mirror of
https://github.com/sys4-fr/server-nalc.git
synced 2024-11-18 00:08:25 +01:00
538 lines
18 KiB
Lua
Executable File
538 lines
18 KiB
Lua
Executable File
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 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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maze_size_x = maze_size_x or 20
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maze_size_x = math.max(maze_size_x, min_size)
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local maze_size_y = tonumber(maze_size_y_st)
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maze_size_y = maze_size_y or 20
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maze_size_y = math.max(maze_size_y, min_size)
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local maze_size_l = tonumber(maze_size_l_st)
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maze_size_l = maze_size_l or 3
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maze_size_l = math.max(maze_size_l, 1)
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-- check if chosen material exists
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if not minetest.registered_nodes[material_floor] then
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material_floor = "default:cobble"
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end
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material_floor = material_floor or "default:cobble"
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if not minetest.registered_nodes[material_wall] then
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material_wall = "default:cobble"
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end
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material_wall = material_wall or "default:cobble"
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if not minetest.registered_nodes[material_ceiling] then
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material_ceiling = "default:cobble"
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end
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material_ceiling = material_ceiling or "default:cobble"
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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)
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local maze = {}
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for l = 0, maze_size_l-1 do
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maze[l] = {}
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for x = 0, maze_size_x-1 do
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maze[l][x] = {}
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for y = 0, maze_size_y-1 do
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maze[l][x][y] = true -- everywhere walls
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end
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end
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end
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-- create maze map
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local start_x = 0
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local start_y = math.floor(maze_size_y/2)
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local start_l = 0
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local pos_x = start_x
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local pos_y = start_y
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local pos_l = start_l
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maze[pos_l][pos_x][pos_y] = false -- the entrance
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local moves = {}
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local updowns = {}
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local possible_ways = {}
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local direction = ""
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local pos = {x = 0, y = 0, l = 0}
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local forward = true
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local return_count = 0
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local treasure_x = 0
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local treasure_y = 0
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local treasure_l = 0
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local dead_end = {}
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table.insert(moves, {x = pos_x, y = pos_y, l = pos_l})
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-- print(#moves .. " " .. moves[1].x .. " " .. moves[1].y)
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repeat
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possible_ways = {}
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-- is D possible?
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if
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pos_x > 1 and pos_x < maze_size_x - 1 and pos_y > 1 and pos_y < maze_size_y - 1 and
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pos_l < maze_size_l - 1 and
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maze[pos_l + 1][pos_x - 1][pos_y - 1] and
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maze[pos_l + 1][pos_x - 1][pos_y] and
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maze[pos_l + 1][pos_x - 1][pos_y + 1] and
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maze[pos_l + 1][pos_x][pos_y - 1] and
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maze[pos_l + 1][pos_x][pos_y] and
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maze[pos_l + 1][pos_x][pos_y + 2] and
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maze[pos_l + 1][pos_x + 1][pos_y - 1] and
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maze[pos_l + 1][pos_x + 1][pos_y] and
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maze[pos_l + 1][pos_x + 1][pos_y + 1]
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then
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table.insert(possible_ways, "D")
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end
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-- is U possible?
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if
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pos_x > 1 and pos_x < maze_size_x - 1 and pos_y > 1 and pos_y < maze_size_y - 1 and
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pos_l > 0 and
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maze[pos_l - 1][pos_x - 1][pos_y - 1] and
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maze[pos_l - 1][pos_x - 1][pos_y] and
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maze[pos_l - 1][pos_x - 1][pos_y + 1] and
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maze[pos_l - 1][pos_x][pos_y - 1] and
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maze[pos_l - 1][pos_x][pos_y] and
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maze[pos_l - 1][pos_x][pos_y + 2] and
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maze[pos_l - 1][pos_x + 1][pos_y - 1] and
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maze[pos_l - 1][pos_x + 1][pos_y] and
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maze[pos_l - 1][pos_x + 1][pos_y + 1]
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then
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table.insert(possible_ways, "U")
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end
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-- is N possible?
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if
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pos_y - 2 >= 0 and pos_x - 1 >= 0 and pos_x + 1 < maze_size_x and
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maze[pos_l][pos_x][pos_y - 1] and -- N is wall
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maze[pos_l][pos_x][pos_y - 2] and -- N from N is wall
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maze[pos_l][pos_x - 1][pos_y - 2] and -- NW from N is wall
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maze[pos_l][pos_x + 1][pos_y - 2] and -- NE from N is wall
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maze[pos_l][pos_x - 1][pos_y - 1] and -- W from N is wall
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maze[pos_l][pos_x + 1][pos_y - 1] -- E from N is wall
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then
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table.insert(possible_ways, "N")
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table.insert(possible_ways, "N") -- twice as possible as U and D
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end
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-- is E possible?
