From c9e81cc39592eeefbb4cdf300abecafd2b2cc554 Mon Sep 17 00:00:00 2001 From: sys4-fr Date: Sat, 8 Sep 2018 00:49:18 +0200 Subject: [PATCH] =?UTF-8?q?Remplissage=20du=20d=C3=A9p=C3=B4t.?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- init.lua | 537 +++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 537 insertions(+) create mode 100755 init.lua diff --git a/init.lua b/init.lua new file mode 100755 index 0000000..11af6f7 --- /dev/null +++ b/init.lua @@ -0,0 +1,537 @@ +local function spawn_maze(name, param) + local t1 = os.clock() + math.randomseed(os.time()) + local found, _, maze_size_x_st, maze_size_y_st, maze_size_l_st, material_floor, material_wall, material_ceiling = param:find("(%d+)%s+(%d+)%s+(%d+)%s+([^%s]+)%s+([^%s]+)%s+([^%s]+)") + local min_size = 11 + local maze_size_x = tonumber(maze_size_x_st) + maze_size_x = maze_size_x or 20 + maze_size_x = math.max(maze_size_x, min_size) + local maze_size_y = tonumber(maze_size_y_st) + maze_size_y = maze_size_y or 20 + maze_size_y = math.max(maze_size_y, min_size) + local maze_size_l = tonumber(maze_size_l_st) + maze_size_l = maze_size_l or 3 + maze_size_l = math.max(maze_size_l, 1) + -- check if chosen material exists + if not minetest.registered_nodes[material_floor] then + material_floor = "default:cobble" + end + material_floor = material_floor or "default:cobble" + if not minetest.registered_nodes[material_wall] then + material_wall = "default:cobble" + end + material_wall = material_wall or "default:cobble" + if not minetest.registered_nodes[material_ceiling] then + material_ceiling = "default:cobble" + end + material_ceiling = material_ceiling or "default:cobble" + + minetest.chat_send_player(name, "Try to build " .. maze_size_x .. " * " .. maze_size_y .. " * " .. maze_size_l .. " maze. F:" .. material_floor .. " W:" .. material_wall .. " C:" .. material_ceiling) + + local maze = {} + for l = 0, maze_size_l-1 do + maze[l] = {} + for x = 0, maze_size_x-1 do + maze[l][x] = {} + for y = 0, maze_size_y-1 do + maze[l][x][y] = true -- everywhere walls + end + end + end + +-- create maze map + local start_x = 0 + local start_y = math.floor(maze_size_y/2) + local start_l = 0 + local pos_x = start_x + local pos_y = start_y + local pos_l = start_l + maze[pos_l][pos_x][pos_y] = false -- the entrance + local moves = {} + local updowns = {} + local possible_ways = {} + local direction = "" + local pos = {x = 0, y = 0, l = 0} + local forward = true + local return_count = 0 + local treasure_x = 0 + local treasure_y = 0 + local treasure_l = 0 + local dead_end = {} + table.insert(moves, {x = pos_x, y = pos_y, l = pos_l}) + -- print(#moves .. " " .. moves[1].x .. " " .. moves[1].y) + repeat + possible_ways = {} + -- is D possible? + if + pos_x > 1 and pos_x < maze_size_x - 1 and pos_y > 1 and pos_y < maze_size_y - 1 and + pos_l < maze_size_l - 1 and + maze[pos_l + 1][pos_x - 1][pos_y - 1] and + maze[pos_l + 1][pos_x - 1][pos_y] and + maze[pos_l + 1][pos_x - 1][pos_y + 1] and + maze[pos_l + 1][pos_x][pos_y - 1] and + maze[pos_l + 1][pos_x][pos_y] and + maze[pos_l + 1][pos_x][pos_y + 2] and + maze[pos_l + 1][pos_x + 1][pos_y - 1] and + maze[pos_l + 1][pos_x + 1][pos_y] and + maze[pos_l + 1][pos_x + 1][pos_y + 1] + then + table.insert(possible_ways, "D") + end + -- is U possible? + if + pos_x > 1 and pos_x < maze_size_x - 1 and pos_y > 1 and pos_y < maze_size_y - 1 and + pos_l > 0 and + maze[pos_l - 1][pos_x - 1][pos_y - 1] and + maze[pos_l - 1][pos_x - 1][pos_y] and + maze[pos_l - 1][pos_x - 1][pos_y + 1] and + maze[pos_l - 1][pos_x][pos_y - 1] and + maze[pos_l - 1][pos_x][pos_y] and + maze[pos_l - 1][pos_x][pos_y + 2] and + maze[pos_l - 1][pos_x + 1][pos_y - 1] and + maze[pos_l - 1][pos_x + 1][pos_y] and + maze[pos_l - 1][pos_x + 1][pos_y + 1] + then + table.insert(possible_ways, "U") + end + -- is N possible? + if + pos_y - 2 >= 0 and pos_x - 1 >= 0 and pos_x + 1 < maze_size_x and + maze[pos_l][pos_x][pos_y - 1] and -- N is wall + maze[pos_l][pos_x][pos_y - 2] and -- N from N is wall + maze[pos_l][pos_x - 1][pos_y - 2] and -- NW from N is wall + maze[pos_l][pos_x + 1][pos_y - 2] and -- NE from N is wall + maze[pos_l][pos_x - 1][pos_y - 1] and -- W from N is wall + maze[pos_l][pos_x + 1][pos_y - 1] -- E from N is wall + then + table.insert(possible_ways, "N") + table.insert(possible_ways, "N") -- twice as possible as U and D + end + -- is E possible? + if + pos_x + 2 < maze_size_x and pos_y - 1 >= 0 and pos_y + 1 < maze_size_y and + maze[pos_l][pos_x + 1][pos_y] and -- E is wall + maze[pos_l][pos_x + 2][pos_y] and -- E from E is wall + maze[pos_l][pos_x + 2][pos_y - 1] and -- NE from E is wall + maze[pos_l][pos_x + 2][pos_y + 1] and -- SE from E is wall + maze[pos_l][pos_x + 1][pos_y - 1] and -- N from E is wall + maze[pos_l][pos_x + 1][pos_y + 1] -- S from E is wall + then + table.insert(possible_ways, "E") + table.insert(possible_ways, "E") -- twice as possible as U and D + end + -- is S possible? + if + pos_y + 2 < maze_size_y and pos_x - 1 >= 0 and pos_x + 1 < maze_size_x and + maze[pos_l][pos_x][pos_y + 1] and -- S is wall + maze[pos_l][pos_x][pos_y + 2] and -- S from S is wall + maze[pos_l][pos_x - 1][pos_y + 2] and -- SW from S is wall + maze[pos_l][pos_x + 1][pos_y + 2] and -- SE from S is wall + maze[pos_l][pos_x - 1][pos_y + 1] and -- W from S is wall + maze[pos_l][pos_x + 1][pos_y + 1] -- E from S is wall + then + table.insert(possible_ways, "S") + table.insert(possible_ways, "S") -- twice as possible as U and D + end + -- is W possible? + if + pos_x - 2 >= 0 and pos_y - 1 >= 0 and pos_y + 1 < maze_size_y and + maze[pos_l][pos_x - 1][pos_y] and -- W is wall + maze[pos_l][pos_x - 2][pos_y] and -- W from W is wall + maze[pos_l][pos_x - 2][pos_y - 1] and -- NW from W is wall + maze[pos_l][pos_x - 2][pos_y + 1] and -- SW from W is wall + maze[pos_l][pos_x - 1][pos_y - 1] and -- N from W is wall + maze[pos_l][pos_x - 1][pos_y + 1] -- S from W is wall + then + table.insert(possible_ways, "W") + table.insert(possible_ways, "W") -- twice as possible as U and D + end + if #possible_ways > 0 then + forward = true + direction = possible_ways[math.random(# possible_ways)] + if direction == "N" then + pos_y = pos_y - 1 + elseif direction == "E" then + pos_x = pos_x + 1 + elseif direction == "S" then + pos_y = pos_y + 1 + elseif direction == "W" then + pos_x = pos_x - 1 + elseif direction == "D" then + table.insert(updowns, {x = pos_x, y = pos_y, l = pos_l}) -- mark way down + pos_l = pos_l + 1 + elseif direction == "U" then + pos_l = pos_l - 1 + table.insert(updowns, {x = pos_x, y = pos_y, l = pos_l}) -- mark way up = down from level above + end + table.insert(moves, {x = pos_x, y = pos_y, l = pos_l}) + maze[pos_l][pos_x][pos_y] = false + -- print(# possible_ways .. " " .. direction) + else -- there is no possible way forward + if forward then -- the last step was forward, now back, so we're in a dead end + -- mark dead end for possible braid + if not maze[pos_l][pos_x - 1][pos_y] then -- dead end to E, only way is W + table.insert(dead_end, {x = pos_x, y = pos_y, l = pos_l, dx = 1, dy = 0}) + elseif not maze[pos_l][pos_x + 1][pos_y] then -- dead end to W, only way is E + table.insert(dead_end, {x = pos_x, y = pos_y, l = pos_l, dx = -1, dy = 0}) + elseif not maze[pos_l][pos_x][pos_y - 1] then -- dead end to