+--if you attempt to read this, god bless you
+
local
minetest,vector,math,table,pairs,next
=
-- math class
local abs = math.abs
local floor = math.floor
+local ceil = math.ceil
-- vector library
local new_vec = vector.new
local activator_table = {} -- this holds the translation data of activator tables (activator functions)
local capacitor_table = {}
+local player_detection_table = {}
-- redstone class
redstone = {}
+redstone.player_detector_add = function(pos)
+ player_detection_table[minetest.serialize(pos)] = pos
+end
+
+redstone.player_detector_remove = function(pos)
+ player_detection_table[minetest.serialize(pos)] = nil
+end
+
+
-- enables mods to create data functions
function redstone.register_activator(data)
activator_table[data.name] = {
local path = minetest.get_modpath("redstone")
dofile(path.."/functions.lua")
---dofile(path.."/wire.lua")
dofile(path.."/torch.lua")
dofile(path.."/lever.lua")
dofile(path.."/button.lua")
dofile(path.."/craft.lua")
--dofile(path.."/ore.lua")
dofile(path.."/inverter.lua")
---dofile(path.."/player_detector.lua")
+dofile(path.."/player_detector.lua")
dofile(path.."/space_maker.lua")
--dofile(path.."/pressure_plate.lua")
dofile(path.."/capacitors.lua")
+dofile(path.."/breaker.lua")
+dofile(path.."/detector.lua")
--this is written out manually so that
--math.abs is not needed
local order = {
+ {x=0,y=0,z=0},
+
{x=1, y=0, z=0}, {x=-1, y=0, z= 0},
{x=0, y=0, z=1}, {x= 0, y=0, z=-1},
end
end
+--[[
+ _ __
+ ___ | ' \
+ ___ \ / ___ ,'\_ | .-. \ /|
+ \ / | |,'__ \ ,'\_ | \ | | | | ,' |_ /|
+ _ | | | |\/ \ \ | \ | |\_| _ | |_| | _ '-. .-',' |_ _
+// | | | |____| | | |\_|| |__ // | | ,'_`. | | '-. .-',' `. ,'\_
+\\_| |_,' .-, _ | | | | |\ \ // .| |\_/ | / \ || | | | / |\ \| \
+ `-. .-'| |/ / | | | | | | \ \// | | | | | || | | | | |_\ || |\_|
+ | | | || \_| | | | /_\ \ / | |` | | | || | | | | .---'| |
+ | | | |\___,_\ /_\ _ // | | | \_/ || | | | | | /\| |
+ /_\ | | //_____// .||` _ `._,' | | | | \ `-' /| |
+ /_\ `------' \ | /-\ND _ `.\ | | `._,' /_\
+ \| |HE `.\
+ __ _ _ __ _
+ / |__| /_\ |\ /| |_) |_ |_)
+ \__ | | / \ | \/ | |_) |__ | \
+ _ _
+ (_)|- ___ __ __ __
+ | /\ |__)| |_ (_
+ | /--\|__)|__|____)
+]]--
+
+
local table_3d
local temp_pool
local function create_boundary_box(pos)
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)
+ if temp_pool then
+ 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] and activator_table[temp_pool.name].activate then
+ activator_table[temp_pool.name].activate(pos)
+ end
+ return
end
- return
end
end
+ end
+ if activator_table[temp_pool.name] and activator_table[temp_pool.name].deactivate then
+ activator_table[temp_pool.name].deactivate(pos)
end
- end
- if activator_table[temp_pool.name].deactivate then
- activator_table[temp_pool.name].deactivate(pos)
end
end
end
temp_pool = nil
temp_pool2 = nil
- --if not (pool[pos.x] and pool[pos.x][pos.y] and pool[pos.x][pos.y][pos.z]) then return end
+ if not (pool[pos.x] and pool[pos.x][pos.y] and pool[pos.x][pos.y][pos.z]) then return end
temp_pool = pool[pos.x][pos.y][pos.z]
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
+ if activator_table[temp_pool.name] and 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
+ if activator_table[temp_pool.name] and activator_table[temp_pool.name].deactivate then
activator_table[temp_pool.name].deactivate(pos)
end
end
local i
local index
local passed_on_level
-local function redstone_pathfinder(source,source_level,mem_map,output)
- if not source_level then return end
+local x,y,z
+local function redstone_distribute(pos,power,mem_map,output)
+
+ power = power - 1
+
