File: libmaze_2.xml

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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<el:level xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://enigma-game.org/schema/level/1 level.xsd" xmlns:el="http://enigma-game.org/schema/level/1">
  <el:protected>
    <el:info el:type="library">
      <el:identity el:title="" el:id="lib/libmaze"/>
      <el:version el:score="1" el:release="2" el:revision="8" el:status="released"/>
      <el:author  el:name="Ronald Lamprecht" el:email="" el:homepage=""/>
      <el:copyright>Copyright © 2009 Ronald Lamprecht</el:copyright>
      <el:license el:type="GPL v2.0 or above" el:open="true"/>
      <el:compatibility el:enigma="1.10">
        <el:dependency el:path="lib/libmap" el:id="lib/libmap" el:release="1" el:preload="true"/>
      </el:compatibility>
      <el:modes el:easy="false" el:single="false" el:network="false"/>
      <el:comments>
      </el:comments>
      <el:score el:easy="-" el:difficult="-"/>
    </el:info>
    <el:luamain><![CDATA[

lib.maze = {}
lib.maze.MAX_WIDTH_IN_ENCODE = 2000  -- If you have to change this, change it before any other call to lib.maze.
lib.maze.MAX_WIDTH = 100000          -- If you have to change this, change it before any other call to lib.maze.
lib.maze.MAX_HEIGHT = 100000         -- If you have to change this, change it before any other call to lib.maze.

function res.maze(subresolver, ...)
    -- syntax: ... = <sourcebasename>, <targetbasename>
    -- context: 
    local args = {...}
    local context = {res.maze_implementation, res.maze_finalization, subresolver}
    
    -- default settings
    context.finalizing = false
    context.encode = function (maze, i, j)
            return lib.maze.MAX_WIDTH_IN_ENCODE*j + i + 100
        end
    context.decode = function (maze, c)
            local i = (c - 100) % lib.maze.MAX_WIDTH_IN_ENCODE
            return i, (c - 100 - i) / lib.maze.MAX_WIDTH_IN_ENCODE
        end
    context.dirs = {[WEST] = EAST, [SOUTH] = NORTH, [EAST] = WEST, [NORTH] = SOUTH}
    context.adjacent = function (maze, c, dir)
            if c == 99 then return c end   -- invalid code
            local adj
            if dir == WEST then adj = c - 1
            elseif dir == SOUTH then adj = c + lib.maze.MAX_WIDTH_IN_ENCODE
            elseif dir == EAST then adj = c + 1
            elseif dir == NORTH then adj = c - lib.maze.MAX_WIDTH_IN_ENCODE
            else error("Maze - illegal direction "..dir)
            end
            if adj < 100 then
                return 99
            else 
                return adj
            end
        end
    --
    context.anchor = po(0,0)
    context.kernel = {1,1}
    context.spacing = {1,1}
    context.offset_x = {0, false}
    context.offset_y = {0, false}
    context.generator = lib.maze.generator_kruskal
    context.renderer = lib.maze.renderer_standard
    context.cells = {}  -- cells by index
    context.indices = {} -- indices by cell
    context.newcell = function (maze) 
            local cell = {}
            setmetatable(cell, context.cellmeta)
            return cell
        end
    context.render = function (maze, ...)
            context.renderer_args = {...}
            if type(context.renderer_args[1]) == "function" then
                context.renderer = context.renderer_args[1]
                table.remove(context.renderer_args, 1)
            end
            maze:renderer(context.renderer_args)
        end
    setmetatable(context,{
          _type = "maze",
          _resolver = true,
          __index = function (context, key)
                  if type(key) == "number" and key >= 99 then
                      return rawget(context, "cells")[key]
                  elseif type(key) == "table" then
                      local cellmeta = getmetatable(key)
                      assert_bool(cellmeta ~= nil and cellmeta.maze == context, "Maze access with foreign table as index.")
                      return rawget(context, "indices")[key]
                  else
                      return rawget(context, key)
                  end
              end,
          __newindex = function (context, key, value)
                  if type(key) == "number" and key >= 100 then
                      assert_type(value, "maze value (illegal set)", 2, "cell")
                      local cellmeta = getmetatable(value)
                      assert_bool(cellmeta ~= nil and cellmeta.maze == context, "Maze expected unassigned cell set but got something else")
                      local cells = rawget(context, "cells")
                      assert_bool(cells[key] == nil, "Maze cell index already occupied.")
                      cells[key] = value
                      rawget(context, "indices")[value] = key
                  else
                      return rawset(context, key, value)
                  end
              end,
          __call = function (context, ...) 
                  local args = {...}
                  if args[1] == nil then
                      if args[2] == nil then
                          local idx, cell = next(context.cells, nil)
                          if idx == nil then
                               return nil
                          else
                              return cell
                          end
                      else
                          local idx, cell = next(context.cells, context.indices[args[2]])
                          return cell
                      end
                  end
                  return context[context:encode(...)]
              end
        })
    context.cellmeta = {
          _type = "cell",
          __index = function (cell, key)
                  if type(key) == "number" then
                      return rawget(cell, key)
                  else
                      return getmetatable(cell)[key]
                  end
              end,
          maze = context,
          delete = function (cell)
                  local maze = cell.maze
                  local idx = maze[cell]
                  maze.cells[idx] = nil
                  maze.indices[cell] = nil
              end,
          neighbor = function (cell, dir)
                  return cell.maze[cell.maze:adjacent(cell.maze[cell], dir)]
              end,
          connect = function (cell, dir)
                  if cell[dir] ~= nil then
                      cell[dir] = true
                      (cell:neighbor(dir))[cell.maze.dirs[dir]] = true
                  end
              end,
          pos = function (cell)
                  local maze = cell.maze
                  local i,j = maze:decode(maze[cell])
                  local xo = i * (maze.kernel[1] + maze.spacing[1])
                  local yo = j * (maze.kernel[2] + maze.spacing[2])
                  xo = xo + maze.offset_x[1] * cond(maze.offset_x[2], j%2, j)
                  yo = yo + maze.offset_y[1] * cond(maze.offset_y[2], i%2, i)
                  return maze.anchor + {xo, yo}
              end
        }
        
