2 minetest,vector,math,table,pairs,next
4 minetest,vector,math,table,pairs,next
7 local get_node = minetest.get_node
8 local get_item_group = minetest.get_item_group
9 local get_meta = minetest.get_meta
10 local facedir_to_dir = minetest.facedir_to_dir
11 local content_id = minetest.get_name_from_content_id
12 local get_content_id = minetest.get_content_id
13 local get_voxel_manip = minetest.get_voxel_manip
14 local after = minetest.after
16 local swap_node = minetest.swap_node
17 local registered_nodes
18 minetest.register_on_mods_loaded(function()
19 registered_nodes = minetest.registered_nodes
24 local floor = math.floor
27 local new_vec = vector.new
28 local add_vec = vector.add
29 local sub_vec = vector.subtract
30 local vector_distance = vector.distance
32 local activator_table = {} -- this holds the translation data of activator tables (activator functions)
33 local capacitor_table = {}
38 -- enables mods to create data functions
39 function redstone.register_activator(data)
40 activator_table[data.name] = {
41 activate = data.activate,
42 deactivate = data.deactivate
46 -- enables mods to create data functions
47 function redstone.register_capacitor(data)
48 capacitor_table[data.name] = {
54 local path = minetest.get_modpath("redstone")
55 dofile(path.."/functions.lua")
56 --dofile(path.."/wire.lua")
57 dofile(path.."/torch.lua")
58 dofile(path.."/lever.lua")
59 dofile(path.."/button.lua")
60 dofile(path.."/repeater.lua")
61 dofile(path.."/light.lua")
62 dofile(path.."/piston.lua")
63 --dofile(path.."/comparator.lua")
64 dofile(path.."/craft.lua")
65 --dofile(path.."/ore.lua")
66 dofile(path.."/inverter.lua")
67 --dofile(path.."/player_detector.lua")
68 --dofile(path.."/space_maker.lua")
69 --dofile(path.."/pressure_plate.lua")
70 dofile(path.."/capacitors.lua")
73 --this is written out manually so that
74 --math.abs is not needed
76 {x=1, y=0, z=0}, {x=-1, y=0, z= 0},
77 {x=0, y=0, z=1}, {x= 0, y=0, z=-1},
79 {x=0, y=1, z=0}, {x= 0, y=-1, z=0},
81 {x=1, y=1, z=0}, {x=-1, y=1, z= 0},
82 {x=0, y=1, z=1}, {x= 0, y=1, z=-1},
84 {x=1, y=-1, z=0}, {x=-1, y=-1, z= 0},
85 {x=0, y=-1, z=1}, {x= 0, y=-1, z=-1},
88 --thanks to RhodiumToad for helping me figure out a good method to do this
90 local pool = {} -- this holds all redstone data (literal 3d virtual memory map)
93 local function data_injection(pos,data)
94 -- add data into 3d memory
96 if not pool[pos.x] then pool[pos.x] = {} end
97 if not pool[pos.x][pos.y] then pool[pos.x][pos.y] = {} end
98 pool[pos.x][pos.y][pos.z] = data
99 --delete data from 3d memory
101 if pool and pool[pos.x] and pool[pos.x][pos.y] then
102 pool[pos.x][pos.y][pos.z] = data
103 if pool[pos.x][pos.y] and not next(pool[pos.x][pos.y]) then
104 pool[pos.x][pos.y] = nil
105 -- only run this if y axis is empty
106 if pool[pos.x] and not next(pool[pos.x]) then
116 local function create_boundary_box(pos)
118 for x = pos.x-9,pos.x+9 do
120 for y = pos.y-9,pos.y+9 do
122 for z = pos.z-9,pos.z+9 do
123 temp_pool = pool[x][y][z]
125 if not table_3d[x] then table_3d[x] = {} end
126 if not table_3d[x][y] then table_3d[x][y] = {} end
128 if (x == pos.x-9 or x == pos.x+9 or
129 y == pos.y-9 or y == pos.y+9 or
130 z == pos.z-9 or z == pos.z+9) and
131 temp_pool.dust and temp_pool.dust > 1 then
132 table_3d[x][y][z] = {torch=temp_pool.dust}
134 if temp_pool.dust then
135 table_3d[x][y][z] = {dust=0,origin=temp_pool.dust}
137 table_3d[x][y][z] = temp_pool
150 local function capacitor_pathfind(source,mem_map)
151 for _,order in pairs(order) do
153 i = add_vec(source,order)
154 if not mem_map[i.x] then mem_map[i.x] = {} end
155 if not mem_map[i.x][i.y] then mem_map[i.x][i.y] = {} end
157 if not mem_map[i.x][i.y][i.z] then
159 if i and pool and pool[i.x] and pool[i.x][i.y] and pool[i.x][i.y][i.z] then
160 index = pool[i.x][i.y][i.z]
161 if index.capacitor then