--directional torches
if output then
- i = output
- if i and mem_map and mem_map[i.x] and mem_map[i.x][i.y] and mem_map[i.x][i.y][i.z] then
- index = mem_map[i.x][i.y][i.z]
- --dust
- if index.dust then
- passed_on_level = source_level - 1
- if passed_on_level > 0 then
- mem_map[i.x][i.y][i.z].dust = passed_on_level
- redstone_pathfinder(i,passed_on_level,mem_map,nil)
- end
+ x=output.x
+ y=output.y
+ z=output.z
+ if mem_map.dust[x] and mem_map.dust[x][y] and mem_map.dust[x][y][z] then
+ if mem_map.dust[x][y][z].dust < power then
+ mem_map.dust[x][y][z].dust = power
+ redstone_distribute(new_vec(x,y,z),power,mem_map,nil)
end
end
else
--redstone and torch
for _,order in pairs(order) do
- i = add_vec(source,order)
- if i and mem_map and mem_map[i.x] and mem_map[i.x][i.y] and mem_map[i.x][i.y][i.z] then
- index = mem_map[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
- mem_map[i.x][i.y][i.z].dust = passed_on_level
- redstone_pathfinder(i,passed_on_level,mem_map,nil)
- end
+ i = add_vec(pos,order)
+ x=i.x
+ y=i.y
+ z=i.z
+ if mem_map.dust[x] and mem_map.dust[x][y] and mem_map.dust[x][y][z] then
+ if mem_map.dust[x][y][z].dust < power then
+ mem_map.dust[x][y][z].dust = power
+ redstone_distribute(new_vec(x,y,z),power,mem_map,nil)
end
end
end
]]-- sic em boy!
local i
local index
-local function dust_sniff(pos,mem_map,boundary)
- for _,order in pairs(order) do
- i = add_vec(pos,order)
+local function dust_sniff(pos,mem_map,boundary,single,origin,ignore)
+ if not single then
+ --print("all position index--")
+ for _,order in pairs(order) do
+ i = add_vec(pos,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 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
+
+ mem_map[i.x][i.y][i.z] = true
+
+ if not mem_map.dust[i.x] then mem_map.dust[i.x] = {} end
+ if not mem_map.dust[i.x][i.y] then mem_map.dust[i.x][i.y] = {} end
+
+ mem_map.dust[i.x][i.y][i.z] = index
+
+ dust_sniff(i,mem_map,boundary)
+
+ elseif index.torch and index.torch > 1 then
+ if index.torch_directional and vec_equals(pos,index.output) then
+
+ mem_map[i.x][i.y][i.z] = true
+
+ if not mem_map.torch[i.x] then mem_map.torch[i.x] = {} end
+ if not mem_map.torch[i.x][i.y] then mem_map.torch[i.x][i.y] = {} end
+
+ mem_map.torch[i.x][i.y][i.z] = index
+
+
+ elseif not index.torch_directional then
+
+ mem_map[i.x][i.y][i.z] = true
+
+ if not mem_map.torch[i.x] then mem_map.torch[i.x] = {} end
+ if not mem_map.torch[i.x][i.y] then mem_map.torch[i.x][i.y] = {} end
+
+ mem_map.torch[i.x][i.y][i.z] = index
+ end
+ end
+
+ if index.activator then
+ mem_map[i.x][i.y][i.z] = true
+
+ if not mem_map.activator[i.x] then mem_map.activator[i.x] = {} end
+ if not mem_map.activator[i.x][i.y] then mem_map.activator[i.x][i.y] = {} end
+
+ mem_map.activator[i.x][i.y][i.z] = index
+ elseif index.directional_activator and vec_equals(pos,index.input) then
+
+ mem_map[i.x][i.y][i.z] = true
+
+ if not mem_map.activator[i.x] then mem_map.activator[i.x] = {} end
+ if not mem_map.activator[i.x][i.y] then mem_map.activator[i.x][i.y] = {} end
+
+ mem_map.activator[i.x][i.y][i.z] = index
+ end
+ end
+ end
+ end
+ else
+ --print("single position index")
+
+ i = pos
+
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 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
- mem_map[i.x][i.y][i.z] = index
- mem_map[i.x][i.y][i.z].sniffed = true
- dust_sniff(i,mem_map,boundary)
+ mem_map[i.x][i.y][i.z] = true
+
+ if not mem_map.dust[i.x] then mem_map.dust[i.x] = {} end
+ if not mem_map.dust[i.x][i.y] then mem_map.dust[i.x][i.y] = {} end
- elseif index.directional_activator and vec_equals(pos,index.input) then
