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<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/libpuzzle"/>
<el:version el:score="2" el:release="2" el:revision="4" el:status="released"/>
<el:author el:name="Raoul Bourquin" el:email="" el:homepage=""/>
<el:copyright>Copyright © 2005, 2006, 2007 Raoul Bourquin</el:copyright>
<el:license el:type="GPL v2.0 or above" el:open="true"/>
<el:compatibility el:enigma="1.00">
</el:compatibility>
<el:modes el:easy="false" el:single="false" el:network="false"/>
<el:comments>
<el:code>Lua 5.1 and XML converted by Leveladministrators</el:code>
</el:comments>
<el:score el:easy="-" el:difficult="-"/>
</el:info>
<el:luamain><![CDATA[
-- LIBPUZZLE, VERSION 2
--
-- Parameters:
-- map: a charmap with the puzzle
-- corner: top left corner, array {x,y}
-- type: type of stone to use, one of these: "redpuzzle","bluepuzzle","bigbrick" or "bigbluesand"
-- shuffle_method: shuffle method, one of these: "none","random" or "permutation"
-- num_shuffles: Given number of shuffles to do. If not set, it will be a random number:
-- -> in the intervall [num_pieces; num_pieces+random(1,num_pieces)] for the random shuffle method
-- -> in the intervall [num_permutations; num_permutations + math.random(1,num_pieces)] for the permutation shuffle method
--
-- Globals:
-- puzzle_map: the arraymap with the puzzle layout.
-- part_map: map with the parts stored in it.
-- parttable: the array with the parts.
-- permutations: struct with all permutationdata.
--
-- DEFAULT VALUES:
-- map = {"###",
-- "# #",
-- "###"}
--
-- corner = {0,0}
--
-- type = "redpuzzle"
--
-- shuffle = "none"
--
-- num_shuffles = nil (-> random number will be determined!)
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
-- Wrapper to set a puzzle
function puzzle(map, corner, type, shuffle_method, num_shuffles)
-- Are all parameters set?
-- If no, set the default for the missing ones.
if map == nil then
map = {"###","# #","###"}
end
if corner == nil then
corner = {0,0}
end
if type == nil then
type = "redpuzzle"
end
if shuffle == nil then
shuffle = "none"
end
-- Default (random) values for num_shuffles is set in the shuffle-functions.
-- IS THE map VALID?
-- Is the map bigger than 0 x 0 ?
local x, y = get_charmap_size(map)
if x < 1 or y < 1 then
error("puzzle(map, corner, type, shuffle_method, num_shuffles): Map "..tostring(x).." x "..tostring(y).." is too small!\n")
end
-- Is the map rectangular?
is_rectangular(map)
-- If there is no error until here, the map is ok
-- IS THE corner VALID?
if corner[1] < 0 or corner[2] < 0 then
error("puzzle(map, corner, type, shuffle_method, num_shuffles): Invalid value for top left map corner! "..tostring(corner[1])..";"..tostring(corner[2])..". It has to be >= (0;0).\n")
end
-- IS THE type VALID?
local stone_type = is_valid_type(type)
-- IS VALID shuffle?
local method = is_valid_shuffle(shuffle_method)
-- IS num_shuffle VALID?
if num_shuffles ~= nil and num_shuffles < 1 then
error("puzzle(map, corner, type, shuffle_method, num_shuffles): num_shuffles has illegal value "..tostring(num_shuffles).."! It has to be >= 1 or nil.\n")
end
-- If there is no error until here, all parameters are ok
-- Beginn with the work.
-- DEBUG:
--plot_charmap(map)
-- Parse the charmap to a table:
parse_map(map)
-- DEBUG:
--plot_arraymap(puzzle_map)
-- Get the parts:
local num_pieces = 0
num_pieces = get_parts(puzzle_map)
-- DEBUG:
--plot_arraymap(part_map)
-- Determine the shuffle method to use.
