]> git.lizzy.rs Git - Crafter.git/blobdiff - mods/redstone/init.lua
Remove debug info
[Crafter.git] / mods / redstone / init.lua
index d56dcc307c00053b3421afdda4118e4e76d88b15..80b2fa4e5fc71a7d78f8aa21c64fc3d726a5d7ec 100644 (file)
---[[
-might have to calculate this in a local memory table then set the nodes using a voxelmanip
-]]--
+local 
+minetest,vector,math,table,pairs,next
+=
+minetest,vector,math,table,pairs,next
 
+-- minetest class
+local get_node        = minetest.get_node
+local get_item_group  = minetest.get_item_group
+local get_meta        = minetest.get_meta
+local facedir_to_dir  = minetest.facedir_to_dir
+local content_id      = minetest.get_name_from_content_id
+local get_content_id  = minetest.get_content_id
+local get_voxel_manip = minetest.get_voxel_manip
+local after           = minetest.after
 
+local swap_node       = minetest.swap_node
+local registered_nodes
+minetest.register_on_mods_loaded(function()
+       registered_nodes  = minetest.registered_nodes
+end)
 
----set a torch source
+-- math class
+local abs   = math.abs
+local floor = math.floor
 
+-- vector library
+local new_vec         = vector.new
+local add_vec         = vector.add
+local sub_vec         = vector.subtract
+local vector_distance = vector.distance
 
+local activator_table = {} -- this holds the translation data of activator tables (activator functions)
+local capacitor_table = {}
+
+-- redstone class
+redstone = {}
+
+-- enables mods to create data functions
+function redstone.register_activator(data)
+       activator_table[data.name] = {
+               activate   = data.activate,
+               deactivate = data.deactivate
+       }
+end
+
+-- enables mods to create data functions
+function redstone.register_capacitor(data)
+       capacitor_table[data.name] = {
+               off = data.off,
+               on  = data.on
+       }
+end
 
 local path = minetest.get_modpath("redstone")
-dofile(path.."/wire.lua")
+dofile(path.."/functions.lua")
+--dofile(path.."/wire.lua")
 dofile(path.."/torch.lua")
+dofile(path.."/lever.lua")
+dofile(path.."/button.lua")
+dofile(path.."/repeater.lua")
+dofile(path.."/light.lua")
+dofile(path.."/piston.lua")
+--dofile(path.."/comparator.lua")
+dofile(path.."/craft.lua")
+--dofile(path.."/ore.lua")
+dofile(path.."/inverter.lua")
+--dofile(path.."/player_detector.lua")
+--dofile(path.."/space_maker.lua")
+--dofile(path.."/pressure_plate.lua")
+dofile(path.."/capacitors.lua")
 
