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@ -4,16 +4,16 @@ |
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this is a hexagonal grid library for amulet/lua. |
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this is a hexagonal grid library for amulet/lua. |
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it uses axial coordinates or cube/hex coordinates when necessary. |
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it uses axial coordinates or cube/hex coordinates when necessary. |
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by amulet convention, hexes are either vec2(s, t) or vec3(s, t, z) |
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by amulet convention, hexes are either vec2(s, t) or vec3(s, t, z) |
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but nearly always the former. |
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but nearly always the former. |
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-- RESOURCES USED TO DEVELOP THIS LIBRARY, AND FOR WHICH I AM GRATEFUL |
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-- RESOURCES USED TO DEVELOP THIS LIBRARY, AND FOR WHICH I AM GRATEFUL |
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https://redblobgames.com/grid/hexagons - simply amazing. |
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https://redblobgames.com/grid/hexagons - simply amazing. |
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http://amulet.xyz/doc - amulet documentation |
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http://amulet.xyz/doc - amulet documentation |
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]] |
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]] |
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----- [[ GENERALLY USEFUL FUNCTIONS ]] ----------------------------------------- |
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----- [[ GENERALLY USEFUL FUNCTIONS ]] ----------------------------------------- |
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-- rounds numbers. would've been cool to have math.round in lua. |
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-- rounds numbers. would've been cool to have math.round in lua. |
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local function round(n) |
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local function round(n) |
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return n % 1 >= 0.5 and math.ceil(n) or math.floor(n) |
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return n % 1 >= 0.5 and math.ceil(n) or math.floor(n) |
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end |
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end |
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@ -21,26 +21,24 @@ end |
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----- [[ HEX CONSTANTS & UTILITY FUNCTIONS ]] ---------------------------------- |
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----- [[ HEX CONSTANTS & UTILITY FUNCTIONS ]] ---------------------------------- |
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-- all possible vector directions from a given hex by edge |
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-- all possible vector directions from a given hex by edge |
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local HEX_DIRECTIONS = {vec2( 1 , 0), |
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vec2( 1 , -1), |
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local HEX_DIRECTIONS = {vec2( 1 , 0), |
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vec2( 1 , -1), |
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vec2( 0 , -1), |
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vec2( 0 , -1), |
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vec2(-1 , 0), |
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vec2(-1 , 1), |
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vec2(-1 , 0), |
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vec2(-1 , 1), |
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vec2( 0 , 1)} |
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vec2( 0 , 1)} |
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-- return hex vector direction via index |direction|. |
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-- return hex vector direction via integer index |direction|. |
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function hex_direction(direction) |
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function hex_direction(direction) |
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return HEX_DIRECTIONS[direction] |
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return HEX_DIRECTIONS[(6 + (direction % 6)) % 6 + 1] |
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end |
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end |
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-- return hexagon adjacent to |hex| in |direction| |
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-- return hexagon adjacent to |hex| in integer index |direction|. |
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function hex_neighbour(hex, direction) |
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function hex_neighbour(hex, direction) |
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return hex + HEX_DIRECTION[direction] |
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return hex + HEX_DIRECTIONS[(6 + (direction % 6)) % 6 + 1] |
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end |
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end |
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-- rounds hexes. without this, pixel_to_hex returns fractional coordinates. |
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-- rounds hexes. without this, pixel_to_hex returns fractional coordinates. |
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-- using single coordinates instead of a vector, because this should only |
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-- ever be called internally. |
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function hex_round(s, t) |
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function hex_round(s, t) |
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local rs = round(s) |
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local rs = round(s) |
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local rt = round(t) |
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local rt = round(t) |
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@ -65,11 +63,13 @@ end |
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-- forward & inverse matrices used for the flat orientation. |
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-- forward & inverse matrices used for the flat orientation. |
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local FLAT = {M = mat2(3.0/2.0, 0.0, 3.0^0.5/2.0, 3.0^0.5 ), |
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local FLAT = {M = mat2(3.0/2.0, 0.0, 3.0^0.5/2.0, 3.0^0.5 ), |
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W = mat2(2.0/3.0, 0.0, -1.0/3.0 , 3.0^0.5/3.0)} |
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W = mat2(2.0/3.0, 0.0, -1.0/3.0 , 3.0^0.5/3.0), |
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start_angle = 0.0} |
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-- forward & inverse matrices used for the pointy orientation. |
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-- forward & inverse matrices used for the pointy orientation. |
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local POINTY = {M = mat2(3.0^0.5, 3.0^0.5/2.0, 0.0, 3.0/2.0), |
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local POINTY = {M = mat2(3.0^0.5, 3.0^0.5/2.0, 0.0, 3.0/2.0), |
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W = mat2(3.0^0.5/3.0, -1.0/3.0, 0.0, 2.0/3.0)} |
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W = mat2(3.0^0.5/3.0, -1.0/3.0, 0.0, 2.0/3.0), |
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start_angle = 0.5} |
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-- TODO encapsulate hex_to_pixel and pixel_to_hex in layout table. |
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-- TODO encapsulate hex_to_pixel and pixel_to_hex in layout table. |
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-- stores layout information that does not pertain to map shape |
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-- stores layout information that does not pertain to map shape |
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@ -82,7 +82,7 @@ end |
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-- hex to screen |
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-- hex to screen |
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function hex_to_pixel(hex, layout) |