if method == 1 then
shuffle_parts_with_noshuffle()
elseif method == 2 then
shuffle_parts_with_random(num_shuffles)
elseif method == 3 then
shuffle_parts_with_permutation(num_shuffles, num_pieces)
end
-- DEBUG:
--plot_arraymap(part_map)
plot_puzzle(corner,stone_type)
return 0
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
-- Helper functions --
function get_array_size(array)
local its_size = table.getn(array)
return its_size
end
function get_charmap_size(map)
local y_size = table.getn(map)
local x_size = string.len(map[1])
return x_size, y_size
end
function get_arraymap_size(map)
local y_size = table.getn(map)
local x_size = table.getn(map[1])
return x_size, y_size
end
function is_inside_map(x,y)
local x_size, y_size = get_arraymap_size(puzzle_map)
if x < 0 or x > x_size then
error("is_inside_map(x,y): x is not inside of the map! "..tostring(x))
end
if y < 0 or y > y_size then
error("is_inside_map(x,y): y is not inside of the map! "..tostring(y))
end
return 0
end
function translate_type(type)
local translate_table =
{hollow = 1, --"0000"
w = 2, --"0001"
s = 3, --"0010"
sw= 4, --"0011"
e = 5, --"0100"
ew = 6, --"0101"
es = 7, --"0110"
esw = 8, --"0111"
n = 9, --"1000"
nw = 10, --"1001"
ns = 11, --"1010"
nsw = 12, --"1011"
ne = 13, --"1100"
new = 14, --"1101"
nes = 15, --"1110"
nesw = 16} --"1111"
return translate_table[type]
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
-- Security functions --
function is_rectangular(map)
local x_size, y_size = get_charmap_size(map)
-- Length of the first line in the map:
local buffer = string.len(map[1])
local i
for i=1, y_size do
local temp = string.len(map[i])
if temp ~= buffer then
error("puzzle(map, corner, type, shuffle_method, num_shuffles): Map in not rectangular!\n")
end
end
return 0
end
function is_valid_type(type)
local stone
if type == "redpuzzle" then
stone = "st-puzzle2"
elseif type == "bluepuzzle" then
stone = "st-puzzle"
elseif type == "bigbrick" then
stone = "st-bigbrick"
elseif type == "bigbluesand" then
stone = "st-bigbluesand"
else
error("puzzle(map, corner, type, shuffle_method, num_shuffles): Invald type \""..tostring(type).."\"! It has to be one of these types: \"redpuzzle\",\"bluepuzzle\",\"bigbrick\" or \"bigbluesand\".")
end
return stone
end
function is_valid_shuffle(shufflemethod)
local method
if shufflemethod == "none" then
method = 1
elseif shufflemethod == "random" then
method = 2
elseif shufflemethod == "permutation" then
method = 3
else
error("puzzle(map, corner, type, shuffle_method, num_shuffles): Invald shuffle \""..tostring(shufflemethod).."\"! It has to be one of these methodes: \"none\",\"random\" or \"permutation\".")
end
return method
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
-- Parsing Functions --
-- Create new, empty map for the puzzle layout:
function new_puzzlemap(x_size, y_size)
-- new global:
puzzle_map = {}
local i, j = 0,0
for i=1, y_size do
-- each element of puzzlemap is an array:
puzzle_map[i] = {}
for j=1, x_size do
modify_puzzle_map(j,i,0)
end
end
return 0
end
function modify_puzzle_map(x,y,type)
puzzle_map[y][x] = type
return 0
end
--------------------------------------------------------------------------------
-- functions for parsing the original map --
function get_specific_char(map,x,y)
local akt_line = map[y]
local this_char = string.sub(akt_line,x,x)
return this_char
end
function parse_this_char(akt_char)
if akt_char == " " then
-- this is no piece
return 0
elseif akt_char == "#" then
-- this is a piece
return 1
elseif akt_char == "+" then
-- this is a pseudo piece
return 2
elseif akt_char == "*" then
-- this is the hole puzzzlepiece and the onconnected bigbrick
return 3
else
error("puzzle(map, corner, type, shuffle): Illegal char \""..akt_char.."\" in the map! Char must be one of these: \" \" = no piece, \"#\"= piece, \"+\"= pseudo-piece or \"*\"= hole puzzle piece.")
end
end
function parse_map(charmap)
local x_size, y_size = get_charmap_size(charmap)
-- Create a new puzzle_map with the right dimensions.
new_puzzlemap(x_size, y_size)
local i, j
for i=1, y_size do
for j=1, x_size do
local akt_char = get_specific_char(charmap,j,i)
local puzzle_type = parse_this_char(akt_char)
modify_puzzle_map(j,i,puzzle_type)
end
end
return 0
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
-- Function for examining the puzzle --
function is_on_border(x,y)
-- Test, if x and y are on the flood_map border.
local x_size, y_size = get_arraymap_size(puzzle_map)
local on_left, on_right, on_top, on_bottom = 0, 0, 0, 0
-- Is x on a border?