-redstone = {}
 
---this is the internal check for getting the max_power 
-function redstone.add(pos,torch)
-       local max = 0
-       local current = 0
-       
-       --chargup
-       for x = -1,1 do
-       for y = -1,1 do
-       for z = -1,1 do
-               if not vector.equals(vector.new(0,0,0),vector.new(x,y,z)) then
-                       local pos2 = vector.add(pos,vector.new(x,y,z))
-                       local power = minetest.registered_nodes[minetest.get_node(pos2).name].power
-                       if power then
-                               if power > max then
-                                       max = power
-                                       current = max - 1
+--this is written out manually so that
+--math.abs is not needed
+local order = {
+       {x=1, y=0, z=0}, {x=-1, y=0, z= 0},
+       {x=0, y=0, z=1}, {x= 0, y=0, z=-1},
+
+       {x=0, y=1, z=0}, {x= 0, y=-1, z=0},
+
+       {x=1, y=1, z=0}, {x=-1, y=1, z= 0},
+       {x=0, y=1, z=1}, {x= 0, y=1, z=-1},
+
+       {x=1, y=-1, z=0}, {x=-1, y=-1, z= 0},
+       {x=0, y=-1, z=1}, {x= 0, y=-1, z=-1},
+}
+
+--thanks to RhodiumToad for helping me figure out a good method to do this
+
+local pool = {} -- this holds all redstone data (literal 3d virtual memory map)
+
+
+local function data_injection(pos,data)
+       -- add data into 3d memory
+       if data then
+               if not pool[pos.x] then pool[pos.x] = {} end
+               if not pool[pos.x][pos.y] then pool[pos.x][pos.y] = {} end
+               pool[pos.x][pos.y][pos.z] = data
+       --delete data from 3d memory
+       else
+               if pool and pool[pos.x] and pool[pos.x][pos.y] then
+                       pool[pos.x][pos.y][pos.z] = data
+                       if pool[pos.x][pos.y] and not next(pool[pos.x][pos.y]) then
+                               pool[pos.x][pos.y] = nil
+                               -- only run this if y axis is empty
+                               if pool[pos.x] and not next(pool[pos.x]) then
+                                       pool[pos.x] = nil
                                end
                        end
                end
        end
+end
+
+local table_3d
+local temp_pool
+local function create_boundary_box(pos)
+       table_3d = {}
+       for x = pos.x-9,pos.x+9 do
+               if pool[x] then
+                       for y = pos.y-9,pos.y+9 do
+                               if pool[x][y] then
+                                       for z = pos.z-9,pos.z+9 do
+                                               temp_pool = pool[x][y][z]
+                                               if temp_pool then
+                                                       if not table_3d[x] then table_3d[x] = {} end
+                                                       if not table_3d[x][y] then table_3d[x][y] = {} end
+
+                                                       if (x == pos.x-9 or x == pos.x+9 or 
+                                                       y == pos.y-9 or y == pos.y+9 or 
+                                                       z == pos.z-9 or z == pos.z+9) and 
+                                                       temp_pool.dust and temp_pool.dust > 1 then
+                                                               table_3d[x][y][z] = {torch=temp_pool.dust}
+                                                       else
+                                                               if temp_pool.dust then
+                                                                       table_3d[x][y][z] = {dust=0,origin=temp_pool.dust}
+                                                               else
+                                                                       table_3d[x][y][z] = temp_pool
+                                                               end
+                                                       end
+                                               end
+                                       end
+                               end
+                       end
+               end
        end
+       return(table_3d)
+end
+
+
+local function capacitor_pathfind(source,mem_map)
+       for _,order in pairs(order) do
+
+               i = add_vec(source,order)
+               if not mem_map[i.x] then mem_map[i.x] = {} end
+               if not mem_map[i.x][i.y] then mem_map[i.x][i.y] = {} end
+
+               if not mem_map[i.x][i.y][i.z] then
+
+                       if i and pool and pool[i.x] and pool[i.x][i.y] and pool[i.x][i.y][i.z] then
+                               index = pool[i.x][i.y][i.z]
+                               if index.capacitor then
+                                       mem_map[i.x][i.y][i.z] = {name = index.name, capacitor = 0, source = index.source}
+                                       if index.source then
+                                               mem_map.found = true
+                                       end
+                                       capacitor_pathfind(i,mem_map)
+                               end
+                       end
+               end
        end
-       if torch == true then
-               current = 9
+       return mem_map,found
+end
+
+local table_3d
+local found
+local temp_pool
+local function capacitor_sniff(pos)
+       table_3d = {}
+       table_3d = capacitor_pathfind(pos,table_3d)
+       found = table_3d.found
+       table_3d.found = nil
+       if found then
+               for x,datax in pairs(table_3d) do
+                       for y,datay in pairs(datax) do
+                               for z,data in pairs(datay) do
+                                       temp_pool = pool[x][y][z]
+                                       if temp_pool then
+                                               temp_pool.capacitor = 1
+                                               if capacitor_table[temp_pool.name] then
+                                                       swap_node(new_vec(x,y,z),{name=capacitor_table[temp_pool.name].on})
+                                                       redstone.update(new_vec(x,y,z))
+                                               end
+                                       end
+                               end
+                       end
+               end
        else
-               if minetest.get_node_group(minetest.get_node(pos).name, "redstone_dust") > 0 then
-                       minetest.set_node(pos,{name="redstone:dust_"..current}) 
+               for x,datax in pairs(table_3d) do
+                       for y,datay in pairs(datax) do
+                               for z,data in pairs(datay) do
+                                       temp_pool = pool[x][y][z]
+                                       if temp_pool then
+                                               temp_pool.capacitor = 0
+                                               if capacitor_table[temp_pool.name] then
+                                                       swap_node(new_vec(x,y,z),{name=capacitor_table[temp_pool.name].off})
+                                                       redstone.update(new_vec(x,y,z))
+                                               end
+                                       end
+                               end
+                       end
                end
        end
-       --transfer
-       for x = -1,1 do
-       for y = -1,1 do
-       for z = -1,1 do
-               local pos2 = vector.add(pos,vector.new(x,y,z))
-               local power = minetest.registered_nodes[minetest.get_node(pos2).name].power
-               if power then
-                       if power < current then
-                               minetest.after(0,function(pos2)
-                                       redstone.add(pos2)
-                               end,pos2)
+end
+
+
+
+-- activators
+local n_pos
+local temp_pool
+local temp_pool2
+local non_directional_activator = function(pos)
+       if pool[pos.x] and pool[pos.x][pos.y] and pool[pos.x][pos.y][pos.z] then
+               temp_pool = pool[pos.x][pos.y][pos.z]
+               for _,order in pairs(order) do
+                       n_pos = add_vec(pos,order)
+                       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
+                               temp_pool2 = pool[n_pos.x][n_pos.y][n_pos.z]
+                               if temp_pool2 then
+                                       if (not temp_pool2.directional_activator and temp_pool2.torch) or 
+                                       (temp_pool2.dust and temp_pool2.dust > 0) or 
+                                       (temp_pool2.torch_directional and vector.equals(temp_pool2.output, pos)) then
+                                               if activator_table[temp_pool.name].activate then
+                                                       activator_table[temp_pool.name].activate(pos)
+                                               end
+                                               return
+                                       end
+                               end
                        end
+               end     
+               if activator_table[temp_pool.name].deactivate then
+                       activator_table[temp_pool.name].deactivate(pos)
                end
        end
+end
+
+-- directional activators
+local n_pos
+local temp_pool
+local temp_pool2
+local input
+local ignore
+local directional_activator = function(pos)
+       
+       ignore = false
+       input = nil
+       temp_pool2 = nil
+
+       temp_pool = pool[pos.x][pos.y][pos.z]
+       
+       if not temp_pool then ignore = true end
+
+       if not ignore then
+               input = temp_pool.input
+       end
+
+       if not input then ignore = true end
+
+       if not ignore then
+               input = temp_pool.input
+       end
+
+       if not ignore and pool and pool[input.x] and pool[input.x][input.y] and pool[input.x][input.y][input.z] then
+               temp_pool2 = pool[input.x][input.y][input.z]
+       else
+               ignore = true
+       end
+
+       if not temp_pool2 then ignore = true end
+
+       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 
+       (not temp_pool2.directional_activator and temp_pool2.torch) or (temp_pool2.capacitor and temp_pool2.capacitor > 0))  then
+               if activator_table[temp_pool.name].activate then
+                       activator_table[temp_pool.name].activate(pos)
+                       return
+               end
+               return
        end
+
+       if activator_table[temp_pool.name].deactivate then
+               activator_table[temp_pool.name].deactivate(pos)
        end
 end
 
