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[maze] Update
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7e8d318596
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@ -1,11 +1,6 @@
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minetest.register_chatcommand("maze", {
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params = "<size_x> <size_y> <#floors> <material_floor> <material_wall> <material_ceiling>",
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privs = {server = true},
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description = "Create a maze near your position",
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func = function(name, param)
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local function spawn_maze(name, param)
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local t1 = os.clock()
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math.randomseed(os.time())
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local player_pos = minetest.get_player_by_name(name):getpos()
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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]+)")
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local min_size = 11
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local maze_size_x = tonumber(maze_size_x_st)
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@ -200,14 +195,22 @@ minetest.register_chatcommand("maze", {
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pos_l = pos.l
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-- print("get back to " .. pos_x .. " / " .. pos_y .. " / " .. pos_l .. " to find another way from there")
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end
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until pos_x == start_x and pos_y == start_y
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until pos_x == start_x
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and pos_y == start_y
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-- create partial braid maze, about 20%
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for _, braid_pos in pairs(dead_end) do
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if braid_pos.x ~= treasure_x or braid_pos.y ~= treasure_y or braid_pos.l ~= treasure_l then -- treasure remains in dead end
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if braid_pos.x ~= treasure_x
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or braid_pos.y ~= treasure_y
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or braid_pos.l ~= treasure_l then -- treasure remains in dead end
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-- print(braid_pos.x.."/"..braid_pos.y.."/"..braid_pos.l.." "..braid_pos.dx.."/"..braid_pos.dy)
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x = braid_pos.x + braid_pos.dx * 2
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y = braid_pos.y + braid_pos.dy * 2
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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
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local x = braid_pos.x + braid_pos.dx * 2
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local y = braid_pos.y + braid_pos.dy * 2
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if math.random(5) == 1
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and x > 0
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and x < maze_size_x - 1
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and y > 0
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and y < maze_size_y - 1
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and not maze[braid_pos.l][x][y] then
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-- remove wall if behind is corridor with 20% chance
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maze[braid_pos.l][braid_pos.x + braid_pos.dx][braid_pos.y + braid_pos.dy] = false
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print("removed "..braid_pos.l.."/"..braid_pos.x + braid_pos.dx.."/"..braid_pos.y + braid_pos.dy)
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@ -225,50 +228,47 @@ minetest.register_chatcommand("maze", {
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exit_x = exit_x - 1
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until exit_reachable
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local player = minetest.get_player_by_name(name)
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-- get transform factors to place the maze in "look_dir" of player
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local player_dir = minetest.get_player_by_name(name):get_look_dir()
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local player_dir = player:get_look_dir()
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local cosine = 1
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local sine = 0
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if math.abs(player_dir.x) > math.abs(player_dir.z) then
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if player_dir.x > 0 then
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cosine = 1
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sine = 0
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else
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if player_dir.x <= 0 then
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cosine = -1
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sine = 0
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end
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else
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if player_dir.z < 0 then
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cosine = 0
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if player_dir.z < 0 then
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sine = -1
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else
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cosine = 0
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sine = 1
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end
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end
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-- print (cosine .. " " .. sine)
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local playerpos = vector.round(player:getpos())
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-- build maze in minetest-world
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local offset_x = 1
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local offset_y = 1
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local line = ""
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local pos = {x = 0, y = 0, z = 0}
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local change_level_down = false
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local change_level_up = false
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local ladder_direction = 2
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local min, max
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local tab = {}
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for l = maze_size_l-1, 0, -1 do
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for y = 0, maze_size_y-1 do
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if l == 0 and y == math.floor(maze_size_y / 2) then line = "<-" else line = " " end
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for x = 0, maze_size_x - 1, 1 do
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local line
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if l == 0
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and y == start_y then
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line = "<-"
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else
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line = " "
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end
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for x = 0, maze_size_x - 1 do
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local ladder_direction = 2
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-- rotate the maze in players view-direction and move it to his position
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pos.x = cosine * (x + 2) - sine * (y - math.floor(maze_size_y / 2)) + player_pos.x
