Minetest-WorldEditAdditions/worldeditadditions/lib/maze3d.lua

246 lines
8.7 KiB
Lua

local wea_c = worldeditadditions_core
local Vector3 = wea_c.Vector3
---
-- @module worldeditadditions
----------------------------------
-- function to print out the world
----------------------------------
local function printspace3d(space, w, h, d)
for z = 0, d - 1, 1 do
for y = 0, h - 1, 1 do
local line = ""
for x = 0, w - 1, 1 do
line = line .. space[z][y][x]
end
print(line)
end
print("")
end
end
local function generate_maze3d(seed, width, height, depth, path_length, path_width, path_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.." | path: length "..path_length.." width "..path_width.." depth "..path_depth)
math.randomseed(seed) -- seed the random number generator with the system clock
local world = {}
for z = 0, depth, 1 do
world[z] = {}
for y = 0, height, 1 do
world[z][y] = {}
for x = 0, width, 1 do
world[z][y][x] = "#"
end
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, cz = 1, 1, 1 -- our current position
table.insert(nodes, { x = cx, y = cy, z = cz })
world[cz][cy][cx] = " "
while #nodes > 0 do
-- io.write("Nodes left: " .. curnode .. "\r")
--print("Nodes left: " .. #nodes)
local directions = "" -- the different directions we can move in
if cz - path_length > 0 and world[cz - path_length][cy][cx] == "#" then
directions = directions .. "-"
end
if cz + path_length < depth-path_depth and world[cz + path_length][cy][cx] == "#" then
directions = directions .. "+"
end
if cy - path_length > 0 and world[cz][cy - path_length][cx] == "#" then
directions = directions .. "u"
end
if cy + path_length < height-path_width and world[cz][cy + path_length][cx] == "#" then
directions = directions .. "d"
end
if cx - path_length > 0 and world[cz][cy][cx - path_length] == "#" then
directions = directions .. "l"
end
if cx + path_length < width-path_width and world[cz][cy][cx + path_length] == "#" then
directions = directions .. "r"
end
-- If this is 1 or less, then we will switch our attention to another candidate node after moving
local shift_attention = math.random(0, 3)
--print("radar output: '" .. directions .. "' (length: " .. #directions .. "), curnode: " .. curnode)
if #directions > 0 then
-- we still have somewhere that we can go
local curdirnum = math.random(1, #directions)
local curdir = string.sub(directions, curdirnum, curdirnum)
if curdir == "+" then
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
for iz = cz-path_length,cz 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
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
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] = " "
-- print("[tunnel/d] ("..ix..", "..iy..", "..iz..")")
end
end
end
-- world[cz][cy + 1][cx] = " "
-- world[cz][cy + 2][cx] = " "
cy = cy + path_length
elseif curdir == "l" then
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
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 })
else
table.remove(nodes, curnode)
end
if #directions == 0 or shift_attention <= 1 then
if #nodes > 0 then
curnode = math.random(1, #nodes)
cx = nodes[curnode]["x"]
cy = nodes[curnode]["y"]
cz = nodes[curnode]["z"]
end
end
end
return world
end
-- local world = maze(os.time(), width, height)
--- Generates a 3D maze.
-- **Algorithm origin:** https://starbeamrainbowlabs.com/blog/article.php?article=posts/070-Language-Review-Lua.html
--
-- The defined region must be at least 3 x 3 x 3 (x, y, z) for a maze to generate.
-- @param pos1 Vector3 pos1 of the defined region to draw the 3D maze in in.
-- @param pos2 Vector3 pos2 of the defined region to draw the 3D maze in in.
-- @param target_node string The (normalised) node name to draw the maze in.
-- @param path_length=2 number Step this many nodes forwards at once when generating the maze. Higher values create long thin corridors.
-- @param path_width=1 number Make all corridors this number of nodes wide when generating the maze. Higher values result in wider corridors.
-- **Caution:** Make sure this value is not higher than `path_length - 1`, otherwise the maze algorithm won't work right!
-- @param path_depth=1 number Make all corridors this number of nodes tall when generating the maze. Higher values results in higher ceilings in the maze.
-- **Caution:** The same warning as with `path_width` applies here also!
-- @returns number The number of nodes replaced (i.e. the volume fo the region defined by pos1 and pos2).
function worldeditadditions.maze3d(pos1, pos2, target_node, seed, path_length, path_width, path_depth)
pos1, pos2 = Vector3.sort(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 = (pos2 - pos1) + 1
-- minetest.log("action", "extent: ("..extent.x..", "..extent.y..", "..extent.z..")")
if extent.x < 3 or extent.y < 3 or extent.z < 3 then
minetest.log("info", "[worldeditadditions/maze] error: either x, y, or z of the extent were less than 3")
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: " .. pos1)
-- minetest.log("action", "pos2: " .. pos2)
-- minetest.log("action", "Generating "..extent.x.."x"..extent.z.."x"..extent.z.." 3d maze from pos1 " .. pos1.." to pos2 "..pos2)
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
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_y = (y - pos1.y) -- - 1
local maze_z = (z - pos1.z) -- - 1
if maze_x < 0 then maze_x = 0 end
if maze_y < 0 then maze_y = 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_y][maze_z])
if maze[maze_x][maze_y][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