-function redstone.remove(pos,oldpower,torch)
-       local max = 0
-       
-       --chargup
-       for x = -1,1 do
-       for y = -1,1 do
-       for z = -1,1 do
-               if not vector.equals(vector.new(0,0,0),vector.new(x,y,z)) then
-                       local pos2 = vector.add(pos,vector.new(x,y,z))
-                       local power = minetest.registered_nodes[minetest.get_node(pos2).name].power
-                       if power and power ~= 9 then
-                               --print(power)
-                               if power > max then
-                                       max = power
+--make redstone wire pass on current one level lower than it is
+local i
+local index
+local passed_on_level
+local function redstone_pathfinder(source,source_level,boundary,output)
+       if not source_level then return end
+       --directional torches
+       if output then
+               i = output
+               if i and boundary and boundary[i.x] and boundary[i.x][i.y] and boundary[i.x][i.y][i.z] then
+                       index = boundary[i.x][i.y][i.z]
+                       --dust
+                       if index.dust then
+                               passed_on_level = source_level - 1
+                               if passed_on_level > 0 then
+                                       boundary[i.x][i.y][i.z].dust = passed_on_level
+                                       redstone_pathfinder(i,passed_on_level,boundary,nil)
+                               end
+                       end
+               end
+       else
+               --redstone and torch
+               for _,order in pairs(order) do
+                       i = add_vec(source,order)
+                       if i and boundary and boundary[i.x] and boundary[i.x][i.y] and boundary[i.x][i.y][i.z] then
+                               index = boundary[i.x][i.y][i.z]
+                               if index.dust then
+                                       passed_on_level = source_level - 1
+                                       if passed_on_level > 0 and index.dust < source_level then
+                                               boundary[i.x][i.y][i.z].dust = passed_on_level
+                                               redstone_pathfinder(i,passed_on_level,boundary,nil)
+                                       end
                                end
                        end
                end
        end
-       end
-       end
-       for x = -1,1 do
-       for y = -1,1 do
-       for z = -1,1 do
-               if not vector.equals(vector.new(0,0,0),vector.new(x,y,z)) then
-                       local pos2 = vector.add(pos,vector.new(x,y,z))
-                       local power = minetest.registered_nodes[minetest.get_node(pos2).name].power
-                       if power then
-                               if power < oldpower then
-                                       if not torch == true then
-                                               if minetest.get_node_group(minetest.get_node(pos).name, "redstone_dust") > 0 then
-                                                       minetest.set_node(pos,{name="redstone:dust_0"})
-                                               end
+       return(boundary)
+end
+
+
+
+
+--make all power sources push power out
+local pos
+local node
+local power
+local boundary
+local function calculate(pos,is_capacitor)
+       if not is_capacitor then
+               boundary = create_boundary_box(pos)
+               --pathfind through memory map   
+               for x,index_x in pairs(boundary) do
+                       for y,index_y in pairs(index_x) do
+                               for z,data in pairs(index_y) do
+                                       --allow data values for torches
+                                       if data.torch and not data.torch_directional then
+                                               redstone_pathfinder(new_vec(x,y,z),data.torch,boundary)
+                                               boundary[x][y][z] = nil
+                                       elseif data.torch_directional then
+                                               redstone_pathfinder(new_vec(x,y,z),data.torch,boundary,data.output)
+                                       end
+                               end
+                       end
+               end
+               --reassemble the table into a position list minetest can understand
+               --run through and set dust
+               for x,datax in pairs(boundary) do
+                       for y,datay in pairs(datax) do
+                               for z,data in pairs(datay) do
+                                       if data.dust and data.dust ~= data.origin then
+                                               swap_node(new_vec(x,y,z),{name="redstone:dust_"..data.dust})
+                                       end
+                                       --write data back to memory pool
+                                       pool[x][y][z] = data
+
+                                       if data.dust then
+                                               --delete the data to speed up next loop
+                                               boundary[x][y][z] = nil
+                                       end
+                               end
+                       end
+               end
+
+               
+               --this must be done after the memory is written
+               for x,datax in pairs(boundary) do
+                       for y,datay in pairs(datax) do
+                               for z,data in pairs(datay) do
+                                       if data.directional_activator then
+                                               directional_activator(new_vec(x,y,z))
+                                       elseif data.activator then
+                                               non_directional_activator(new_vec(x,y,z))
                                        end
-                                       
-                                       minetest.after(0,function(pos2)
-                                               redstone.remove(pos2,power)
-                                       end,pos2)
                                end
                        end
                end
+       else
+               capacitor_sniff(pos)
        end
+end
+
+
+function redstone.inject(pos,data)
+       data_injection(pos,data)
+end
+
+
+local recursion_check = {}
+local bad_node
+function redstone.update(pos,is_capacitor)
+       local s_pos = minetest.serialize(pos)
+       if not recursion_check[s_pos] then
+               recursion_check[s_pos] = 0
        end
+       recursion_check[s_pos] = recursion_check[s_pos] + 1
+       --print(recursion_check[s_pos])
+       if recursion_check[s_pos] > 6 then
+               minetest.after(0,function()
+                       bad_node = minetest.get_node(pos).name
+                       bad_node = minetest.get_node_drops(bad_node, "main:rubypick")
+                       for _,nodey in pairs(bad_node) do
+                               minetest.throw_item(pos,nodey)
+                       end
+                       minetest.dig_node(pos)
+                       data_injection(pos,nil)
+                       redstone.update(pos)
+               end)
+               return
        end
+
+       calculate(pos,is_capacitor)
 end
+
+minetest.register_globalstep(function()
+       recursion_check = {}
+end)
+
+
+----------------------------------------------------------------------------
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
 