if x == 1 then
-- is on left border
on_left = 1
end
if x == x_size then
-- is on right border
on_right = 1
end
-- Is y on a border?
if y == 1 then
-- is on top border
on_top = 1
end
if y == y_size then
-- is on bottom border
on_bottom = 1
end
return on_left, on_right, on_top, on_bottom
end
--------------------------------------------------------------------------------
-- New map with the kind of all parts at their location in the puzzle
function new_partmap()
-- New Global:
part_map = {}
local x_size, y_size = get_arraymap_size(puzzle_map)
local i,j = 0,0
for i=1, y_size do
-- each element of partmap is an array:
part_map[i] = {}
for j=1, x_size do
part_map[i][j]="-"
end
end
return 0
end
function add_to_partmap(x,y,part)
part_map[y][x]=part
return 0
end
function get_piece_from_partmap(x,y)
return part_map[y][x]
end
-- Used for shuffle with permutation
function shift_cell(cell,dir)
-- Move the value of part_map[cell] into direction vector dir.
local cell_value = get_piece_from_partmap(cell[1],cell[2])
add_to_partmap(cell[1]+dir[1], cell[2]+dir[2], cell_value)
return 0
end
--------------------------------------------------------------------------------
function has_piece(x,y)
-- There is a piece @ x,y
-- To be open for fututre map extension, test if there is NOT a gap or pseudopiece.
local temp = get_piece_from_puzzlemap(x,y)
if temp ~= 0 and temp ~= 2 then
return true
end
return false -- no piece found
end
function has_piece_or_pseudopiece(x,y)
-- There is a piece OR pseude piece @ x,y
-- The hole puzzlepiece is included as piece!
if puzzle_map[y][x] == 1 or puzzle_map[y][x] == 2 or puzzle_map[y][x] == 3 then
return true
end
return false -- no piece found
end
function has_hole_piece(x,y)
-- Is there the hole puzzle piece @ x,y?
if puzzle_map[y][x] == 3 then
return true
end
return false
end
function get_piece_from_puzzlemap(x,y)
return puzzle_map[y][x]
end
--------------------------------------------------------------------------------
-- Determine the puzzles' connections from its position and neighbours in the puzzle_map
function determine_puzzle_from_pos(x,y)
local north = ""
local east = ""
local south = ""
local west = ""
local part_buffer = "-"
local part_code = nil
local left, right, top, bottom = is_on_border(x,y)
-- NORTH
if top ~= 1 then
if has_piece_or_pseudopiece(x,y-1) or has_hole_piece(x,y) then north = "n" end
end
-- EAST
if right ~= 1 then
if has_piece_or_pseudopiece(x+1,y) or has_hole_piece(x,y) then east = "e" end
end
-- SOUTH
if bottom ~= 1 then
if has_piece_or_pseudopiece(x,y+1) or has_hole_piece(x,y) then south = "s" end
end
-- WEST
if left ~= 1 then
if has_piece_or_pseudopiece(x-1,y) or has_hole_piece(x,y) then west = "w" end
end
-- To get a valid Stone if no neighbours were present, we define it as the
-- (untunneled) cross ("nesw")
if north == "" and east == "" and south == "" and west == "" then
north = "n"
east = "e"
south = "s"
west = "w"
end
part_buffer = north..east..south..west
part_code = translate_type(part_buffer)
return part_code
end
-- Determine the puzzles' connections from its value in the puzzle_map
function determine_puzzle_from_value(x,y)
local part_buffer = "-" -- the type for an inexistent puzzle
if get_piece_from_puzzlemap(x,y) == 3 then
-- hole puzzle!
part_buffer = "hollow"
-- Add other type here ...
end
part_code = translate_type(part_buffer)
return part_code
end
--------------------------------------------------------------------------------
-- Get the parts needed
function get_parts(map)
new_partmap()
local x_size, y_size = get_arraymap_size(map)
local i, j = 0, 0
local part = ""
local num_pieces = 0
-- Examine where the piece @ x,y has to have connections
for i=1, y_size do
for j=1, x_size do
-- Examine the position only, if there is a part on it!
if has_piece(j,i) then
-- We have found a piece!
num_pieces = num_pieces+1
-- Which method gives us the puzzle-info?
if get_piece_from_puzzlemap(j,i) == 1 then
-- We must examine the piece:
part = determine_puzzle_from_pos(j,i)
else --if get_piece_from_puzzlemap(j,i) == 3 then we can predict the piece from its value in the puzzle_map
part = determine_puzzle_from_value(j,i)
end
add_to_partmap(j,i,part)
end
end
end
return num_pieces
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
-- Shuffle with the noshuffle method
function shuffle_parts_with_noshuffle()
-- Create the part_map with the unshuffled parts.
