Fix maze algorithm.
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660023553b
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2 changed files with 71 additions and 99 deletions
142
fortress.lua
142
fortress.lua
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@ -1,61 +1,72 @@
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fun_caves.fortress = function(node, data, area, minp, maxp, level)
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for z = minp.z, maxp.z do
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for x = minp.x, maxp.x do
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ivm = area:index(x, minp.y, z)
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for y = minp.y, maxp.y do
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if x == minp.x or x == maxp.x or z == minp.z or z == maxp.z then
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data[ivm] = node('default:steelblock')
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elseif (y - minp.y) % 5 == 0 then
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data[ivm] = node('default:steelblock')
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else
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data[ivm] = node('air')
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end
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ivm = ivm + area.ystride
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end
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end
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end
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local n = 16
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local walls = {}
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local a, b, c, i, j, u, v, x, y, z, ivm, set, dox, doz
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for y2 = 0, n-1 do
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for i = 1, 2 * n * n do
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--for y2 = 0, 0 do
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-- walls is zero-based.
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for i = 0, 2 * n * n - 1 do
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walls[i] = i
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end
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table.shuffle(walls)
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local set = unionfind(n * n)
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local a, b, c, i, j, u, v
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dox, doz = math.random(0, n-1), math.random(0, n-1)
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for z = minp.z, maxp.z do
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for y = minp.y + y2 * 5, minp.y + y2 * 5 + 4 do
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ivm = area:index(minp.x, y, z)
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for x = minp.x, maxp.x do
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if (y - minp.y) % 5 == 0 then
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if math.floor((z - minp.z) / 5) == doz and math.floor((x - minp.x) / 5) == dox and (z - minp.z) % 5 ~= 0 and (x - minp.x) % 5 ~= 0 and y ~= minp.y then
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data[ivm] = node("air")
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else
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data[ivm] = node('default:steelblock')
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end
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elseif x == minp.x or z == minp.z or x == maxp.x or z == maxp.z then
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data[ivm] = node('default:steelblock')
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elseif (z - minp.z) % 5 == 0 or (x - minp.x) % 5 == 0 then
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data[ivm] = node("default:sandstone")
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else
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data[ivm] = node("air")
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end
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ivm = ivm + 1
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end
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end
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end
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for m = 1, #walls do
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c = walls[m] - 1
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set = unionfind(n * n)
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for m = 0, #walls do
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c = walls[m]
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a = math.floor(c / 2)
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i = a % n
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j = math.floor(a / n)
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u = c % 2 == 0 and 1 or 0
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v = c % 2 == 1 and 1 or 0
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b = a + u + n * v
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if i < n - u and j < n - v and set:find(a+1) ~= set:find(b+1) then
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set:union(a+1, b+1)
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if i < n - u and j < n - v and set:find(a) ~= set:find(b) then
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set:union(a, b)
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x = (i + u) * 5 + minp.x
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y = minp.y + y2 * 5
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z = (j + v) * 5 + minp.z
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if y > minp.y and math.random(20) == 1 then
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for z1 = z + 1, z + 4 do
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ivm = area:index(x+1, y, z1)
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for x1 = x + 1, x + 4 do
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data[ivm] = node("air")
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ivm = ivm + 1
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end
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end
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end
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--if y > minp.y and math.random(20) == 1 then
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-- for z1 = z + 1, z + 4 do
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-- ivm = area:index(x+1, y, z1)
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-- for x1 = x + 1, x + 4 do
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-- data[ivm] = node("air")
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-- ivm = ivm + 1
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-- end
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-- end
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--end
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for z1 = z, z + (1-v) * 5 do
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for z1 = z + (1-v), z + (1-v) * 4 do
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for y1 = y + 1, y + 4 do
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ivm = area:index(x, y1, z1)
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for x1 = x, x + (1-u) * 5 do
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data[ivm] = node("default:sandstone")
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ivm = area:index(x + (1-u), y1, z1)
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for x1 = x + (1-u), x + (1-u) * 4 do
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if x1 < maxp.x and z1 < maxp.z and x1 > minp.x and z1 > minp.z then
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data[ivm] = node("air")
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end
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ivm = ivm + 1
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end
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end
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@ -63,63 +74,4 @@ fun_caves.fortress = function(node, data, area, minp, maxp, level)
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end
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end
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end
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--local n = 16
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--local walls = {}
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--for i = 1, 3 * n * n * n do
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-- walls[i] = i
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--end
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--table.shuffle(walls)
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--local set = unionfind(n * n * n)
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--local a, b, c, i, j, k, u, v, w
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--for m = 1, #walls do
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-- c = walls[m] - 1
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-- a = math.floor(c / 3)
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-- i = a % n
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-- j = math.floor(a / n) % n
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-- k = math.floor(math.floor(a / n) / n)
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-- u = c % 3 == 0 and 1 or 0
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-- v = c % 3 == 1 and 1 or 0
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-- w = c % 3 == 2 and 1 or 0
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-- b = a + u + n * (v + n * w)
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-- if i < n - u and j < n - v and k < n - w and set:find(a+1) ~= set:find(b+1) then
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-- set:union(a+1, b+1)
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-- x = (i + u) * 5 + minp.x
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-- y = (j + v) * 5 + minp.y
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-- z = (k + w) * 5 + minp.z
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-- for z1 = z, z + (1-w) * 5 do
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-- for y1 = y, y + (1-v) * 5 do
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-- ivm = area:index(x, y1, z1)
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-- for x1 = x, x + (1-u) * 5 do
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-- data[ivm] = node("default:steelblock")
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-- ivm = ivm + 1
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-- end
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-- end
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-- end
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-- end
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--end
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--local index = 0
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--local index3d = 0
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--for z = minp.z, maxp.z do
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-- for x = minp.x, maxp.x do
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-- index = index + 1
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-- --index3d = noise_area:index(x - minp.x, 0, z - minp.z)
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-- ivm = area:index(x, minp.y, z)
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-- for y = minp.y, maxp.y do
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-- if x == minp.x or x == maxp.x or z == minp.z or z == maxp.z or y == minp.y or y == maxp.y then
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-- data[ivm] = node("default:steelblock")
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-- elseif (y - minp.y) % 5 == 0 then
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-- data[ivm] = node("default:stone")
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-- else
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-- data[ivm] = node("air")
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-- end
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-- ivm = ivm + area.ystride
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-- --index3d = index3d + csize.x
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-- end
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-- end
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--end
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end
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