162 mem_map[i.x][i.y][i.z] = {name = index.name, capacitor = 0, source = index.source}
166 capacitor_pathfind(i,mem_map)
177 local function capacitor_sniff(pos)
179 table_3d = capacitor_pathfind(pos,table_3d)
180 found = table_3d.found
183 for x,datax in pairs(table_3d) do
184 for y,datay in pairs(datax) do
185 for z,data in pairs(datay) do
186 temp_pool = pool[x][y][z]
188 temp_pool.capacitor = 1
189 if capacitor_table[temp_pool.name] then
190 swap_node(new_vec(x,y,z),{name=capacitor_table[temp_pool.name].on})
191 redstone.update(new_vec(x,y,z))
198 for x,datax in pairs(table_3d) do
199 for y,datay in pairs(datax) do
200 for z,data in pairs(datay) do
201 temp_pool = pool[x][y][z]
203 temp_pool.capacitor = 0
204 if capacitor_table[temp_pool.name] then
205 swap_node(new_vec(x,y,z),{name=capacitor_table[temp_pool.name].off})
206 redstone.update(new_vec(x,y,z))
221 local non_directional_activator = function(pos)
222 if pool[pos.x] and pool[pos.x][pos.y] and pool[pos.x][pos.y][pos.z] then
223 temp_pool = pool[pos.x][pos.y][pos.z]
224 for _,order in pairs(order) do
225 n_pos = add_vec(pos,order)
226 if pool[n_pos.x] and pool[n_pos.x][n_pos.y] and pool[n_pos.x][n_pos.y][n_pos.z] then
227 temp_pool2 = pool[n_pos.x][n_pos.y][n_pos.z]
229 if (not temp_pool2.directional_activator and temp_pool2.torch) or
230 (temp_pool2.dust and temp_pool2.dust > 0) or
231 (temp_pool2.torch_directional and vector.equals(temp_pool2.output, pos)) then
232 if activator_table[temp_pool.name].activate then
233 activator_table[temp_pool.name].activate(pos)
240 if activator_table[temp_pool.name].deactivate then
241 activator_table[temp_pool.name].deactivate(pos)
246 -- directional activators
252 local directional_activator = function(pos)
258 temp_pool = pool[pos.x][pos.y][pos.z]
260 if not temp_pool then ignore = true end
263 input = temp_pool.input
266 if not input then ignore = true end
269 input = temp_pool.input
272 if not ignore and pool and pool[input.x] and pool[input.x][input.y] and pool[input.x][input.y][input.z] then
273 temp_pool2 = pool[input.x][input.y][input.z]
278 if not temp_pool2 then ignore = true end
280 if not ignore and ((temp_pool2.dust and temp_pool2.dust > 0) or (temp_pool2.torch and temp_pool2.directional_activator and temp_pool2.dir == temp_pool.dir) or
281 (not temp_pool2.directional_activator and temp_pool2.torch) or (temp_pool2.capacitor and temp_pool2.capacitor > 0)) then
282 if activator_table[temp_pool.name].activate then
283 activator_table[temp_pool.name].activate(pos)
289 if activator_table[temp_pool.name].deactivate then
290 activator_table[temp_pool.name].deactivate(pos)
294 --make redstone wire pass on current one level lower than it is
297 local passed_on_level
298 local function redstone_pathfinder(source,source_level,boundary,output)
299 if not source_level then return end
300 --directional torches
303 if i and boundary and boundary[i.x] and boundary[i.x][i.y] and boundary[i.x][i.y][i.z] then
304 index = boundary[i.x][i.y][i.z]
307 passed_on_level = source_level - 1
308 if passed_on_level > 0 then
309 boundary[i.x][i.y][i.z].dust = passed_on_level
310 redstone_pathfinder(i,passed_on_level,boundary,nil)
316 for _,order in pairs(order) do
317 i = add_vec(source,order)
318 if i and boundary and boundary[i.x] and boundary[i.x][i.y] and boundary[i.x][i.y][i.z] then
319 index = boundary[i.x][i.y][i.z]
321 passed_on_level = source_level - 1
322 if passed_on_level > 0 and index.dust < source_level then
323 boundary[i.x][i.y][i.z].dust = passed_on_level
324 redstone_pathfinder(i,passed_on_level,boundary,nil)
336 --make all power sources push power out
341 local function calculate(pos,is_capacitor)
342 if not is_capacitor then
343 boundary = create_boundary_box(pos)
344 --pathfind through memory map
345 for x,index_x in pairs(boundary) do
346 for y,index_y in pairs(index_x) do