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function hex_to_pixel(hex, layout) |
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local M = layout.orientation.M |
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local M = layout.orientation.M |
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local x = (M[1][1] * hex.s + M[1][2] * hex.t) * layout.size.x |
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local x = (M[1][1] * hex.s + M[1][2] * hex.t) * layout.size.x |
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local y = (M[2][1] * hex.s + M[2][2] * hex.t) * layout.size.y |
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local y = (M[2][1] * hex.s + M[2][2] * hex.t) * layout.size.y |
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@ -101,18 +101,53 @@ function pixel_to_hex(pix, layout) |
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return hex_round(s, t) |
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return hex_round(s, t) |
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end |
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end |
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-- TODO test |
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function hex_corner_offset(layout, corner) |
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local angle = 2.0 * math.pi * layout.orientation.start_angle + corner / 6 |
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return vec2(layout.size.x * math.cos(angle), layout.size.y * math.sin(angle)) |
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end |
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-- TODO make do stuff |
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function hex_corners(layout, hex) |
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local corners = {} |
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end |
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----- [[ MAP STORAGE & RETRIEVAL ]] -------------------------------------------- |
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----- [[ MAP STORAGE & RETRIEVAL ]] -------------------------------------------- |
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--[[ |
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--[[ |
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]] |
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]] |
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-- TODO make all functions work regardless of layout. |
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-- TODO make all functions work regardless of layout. |
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-- returns ordered ring-shaped map of |radius| from |center|. |
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function hex_ring_map(center, radius) |
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local map = {} |
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local walk = center + HEX_DIRECTIONS[6] * radius |
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for i = 1, 6 do |
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for j = 1, radius do |
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table.insert(map, walk) |
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walk = hex_neighbour(walk, i) |
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end |
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end |
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return map |
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end |
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-- returns ordered hexagonal map of |radius| rings from |center|. |
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function hex_spiral_map(center, radius) |
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local map = {center} |
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for i = 1, radius do |
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table.append(map, hex_ring_map(center, i)) |
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end |
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return map |
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end |
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-- returns unordered parallelogram-shaped map of |width| and |height|. |
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-- returns unordered parallelogram-shaped map of |width| and |height|. |
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function hex_parallelogram_map(width, height) |
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function hex_parallelogram_map(width, height) |
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local map = {} |
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local map = {} |
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local mt = {__index={width=width, height=height}} |
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local mt = {__index={width=width, height=height}} |
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setmetatable(map, mt) |
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setmetatable(map, mt) |
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for s = 0, width do |
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for s = 0, width do |
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for t = 0, height do |
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for t = 0, height do |
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map[vec2(s, t)] = true |
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map[vec2(s, t)] = true |
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@ -125,7 +160,7 @@ end |
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function hex_triangular_map(size) |
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function hex_triangular_map(size) |
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local map = {} |
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local map = {} |
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local mt = {__index={size=size}} |
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local mt = {__index={size=size}} |
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setmetatable(map, mt) |
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setmetatable(map, mt) |
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for s = 0, size do |
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for s = 0, size do |
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@ -140,7 +175,7 @@ end |
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function hex_hexagonal_map(radius) |
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function hex_hexagonal_map(radius) |
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local map = {} |
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local map = {} |
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local mt = {__index={radius=radius}} |
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local mt = {__index={radius=radius}} |
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setmetatable(map, mt) |
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setmetatable(map, mt) |
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for s = -radius, radius do |
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for s = -radius, radius do |
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function hex_rectangular_map(width, height) |
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function hex_rectangular_map(width, height) |
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local map = {} |
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local map = {} |
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local mt = {__index={width=width, height=height}} |
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local mt = {__index={width=width, height=height}} |
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setmetatable(map, mt) |
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setmetatable(map, mt) |
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for s = 0, width do |
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for s = 0, width do |
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for t = 0, height do |
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for t = 0, height do |
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map[vec2(s, t)] = true |
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map[vec2(s, t - math.floor(s/2))] = true |
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end |
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end |
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end |
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end |
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return map |
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return map |
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