    -- argument evaluation
    assert_bool(is_resolver(subresolver), "res.maze first argument (subresolver)", 2)
    assert_bool(#args == 1, "res.maze: wrong number of arguments - expected subresolver and a table of configuration data.", 2)
    assert_type(args[1], "res.maze second argument (libmaze configuration data)", 2, "table")
    context.area = args[1].area
    assert_type(context.area, "res.maze area configuration table", 2, "table")
    if type(context.area[2]) == "number" then
        assert_type(context.area[3], "res.maze area configuration table second entry", 2, "number")
        context.rectangular = true
        -- if type (context.area[1]) ~= "string"
    else
        for k, v in pairs(context.area) do
            assert_type(v, "res.maze area configuration table entry", 2, "string")
        end
        context.area_keymatches = {}
        context.area_keyprefixes = {}
        context.area_objnames = {}
        context.area_positioncodes = {}
    end
    
    assert_type(args[1].render, "res.maze renderer configuration", 2, "nil", "table")
    if args[1].render then
        context.renderer_args = args[1].render
        if type(args[1].render[1]) == "function" then
            context.renderer = args[1].render[1]
            table.remove(context.renderer_args, 1)
        end
    end
    
    assert_type(args[1].kernel, "res.maze kernel configuration", 2, "nil", "table")
    assert_type(args[1].spacing, "res.maze spacing configuration", 2, "nil", "table")
    assert_type(args[1].offset_x, "res.maze offset_x configuration", 2, "nil", "table")
    assert_type(args[1].offset_y, "res.maze offset_y configuration", 2, "nil", "table")
    context.kernel = args[1].kernel or context.kernel
    context.spacing = args[1].spacing or context.spacing
    context.offset_x = args[1].offset_x or context.offset_x
    context.offset_y = args[1].offset_y or context.offset_y