-- Do nothing. Just leave the part_map unchanged for an unshuffled puzzle.
return 0
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
-- Shuffle with the random method
function new_parttable()
local part_array = {}
local x_size, y_size = get_arraymap_size(part_map)
local part_counter = 1
local part = nil
for i=1, y_size do
for j=1, x_size do
if has_piece(j,i) then
part = get_piece_from_partmap(j,i)
part_array[part_counter] = part
part_counter = part_counter+1
end
end
end
return part_array
end
-- Write shuffled parts back to the part_map
function write_shuffled_map(part_array)
local x_size, y_size = get_arraymap_size(part_map)
local part_counter = 1
local part = nil
for i=1, y_size do
for j=1, x_size do
if has_piece(j,i) then
part = part_array[part_counter]
add_to_partmap(j,i,part)
part_counter = part_counter+1
end
end
end
return 0
end
-- Shuffle with the random method
function swap_parts(part_array,k,l)
part_array[l], part_array[k] = part_array[k], part_array[l]
return 0
end
function shuffle_parts_with_random(num_swaps)
-- Create a linear table with all puzzlepieces in it:
local parttable = new_parttable()
-- How many swaps we will do?
local number_swaps = 0
local number_parts = get_array_size(parttable)
-- Is there a number of swaps to do given?
if num_swaps == nil then
-- If not, determine a random number:
number_swaps = number_parts + math.random(1,number_parts)
else
number_swaps = num_swaps
end
local i = 0
for i=1, number_swaps do
local r = math.random(1, number_parts)
local s = math.random(1, number_parts)
swap_parts(parttable,r,s)
end
write_shuffled_map(parttable)
return 0
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
-- Shuffle with the permutation method
function new_permutation_table()
-- New Global:
permutations = {}
return 0
end
function add_permutation(start, stop)
local temp = {{start[1],start[2]},{stop[1],stop[2]}}
table.insert(permutations,temp)
return 0
end
function get_permutation_size(array,start)
local size_counter = 1
-- As long as there are pieces in the line to scan, go on
while array[start+size_counter]==1 or array[start+size_counter]==3 do
size_counter = size_counter+1
end
return size_counter
end
-- Scan row
function scan_row(row)
-- Create a temporary array with the row to scan.
local akt_row = puzzle_map[row]
local perm_size = 0
local i = 1
while i <= table.getn(akt_row) do
-- We dont need to test the last element ... so i < ...
-- If there as a piece at position pos, examine how many pieces will follow
if has_piece(i,row) then
perm_size = get_permutation_size(akt_row,i)
if perm_size > 1 then
-- We have a real permutation (2 or more pieces in a row)
-- and not only one single piece.
add_permutation({i,row},{i+perm_size-1,row})
-- Go on after all the pieces found + 1 gap element.
-- If there would be a piece in the gap, the perm_size would be
-- one element bigger ...
-- The gap element is added below, so we can just increment i
-- in every loop.
i = i + perm_size --+1
end
end
i = i+1
end
return 0
end
-- Scan column
function scan_col(col)
-- Create a temporary array with the column to scan.
local akt_col = {}
local k = 0
for k=1, table.getn(puzzle_map) do
akt_col[k] = puzzle_map[k][col]
end
local perm_size = 0
local i = 1
while i <= table.getn(akt_col) do
-- We dont need to test the last element ... so i < ...
-- If there as a piece at position pos, examine how many pieces will follow
if has_piece(col,i) then
perm_size = get_permutation_size(akt_col,i)
if perm_size > 1 then
-- We have a real permutation (2 or more pieces in a row)
-- and not only one single piece.
add_permutation({col,i},{col,i+perm_size-1})
-- Go on after all the pieces found + 1 gap element.
-- If there would be a piece in the gap, the perm_size would be
-- one element bigger ...
-- The gap element is added below, so we can just increment i
-- in every loop.
i = i + perm_size --+1
end
end
i = i+1
end
return 0
end
function scan_puzzle_for_permutations()
-- Create a new table which will contain all permutations found
new_permutation_table()
local x_size, y_size = get_arraymap_size(puzzle_map)
local i, j = 0, 0
-- Scan the puzzle row for row for permutations
for i=1, y_size do
scan_row(i)
end
-- Scan the puzzle column for column for permutations
for j=1, x_size do
scan_col(j)
end
return 0
end
--------------------------------------------------------------------------------
function is_horizontal(n)
-- Is the permutation horizontal or not?
