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//maze: fix generated maze not reaching to the very edge of the defined region
Fixes #60.
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@ -36,7 +36,9 @@ Note to self: See the bottom of this file for the release template text.
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- Cloud wand: Improve chat message text
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- Cloud wand: Improve chat message text
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- Fix `bonemeal` mod detection to look for the global `bonemeal`, not whether the `bonemeal` mod name has been loaded
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- Fix `bonemeal` mod detection to look for the global `bonemeal`, not whether the `bonemeal` mod name has been loaded
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- `//walls`: Prevent crash if not parameters are specified by defaulting to `dirt` as the replace_node
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- `//walls`: Prevent crash if not parameters are specified by defaulting to `dirt` as the replace_node
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- `//maze`, `//maze3d`: Fix crash if no arguments are specified
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- `//maze`, `//maze3d`:
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- Fix generated maze not reaching the very edge of the defined region
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- Fix crash if no arguments are specified
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## v1.12: The selection tools update (26th June 2021)
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## v1.12: The selection tools update (26th June 2021)
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@ -48,13 +48,13 @@ local function generate_maze(seed, width, height, path_length, path_width)
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if cy - path_length > 0 and world[cy - path_length][cx] == "#" then
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if cy - path_length > 0 and world[cy - path_length][cx] == "#" then
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directions = directions .. "u"
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directions = directions .. "u"
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end
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end
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if cy + path_length < height-path_width and world[cy + path_length][cx] == "#" then
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if cy + path_length < height-path_width+1 and world[cy + path_length][cx] == "#" then
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directions = directions .. "d"
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directions = directions .. "d"
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end
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end
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if cx - path_length > 0 and world[cy][cx - path_length] == "#" then
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if cx - path_length > 0 and world[cy][cx - path_length] == "#" then
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directions = directions .. "l"
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directions = directions .. "l"
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end
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end
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if cx + path_length < width-path_width and world[cy][cx + path_length] == "#" then
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if cx + path_length < width-path_width+1 and world[cy][cx + path_length] == "#" then
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directions = directions .. "r"
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directions = directions .. "r"
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end
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end
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@ -148,7 +148,7 @@ function worldeditadditions.maze2d(pos1, pos2, target_node, seed, path_length, p
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-- print("path_width: "..path_width..", path_length: "..path_length)
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-- print("path_width: "..path_width..", path_length: "..path_length)
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local maze = generate_maze(seed, extent.z, extent.x, path_length, path_width) -- x & need to be the opposite way around to how we index it
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local maze = generate_maze(seed, extent.z, extent.x, path_length, path_width) -- x & need to be the opposite way around to how we index it
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-- printspace(maze, extent.z, extent.x)
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printspace(maze, extent.z, 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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-- z y x is the preferred loop order, but that isn't really possible here
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