    if args[1].generator == false then
        context.generator = nil
    elseif type(args[1].generator) == "function" then
        context.generator = args[1].generator
    end
    return context
end

function res.maze_implementation(context, evaluator, key, x, y)
    if (not context.finalizing) and (not context.rectangular) then
        if not context.area_args_separated then 
            for k,v in pairs(context.area) do
                if #v == #key then
                    table.insert(context.area_keymatches, v) 
                elseif #v < #key then
                    table.insert(context.area_keyprefixes, v) 
                else
                    table.insert(context.area_objnames, v) 
                end
            end
            context.area_args_separated = true
        end
        for k, v in pairs(context.area_keymatches) do
            if key == v then
                table.insert(context.area_positioncodes, context:encode(x,y))
            end
        end
        for k, v in pairs(context.area_keyprefixes) do
            if key:find(v, 1, true) == 1 then
                table.insert(context.area_positioncodes, context:encode(x,y))
                return evaluator(context[3], string.rep(" ", #v) ..key:sub(#v + 1), x, y)
            end
        end
    end
    return evaluator(context[3], key, x, y)
end

function res.maze_finalization(context)
    if context.finalizing then return end
    context.finalizing = true
    local maze = context
    if maze.rectangular then
        for i = 0, maze.area[2] - 1 do
            for j = 0, maze.area[3] - 1 do
                local cell = maze:newcell()
                maze[maze:encode(i, j)] = cell
                for dir, opposite in pairs(maze.dirs) do
                    local neighbor = cell:neighbor(dir)
                    if neighbor then
                        cell[dir] = false
                        neighbor[opposite] = false
                    end
                end
            end
        end
        if (type(maze.area[1]) == "string") then
            maze.anchor = po[maze.area[1]]
        else
            maze.anchor = maze.area[1]
        end
        maze.anchor = po(fl(maze.anchor))  -- round down
    else
        for k, v in pairs(context.area_objnames) do
            for obj in no[v] do
                table.insert(context.area_positioncodes, context:encode(obj:xy()))
            end
        end
        
        local minx = lib.maze.MAX_WIDTH
        local miny = lib.maze.MAX_HEIGHT
        -- offsets not yet supported!
        for k,v in pairs(maze.area_positioncodes) do
            local x,y = maze:decode(v)
            minx = cond(x < minx, x, minx)
            miny = cond(y < miny, y, miny)
        end
        maze.anchor = po(minx, miny)
        local cellx = maze.kernel[1] + maze.spacing[1]
        local celly = maze.kernel[2] + maze.spacing[2]
        for k,v in pairs(maze.area_positioncodes) do
            local x,y = maze:decode(v)
            x = x - minx
            y = y - miny
            local i = math.floor(x / cellx)
            local j = math.floor(y / celly)
            local cell = maze(i,j)
            if cell == nil then
                cell = maze:newcell()
                maze[maze:encode(i, j)] = cell
                cell.grids = {}
            end
            cell.grids[maze:encode(x % cellx, y % celly)] = true
        end
        maze.area_positioncodes = nil  -- delete
        local incomplete = {}
        for cell in maze do
            for i = 0, maze.kernel[1] - 1 do
                for j = 0, maze.kernel[2] - 1 do
                     if not cell.grids[maze:encode(i,j)] then
                         incomplete[cell] = true
                     end
                end
            end
        end
        for cell, t in pairs(incomplete) do
            cell:delete()
        end
        incomplete = {}
        for cell in maze do
            local neighbor = cell:neighbor(EAST)
            if neighbor then
                local complete = true
                for i = maze.kernel[1], maze.kernel[1] + maze.spacing[1] - 1 do
                    for j = 0, maze.kernel[2] - 1 do
                         if not cell.grids[maze:encode(i,j)] then
                             complete = false
                         end
                    end
                end
                if complete then
                    cell[EAST] = false
                    neighbor[WEST] = false
                end
            end
            neighbor = cell:neighbor(SOUTH)
            if neighbor then
                local complete = true
                for i = 0, maze.kernel[1] - 1 do
                    for j = maze.kernel[2], maze.kernel[2]  + maze.spacing[2] - 1 do
                         if not cell.grids[maze:encode(i,j)] then
                             complete = false
                         end
                    end
                end
                if complete then
                    cell[SOUTH] = false
                    neighbor[NORTH] = false
                end
            end
            cell.grids = nil
        end
    end
    
