +105,7 @@ minetest.register_chatcommand("/maze3d", {
if not seed then seed = os.time() end
local start_time = os.clock()
local replaced = worldedit.maze3d(worldedit.pos1[name], worldedit.pos2[name], replace_node, seed)
local replaced = worldeditadditions.maze3d(worldedit.pos1[name], worldedit.pos2[name], replace_node, seed, path_length, path_width, path_depth)
local time_taken = os.clock() - start_time
worldedit.player_notify(name, replaced .. " nodes replaced in " .. time_taken .. "s")