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pos.z = sine * (x + 2) + cosine * (y - math.floor(maze_size_y / 2)) + player_pos.z
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pos.y = math.floor(player_pos.y + 0.5) - 1 - 3 * l
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change_level_down = false
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change_level_up = false
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local change_level_down = false
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local change_level_up = false
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for i, v in ipairs(updowns) do
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if v.x == x and v.y == y and v.l == l then
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if v.x == x
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and v.y == y then
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if v.l == l then
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change_level_down = true
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-- find direction for the ladders
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ladder_direction = 2
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@ -276,142 +276,219 @@ minetest.register_chatcommand("maze", {
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if maze[l][x + 1][y] and maze[l + 1][x + 1][y] then ladder_direction = 2 end
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if maze[l][x][y - 1] and maze[l + 1][x][y - 1] then ladder_direction = 5 end
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if maze[l][x][y + 1] and maze[l + 1][x][y + 1] then ladder_direction = 4 end
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end
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if v.x == x and v.y == y and v.l == l - 1 then
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elseif v.l == l - 1 then
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change_level_up = true
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-- find direction for the ladders
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if maze[l][x][y + 1] then
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ladder_direction = 4
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elseif maze[l][x][y - 1] then
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ladder_direction = 5
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elseif maze[l][x + 1][y] then
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ladder_direction = 2
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if maze[l][x - 1][y] then ladder_direction = 3 end
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if maze[l][x + 1][y] then ladder_direction = 2 end
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if maze[l][x][y - 1] then ladder_direction = 5 end
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if maze[l][x][y + 1] then ladder_direction = 4 end
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elseif maze[l][x - 1][y] then
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ladder_direction = 3
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else
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ladder_direction = 2
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end
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end
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end
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end
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-- rotate direction for the ladders
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if cosine == -1 then
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if ladder_direction == 2 then ladder_direction = 3
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elseif ladder_direction == 3 then ladder_direction = 2
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elseif ladder_direction == 4 then ladder_direction = 5
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elseif ladder_direction == 5 then ladder_direction = 4 end
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end
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if sine == -1 then
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if ladder_direction == 2 then ladder_direction = 5
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elseif ladder_direction == 3 then ladder_direction = 4
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elseif ladder_direction == 4 then ladder_direction = 2
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elseif ladder_direction == 5 then ladder_direction = 3 end
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end
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if sine == 1 then
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if ladder_direction == 2 then ladder_direction = 4
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elseif ladder_direction == 3 then ladder_direction = 5
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elseif ladder_direction == 4 then ladder_direction = 3
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elseif ladder_direction == 5 then ladder_direction = 2 end
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elseif sine == -1 then
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if ladder_direction == 2 then ladder_direction = 5
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elseif ladder_direction == 3 then ladder_direction = 4
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elseif ladder_direction == 4 then ladder_direction = 2
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elseif ladder_direction == 5 then ladder_direction = 3 end
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elseif cosine == -1 then
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if ladder_direction == 2 then ladder_direction = 3
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elseif ladder_direction == 3 then ladder_direction = 2
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elseif ladder_direction == 4 then ladder_direction = 5
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elseif ladder_direction == 5 then ladder_direction = 4 end
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end
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local pos = vector.add(playerpos, {
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x = cosine * (x + 2) - sine * (y - start_y),
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z = sine * (x + 2) + cosine * (y - start_y),
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y = - 1 - 3 * l
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})
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if not min then
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min = vector.new(pos)
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max = vector.new(pos)
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end
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min.x = math.min(min.x, pos.x)
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min.y = math.min(min.y, pos.y)
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min.z = math.min(min.z, pos.z)
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max.x = math.max(max.x, pos.x)
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max.z = math.max(max.z, pos.z)
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if not change_level_down then
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minetest.add_node(pos, {type = "node", name = material_floor})
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table.insert(tab, {{pos.x, pos.y, pos.z}, 1})
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end
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pos.y = pos.y + 1
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local letter = " "
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if maze[l][x][y] then
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line = "X" .. line
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--line = "X" .. line
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letter = "██"
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table.insert(tab, {{pos.x, pos.y, pos.z}, 2})
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pos.y = pos.y + 1
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minetest.add_node(pos, {type = "node", name = material_wall})
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table.insert(tab, {{pos.x, pos.y, pos.z}, 2})