- mem_map[i.x][i.y][i.z] = index
- mem_map[i.x][i.y][i.z].sniffed = true
+ mem_map.dust[i.x][i.y][i.z] = index
+
+ dust_sniff(i,mem_map,boundary)
+
elseif index.torch and index.torch > 1 then
- if index.torch_directional and vec_equals(pos,index.output) then
- mem_map[i.x][i.y][i.z] = index
- mem_map[i.x][i.y][i.z].sniffed = true
+ if index.torch_directional and (vec_equals(origin,index.output) or ignore) then
+
+ mem_map[i.x][i.y][i.z] = true
+
+ if not mem_map.torch[i.x] then mem_map.torch[i.x] = {} end
+ if not mem_map.torch[i.x][i.y] then mem_map.torch[i.x][i.y] = {} end
+
+ mem_map.torch[i.x][i.y][i.z] = index
+
+
elseif not index.torch_directional then
- mem_map[i.x][i.y][i.z] = index
- mem_map[i.x][i.y][i.z].sniffed = true
+
+ mem_map[i.x][i.y][i.z] = true
+
+ if not mem_map.torch[i.x] then mem_map.torch[i.x] = {} end
+ if not mem_map.torch[i.x][i.y] then mem_map.torch[i.x][i.y] = {} end
+
+ mem_map.torch[i.x][i.y][i.z] = index
end
- elseif index.activator then
- mem_map[i.x][i.y][i.z] = index
- mem_map[i.x][i.y][i.z].sniffed = true
+ end
+
+ if index.activator then
+ mem_map[i.x][i.y][i.z] = true
+
+ if not mem_map.activator[i.x] then mem_map.activator[i.x] = {} end
+ if not mem_map.activator[i.x][i.y] then mem_map.activator[i.x][i.y] = {} end
+
+ mem_map.activator[i.x][i.y][i.z] = index
+ elseif index.directional_activator and (vec_equals(origin,index.input) or ignore) then
+
+ mem_map[i.x][i.y][i.z] = true
+
+ if not mem_map.activator[i.x] then mem_map.activator[i.x] = {} end
+ if not mem_map.activator[i.x][i.y] then mem_map.activator[i.x][i.y] = {} end
+
+ mem_map.activator[i.x][i.y][i.z] = index
end
end
end
local boundary
local dust_detected
local dust_map
-local count
local pos3
local temp_pool3
+local directional
local function calculate(pos,is_capacitor)
if not is_capacitor then
boundary = create_boundary_box(pos)
dust_map = {}
+ dust_map.dust = {}
+ dust_map.torch = {}
+ dust_map.activator = {}
+
dust_detected = false
- count = 0
-
- --update needs to sniff it's own position
+
+ directional = false
+
if boundary[pos.x] and boundary[pos.x][pos.y] and boundary[pos.x][pos.y][pos.z] then
- if not dust_map[pos.x] then dust_map[pos.x] = {} end
- if not dust_map[pos.x][pos.y] then dust_map[pos.x][pos.y] = {} end
- dust_map[pos.x][pos.y][pos.z] = boundary[pos.x][pos.y][pos.z]
+ if boundary[pos.x][pos.y][pos.z].torch_directional or boundary[pos.x][pos.y][pos.z].directional_activator then
+ directional = true
+ end
end
- dust_sniff(pos,dust_map,boundary)
-
-- sniff all possible dust within boundaries
- for _,pos2 in pairs(order) do
- pos3 = add_vec(pos,pos2)
- if boundary[pos3.x] and boundary[pos3.x][pos3.y] and boundary[pos3.x][pos3.y][pos3.z] and
- not (dust_map[pos3.x] and dust_map[pos3.x][pos3.y] and dust_map[pos3.x][pos3.y][pos3.z] and dust_map[pos3.x][pos3.y][pos3.z].sniffed) then
- temp_pool3 = boundary[pos3.x][pos3.y][pos3.z]
- if temp_pool3.dust then
- dust_sniff(pos3,dust_map,boundary)
+ if not directional then
+ dust_sniff(pos,dust_map,boundary)
+ for _,pos2 in pairs(order) do
+ pos3 = add_vec(pos,pos2)
+ if boundary[pos3.x] and boundary[pos3.x][pos3.y] and boundary[pos3.x][pos3.y][pos3.z] and
+ not (dust_map[pos3.x] and dust_map[pos3.x][pos3.y] and dust_map[pos3.x][pos3.y][pos3.z]) then
+ temp_pool3 = boundary[pos3.x][pos3.y][pos3.z]
+ if temp_pool3.dust then
+ dust_sniff(pos3,dust_map,boundary)
+ end
end
end
- end
+ else
+ dust_sniff(pos,dust_map,boundary,true,pos,true)
+ local input = boundary[pos.x][pos.y][pos.z].input
+ local output = boundary[pos.x][pos.y][pos.z].output
+