-- y_start is same as y_stop?
if permutations[n][1][2] == permutations[n][2][2] then
return true
else
return false
end
end
function use_permutation(n)
-- Use a specific permutation n
-- The data of the permutation n
local akt_permutation = permutations[n]
local akt_permutation_start = akt_permutation[1]
local akt_permutation_stop = akt_permutation[2]
-- Buffer for the last element
local last_element_buffer
-- Size of the used permutation
local permutation_size = 0
if is_horizontal(n) then
-- The permutation we use is a horizontal one.
last_element_buffer = part_map[akt_permutation_stop[2]][akt_permutation_stop[1]]
permutation_size = akt_permutation_stop[1]-akt_permutation_start[1]+1
local i = akt_permutation_stop[1]-1
while i >= akt_permutation_start[1] do
shift_cell({i,akt_permutation_start[2]},{1,0})
i = i-1
end
add_to_partmap(akt_permutation_start[1],akt_permutation_start[2],last_element_buffer)
else
-- The permutation we use is a vertical one.
last_element_buffer = part_map[akt_permutation_stop[2]][akt_permutation_stop[1]]
permutation_size = akt_permutation_stop[2]-akt_permutation_start[2]+1
local i = akt_permutation_stop[2]-1
while i >= akt_permutation_start[2] do
shift_cell({akt_permutation_start[1],i},{0,1})
i = i-1
end
add_to_partmap(akt_permutation_start[1],akt_permutation_start[2],last_element_buffer)
end
return 0
end
--------------------------------------------------------------------------------
function shuffle_parts_with_permutation(num_permutations, pieces)
-- Scan the puzzle for all possible permutations.
scan_puzzle_for_permutations()
-- How many puzzlestones are in the current cluster?
local num_pieces = pieces
-- How many possible permutation we have?
local anz_permutations = table.getn(permutations)
if anz_permutations > 0 then
-- The number of permutations we will use
local num_permutations_to_do
if num_permutations == nil then
-- If there is no number of permutations to do given, determine a random one:
num_permutations_to_do = anz_permutations + math.random(1,num_pieces)
else
num_permutations_to_do = num_permutations
end
local i = 0
for i=1, num_permutations_to_do do
r = math.random(1,anz_permutations)
use_permutation(r)
end
end
return 0
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
-- Plotting Functions --
function plot_puzzle(corner,stone_type)
local x_size, y_size = get_arraymap_size(puzzle_map)
local i = 0
for i=1, y_size do
for j=1, x_size do
if has_piece(j,i) then
-- Do not use this, because not all stones support this until now.
--local sockets = translate_type(part_map[i][j])
set_stone(stone_type.."-n",corner[1]+j-1,corner[2]+i-1,{connections = part_map[i][j]})
end
end
end
return 0
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
-- Debugging Functions --
function plot_charmap(map)
local x_size, y_size = get_charmap_size(map)
local i
for i=1, y_size do
print(map[i])
end
return 0
end
function plot_arraymap(map)
local x_size, y_size = get_arraymap_size(map)
local i,j = 0,0
for i=1, y_size do
local temp = ""
for j=1, x_size do
temp = temp.."|"..tostring(map[i][j])
end
print(temp)
end
return 0
end
function print_stringarray(array)
local temp = ""
local size = get_array_size(array)
local i=0
for i=1, size do
temp = temp.."|"..array[i]
end
print(temp)
return 0
end
function print_array(array)
local temp = ""
local size = get_array_size(array)
local i=0
for i=1, size do
temp = temp.."|"..array[i]
end
print(temp)
return 0
end
function print_permutations()
local i = 0
for i=1, table.getn(permutations) do
local temp = ""
temp = "["..tostring(permutations[i][1][1])..","..tostring(permutations[i][1][2])..";"..tostring(permutations[i][2][1])..","..tostring(permutations[i][2][2]).."]"
print(temp)
end
end
--------------------------------------------------------------------------------
---E--N--D------O--F------L--I--B--P--U--Z--Z--L--E-----------------------------
--------------------------------------------------------------------------------
]]></el:luamain>
<el:i18n>
</el:i18n>
</el:protected>
</el:level>
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