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if
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pos_x + 2 < maze_size_x and pos_y - 1 >= 0 and pos_y + 1 < maze_size_y and
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maze[pos_l][pos_x + 1][pos_y] and -- E is wall
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maze[pos_l][pos_x + 2][pos_y] and -- E from E is wall
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maze[pos_l][pos_x + 2][pos_y - 1] and -- NE from E is wall
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maze[pos_l][pos_x + 2][pos_y + 1] and -- SE from E is wall
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maze[pos_l][pos_x + 1][pos_y - 1] and -- N from E is wall
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maze[pos_l][pos_x + 1][pos_y + 1] -- S from E is wall
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then
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table.insert(possible_ways, "E")
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table.insert(possible_ways, "E") -- twice as possible as U and D
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end
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-- is S possible?
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if
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pos_y + 2 < maze_size_y and pos_x - 1 >= 0 and pos_x + 1 < maze_size_x and
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maze[pos_l][pos_x][pos_y + 1] and -- S is wall
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maze[pos_l][pos_x][pos_y + 2] and -- S from S is wall
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maze[pos_l][pos_x - 1][pos_y + 2] and -- SW from S is wall
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maze[pos_l][pos_x + 1][pos_y + 2] and -- SE from S is wall
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maze[pos_l][pos_x - 1][pos_y + 1] and -- W from S is wall
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maze[pos_l][pos_x + 1][pos_y + 1] -- E from S is wall
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then
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table.insert(possible_ways, "S")
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table.insert(possible_ways, "S") -- twice as possible as U and D
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end
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-- is W possible?
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if
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pos_x - 2 >= 0 and pos_y - 1 >= 0 and pos_y + 1 < maze_size_y and
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maze[pos_l][pos_x - 1][pos_y] and -- W is wall
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maze[pos_l][pos_x - 2][pos_y] and -- W from W is wall
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maze[pos_l][pos_x - 2][pos_y - 1] and -- NW from W is wall
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maze[pos_l][pos_x - 2][pos_y + 1] and -- SW from W is wall
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maze[pos_l][pos_x - 1][pos_y - 1] and -- N from W is wall
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maze[pos_l][pos_x - 1][pos_y + 1] -- S from W is wall
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then
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table.insert(possible_ways, "W")
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table.insert(possible_ways, "W") -- twice as possible as U and D
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end
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if #possible_ways > 0 then
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forward = true
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direction = possible_ways[math.random(# possible_ways)]
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if direction == "N" then
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pos_y = pos_y - 1
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elseif direction == "E" then
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pos_x = pos_x + 1
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elseif direction == "S" then
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pos_y = pos_y + 1
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elseif direction == "W" then
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pos_x = pos_x - 1
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elseif direction == "D" then
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table.insert(updowns, {x = pos_x, y = pos_y, l = pos_l}) -- mark way down
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pos_l = pos_l + 1
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elseif direction == "U" then
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pos_l = pos_l - 1
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table.insert(updowns, {x = pos_x, y = pos_y, l = pos_l}) -- mark way up = down from level above
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end
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table.insert(moves, {x = pos_x, y = pos_y, l = pos_l})
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maze[pos_l][pos_x][pos_y] = false
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-- print(# possible_ways .. " " .. direction)
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else -- there is no possible way forward
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if forward then -- the last step was forward, now back, so we're in a dead end
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-- mark dead end for possible braid
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if not maze[pos_l][pos_x - 1][pos_y] then -- dead end to E, only way is W
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table.insert(dead_end, {x = pos_x, y = pos_y, l = pos_l, dx = 1, dy = 0})
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elseif not maze[pos_l][pos_x + 1][pos_y] then -- dead end to W, only way is E
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table.insert(dead_end, {x = pos_x, y = pos_y, l = pos_l, dx = -1, dy = 0})
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elseif not maze[pos_l][pos_x][pos_y - 1] then -- dead end to S, only way is N
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table.insert(dead_end, {x = pos_x, y = pos_y, l = pos_l, dx = 0, dy = 1})
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elseif not maze[pos_l][pos_x][pos_y + 1] then -- dead end to N, only way is S
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table.insert(dead_end, {x = pos_x, y = pos_y, l = pos_l, dx = 0, dy = -1})
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end
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-- third time returning is location of treasure, if there are three ways back else it's somewhere before
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if return_count <= 3 then
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-- print("place treasure")
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treasure_x = pos_x
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treasure_y = pos_y
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treasure_l = pos_l
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end
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return_count = return_count + 1
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forward = false
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end
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pos = table.remove(moves)
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pos_x = pos.x
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pos_y = pos.y
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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
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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
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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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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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end
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end
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end
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-- create exit on opposite end of maze and make sure it is reachable
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local exit_x = maze_size_x - 1 -- exit always on opposite side of maze
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local exit_y = math.random(maze_size_y - 3) + 1
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local exit_l = math.random(maze_size_l) - 1
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local exit_reachable = false
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repeat
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maze[exit_l][exit_x][exit_y] = false
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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]
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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 = 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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end
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else
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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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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 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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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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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
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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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if maze[l][x - 1][y] and maze[l + 1][x - 1][y] then ladder_direction = 3 end
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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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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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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 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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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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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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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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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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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
|
|
|
|
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 = "<size_x> <size_y> <#floors> <material_floor> <material_wall> <material_ceiling>",
|
|
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,
|
|
})
|