---[[
-might have to calculate this in a local memory table then set the nodes using a voxelmanip
-]]--
+local
+minetest,vector,math,table,pairs
+=
+minetest,vector,math,table,pairs
+-- 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 registered_nodes
+minetest.register_on_mods_loaded(function()
+ registered_nodes = minetest.registered_nodes
+end)
+
+-- 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
+
+--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},
----set a torch source
+ {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},
+}
+-- redstone class
+redstone = {}
+
+local speed_test
+
+local r_index = {}
+local a_index = {}
+local check_table = {}
local path = minetest.get_modpath("redstone")
+dofile(path.."/functions.lua")
dofile(path.."/wire.lua")
dofile(path.."/torch.lua")
-dofile(path.."/switches.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")
-redstone = {}
-local r_index = {}
+--set the data for powered states
+local get_local_power = function(pos)
+ if not pos then
+ return
+ end
+ for _,order in pairs(order) do
+ --print(get_node(add_vec(new_vec(x,y,z),pos)).name)
+ if get_item_group(get_node(add_vec(new_vec(order.x,order.y,order.z),pos)).name, "redstone_power") > 0 then
+ return(1)
+ end
+ if get_meta(add_vec(new_vec(order.x,order.y,order.z),pos)):get_int("redstone_power") > 0 then
+ return(1)
+ end
+ end
+ return(0)
+end
+
+local power
+local pos
+local get_powered_state_directional = function(pos)
+ pos = sub_vec(pos,facedir_to_dir(get_node(pos).param2))
+ power = get_item_group(get_node(pos).name, "redstone_power")
+ if power == 0 then
+ power = get_meta(pos):get_int("redstone_power")
+ end
+ return(power)
+end
+
+local node
+local redstone_activate = function(pos,power)
+ after(0,function()
+ node = get_node(pos).name
+ if registered_nodes[node].redstone_activation then
+ registered_nodes[node].redstone_activation(pos)
+ end
+ end)
+end
+
+local node
+local redstone_deactivate = function(pos,power)
+ after(0,function()
+ node = get_node(pos).name
+ if registered_nodes[node].redstone_deactivation then
+ registered_nodes[node].redstone_deactivation(pos)
+ end
+ end)
+end
--collect all nodes that are local to the modified
--node of redstone dust and store in memory
-function redstone.collect_info(pos)
- --if table.getn(r_index) == 0 then
- --print("-----------------------")
- --print("started indexing")
- --end
- local get_name = minetest.get_node
- local group = minetest.get_node_group
-
- local function get_group(i,gotten_group)
- return(group(get_name(i).name, gotten_group))
+local function get_group(i,gotten_group)
+ return(get_item_group(get_node(i).name, gotten_group))
+end
+
+
+local localredstone = {}
+
+localredstone.injector = function(i,origin)
+ if get_node(i).name == "air" then
+ return
end
-
- for x = -1,1 do
- for y = -1,1 do
- for z = -1,1 do
- --do not index self
- if not (math.abs(x)+math.abs(z) > 1) then
- local r_type = ""
- local i = vector.add(pos,vector.new(x,y,z))
- local execute_collection = true
- if r_index[i.x] and r_index[i.x][i.y] then
- if r_index[i.x][i.y][i.z] then
- execute_collection = false
- end
- end
+
+ if r_index[i.x] and r_index[i.x][i.y] then
+ if r_index[i.x][i.y][i.z] then
+ return
+ end
+ end
+
+ if vector_distance(i,origin) > 9 then
+ return
+ end
+
+ --index dust
+ if get_group(i,"redstone_dust") > 0 then
+ if vector_distance(i,origin) <= 8 then
+ --add data to both maps
+ if not r_index[i.x] then r_index[i.x] = {} end
+ if not r_index[i.x][i.y] then r_index[i.x][i.y] = {} end
+ r_index[i.x][i.y][i.z] = {dust = true,level = 0}
+
+ if not check_table[i.x] then check_table[i.x] = {} end
+ if not check_table[i.x][i.y] then check_table[i.x][i.y] = {} end
+ check_table[i.x][i.y][i.z] = get_group(i,"redstone_power")
- if execute_collection == true then
- --index dust
- if get_group(i,"redstone_dust") > 0 then
- if not r_index[i.x] then r_index[i.x] = {} end
- if not r_index[i.x][i.y] then r_index[i.x][i.y] = {} end
- r_index[i.x][i.y][i.z] = 0
- --the data to the 3d array must be written to memory before this is executed
- --or a stack overflow occurs!!!
