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Added example script for generating mazes.
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craftscripts/maze.js
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132
craftscripts/maze.js
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// $Id$
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/*
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* Maze generator CraftScript for WorldEdit
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* Copyright (C) 2010, 2011 sk89q <http://www.sk89q.com>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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importPackage(Packages.com.sk89q.worldedit);
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importPackage(Packages.com.sk89q.worldedit.blocks);
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context.checkArgs(1, -1, "<block> [width] [height]");
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var sess = context.remember();
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// This may throw an exception that is caught by the script processor
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var block = context.getBlock(argv[1]);
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var w = argv.length > 2 ? parseInt(argv[2]) : 5;
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var h = argv.length > 3 ? parseInt(argv[3]) : 5;
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function id(x, y) {
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return y * (w + 1) + x;
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}
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function $x(i) {
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return i % (w + 1);
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}
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function $y(i) {
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return Math.floor(i / (w + 1));
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}
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function shuffle(arr) {
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var i = arr.length;
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if (i == 0) return false;
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while (--i) {
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var j = Math.floor(Math.random() * (i + 1));
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var tempi = arr[i];
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var tempj = arr[j];
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arr[i] = tempj;
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arr[j] = tempi;
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}
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}
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var stack = [];
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var visited = {};
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var noWallLeft = new Array(w * h);
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var noWallAbove = new Array(w * h);
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var current = 0;
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stack.push(id(0, 0))
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while (stack.length > 0) {
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var cell = stack.pop();
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var x = $x(cell), y = $y(cell);
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visited[cell] = true;
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var neighbors = []
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if (x > 0) neighbors.push(id(x - 1, y));
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if (x < w - 1) neighbors.push(id(x + 1, y));
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if (y > 0) neighbors.push(id(x, y - 1));
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if (y < h - 1) neighbors.push(id(x, y + 1));
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shuffle(neighbors);
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while (neighbors.length > 0) {
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var neighbor = neighbors.pop();
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var nx = $x(neighbor), ny = $y(neighbor);
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if (visited[neighbor] != true) {
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stack.push(cell);
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if (y == ny) {
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if (nx < x) {
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noWallLeft[cell] = true;
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} else {
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noWallLeft[neighbor] = true;
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}
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} else {
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if (ny < y) {
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noWallAbove[cell] = true;
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} else {
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noWallAbove[neighbor] = true;
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}
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}
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stack.push(neighbor);
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break;
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}
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}
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}
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/*for (var y = -1; y < h; y++) {
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var line = "";
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for (var x = 0; x <= w; x++) {
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var cell = id(x, y)
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var l = y >= 0 ? (noWallLeft[cell] ? "_" : "|") : "_";
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var b = x < w ? (noWallAbove[id(x, y + 1)] ? " " : "_") : "";
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line += l + b;
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}
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context.print(line);
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}*/
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var origin = player.getBlockIn();
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for (var y = 0; y <= h; y++) {
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for (var x = 0; x <= w; x++) {
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var cell = id(x, y)
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if (!noWallLeft[cell] && y < h) {
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sess.setBlock(origin.add(x * 2 - 1, 0, y * 2), block);
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sess.setBlock(origin.add(x * 2 - 1, 1, y * 2), block);
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}
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if (!noWallAbove[cell] && x < w) {
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sess.setBlock(origin.add(x * 2, 0, y * 2 - 1), block);
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sess.setBlock(origin.add(x * 2, 1, y * 2 - 1), block);
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}
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sess.setBlock(origin.add(x * 2 - 1, 0, y * 2 - 1), block);
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sess.setBlock(origin.add(x * 2 - 1, 1, y * 2 - 1), block);
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}
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}
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