S, only way is N + table.insert(dead_end, {x = pos_x, y = pos_y, l = pos_l, dx = 0, dy = 1}) + elseif not maze[pos_l][pos_x][pos_y + 1] then -- dead end to N, only way is S + table.insert(dead_end, {x = pos_x, y = pos_y, l = pos_l, dx = 0, dy = -1}) + end + -- third time returning is location of treasure, if there are three ways back else it's somewhere before + if return_count <= 3 then + -- print("place treasure") + treasure_x = pos_x + treasure_y = pos_y + treasure_l = pos_l + end + return_count = return_count + 1 + forward = false + end + pos = table.remove(moves) + pos_x = pos.x + pos_y = pos.y + pos_l = pos.l + -- print("get back to " .. pos_x .. " / " .. pos_y .. " / " .. pos_l .. " to find another way from there") + end + until pos_x == start_x + and pos_y == start_y +-- create partial braid maze, about 20% + for _, braid_pos in pairs(dead_end) do + if braid_pos.x ~= treasure_x + or braid_pos.y ~= treasure_y + or braid_pos.l ~= treasure_l then -- treasure remains in dead end + -- print(braid_pos.x.."/"..braid_pos.y.."/"..braid_pos.l.." "..braid_pos.dx.."/"..braid_pos.dy) + local x = braid_pos.x + braid_pos.dx * 2 + local y = braid_pos.y + braid_pos.dy * 2 + if math.random(5) == 1 + and x > 0 + and x < maze_size_x - 1 + and y > 0 + and y < maze_size_y - 1 + and not maze[braid_pos.l][x][y] then + -- remove wall if behind is corridor with 20% chance + maze[braid_pos.l][braid_pos.x + braid_pos.dx][braid_pos.y + braid_pos.dy] = false + print("removed "..braid_pos.l.."/"..braid_pos.x + braid_pos.dx.."/"..braid_pos.y + braid_pos.dy) + end + end + end +-- create exit on opposite end of maze and make sure it is reachable + local exit_x = maze_size_x - 1 -- exit always on opposite side of maze + local exit_y = math.random(maze_size_y - 3) + 1 + local exit_l = math.random(maze_size_l) - 1 + local exit_reachable = false + repeat + maze[exit_l][exit_x][exit_y] = false + exit_reachable = not maze[exit_l][exit_x - 1][exit_y] or not maze[exit_l][exit_x][exit_y - 1] or not maze[exit_l][exit_x][exit_y + 1] + exit_x = exit_x - 1 + until exit_reachable + + local player = minetest.get_player_by_name(name) +-- get transform factors to place the maze in "look_dir" of player + local player_dir = player:get_look_dir() + local cosine = 1 + local sine = 0 + if math.abs(player_dir.x) > math.abs(player_dir.z) then + if player_dir.x <= 0 then + cosine = -1 + end + else + cosine = 0 + if player_dir.z < 0 then + sine = -1 + else + sine = 1 + end + end + -- print (cosine .. " " .. sine) + + local playerpos = vector.round(player:getpos()) +-- build maze in minetest-world + local min, max + local tab = {} + for l = maze_size_l-1, 0, -1 do + for y = 0, maze_size_y-1 do + local line + if l == 0 + and y == start_y then + line = "<-" + else + line = " " + end + for x = 0, maze_size_x - 1 do + local ladder_direction = 2 + -- rotate the maze in players view-direction and move it to his position + local change_level_down = false + local change_level_up = false + for i, v in ipairs(updowns) do + if v.x == x + and v.y == y then + if v.l == l then + change_level_down = true + -- find direction for the ladders + ladder_direction = 2 + if maze[l][x - 1][y] and maze[l + 1][x - 1][y] then ladder_direction = 3 end + if maze[l][x + 1][y] and maze[l + 1][x + 1][y] then ladder_direction = 2 end + if maze[l][x][y - 1] and maze[l + 1][x][y - 1] then ladder_direction = 5 end + if maze[l][x][y + 1] and maze[l + 1][x][y + 1] then ladder_direction = 4 end + elseif v.l == l - 1 then + change_level_up = true + -- find direction for the ladders + if maze[l][x][y + 1] then + ladder_direction = 4 + elseif maze[l][x][y - 1] then + ladder_direction = 5 + elseif maze[l][x + 1][y] then + ladder_direction = 2 + elseif maze[l][x - 1][y] then + ladder_direction = 3 + else + ladder_direction = 2 + end + end + end + end + -- rotate direction for the ladders + if sine == 1 then + if ladder_direction == 2 then ladder_direction = 4 + elseif ladder_direction == 3 then ladder_direction = 5 + elseif ladder_direction == 4 then ladder_direction = 3 + elseif ladder_direction == 5 then ladder_direction = 2 end + elseif sine == -1 then + if ladder_direction == 2 then ladder_direction = 5 + elseif ladder_direction == 3 then ladder_direction = 4 + elseif ladder_direction == 4 then ladder_direction = 2 + elseif ladder_direction == 5 then ladder_direction = 3 end + elseif cosine == -1 then + if ladder_direction == 2 then ladder_direction = 3 + elseif ladder_direction == 3 then ladder_direction = 2 + elseif ladder_direction == 4 then ladder_direction = 5 + elseif ladder_direction == 5 then ladder_direction = 4 end + end + + local pos = vector.add(playerpos, { + x = cosine * (x + 2) - sine * (y - start_y), + z = sine * (x + 2) + cosine * (y - start_y), + y = - 1 - 3 * l + }) + if not min then + min = vector.new(pos) + max = vector.new(pos) + end + min.x = math.min(min.x, pos.x) + min.y = math.min(min.y, pos.y) + min.z = math.min(min.z, pos.z) + max.x = math.max(max.x, pos.x) + max.z = math.max(max.z, pos.z) + if not change_level_down then + table.insert(tab, {{pos.x, pos.y, pos.z}, 1}) + end + pos.y = pos.y + 1 + local letter = " " + if maze[l][x][y] then + --line = "X" .. line + letter = "██" + table.insert(tab, {{pos.x, pos.y, pos.z}, 2}) + pos.y = pos.y + 1 + table.insert(tab, {{pos.x, pos.y, pos.z}, 2}) + else + -- if change_level_down then minetest.add_node(pos, {name = "default:ladder", param2 = ladder_direction}) end + if change_level_up then + table.insert(tab, {{pos.x, pos.y, pos.z}, 4, ladder_direction}) + letter = "╞╡" + else + table.insert(tab, {{pos.x, pos.y, pos.z}, 0}) + end + pos.y = pos.y + 1 + if change_level_up then + table.insert(tab, {{pos.x, pos.y, pos.z}, 4, ladder_direction}) + elseif change_level_down then + table.insert(tab, {{pos.x, pos.y, pos.z}, 5, ladder_direction}) + letter = "☀▤" + elseif math.random(20) == 1 then + table.insert(tab, {{pos.x, pos.y, pos.z}, 5}) + letter = "☀ " + else + table.insert(tab, {{pos.x, pos.y, pos.z}, 0}) + end + end + line = letter .. line + pos.y = pos.y + 1 + if change_level_up then + table.insert(tab, {{pos.x, pos.y, pos.z}, 4, ladder_direction}) + else + table.insert(tab, {{pos.x, pos.y, pos.z}, 3}) + end + max.y = math.max(max.y, pos.y) + end + if l == exit_l + and y == exit_y then + line = "<-" .. line + else + line = " " .. line + end + print(line) + end + end + + + local c = { + [0] = minetest.get_content_id("air"), + minetest.get_content_id(material_floor), + minetest.get_content_id(material_wall), + minetest.get_content_id(material_ceiling), + minetest.get_content_id("default:ladder"), + minetest.get_content_id("default:torch"), + } + + local manip = minetest.get_voxel_manip() + local emerged_pos1, emerged_pos2 = manip:read_from_map(min, max) + local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2}) + local nodes = manip:get_data() + local param2s = manip:get_param2_data() + + for _,p in pairs(tab) do + local p, typ, par = unpack(p) + p = area:index(unpack(p)) + nodes[p] = c[typ] + if par then + param2s[p] = par + end + end + + manip:set_data(nodes) + manip:set_param2_data(param2s) + manip:write_to_map() + manip:update_map() + + + -- if exit is underground, dig a hole to surface + local ladder_direction = 2 + if cosine == -1 then ladder_direction = 3 end + if sine == -1 