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https://github.com/sbrl/Minetest-WorldEditAdditions.git
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Patch maze3d to support the path dimennsion settings, but there's some weirdness going on
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@ -21,15 +21,15 @@ end
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-- Initialise the world
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start_time = os.clock()
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function generate_maze3d(seed, width, height, depth)
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start_time = os.clock()
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local function generate_maze3d(seed, width, height, depth, path_length, path_width, path_depth)
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print("Generating maze "..width.."x"..height.."x"..depth)
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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)
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math.randomseed(seed) -- seed the random number generator with the system clock
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width = width - 1
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height = height - 1
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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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@ -52,22 +52,22 @@ function generate_maze3d(seed, width, height, depth)
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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 - 2 > 0 and world[cz - 2][cy][cx] == "#" then
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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 + 2 < depth and world[cz + 2][cy][cx] == "#" then
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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 - 2 > 0 and world[cz][cy - 2][cx] == "#" then
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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 + 2 < height and world[cz][cy + 2][cx] == "#" then
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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 - 2 > 0 and world[cz][cy][cx - 2] == "#" then
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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 + 2 < width and world[cz][cy][cx + 2] == "#" then
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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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@ -79,31 +79,74 @@ function generate_maze3d(seed, width, height, depth)
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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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world[cz + 1][cy][cx] = " "
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world[cz + 2][cy][cx] = " "
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cz = cz + 2
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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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world[cz - 1][cy][cx] = " "
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world[cz - 2][cy][cx] = " "
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cz = cz - 2
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for iz = cz,cz-path_length 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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world[cz][cy - 1][cx] = " "
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world[cz][cy - 2][cx] = " "
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cy = cy - 2
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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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world[cz][cy + 1][cx] = " "
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world[cz][cy + 2][cx] = " "
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cy = cy + 2
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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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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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world[cz][cy][cx - 1] = " "
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world[cz][cy][cx - 2] = " "
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cx = cx - 2
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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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world[cz][cy][cx + 1] = " "
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world[cz][cy][cx + 2] = " "
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cx = cx + 2
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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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@ -122,14 +165,12 @@ function generate_maze3d(seed, width, height, depth)
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end
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end
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end_time = os.clock()
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return world
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end
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-- local world = maze(os.time(), width, height)
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function worldedit.maze3d(pos1, pos2, target_node, seed)
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function worldeditadditions.maze3d(pos1, pos2, target_node, seed, path_length, path_width, path_depth)
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pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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-- pos2 will always have the highest co-ordinates now
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@ -159,7 +200,7 @@ function worldedit.maze3d(pos1, pos2, target_node, seed)
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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))
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local maze = generate_maze3d(seed, extent.z, extent.y, extent.x) -- x & need to be the opposite way around to how we index it
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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
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-- printspace3d(maze, extent.z, extent.y, extent.x)
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-- z y x is the preferred loop order, but that isn't really possible here
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@ -6,7 +6,7 @@ local we_c = worldeditadditions_commands
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-- ██ ██ ██ ██ ██ ███ ██
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-- ██ ██ ██ ██ ███████ ███████
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local function parse_params_maze(params_text)
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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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@ -17,6 +17,11 @@ local function parse_params_maze(params_text)
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local seed = os.time()
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local path_length = 2
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local path_width = 1
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local path_depth = 1
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local param_index_seed = 4
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if is_3d then param_index_seed = 5 end
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if #parts >= 2 then
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path_length = tonumber(parts[2])
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@ -24,13 +29,16 @@ local function parse_params_maze(params_text)
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if #parts >= 3 then
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path_width = tonumber(parts[3])
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end
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if #parts >= 4 then
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seed = tonumber(parts[4])
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if #parts >= 4 and is_3d then
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path_depth = tonumber(parts[4])
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end
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if #parts >= param_index_seed then
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seed = tonumber(parts[param_index_seed])
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end
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replace_node = worldedit.normalize_nodename(replace_node)
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return replace_node, seed, path_length, path_width
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return replace_node, seed, path_length, path_width, path_depth
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end
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minetest.register_chatcommand("/maze", {
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@ -80,11 +88,11 @@ minetest.register_chatcommand("/maze", {
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-- ██ ██ ██ ██ ███████ ███████ ██████ ██████
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minetest.register_chatcommand("/maze3d", {
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params = "<replace_node> [<seed>]",
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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.",
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params = "<replace_node> [<path_length> [<path_width> [<path_depth> [<seed>]]]]",
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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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func = we_c.safe_region(function(name, params_text)
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local replace_node, seed, has_seed = parse_params_maze(params_text)
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local replace_node, seed, path_length, path_width, path_depth = parse_params_maze(params_text)
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if not replace_node then
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worldedit.player_notify(name, "Error: Invalid node name.")
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@ -97,7 +105,7 @@ minetest.register_chatcommand("/maze3d", {
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if not seed then seed = os.time() end
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local start_time = os.clock()
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local replaced = worldedit.maze3d(worldedit.pos1[name], worldedit.pos2[name], replace_node, seed)
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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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worldedit.player_notify(name, replaced .. " nodes replaced in " .. time_taken .. "s")
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