--[[ Deploy Nodes for Minetest Copyright (c) 2012 cornernote, Brett O'Donnell Source Code: https://github.com/cornernote/minetest-deploy_nodes License: BSD-3-Clause https://raw.github.com/cornernote/minetest-deploy_nodes/master/LICENSE Shape based on Maze mod by Echo: http://minetest.net/forum/viewtopic.php?id=2814 MAZE ]]-- -- expose api deploy_maze = {} -- deploy deploy_maze.deploy = function(originpos, placer, material, size, floors) -- set the pos to the center of the node originpos.x = math.floor(originpos.x+0.5) originpos.y = math.floor(originpos.y+0.5) originpos.z = math.floor(originpos.z+0.5) -- setup some variables --math.randomseed(os.time()) local min_size = 11 local maze_size_x = tonumber(size) if maze_size_x == nil then maze_size_x = 20 end if maze_size_x < min_size then maze_size_x = min_size end local maze_size_z = tonumber(size) if maze_size_z == nil then maze_size_z = 20 end if maze_size_z < min_size then maze_size_z = min_size end local maze_size_l = tonumber(floors) if maze_size_l == nil then maze_size_l = 3 end if maze_size_l < 1 then maze_size_l = 1 end -- get transform factors to place the maze in "look_dir" of player local player_dir = placer: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 -- check for space if deploy_nodes.check_for_space==true then for z = 0, maze_size_l*3+1 do for y = 0, maze_size_z - 1, 1 do for x = 0, maze_size_x - 1, 1 do if x~=0 or y~=0 or z~=0 then local checkpos = {} checkpos.x = cosine * x - sine * (y - math.floor(maze_size_z / 2)) + originpos.x checkpos.z = sine * x + cosine * (y - math.floor(maze_size_z / 2)) + originpos.z checkpos.y = originpos.y + y local checknode = minetest.env:get_node(checkpos).name if checknode~="air" then minetest.chat_send_player(placer:get_player_name(), "[deploy_cylinder_y] no room to build because "..checknode.." is in the way at "..dump(checkpos).."") return end end end end end end -- remove maze node minetest.env:remove_node(originpos) -- tweak the pos originpos.y = originpos.y+1 -- fill the table with walls local maze = {} for l = 0, maze_size_l-1, 1 do maze[l] = {} for x = 0, maze_size_x-1, 1 do maze[l][x] = {} for y = 0, maze_size_z-1, 1 do maze[l][x][y] = true end end end -- create maze map local start_x = 0 local start_y = math.floor(maze_size_z/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 dead_end = {} table.insert(moves, {x = pos_x, y = pos_y, l = pos_l}) 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_z - 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_z - 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_z 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_z 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_z 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 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 forward = false end pos = table.remove(moves) pos_x = pos.x pos_y = pos.y pos_l = pos.l end until pos_x == start_x and pos_y == start_y -- create partial braid maze, about 20% if size > 15 then for _, braid_pos in pairs(dead_end) do -- 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_z - 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_z - 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 -- 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_z - 1, 1 do if l == 0 and y == math.floor(maze_size_z / 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 - sine * (y - math.floor(maze_size_z / 2)) + originpos.x pos.z = sine * x + cosine * (y - math.floor(maze_size_z / 2)) + originpos.z pos.y = originpos.y - 1 - 3 * l + (maze_size_l*3-2) 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 - 1][x - 1][y] and maze[l][x - 1][y] then ladder_direction = 3 end -- if maze[l - 1][x + 1][y] and maze[l][x + 1][y] then ladder_direction = 2 end -- if maze[l - 1][x][y - 1] and maze[l][x][y - 1] then ladder_direction = 5 end -- if maze[l - 1][x][y + 1] and maze[l][x][y + 1] then ladder_direction = 4 end 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.env:add_node(pos, {type = "node", name = material}) end if maze[l][x][y] then line = "X" .. line pos.y = pos.y + 1 minetest.env:add_node(pos, {type = "node", name = material}) pos.y = pos.y + 1 minetest.env:add_node(pos, {type = "node", name = material}) else line = " " .. line pos.y = pos.y + 1 minetest.env:add_node(pos, {type = "node", name = "air"}) if change_level_up then minetest.env:add_node(pos, {type = "node", name = "default:ladder", param2 = ladder_direction}) end pos.y = pos.y + 1 minetest.env:add_node(pos, {type = "node", name = "air"}) if change_level_up then minetest.env:add_node(pos, {type = "node", name = "default:ladder", param2 = ladder_direction}) end end pos.y = pos.y + 1 if change_level_up then minetest.env:add_node(pos, {type = "node", name = "air"}) minetest.env:add_node(pos, {type = "node", name = "default:ladder", param2 = ladder_direction}) else minetest.env:add_node(pos, {type = "node", name = material}) end end if l==exit_l and y==exit_y then line = "<-" .. line else line = " " .. line end end end end -- register deploy_maze.register = function(label,name,material,texture) -- small minetest.register_node("deploy_maze:"..name.."