2012-10-01 14:20:13 +09:30

520 lines
18 KiB
Lua

--[[
Deploy Nodes for Minetest
Copyright (c) 2012 cornernote, Brett O'Donnell <cornernote@gmail.com>
Source Code: https://github.com/cornernote/minetest-deploy_nodes
License: GPLv3
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()))