tibia-rme/scripts/maze_generator.lua
Eduardo Dantas ea6b515552
ci: rework build workflows and vcpkg baseline (#176)
New Features:
- Docker support: new container build and .dockerignore to reduce build-context size.
- Automated vcpkg baseline updater.

CI/CD Improvements:
- Introduces consolidated reusable CI with platform build and Docker workflows.
- Adds cache-cleanup and autofix/format workflows; removes several legacy platform-specific CI files.

Chores:
- Reorganized CMake presets and build configuration; updated build scripts and project metadata.

Style:
- Large-scale formatting/whitespace normalization across many scripts and build files.
2026-05-01 19:45:45 -03:00

151 lines
2.7 KiB
Lua

-- @Title: Maze Generator
-- @Description: Generates a maze on the map using recursive backtracking
-- @Author: VLL Systems
-- @Version: 1.0.0
if not app.hasMap() then
print("[Maze] No map open.")
return
end
local wallBrush = Brushes.get("stone wall") -- ajuste para o nome do brush de parede do seu server
local groundBrush = Brushes.get("grass")
local dlg = Dialog({
title = "Maze Generator",
width = 380,
})
dlg:label({
text = "Generate a maze on the map.",
})
dlg:separator()
dlg:number({
id = "cx",
label = "Start X:",
value = 1000,
min = 1,
max = 65000,
})
dlg:number({
id = "cy",
label = "Start Y:",
value = 1000,
min = 1,
max = 65000,
})
dlg:number({
id = "cz",
label = "Floor Z:",
value = 7,
min = 0,
max = 15,
})
dlg:newrow()
dlg:number({
id = "width",
label = "Width (odd):",
value = 31,
min = 7,
max = 101,
})
dlg:number({
id = "height",
label = "Height (odd):",
value = 31,
min = 7,
max = 101,
})
dlg:newrow()
dlg:number({
id = "seed",
label = "Seed:",
value = 42,
min = 1,
max = 99999,
})
dlg:newrow()
dlg:input({
id = "wallBrush",
label = "Wall Brush:",
text = "stone wall",
})
dlg:input({
id = "floorBrush",
label = "Floor Brush:",
text = "grass",
})
dlg:newrow()
dlg:separator()
dlg:button({
id = "go",
text = "Generate",
focus = true,
onclick = function(d)
d:close()
end,
})
dlg:show()
local data = dlg.data
local cx = math.floor(data.cx)
local cy = math.floor(data.cy)
local cz = math.floor(data.cz)
local w = math.floor(data.width)
local h = math.floor(data.height)
local seed = math.floor(data.seed)
local wallName = data.wallBrush
local floorName = data.floorBrush
-- Force odd dimensions
if w % 2 == 0 then
w = w + 1
end
if h % 2 == 0 then
h = h + 1
end
print(string.format("[Maze] Generating %dx%d maze at (%d,%d,%d)...", w, h, cx, cy, cz))
local grid = algo.generateMaze(w, h, {
seed = seed,
})
local map = app.map
local wallCount = 0
local floorCount = 0
app.transaction("Generate Maze", function()
for gy = 1, #grid do
for gx = 1, #grid[gy] do
local x = cx + gx - 1
local y = cy + gy - 1
local tile = map:getOrCreateTile(x, y, cz)
if tile then
if grid[gy][gx] == 1 then
-- Wall
tile:applyBrush(floorName, false)
tile:applyBrush(wallName, false)
wallCount = wallCount + 1
else
-- Floor (path)
tile:applyBrush(floorName, false)
floorCount = floorCount + 1
end
end
end
end
-- Borderize
for gy = -1, #grid + 1 do
for gx = -1, #grid[1] + 1 do
local x = cx + gx - 1
local y = cy + gy - 1
local tile = map:getOrCreateTile(x, y, cz)
if tile then
tile:borderize()
end
end
end
end)
app.setCameraPosition(cx + math.floor(w / 2), cy + math.floor(h / 2), cz)
print(string.format("[Maze] Done! Walls: %d, Floors: %d", wallCount, floorCount))