_small", { description = "Small "..label.." Maze", tiles = {texture.."^deploy_maze_small.png"}, groups = {dig_immediate=3}, after_place_node = function(pos,placer) deploy_maze.deploy(pos,placer,material,11,1) end, }) minetest.register_craft({ output = "deploy_maze:"..name.."_small", recipe = { {"deploy_maze:blueprint", material, material}, }, }) -- medium minetest.register_node("deploy_maze:"..name.."_medium", { description = "Medium "..label.." Maze", tiles = {texture.."^deploy_maze_medium.png"}, groups = {dig_immediate=3}, after_place_node = function(pos,placer) deploy_maze.deploy(pos,placer,material,22,2) end, }) minetest.register_craft({ output = "deploy_maze:"..name.."_medium", recipe = { {"deploy_maze:blueprint", "deploy_maze:"..name.."_small", "deploy_maze:"..name.."_small"}, }, }) -- large minetest.register_node("deploy_maze:"..name.."_large", { description = "Large "..label.." Maze", tiles = {texture.."^deploy_maze_large.png"}, groups = {dig_immediate=3}, after_place_node = function(pos,placer) deploy_maze.deploy(pos,placer,material,44,4) end, }) minetest.register_craft({ output = "deploy_maze:"..name.."_large", recipe = { {"deploy_maze:blueprint", "deploy_maze:"..name.."_medium", "deploy_maze:"..name.."_medium"}, }, }) -- arrow table.insert(arrows,{"deploy_maze:"..name.."_arrow", "deploy_maze:"..name.."_arrow_entity"}) minetest.register_craftitem("deploy_maze:"..name.."_arrow", { description = label.." Maze Arrow", inventory_image = "deploy_maze_arrow.png", }) minetest.register_node("deploy_maze:"..name.."_arrow_box", { drawtype = "nodebox", node_box = { type = "fixed", fixed = { -- Shaft {-6.5/17, -1.5/17, -1.5/17, 6.5/17, 1.5/17, 1.5/17}, --Spitze {-4.5/17, 2.5/17, 2.5/17, -3.5/17, -2.5/17, -2.5/17}, {-8.5/17, 0.5/17, 0.5/17, -6.5/17, -0.5/17, -0.5/17}, --Federn {6.5/17, 1.5/17, 1.5/17, 7.5/17, 2.5/17, 2.5/17}, {7.5/17, -2.5/17, 2.5/17, 6.5/17, -1.5/17, 1.5/17}, {7.5/17, 2.5/17, -2.5/17, 6.5/17, 1.5/17, -1.5/17}, {6.5/17, -1.5/17, -1.5/17, 7.5/17, -2.5/17, -2.5/17}, {7.5/17, 2.5/17, 2.5/17, 8.5/17, 3.5/17, 3.5/17}, {8.5/17, -3.5/17, 3.5/17, 7.5/17, -2.5/17, 2.5/17}, {8.5/17, 3.5/17, -3.5/17, 7.5/17, 2.5/17, -2.5/17}, {7.5/17, -2.5/17, -2.5/17, 8.5/17, -3.5/17, -3.5/17}, } }, tiles = {"deploy_maze_arrow.png", "deploy_maze_arrow.png", "deploy_maze_arrow_back.png", "deploy_maze_arrow_front.png", "deploy_maze_arrow_2.png", "deploy_maze_arrow.png"}, }) minetest.register_entity("deploy_maze:"..name.."_arrow_entity", { physical = false, timer=0, visual = "wielditem", visual_size = {x=0.1, y=0.1}, textures = {"deploy_maze:"..name.."_arrow_box"}, lastpos={}, collisionbox = {0,0,0,0,0,0}, player = "", on_step = function(self, dtime) self.timer=self.timer+dtime local pos = self.object:getpos() local node = minetest.env:get_node(pos) if self.timer>0.2 then local objs = minetest.env:get_objects_inside_radius({x=pos.x,y=pos.y,z=pos.z}, 2) for k, obj in pairs(objs) do if obj:get_luaentity() ~= nil then if obj:get_luaentity().name ~= "deploy_maze:"..name.."_arrow_entity" and obj:get_luaentity().name ~= "__builtin:item" then if self.player ~= "" then self.player:setpos(pos) self.player:get_inventory():add_item("main", ItemStack("deploy_maze:"..name.."_arrow")) end self.object:remove() end else if self.player ~= "" then self.player:setpos(pos) self.player:get_inventory():add_item("main", ItemStack("deploy_maze:"..name.."_arrow")) end self.object:remove() end end end if self.lastpos.x~=nil then if node.name ~= "air" then deploy_maze.deploy(self.lastpos,self.player,material,11,1) self.object:remove() end end self.lastpos={x=pos.x, y=pos.y, z=pos.z} end, }) minetest.register_craft({ output = "deploy_maze:"..name.."_arrow", recipe = { {"default:stick", "default:stick", "deploy_maze:"..name.."_small"}, } }) end -- register mazes deploy_maze.register("Dirt","dirt","default:dirt","default_dirt.png") deploy_maze.register("Wood","wood","default:wood","default_wood.png") deploy_maze.register("Brick","brick","default:brick","default_brick.png") deploy_maze.register("Cobble","cobble","default:cobble","default_cobble.png") deploy_maze.register("Stone","stone","default:stone","default_stone.png") deploy_maze.register("Glass","glass","default:glass","default_glass.png") -- blueprint minetest.register_craftitem("deploy_maze:blueprint", { description = "Maze Blueprint", inventory_image = "deploy_nodes_blueprint.png^deploy_maze_blueprint.png", }) minetest.register_craft({ output = "deploy_maze:blueprint", recipe = { {"deploy_nodes:blueprint", "deploy_nodes:blueprint", "deploy_nodes:blueprint"}, {"", "deploy_nodes:blueprint", "deploy_nodes:blueprint"}, {"deploy_nodes:blueprint", "deploy_nodes:blueprint", ""}, }, }) -- log that we started minetest.log("action", "[MOD]"..minetest.get_current_modname().." -- loaded from "..minetest.get_modpath(minetest.get_current_modname()))