 minetest.register_craftitem("redstone:dust", {
        description = "Redstone Dust",
@@ -115,25 +472,33 @@ minetest.register_craftitem("redstone:dust", {
        on_place = function(itemstack, placer, pointed_thing)
                if not pointed_thing.type == "node" then
                        return
+               end             
+               local sneak = placer:get_player_control().sneak
+               local noddef = registered_nodes[get_node(pointed_thing.under).name]
+               if not sneak and noddef.on_rightclick then
+                       minetest.item_place(itemstack, placer, pointed_thing)
+                       return
                end
-               local pos = pointed_thing.above
-               if minetest.registered_nodes[minetest.get_node({x=pos.x,y=pos.y-1,z=pos.z}).name].walkable and minetest.get_node(pointed_thing.above).name == "air" then
-                       minetest.add_node(pointed_thing.above, {name="redstone:dust_0"})
-                       itemstack:take_item(1)
-                       --print(minetest.get_node(pointed_thing.above).param1)
-                       minetest.after(0,function(pointed_thing)
-                               redstone.add(pos)
-                       end,pointed_thing)
+               
+               local _,worked = minetest.item_place(ItemStack("redstone:dust_0"), placer, pointed_thing)
+               if worked then
+                       itemstack:take_item()
                        return(itemstack)
                end
+
+
+                       --minetest.add_node(pointed_thing.above, {name="redstone:dust_0"})
+                       --itemstack:take_item(1)
+                       --minetest.sound_play("stone", {pos=pointed_thing.above})
+                       --return(itemstack)
+               --end
        end,
 })
 