then ladder_direction = 5 end + if sine == 1 then ladder_direction = 4 end + local pos = vector.add(playerpos, { + x = cosine * (maze_size_x + 2) - sine * (exit_y - start_y), + z = sine * (maze_size_x + 2) + cosine * (exit_y - start_y), + y = - 3 * exit_l + }) + local is_air = minetest.get_node_or_nil(pos) + while is_air + and is_air.name ~= "air" do + minetest.add_node(pos, {name = "default:ladder", param2 = ladder_direction}) + pos.y = pos.y + 1 + is_air = minetest.get_node_or_nil(pos) + end + +-- place a chest as treasure + local items = 0 + local item_list = {} + for name in pairs(minetest.registered_items) do + if string.find(name, "default:") then + items = items + 1 + item_list[items] = name + end + end + pos = vector.add(playerpos, { + x = cosine * (treasure_x + 2) - sine * (treasure_y - start_y), + z = sine * (treasure_x + 2) + cosine * (treasure_y - start_y), + y = - 3 * treasure_l + }) + minetest.add_node(pos, {name = "default:chest"}) + local meta = minetest.get_meta(pos) + local inv = meta:get_inventory() + for _,name in pairs(item_list) do + if math.random(items / 5) == 1 then + inv:add_item('main', name) + end + end + +-- place a closer-stone to seal the entrance and exit + minetest.add_node(vector.add(playerpos, { + x = cosine * (start_x + 2), + z = sine * (start_x + 2), + y = - 3 * start_l - 1 + }), {name = "maze:closer"}) + minetest.add_node(vector.add(playerpos, { + x = cosine * (maze_size_x + 1) - sine * (exit_y - start_y), + z = sine * (maze_size_x + 1) + cosine * (exit_y - start_y), + y = - 3 * exit_l - 1 + }), {name = "maze:closer"}) + print(string.format("[maze] done after ca. %.2fs", os.clock() - t1)) +end + +minetest.register_chatcommand("maze", { + params = " <#floors> ", + privs = {server = true}, + description = "Create a maze near your position", + func = spawn_maze +}) + +local maze_closer = {} -- list of all closer stones +local closer_available = false + +-- closer stone definition +minetest.register_node("maze:closer", { + description = "Closestone", + tiles = {"default_cobble.png"}, + drop = "", + material = { diggability = "not"}, + on_construct = function(pos) + maze_closer[#maze_closer+1] = pos + closer_available = true + end, +}) + +-- detect player walk over closer stone (abm isn't fast enough) +local function playerwalk() + for _,player in pairs(minetest.get_connected_players()) do + local player_pos = player:getpos() + for _,pos in pairs(maze_closer) do + local dist = math.sqrt( (pos.x - player_pos.x)^2 + (pos.y - (player_pos.y - 0.5))^2 + (pos.z - player_pos.z)^2 ) + if dist<3 then -- 2.2 would be enough, just make sure + local meta = minetest.get_meta(pos) + if dist<0.5 then + meta:set_string("trap", "triggered") + elseif dist > 1 then -- 0.71 would be enough, at least one node away + if meta:get_string("trap") == "triggered" then + meta:set_string("trap", "") + for i = 0,2 do + minetest.add_node({x = pos.x, y = pos.y+i, z = pos.z},{name="default:cobble"}) + end + minetest.sound_play("default_chest_locked", {pos = pos}) + end + end + end + end + end +end + +local function do_step() + local tstep + if closer_available then + tstep = 0 + playerwalk() + else + tstep = 2 + end + minetest.after(tstep, do_step) +end +minetest.after(5, do_step) + +-- create list of all closer stones (walk over detection now in globalstep, because abm isn't called often enough +minetest.register_abm({ + nodenames = {"maze:closer"}, + interval = 5, + chance = 1, + action = function(pos) + for _,closer_pos in pairs(maze_closer) do + if vector.equals(pos, closer_pos) then + return + end + end + maze_closer[#maze_closer+1] = pos + closer_available = true + end, +})