+ if input and boundary[input.x] and boundary[input.x][input.y] and boundary[input.x][input.y][input.z] then
+ dust_sniff(input,dust_map,boundary,true,pos)
+ end
+ if output and boundary[output.x] and boundary[output.x][output.y] and boundary[output.x][output.y][output.z] then
+ dust_sniff(output,dust_map,boundary,true,pos)
+ end
+ end
--do torches
- for x,datax in pairs(dust_map) do
+ for x,datax in pairs(dust_map.torch) do
for y,datay in pairs(datax) do
for z,data in pairs(datay) do
- count = count + 1
if data.torch then
if data.torch_directional then
- redstone_pathfinder(new_vec(x,y,z),data.torch,dust_map,data.output)
+ redstone_distribute(new_vec(x,y,z),data.torch,dust_map,data.output)
else
- redstone_pathfinder(new_vec(x,y,z),data.torch,dust_map)
- dust_map[x][y][z] = nil
+ redstone_distribute(new_vec(x,y,z),data.torch,dust_map)
end
end
end
end
--set dust, set pool memory
- for x,datax in pairs(dust_map) do
+ for x,datax in pairs(dust_map.dust) 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})
data_injection(new_vec(x,y,z),data)
- --delete the data to speed up next loop
- dust_map[x][y][z] = nil
end
end
end
end
-
+
--activators
--this must be run at the end
- for x,datax in pairs(dust_map) do
+ for x,datax in pairs(dust_map.activator) do
for y,datay in pairs(datax) do
for z,data in pairs(datay) do
if data.directional_activator then
end
+
+local level
+local pos2
+local power
+local max
+local function player_detector_calculation()
+ for _,pos in pairs(player_detection_table) do
+ level = pool[pos.x][pos.y][pos.z].torch
+ max = 0
+ for _,player in ipairs(minetest.get_connected_players()) do
+ pos2 = player:get_pos()
+ power = floor(11-vector_distance(pos2,pos))
+ if power > 9 then
+ power = 9
+ elseif power < 0 then
+ power = 0
+ end
+
+ if power > max then
+ max = power
+ end
+ end
+
+ if max ~= level then
+ swap_node(pos,{name="redstone:player_detector_"..max})
+ redstone.inject(pos,{
+ name = "redstone:player_detector_"..max,
+ torch = max,
+ })
+ redstone.update(pos)
+ end
+ end
+end
+
+
local recursion_check = {}
local bad_node
+local queue = {}
function redstone.update(pos,is_capacitor)
+ local count = table.getn(queue)
local s_pos = minetest.serialize(pos)
if not recursion_check[s_pos] then
recursion_check[s_pos] = 0
end)
return
end
-
calculate(pos,is_capacitor)
end
-
-minetest.register_globalstep(function()
+local dtime_goal = 0.02
+local sleep = 0
+minetest.register_globalstep(function(dtime)
+ player_detector_calculation()
recursion_check = {}
+ --[[
+ if dtime > dtime_goal then
+ sleep = dtime - dtime_goal
+ end
+
+ if sleep == 0 then
+
+ for index,element in pairs(queue) do
+ calculate(element.pos,element.is_capacitor)
+ end
+
+ queue = {}
+
+ else
+ sleep = sleep - dtime
+ if sleep <= 0 then
+ sleep = 0
+ end
+ end
+ ]]--
end)
end,
})
---8 power levels 8 being the highest
-local color = 0
+--15 power levels 15 being the highest
for i = 0,8 do
- local coloring = floor(color)
+
+ local color = floor(255 * (i/8))
+
minetest.register_node("redstone:dust_"..i,{
description = "Redstone Dust",
wield_image = "redstone_dust_item.png",
tiles = {
- "redstone_dust_main.png^[colorize:red:"..coloring, "redstone_turn.png^[colorize:red:"..coloring,
- "redstone_t.png^[colorize:red:"..coloring, "redstone_cross.png^[colorize:red:"..coloring
+ "redstone_dust_main.png^[colorize:red:"..color, "redstone_turn.png^[colorize:red:"..color,
+ "redstone_t.png^[colorize:red:"..color, "redstone_cross.png^[colorize:red:"..color
},
power=i,
drawtype = "raillike",
end,
connects_to = {"group:redstone"},
})
- color= color +31.875
minetest.register_lbm({
name = "redstone:"..i,