347 for z,data in pairs(index_y) do
348 --allow data values for torches
349 if data.torch and not data.torch_directional then
350 redstone_pathfinder(new_vec(x,y,z),data.torch,boundary)
351 boundary[x][y][z] = nil
352 elseif data.torch_directional then
353 redstone_pathfinder(new_vec(x,y,z),data.torch,boundary,data.output)
358 --reassemble the table into a position list minetest can understand
359 --run through and set dust
360 for x,datax in pairs(boundary) do
361 for y,datay in pairs(datax) do
362 for z,data in pairs(datay) do
363 if data.dust and data.dust ~= data.origin then
364 swap_node(new_vec(x,y,z),{name="redstone:dust_"..data.dust})
366 --write data back to memory pool
370 --delete the data to speed up next loop
371 boundary[x][y][z] = nil
378 --this must be done after the memory is written
379 for x,datax in pairs(boundary) do
380 for y,datay in pairs(datax) do
381 for z,data in pairs(datay) do
382 if data.directional_activator then
383 directional_activator(new_vec(x,y,z))
384 elseif data.activator then
385 non_directional_activator(new_vec(x,y,z))
396 function redstone.inject(pos,data)
397 data_injection(pos,data)
401 local recursion_check = {}
403 function redstone.update(pos,is_capacitor)
404 local s_pos = minetest.serialize(pos)
405 if not recursion_check[s_pos] then
406 recursion_check[s_pos] = 0
408 recursion_check[s_pos] = recursion_check[s_pos] + 1
409 if recursion_check[s_pos] > 10 then
410 --print(recursion_check[s_pos])
411 minetest.after(0,function()
412 bad_node = minetest.get_node(pos).name
413 bad_node = minetest.get_node_drops(bad_node, "main:rubypick")
414 for _,nodey in pairs(bad_node) do
415 minetest.throw_item(pos,nodey)
417 minetest.dig_node(pos)
418 data_injection(pos,nil)
424 calculate(pos,is_capacitor)
427 minetest.register_globalstep(function()
432 ----------------------------------------------------------------------------
466 minetest.register_craftitem("redstone:dust", {
467 description = "Redstone Dust",
468 inventory_image = "redstone_dust_item.png",
469 wield_image = "redstone_dust_item.png",
470 wield_scale = {x = 1, y = 1, z = 1 + 1/16},
471 liquids_pointable = false,
472 on_place = function(itemstack, placer, pointed_thing)
473 if not pointed_thing.type == "node" then
476 local sneak = placer:get_player_control().sneak
477 local noddef = registered_nodes[get_node(pointed_thing.under).name]
478 if not sneak and noddef.on_rightclick then
479 minetest.item_place(itemstack, placer, pointed_thing)
483 local _,worked = minetest.item_place(ItemStack("redstone:dust_0"), placer, pointed_thing)
485 itemstack:take_item()
490 --minetest.add_node(pointed_thing.above, {name="redstone:dust_0"})
491 --itemstack:take_item(1)
492 --minetest.sound_play("stone", {pos=pointed_thing.above})
498 --8 power levels 8 being the highest
501 local coloring = floor(color)
502 minetest.register_node("redstone:dust_"..i,{
503 description = "Redstone Dust",
504 wield_image = "redstone_dust_item.png",
506 "redstone_dust_main.png^[colorize:red:"..coloring, "redstone_turn.png^[colorize:red:"..coloring,
507 "redstone_t.png^[colorize:red:"..coloring, "redstone_cross.png^[colorize:red:"..coloring
510 drawtype = "raillike",
512 sunlight_propagates = true,
513 is_ground_content = false,
515 node_placement_prediction = "",
518 fixed = {-1/2, -1/2, -1/2, 1/2, -1/2+1/16, 1/2},
520 sounds = main.stoneSound(),
521 groups={dig_immediate=1,attached_node=1,redstone_dust=1,redstone=1,redstone_power=i},
522 drop="redstone:dust",
523 on_construct = function(pos)
524 data_injection(pos,{dust=i})
527 after_destruct = function(pos)
528 data_injection(pos,nil)
531 connects_to = {"group:redstone"},
535 minetest.register_lbm({
536 name = "redstone:"..i,
537 nodenames = {"redstone:dust_"..i},
538 run_at_every_load = true,
539 action = function(pos)
540 data_injection(pos,{dust=i})