diff --git a/mods/maze/init.lua b/mods/maze/init.lua new file mode 100644 index 00000000..1159ae28 --- /dev/null +++ b/mods/maze/init.lua @@ -0,0 +1,447 @@ +minetest.register_chatcommand("maze", { + params = " <#floors> ", + description = "Create a maze near your position", + func = function(name, param) + local t1 = os.clock() + math.randomseed(os.time()) + local player_pos = minetest.get_player_by_name(name):getpos() + 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) + x = braid_pos.x + braid_pos.dx * 2 + 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 + +-- get transform factors to place the maze in "look_dir" of player + local player_dir = minetest.get_player_by_name(name):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 + sine = 0 + else + cosine = -1 + sine = 0 + end + else + if player_dir.z < 0 then + cosine = 0 + sine = -1 + else + cosine = 0 + sine = 1 + end + end + -- print (cosine .. " " .. sine) + +-- build maze in minetest-world + local offset_x = 1 + local offset_y = 1 + local line = "" + local pos = {x = 0, y = 0, z = 0} + local change_level_down = false + local change_level_up = false + local ladder_direction = 2 + for l = maze_size_l-1, 0, -1 do + for y = 0, maze_size_y-1 do + if l == 0 and y == math.floor(maze_size_y / 2) then line = "<-" else line = " " end + for x = 0, maze_size_x - 1, 1 do + -- rotate the maze in players view-direction and move it to his position + pos.x = cosine * (x + 2) - sine * (y - math.floor(maze_size_y / 2)) + player_pos.x + pos.z = sine * (x + 2) + cosine * (y - math.floor(maze_size_y / 2)) + player_pos.z + pos.y = math.floor(player_pos.y + 0.5) - 1 - 3 * l + + change_level_down = false + change_level_up = false + for i, v in ipairs(updowns) do + if v.x == x and v.y == y and 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 + end + if v.x == x and v.y == y and v.l == l - 1 then + change_level_up = true + -- find direction for the ladders + ladder_direction = 2 + if maze[l][x - 1][y] then ladder_direction = 3 end + if maze[l][x + 1][y] then ladder_direction = 2 end + if maze[l][x][y - 1] then ladder_direction = 5 end + if maze[l][x][y + 1] then ladder_direction = 4 end + end + end + -- rotate direction for the ladders + if 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 + if 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 + end + 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 + end + if not change_level_down then + minetest.add_node(pos, {type = "node", name = material_floor}) + end + if maze[l][x][y] then + line = "X" .. line + pos.y = pos.y + 1 + minetest.add_node(pos, {type = "node", name = material_wall}) + pos.y = pos.y + 1 + minetest.add_node(pos, {type = "node", name = material_wall}) + else + line = " " .. line + pos.y = pos.y + 1 + minetest.add_node(pos, {type = "node", name = "air"}) + -- if change_level_down then minetest.add_node(pos, {type = "node", name = "default:ladder", param2 = ladder_direction}) end + if change_level_up then minetest.add_node(pos, {type = "node", name = "default:ladder", param2 = ladder_direction}) end + pos.y = pos.y + 1 + minetest.add_node(pos, {type = "node", name = "air"}) + if change_level_up then + minetest.add_node(pos, {type = "node", name = "default:ladder", param2 = ladder_direction}) + else + if change_level_down then + minetest.add_node(pos, {type = "node", name = "default:torch", param2 = ladder_direction}) + elseif (math.random(20) == 1) then + minetest.add_node(pos, {type = "node", name = "default:torch", param2 = 6}) + end + end + end + pos.y = pos.y + 1 + if change_level_up then + minetest.add_node(pos, {type = "node", name = "air"}) + minetest.add_node(pos, {type = "node", name = "default:ladder", param2 = ladder_direction}) + else + minetest.add_node(pos, {type = "node", name = material_ceiling}) + end + end + if l==exit_l and y==exit_y then line = "<-" .. line else line = " " .. line end + print(line) + end + end + -- if exit is underground, dig a hole to surface + pos.x = cosine * (maze_size_x + 2) - sine * (exit_y - math.floor(maze_size_y / 2)) + player_pos.x + pos.z = sine * (maze_size_x + 2) + cosine * (exit_y - math.floor(maze_size_y / 2)) + player_pos.z + pos.y = math.floor(player_pos.y + 0.5) - 3 * exit_l + 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 is_air = minetest.get_node_or_nil(pos) + while is_air ~= nil + 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 + pos.x = cosine * (treasure_x + 2) - sine * (treasure_y - math.floor(maze_size_y / 2)) + player_pos.x + pos.z = sine * (treasure_x + 2) + cosine * (treasure_y - math.floor(maze_size_y / 2)) + player_pos.z + pos.y = math.floor(player_pos.y + 0.5) - 3 * treasure_l + local items = 0 + for name, item in pairs(minetest.registered_items) do + local nBegin, nEnd = string.find(name, "default:") + if nBegin ~= nil then + items = items + 1 + end + end + minetest.add_node(pos, {name = "default:chest", inv = invcontent}) + local meta = minetest.get_meta(pos) + local inv = meta:get_inventory() + for name, item in pairs(minetest.registered_items) do + local nBegin, nEnd = string.find(name, "default:") + if nBegin ~= nil then + if math.random(items / 5) == 1 then + inv:add_item('main', name .. " 1") + end + end + end +-- place a closer-stone to seal the entrance and exit + pos.x = cosine * (start_x + 2) - sine * (start_y - math.floor(maze_size_y / 2)) + player_pos.x + pos.z = sine * (start_x + 2) + cosine * (start_y - math.floor(maze_size_y / 2)) + player_pos.z + pos.y = math.floor(player_pos.y + 0.5) - 3 * start_l - 1 + minetest.add_node(pos, {type = "node", name = "maze:closer"}) + pos.x = cosine * (maze_size_x + 1) - sine * (exit_y - math.floor(maze_size_y / 2)) + player_pos.x + pos.z = sine * (maze_size_x + 1) + cosine * (exit_y - math.floor(maze_size_y / 2)) + player_pos.z + pos.y = math.floor(player_pos.y + 0.5) - 3 * exit_l - 1 + minetest.add_node(pos, {type = "node", name = "maze:closer"}) + print(string.format("[maze] done after ca. %.2fs", os.clock() - t1)) + end, +}) + +local maze_closer = {} -- list of all closer stones + +-- closer stone definition +minetest.register_node("maze:closer", { + tile_images = {"default_cobble.png"}, + inventory_image = minetest.inventorycube("default_cobble.png"), + dug_item = '', + material = { diggability = "not"}, + description = "Closestone", +}) + +-- 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 player_pos = player:getpos() + 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 + end + end + end + end + end +end) + +-- 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, + 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 + return + end + end + table.insert(maze_closer, pos) + end, +})