-
 --8 power levels 8 being the highest
 local color = 0
 for i = 0,8 do
-       local coloring = math.floor(color)
+       local coloring = floor(color)
        minetest.register_node("redstone:dust_"..i,{
                description = "Redstone Dust",
                wield_image = "redstone_dust_item.png",
@@ -152,18 +517,27 @@ for i = 0,8 do
                        type = "fixed",
                        fixed = {-1/2, -1/2, -1/2, 1/2, -1/2+1/16, 1/2},
                },
-               groups={instant=1,attached=1,redstone_dust=1,redstone=1},
+               sounds = main.stoneSound(),
+               groups={dig_immediate=1,attached_node=1,redstone_dust=1,redstone=1,redstone_power=i},
                drop="redstone:dust",
-               on_place = function(itemstack, placer, pointed_thing)
-                       minetest.item_place_node(itemstack, placer, pointed_thing)
-                       redstone.add(pos)
+               on_construct = function(pos)
+                       data_injection(pos,{dust=i})
+                       calculate(pos)
                end,
-               on_dig = function(pos, node, digger)
-                       redstone.remove(pos,minetest.registered_nodes[minetest.get_node(pos).name].power)
-                       minetest.node_dig(pos, node, digger)
+               after_destruct = function(pos)
+                       data_injection(pos,nil)
+                       calculate(pos)
                end,
                connects_to = {"group:redstone"},
        })
        color= color +31.875
-end
 
+       minetest.register_lbm({
+        name = "redstone:"..i,
+               nodenames = {"redstone:dust_"..i},
+               run_at_every_load = true,
+        action = function(pos)
+            data_injection(pos,{dust=i})
+        end,
+    })
+end