    if maze.generator then
        maze:generator()
    end

    if maze.renderer_args then
        maze:renderer(maze.renderer_args)
    end
end

function lib.maze.generator_kruskal(maze)
    local walls = {}
    local uplinks = {}   -- neighbor cell that is the up link towards the cell cluster root
    local count = 0      -- count of unconnected cells
    for cell in maze do
        count = count + 1
        for dir, opposite in pairs(maze.dirs) do
            if cell[dir] == true then
                -- the neighbor cell did register already
                cell[dir] = false     -- unmark the link
            elseif cell[dir] == false then
                local neighbor = cell:neighbor(dir)
                assert_bool(neighbor, "lib.maze.generator_kruskal: Bad cell link value.")
                table.insert(walls, {cell, dir})
                neighbor[opposite] = true
            end
        end
    end
    walls = lib.lua.shuffle(walls)
    
    local function root(cell)
                local up = cell
                local down = cell
                repeat
                    down = up
                    up = uplinks[down]
                until up == nil
                return down
            end
    
    local next = 1   -- next wall
    if #walls == 0 then return end
    
    while count > 1 do
        local wall = walls[next]
        local cell1 = wall[1]
        local cell2 = cell1:neighbor(wall[2])
        local root1 = root(cell1)
        local root2 = root(cell2)
        if root1 ~= root2 then
            uplinks[root2] = root1 
            count = count -1
            cell1:connect(wall[2])
        end
        next = next + 1
    end
end

function lib.maze.renderer_standard(maze, args)
    -- TODO optimized passage positions on offset usage, especially on alternating offsets
    local map = nil
    local map_kernel = nil
    local map_spacing_y = nil
    local map_spacing_x = nil
    local map_spacing_z = nil
    local passage_open = args[1]
    local passage_closed = nil
    if type(args[1]) == "table" then
        passage_open = args[1][1]
        passage_closed = args[1][2]
    end
    if type(args[2]) ~= "string" then
        map = args[2]
        map_kernel = map:sub({0, 0}, maze.kernel[1], maze.kernel[2])
        map_spacing_y = map:sub({maze.kernel[1], 0}, maze.spacing[1], maze.kernel[2])
        map_spacing_x = map:sub({0, maze.kernel[2]}, maze.kernel[1], maze.spacing[2])
        map_spacing_z = map:sub(maze.kernel, maze.spacing[1], maze.spacing[2])
    end
    for cell in maze do
        local anchor = cell:pos()
        if map then
            wo:drawMap(maze[3], anchor, map_kernel)
            if cell[EAST] ~= nil then
                wo:drawMap(maze[3], anchor + {maze.kernel[1], 0}, map_spacing_y)
            end
            if cell[SOUTH] ~= nil then
                wo:drawMap(maze[3], anchor + {0, maze.kernel[2]}, map_spacing_x)
                if cell[EAST] ~= nil and (cell:neighbor(EAST))[SOUTH] ~= nil
                                and (cell:neighbor(SOUTH))[EAST] ~= nil then
                    wo:drawMap(maze[3], anchor + {maze.kernel[1], maze.kernel[2]}, map_spacing_z)
                end
            end
        else
            if args[3] then
                wo:drawRect(anchor, maze.kernel[1], maze.kernel[2], args[3], maze[3])
            end
            if args[2] then
                if cell[EAST] ~= nil then
                    wo:drawRect(anchor + {maze.kernel[1], 0}, maze.spacing[1], 
                        maze.kernel[2], args[2], maze[3])
                end
                if cell[SOUTH] ~= nil then
                    wo:drawRect(anchor + {0, maze.kernel[2]}, 
                        maze.kernel[1], maze.spacing[2], args[2], maze[3])
                    if cell[EAST] ~= nil and (cell:neighbor(EAST))[SOUTH] ~= nil
                            and (cell:neighbor(SOUTH))[EAST] ~= nil then
                        wo:drawRect(anchor + {maze.kernel[1], maze.kernel[2]}, maze.spacing[1], 
                            maze.spacing[2], args[2], maze[3])
                    end
                end
            end
        end
        if cell[EAST] == true then
            wo:drawRect(anchor + {maze.kernel[1], maze.kernel[2]/2}, 
                    maze.spacing[1], 1, passage_open, maze[3])
        end
        if cell[SOUTH] == true then
            wo:drawRect(anchor + {maze.kernel[1]/2, maze.kernel[2]}, 
                    1, maze.spacing[2], passage_open, maze[3])
        end
        if passage_closed then
            if cell[EAST] == false then
                wo:drawRect(anchor + {maze.kernel[1], maze.kernel[2]/2}, 
                        maze.spacing[1], 1, passage_closed, maze[3])
            end
            if cell[SOUTH] == false then
                wo:drawRect(anchor + {maze.kernel[1]/2, maze.kernel[2]}, 
                        1, maze.spacing[2], passage_closed, maze[3])
            end
        end
    end