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else
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-- if change_level_down then minetest.add_node(pos, {name = "default:ladder", param2 = ladder_direction}) end
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if change_level_up then
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table.insert(tab, {{pos.x, pos.y, pos.z}, 4, ladder_direction})
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letter = "╞╡"
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else
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table.insert(tab, {{pos.x, pos.y, pos.z}, 0})
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end
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pos.y = pos.y + 1
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minetest.add_node(pos, {type = "node", name = material_wall})
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if change_level_up then
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table.insert(tab, {{pos.x, pos.y, pos.z}, 4, ladder_direction})
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elseif change_level_down then
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table.insert(tab, {{pos.x, pos.y, pos.z}, 5, ladder_direction})
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letter = "☀▤"
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elseif math.random(20) == 1 then
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table.insert(tab, {{pos.x, pos.y, pos.z}, 5})
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letter = "☀ "
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else
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table.insert(tab, {{pos.x, pos.y, pos.z}, 0})
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end
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end
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line = letter .. line
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pos.y = pos.y + 1
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if change_level_up then
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table.insert(tab, {{pos.x, pos.y, pos.z}, 4, ladder_direction})
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else
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table.insert(tab, {{pos.x, pos.y, pos.z}, 3})
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end
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max.y = math.max(max.y, pos.y)
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end
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if l == exit_l
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and y == exit_y then
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line = "<-" .. line
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else
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line = " " .. line
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pos.y = pos.y + 1
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minetest.add_node(pos, {type = "node", name = "air"})
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-- if change_level_down then minetest.add_node(pos, {type = "node", name = "default:ladder", param2 = ladder_direction}) end
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if change_level_up then minetest.add_node(pos, {type = "node", name = "default:ladder", param2 = ladder_direction}) end
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pos.y = pos.y + 1
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minetest.add_node(pos, {type = "node", name = "air"})
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if change_level_up then
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minetest.add_node(pos, {type = "node", name = "default:ladder", param2 = ladder_direction})
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else
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if change_level_down then
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minetest.add_node(pos, {type = "node", name = "default:torch", param2 = ladder_direction})
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elseif (math.random(20) == 1) then
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minetest.add_node(pos, {type = "node", name = "default:torch", param2 = 6})
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end
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end
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end
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pos.y = pos.y + 1
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if change_level_up then
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minetest.add_node(pos, {type = "node", name = "air"})
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minetest.add_node(pos, {type = "node", name = "default:ladder", param2 = ladder_direction})
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else
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minetest.add_node(pos, {type = "node", name = material_ceiling})
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end
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end
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if l==exit_l and y==exit_y then line = "<-" .. line else line = " " .. line end
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print(line)
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end
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end
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local c = {
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[0] = minetest.get_content_id("air"),
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minetest.get_content_id(material_floor),
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minetest.get_content_id(material_wall),
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minetest.get_content_id(material_ceiling),
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minetest.get_content_id("default:ladder"),
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minetest.get_content_id("default:torch"),
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}
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local manip = minetest.get_voxel_manip()
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local emerged_pos1, emerged_pos2 = manip:read_from_map(min, max)
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local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
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local nodes = manip:get_data()
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local param2s = manip:get_param2_data()
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for _,p in pairs(tab) do
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local p, typ, par = unpack(p)
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p = area:index(unpack(p))
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nodes[p] = c[typ]
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if par then
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param2s[p] = par
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end
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end
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manip:set_data(nodes)
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manip:set_param2_data(param2s)
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manip:write_to_map()
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manip:update_map()
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-- if exit is underground, dig a hole to surface
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pos.x = cosine * (maze_size_x + 2) - sine * (exit_y - math.floor(maze_size_y / 2)) + player_pos.x
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pos.z = sine * (maze_size_x + 2) + cosine * (exit_y - math.floor(maze_size_y / 2)) + player_pos.z
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pos.y = math.floor(player_pos.y + 0.5) - 3 * exit_l
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ladder_direction = 2
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local ladder_direction = 2
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if cosine == -1 then ladder_direction = 3 end
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if sine == -1 then ladder_direction = 5 end
