diff --git a/worldeditadditions/init.lua b/worldeditadditions/init.lua index 249e68d..2ecbbcb 100644 --- a/worldeditadditions/init.lua +++ b/worldeditadditions/init.lua @@ -12,3 +12,4 @@ dofile(minetest.get_modpath("worldeditadditions") .. "/floodfill.lua") dofile(minetest.get_modpath("worldeditadditions") .. "/overlay.lua") dofile(minetest.get_modpath("worldeditadditions") .. "/ellipsoid.lua") dofile(minetest.get_modpath("worldeditadditions") .. "/torus.lua") +dofile(minetest.get_modpath("worldeditadditions") .. "/maze.lua") diff --git a/worldeditadditions/maze.lua b/worldeditadditions/maze.lua new file mode 100644 index 0000000..2d23da6 --- /dev/null +++ b/worldeditadditions/maze.lua @@ -0,0 +1,164 @@ +--- Generates a maze. +-- Algorithm origin: https://starbeamrainbowlabs.com/blog/article.php?article=posts/070-Language-Review-Lua.html +-- @module worldeditadditions.maze + +---------------------------------- +-- function to print out the world +---------------------------------- +function printspace(space, w, h) + for y = 0, h - 1, 1 do + local line = "" + for x = 0, w - 1, 1 do + line = line .. space[y][x] + end + minetest.log("action", line) + end +end + +function generate_maze(seed, width, height) + minetest.log("action", "width: "..width..", height: "..height) + math.randomseed(seed) -- seed the random number generator with the system clock + + width = width - 1 + height = height - 1 + + local world = {} + for y = 0, height, 1 do + world[y] = {} + for x = 0, width, 1 do + world[y][x] = "#" + end + end + + -- do a random walk to create pathways + local nodes = {} -- the nodes left that we haven't investigated + local curnode = 1 -- the node we are currently operating on + local cx, cy = 1, 1 -- our current position + table.insert(nodes, { x = cx, y = cy }) + world[cy][cx] = " " + while #nodes > 0 do + -- io.write("Nodes left: " .. curnode .. "\r") + --print("Nodes left: " .. #nodes) + --print("Currently at (" .. cx .. ", " .. cy .. ")") + + local directions = "" -- the different directions we can move + if cy - 2 > 0 and world[cy - 2][cx] == "#" then + directions = directions .. "u" + end + if cy + 2 < height and world[cy + 2][cx] == "#" then + directions = directions .. "d" + end + if cx - 2 > 0 and world[cy][cx - 2] == "#" then + directions = directions .. "l" + end + if cx + 2 < width and world[cy][cx + 2] == "#" then + directions = directions .. "r" + end + --print("radar output: '" .. directions .. "' (length: " .. #directions .. "), curnode: " .. curnode) + if #directions > 0 then + -- we still have somewhere that we can go + --print("This node is not a dead end yet.") + local curdirnum = math.random(0, #directions) + local curdir = string.sub(directions, curdirnum, curdirnum) + if curdir == "u" then + world[cy - 1][cx] = " " + world[cy - 2][cx] = " " + cy = cy - 2 + elseif curdir == "d" then + world[cy + 1][cx] = " " + world[cy + 2][cx] = " " + cy = cy + 2 + elseif curdir == "l" then + world[cy][cx - 1] = " " + world[cy][cx - 2] = " " + cx = cx - 2 + elseif curdir == "r" then + world[cy][cx + 1] = " " + world[cy][cx + 2] = " " + cx = cx + 2 + end + + table.insert(nodes, { x = cx, y = cy }) + else + --print("The node at " .. curnode .. " is a dead end.") + table.remove(nodes, curnode) + if #nodes > 0 then + --print("performing teleport."); + curnode = math.random(1, #nodes) + --print("New node: " .. curnode) + -- print("Nodes table: ") + -- print_r(nodes) + cx = nodes[curnode]["x"] + cy = nodes[curnode]["y"] + else + --print("Maze generation complete, no teleportation necessary.") + end + end + --printspace(world, width, height) + end + + return world +end + +-- local world = maze(os.time(), width, height) + +function worldedit.maze(pos1, pos2, target_node, seed) + pos1, pos2 = worldedit.sort_pos(pos1, pos2) + -- pos2 will always have the highest co-ordinates now + + -- getExtent() returns the number of nodes in the VoxelArea, which might be larger than we actually asked for + local extent = { + x = (pos2.x - pos1.x) + 1, + y = (pos2.y - pos1.y) + 1, + z = (pos2.z - pos1.z) + 1 + } + minetest.log("action", "extent: ("..extent.x..", "..extent.y..", "..extent.z..")") + + if extent.x == 0 or extent.y == 0 or extent.z == 0 then + minetest.log("info", "[worldeditadditions/maze] error: either x, y, or z of the extent was zero") + return 0 + end + + -- Fetch the nodes in the specified area + local manip, area = worldedit.manip_helpers.init(pos1, pos2) + local data = manip:get_data() + + local node_id_air = minetest.get_content_id("air") + local node_id_target = minetest.get_content_id(target_node) + + -- minetest.log("action", "pos1: " .. worldeditadditions.vector.tostring(pos1)) + -- minetest.log("action", "pos2: " .. worldeditadditions.vector.tostring(pos2)) + + + minetest.log("action", "Generating "..extent.x.."x"..extent.z.." maze (depth "..extent.z..") from pos1 " .. worldeditadditions.vector.tostring(pos1).." to pos2 "..worldeditadditions.vector.tostring(pos2)) + + local maze = generate_maze(seed, extent.z, extent.x) -- x & need to be the opposite way around to how we index it + printspace(maze, extent.z, extent.x) + + -- z y x is the preferred loop order, but that isn't really possible here + + for z = pos2.z, pos1.z, - 1 do + for x = pos2.x, pos1.x, - 1 do + for y = pos2.y, pos1.y, - 1 do + local maze_x = (x - pos1.x) -- - 1 + local maze_z = (z - pos1.z) -- - 1 + if maze_x < 0 then maze_x = 0 end + if maze_z < 0 then maze_z = 0 end + + minetest.log("action", "x: "..x..", y: "..y..", z: "..z..", pos x: "..maze_x..", pos z: "..maze_z) + minetest.log("action", "value: "..maze[maze_x][maze_z]) + + if maze[maze_x][maze_z] == "#" then + data[area:index(x, y, z)] = node_id_target + else + data[area:index(x, y, z)] = node_id_air + end + end + end + end + + -- Save the modified nodes back to disk & return + worldedit.manip_helpers.finish(manip, data) + + return extent.x * extent.y * extent.z +end diff --git a/worldeditadditions_commands/init.lua b/worldeditadditions_commands/init.lua index e8da8a1..dcba0fa 100644 --- a/worldeditadditions_commands/init.lua +++ b/worldeditadditions_commands/init.lua @@ -292,3 +292,76 @@ minetest.register_chatcommand("/hollowtorus", { return math.ceil(2 * math.pi*math.pi * major_radius * minor_radius*minor_radius) end) }) + + +-- ███ ███ █████ ███████ ███████ +-- ████ ████ ██ ██ ███ ██ +-- ██ ████ ██ ███████ ███ █████ +-- ██ ██ ██ ██ ██ ███ ██ +-- ██ ██ ██ ██ ███████ ███████ + +local function parse_params_maze(params_text) + if not params_text then + return nil, nil, nil + end + local found, _, replace_node, seed_text = params_text:find("([a-z:_\\-]+)%s+([0-9]+)") + + local has_seed = true + + if found == nil then + has_seed = false + replace_node = params_text + end + + local seed = tonumber(seed_text) + + replace_node = worldedit.normalize_nodename(replace_node) + + return replace_node, seed, has_seed +end + +minetest.register_chatcommand("/maze", { + params = " []", + description = "Generates a maze covering the currently selected area with replace_node as the walls. Optionally takes a (integer) seed.", + privs = { worldedit = true }, + func = safe_region(function(name, params_text) + local replace_node, seed, has_seed = parse_params_maze(params_text) + + if not replace_node then + worldedit.player_notify(name, "Error: Invalid node name.") + return false + end + if not seed and has_seed then + worldedit.player_notify(name, "Error: Invalid seed.") + return false + end + + if not seed then + seed = os.time() + end + + local start_time = os.clock() + local replaced = worldedit.maze(worldedit.pos1[name], worldedit.pos2[name], replace_node, seed) + local time_taken = os.clock() - start_time + + worldedit.player_notify(name, replaced .. " nodes replaced in " .. time_taken .. "s") + minetest.log("action", name .. " used //maze at " .. worldeditadditions.vector.tostring(worldedit.pos1[name]) .. ", replacing " .. replaced .. " nodes in " .. time_taken .. "s") + end, function(name, params_text) + local replace_node, seed, has_seed = parse_params_maze(params_text) + if not params_text then params_text = "" end + + if not replace_node then + worldedit.player_notify(name, "Error: Invalid input '" .. params_text .. "' (specifically the replace node). Try '/help /maze' to learn how to use this command.") + return 0 + end + if not seed and has_seed then + worldedit.player_notify(name, "Error: Invalid input '" .. params_text .. "' (specifically the seed). Try '/help /maze' to learn how to use this command.") + return 0 + end + + local pos1 = worldedit.pos1[name] + local pos2 = worldedit.pos2[name] + + return (pos2.x - pos1.x) * (pos2.y - pos1.y) * (pos1.z - pos2.z) + end) +})