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Add another untested fill algorithm and update LICENSE
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WTFPL
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CC0, except for code copied from e.g. minetest's builtin
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53
fill_3d.lua
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53
fill_3d.lua
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-- Algorithm created by sofar and changed by others:
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-- https://github.com/minetest/minetest/commit/d7908ee49480caaab63d05c8a53d93103579d7a9
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local function search(go, p, apply_move, moves)
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local num_moves = #moves
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-- We make a stack, and manually maintain size for performance.
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-- Stored in the stack, we will maintain tables with pos, and
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-- last neighbor visited. This way, when we get back to each
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-- node, we know which directions we have already walked, and
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-- which direction is the next to walk.
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local s = {}
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local n = 0
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-- The neighbor order we will visit from our table.
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local v = 1
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while true do
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-- Push current pos onto the stack.
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n = n + 1
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s[n] = {p = p, v = v}
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-- Select next node from neighbor list.
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p = apply_move(p, moves[v])
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-- Now we check out the node. If it is in need of an update,
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-- it will let us know in the return value (true = updated).
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if not go(p) then
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-- If we don't need to "recurse" (walk) to it then pop
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-- our previous pos off the stack and continue from there,
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-- with the v value we were at when we last were at that
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-- node
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repeat
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local pop = s[n]
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p = pop.p
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v = pop.v
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s[n] = nil
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n = n - 1
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-- If there's nothing left on the stack, and no
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-- more sides to walk to, we're done and can exit
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if n == 0 and v == num_moves then
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return
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end
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until v < num_moves
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-- The next round walk the next neighbor in list.
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v = v + 1
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else
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-- If we did need to walk the neighbor, then
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-- start walking it from the walk order start (1),
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-- and not the order we just pushed up the stack.
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v = 1
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end
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end
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end
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return search
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45
init.lua
45
init.lua
@ -414,6 +414,51 @@ function funcs.search_2d(go_test, x0, y0, allow_revisit, give_map)
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return l
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return l
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end
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end
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local fallings_search = dofile(path .. "/fill_3d.lua")
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local moves_touch = {
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{x = -1, y = 0, z = 0},
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{x = 0, y = 0, z = 0},
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{x = 1, y = 0, z = 0},
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{x = 0, y = -1, z = 0},
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{x = 0, y = 1, z = 0},
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{x = 0, y = 0, z = -1},
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{x = 0, y = 0, z = 1},
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}
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local moves_near = {}
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for z = -1,1 do
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for y = -1,1 do
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for x = -1,1 do
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moves_near[#moves_near+1] = {x = x, y = y, z = z}
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end
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end
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end
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function funcs.search_3d(can_go, startpos, apply_move, moves)
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local visited = {}
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local found = {}
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local function on_visit(pos)
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local vi = minetest.hash_node_position(pos)
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if visited[vi] then
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return false
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end
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visited[vi] = true
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local valid_pos = can_go(pos)
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if valid_pos then
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found[#found+1] = pos
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end
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return valid_pos
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end
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if apply_move == "touch" then
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apply_move = vector.add
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moves = moves_touch
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elseif apply_move == "near" then
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apply_move = vector.add
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moves = moves_near
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end
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fallings_search(on_visit, startpos, apply_move, moves)
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end
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local explosion_tables = {}
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local explosion_tables = {}
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function funcs.explosion_table(r)
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function funcs.explosion_table(r)
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local table = explosion_tables[r]
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local table = explosion_tables[r]
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