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if sine == 1 then ladder_direction = 4 end
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local pos = vector.add(playerpos, {
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x = cosine * (maze_size_x + 2) - sine * (exit_y - start_y),
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z = sine * (maze_size_x + 2) + cosine * (exit_y - start_y),
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y = - 3 * exit_l
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})
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local is_air = minetest.get_node_or_nil(pos)
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while is_air ~= nil
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while is_air
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and is_air.name ~= "air" do
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minetest.add_node(pos, {name = "default:ladder", param2 = ladder_direction})
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pos.y = pos.y + 1
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is_air = minetest.get_node_or_nil(pos)
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end
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-- place a chest as treasure
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pos.x = cosine * (treasure_x + 2) - sine * (treasure_y - math.floor(maze_size_y / 2)) + player_pos.x
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pos.z = sine * (treasure_x + 2) + cosine * (treasure_y - math.floor(maze_size_y / 2)) + player_pos.z
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pos.y = math.floor(player_pos.y + 0.5) - 3 * treasure_l
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local items = 0
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for name, item in pairs(minetest.registered_items) do
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local nBegin, nEnd = string.find(name, "default:")
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if nBegin ~= nil then
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local item_list = {}
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for name in pairs(minetest.registered_items) do
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if string.find(name, "default:") then
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items = items + 1
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item_list[items] = name
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end
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end
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minetest.add_node(pos, {name = "default:chest", inv = invcontent})
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pos = vector.add(playerpos, {
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x = cosine * (treasure_x + 2) - sine * (treasure_y - start_y),
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z = sine * (treasure_x + 2) + cosine * (treasure_y - start_y),
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y = - 3 * treasure_l
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})
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minetest.add_node(pos, {name = "default:chest"})
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local meta = minetest.get_meta(pos)
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local inv = meta:get_inventory()
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for name, item in pairs(minetest.registered_items) do
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local nBegin, nEnd = string.find(name, "default:")
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if nBegin ~= nil then
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for _,name in pairs(item_list) do
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if math.random(items / 5) == 1 then
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inv:add_item('main', name .. " 1")
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end
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inv:add_item('main', name)
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end
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end
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-- place a closer-stone to seal the entrance and exit
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pos.x = cosine * (start_x + 2) - sine * (start_y - math.floor(maze_size_y / 2)) + player_pos.x
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pos.z = sine * (start_x + 2) + cosine * (start_y - math.floor(maze_size_y / 2)) + player_pos.z
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pos.y = math.floor(player_pos.y + 0.5) - 3 * start_l - 1
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minetest.add_node(pos, {type = "node", name = "maze:closer"})
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pos.x = cosine * (maze_size_x + 1) - sine * (exit_y - math.floor(maze_size_y / 2)) + player_pos.x
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pos.z = sine * (maze_size_x + 1) + cosine * (exit_y - math.floor(maze_size_y / 2)) + player_pos.z
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pos.y = math.floor(player_pos.y + 0.5) - 3 * exit_l - 1
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minetest.add_node(pos, {type = "node", name = "maze:closer"})
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minetest.add_node(vector.add(playerpos, {
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x = cosine * (start_x + 2),
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z = sine * (start_x + 2),
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y = - 3 * start_l - 1
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}), {name = "maze:closer"})
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minetest.add_node(vector.add(playerpos, {
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x = cosine * (maze_size_x + 1) - sine * (exit_y - start_y),
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z = sine * (maze_size_x + 1) + cosine * (exit_y - start_y),
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y = - 3 * exit_l - 1
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}), {name = "maze:closer"})
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print(string.format("[maze] done after ca. %.2fs", os.clock() - t1))
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end,
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end
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minetest.register_chatcommand("maze", {
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params = "<size_x> <size_y> <#floors> <material_floor> <material_wall> <material_ceiling>",
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privs = {server = true},
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description = "Create a maze near your position",
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func = spawn_maze
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})
|
||||
|
||||
local maze_closer = {} -- list of all closer stones
|
||||
local closer_available = false
|
||||
|
||||
-- closer stone definition
|
||||
minetest.register_node("maze:closer", {
|
||||
tiles = {"default_cobble.png"},
|
||||
inventory_image = minetest.inventorycube("default_cobble.png"),
|
||||
drop = '',
|
||||
material = { diggability = "not"},
|
||||
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)
|
||||
minetest.register_globalstep(function(dtime)
|
||||
local players = minetest.get_connected_players()
|
||||
for _,pos in pairs(maze_closer) do
|
||||
for _,player in pairs(players) do
|
||||
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)
|
||||
@ -423,26 +500,38 @@ minetest.register_globalstep(function(dtime)
|
||||
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)
|
||||
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 = 1,
|
||||
minetest.register_abm({
|
||||
nodenames = {"maze:closer"},
|
||||
interval = 5,
|
||||
chance = 1,
|
||||
action = function(pos)
|
||||
for _,closer_pos in pairs(maze_closer) do
|
||||
if closer_pos.x == pos.x
|
||||
and closer_pos.y == pos.y
|
||||
and closer_pos.z == pos.z then
|
||||
if vector.equals(pos, closer_pos) then
|
||||
return
|
||||
end
|
||||
end
|
||||
table.insert(maze_closer, pos)
|
||||
maze_closer[#maze_closer+1] = pos
|
||||
closer_available = true
|
||||
end,
|
||||
})
|
||||
|
Loading…
Reference in New Issue
Block a user