end

function lib.maze.renderer_window(maze, args)
    assert_bool(maze.spacing[1] == 0 and maze.spacing[2] == 0, "Maze window renderer requires spacing of {0, 0}", 2)
    local map = nil
    local map_kernel = nil
    if type(args[1]) ~= "string" then
        map = args[1]
        map_kernel = map:sub({0, 0}, maze.kernel[1], maze.kernel[2])
    end
    for cell in maze do
        local anchor = cell:pos()
        if map then
            wo:drawMap(maze[3], anchor, map_kernel)
        else
            if args[1] then
                wo:drawRect(anchor, maze.kernel[1], maze.kernel[2], args[1], maze[3])
            end
        end
        -- TODO extend logic to arbitrary kernel size in the following lines
        local faces = ""
        if cell[EAST] == false or (args[2] == true and cell[EAST] == nil) then
            faces = faces .. "e"
        end
        if cell[SOUTH] == false or (args[2] == true and cell[SOUTH] == nil) then
            faces = faces .. "s"
        end
        if args[2] == true and cell[NORTH] == nil then
            faces = faces .. "n"
        end
        if args[2] == true and cell[WEST] == nil then
            faces = faces .. "w"
        end
        wo[anchor] = {"st_window", secure=true, faces=faces}
    end
end

function lib.maze.renderer_strip(maze, args)
    -- TODO extend to arbitrary spacing > {0,0}
    assert_bool(maze.kernel[1] == 0 and maze.kernel[2] == 0, "Maze strip renderer requires kernel of {0, 0}", 2)
    assert_bool(maze.spacing[1] == 1 and maze.spacing[2] == 1, "Maze strip renderer requires spacing of {1, 1}", 2)
    local map = nil
    local map_spacing = nil
    if type(args[1]) ~= "string" then
        map = args[1]
        map_spacing = map:sub({0, 0}, maze.spacing[1], maze.spacing[2])
    end
    for cell in maze do
        local anchor = cell:pos()
        if map then
            wo:drawMap(maze[3], anchor, map_spacing)
        else
            if args[1] then
                wo:drawRect(anchor, maze.spacing[1], maze.spacing[2], args[1], maze[3])
            end
        end
        local connections = ""
        if cell[EAST] == true then
            connections = connections .. "e"
        end
        if cell[SOUTH] == true then
            connections = connections .. "s"
        end
        if cell[NORTH] == true then
            connections = connections .. "n"
        end
        if cell[WEST] == true then
            connections = connections .. "w"
        end
        wo[anchor] = {"it_strip", connections=connections}
    end
end

    ]]></el:luamain>
    <el:i18n>
    </el:i18n>
  </el:protected>
</el:level>