local ruleset = {
{2},
{1,3},
{2}
}
local offsets = {
up = function(grid, cell)
local x,y = cell.coordinates[1],cell.coordinates[2]
return grid[x][y-1]
end,
down = function(grid, cell)
local x,y = cell.coordinates[1],cell.coordinates[2]
return grid[x][y+1]
end,
left = function(grid, cell)
local x,y = cell.coordinates[1],cell.coordinates[2]
if not grid[x-1] then return end
return grid[x-1][y]
end,
right = function(grid, cell)
local x,y = cell.coordinates[1],cell.coordinates[2]
if not grid[x+1] then return end
return grid[x+1][y]
end,
}
function getAllModules()
local modules = {}
for i = 1,#ruleset do
table.insert(modules, i)
end
return modules
end
function getNeighbours(grid, cell)
local neighbours = {}
for _,method in pairs(offsets) do
local neighbour = method(grid, cell)
if #neighbour.modules > 1 then
table.insert(neighbours, neighbour)
end
end
return neighbours
end
function getAvailableCells(grid)
local cells = {}
for i = 1,#grid do
for j = 1,#grid[1] do
local cell = grid[i][j]
if #cell.modules == 1 then
local neighbours = getNeighbours(grid, cell)
if #neighbours > 0 then
cells[cell] = neighbours
end
end
end
end
return cells
end
function createGrid(height, width)
local grid = {}
for i = 1,height do
grid[i] = {}
for j = 1,width do
grid[i][j] = {modules = getAllModules(), coordinates = {i,j}}
end
end
return grid
end
function visalizeGrid(grid)
for i = 1,#grid do
for j = 1,#grid[1] do
local cell = grid[i][j]
print(#cell.modules)
end
end
end
function findCommonElements(table1, table2)
local commonElements = {}
for _, value1 in ipairs(table1) do
for _, value2 in ipairs(table2) do
if value1 == value2 then
table.insert(commonElements, value1)
break -- Break out of the inner loop once a common element is found
end
end
end
return commonElements
end
function getLowestEntropy(cells)
local lowestEntropy, bestCell = #getAllModules(), nil
for _,cell in pairs(cells) do
local domain = #cells.modules
if domain < lowestEntropy then
lowestEntropy, bestCell = domain, cell
end
end
return bestCell
end
function collapseCells(grid, cells, modules)
for _,cell in pairs(cells) do
local options = findCommonElements(cell.modules, modules)
cell.modules = options
end
end
function getRandomModule(modules)
local index = math.random(1, #modules)
return modules[index]
end
function waveCollapse(grid)
local cells = getAvailableCells(grid)
if #cells == 0 then
print("Collapse completed")
return
end
for cell,neighbours in pairs(cells) do
collapseCells(grid, neighbours, cell.modules)
end
local neighbours = cells[1]
local bestCell = getLowestEntropy(neighbours)
bestCell.modules = {getRandomModule()}
end
function start(height, width)
local grid = createGrid(height, width)
grid[5][5].modules = {1}
repeat
waveCollapse(grid)
until #getAvailableCells(grid) == 0
visalizeGrid(grid)
end
start(9,9) Write, Run & Share Lua code online using OneCompiler's Lua online compiler for free. It's one of the robust, feature-rich online compilers for Lua language, running the latest Lua version 5.4. Getting started with the OneCompiler's Lua editor is easy and fast. The editor shows sample boilerplate code when you choose language as Lua and start coding.
OneCompiler's Lua online editor supports stdin and users can give inputs to programs using the STDIN textbox under the I/O tab. Following is a sample Lua program which takes name as input and prints hello message with your name.
name = io.read("*a")
print ("Hello ", name)
Lua is a light weight embeddable scripting language which is built on top of C. It is used in almost all kind of applications like games, web applications, mobile applications, image processing etc. It's a very powerful, fast, easy to learn, open-source scripting language.
-- global variables
a = 10
-- local variables
local x = 30
| Value Type | Description |
|---|---|
| number | Represents numbers |
| string | Represents text |
| nil | Differentiates values whether it has data or not |
| boolean | Value can be either true or false |
| function | Represents a sub-routine |
| userdata | Represents arbitary C data |
| thread | Represents independent threads of execution. |
| table | Can hold any value except nil |
While is also used to iterate a set of statements based on a condition. Usually while is preferred when number of iterations are not known in advance.
while(condition)
do
--code
end
Repeat-Until is also used to iterate a set of statements based on a condition. It is very similar to Do-While, it is mostly used when you need to execute the statements atleast once.
repeat
--code
until( condition )
For loop is used to iterate a set of statements based on a condition.
for init,max/min value, increment
do
--code
end
Function is a sub-routine which contains set of statements. Usually functions are written when multiple calls are required to same set of statements which increase re-usuability and modularity.
optional_function_scope function function_name( argument1, argument2, argument3........, argumentn)
--code
return params with comma seperated
end