- redstone.collect_info(i)
- --index power sources
- elseif get_group(i,"redstone_torch") > 0 then
- if not r_index[i.x] then r_index[i.x] = {} end
- if not r_index[i.x][i.y] then r_index[i.x][i.y] = {} end
- r_index[i.x][i.y][i.z] = "torch"
- --index objects that activate
- elseif get_group(i,"redstone_activation") > 0 then
- if not r_index[i.x] then r_index[i.x] = {} end
- if not r_index[i.x][i.y] then r_index[i.x][i.y] = {} end
- r_index[i.x][i.y][i.z] = "deactivate"
- end
- end
-
+ --the data to the 3d array must be written to memory before this is executed
+ --or a stack overflow occurs!!!
+ localredstone.collector(i,origin)
+ return
+ else
+ if not r_index[i.x] then r_index[i.x] = {} end
+ if not r_index[i.x][i.y] then r_index[i.x][i.y] = {} end
+ r_index[i.x][i.y][i.z] = {torch = true,power=get_group(i,"redstone_power")}
end
end
+ --index power sources
+ if get_group(i,"redstone_torch") > 0 then
+ if not r_index[i.x] then r_index[i.x] = {} end
+ if not r_index[i.x][i.y] then r_index[i.x][i.y] = {} end
+ r_index[i.x][i.y][i.z] = {torch = true,power=get_group(i,"redstone_power")}
+ end
+ --index directional power sources (Like repeaters/comparators)
+ --only outputs forwards
+ if get_group(i,"torch_directional") > 0 then
+ if not r_index[i.x] then r_index[i.x] = {} end
+ if not r_index[i.x][i.y] then r_index[i.x][i.y] = {} end
+ r_index[i.x][i.y][i.z] = {torch_directional = true, dir = get_node(i).param2 , power = get_group(i,"redstone_power")}
end
+
+ --index directional activators (Like repeaters/comparators)
+ --only accepts input from the back
+ if get_group(i,"redstone_activation_directional") > 0 then
+ --print("indexing directional")
+ if not a_index[i.x] then a_index[i.x] = {} end
+ if not a_index[i.x][i.y] then a_index[i.x][i.y] = {} end
+ if not a_index[i.x][i.y][i.z] then a_index[i.x][i.y][i.z] = {} end
+
+ a_index[i.x][i.y][i.z].redstone_activation = true
+ a_index[i.x][i.y][i.z].directional = true
+ end
+
+ --index objects that activate
+ if get_group(i,"redstone_activation") > 0 then
+ if not a_index[i.x] then a_index[i.x] = {} end
+ if not a_index[i.x][i.y] then a_index[i.x][i.y] = {} end
+ if not a_index[i.x][i.y][i.z] then a_index[i.x][i.y][i.z] = {} end
+ a_index[i.x][i.y][i.z].redstone_activation = true
+ end
+
+ --sneaky way to make levers and buttons work
+ if get_meta(i):get_int("redstone_power") > 0 then
+ if not r_index[i.x] then r_index[i.x] = {} end
+ if not r_index[i.x][i.y] then r_index[i.x][i.y] = {} end
+ r_index[i.x][i.y][i.z] = {torch = true,power=get_meta(i):get_int("redstone_power")}
+ end
+end
+
+localredstone.collector = function(pos,origin)
+ for _,order in pairs(order) do
+ localredstone.injector(add_vec(pos,new_vec(order.x,order.y,order.z)),origin)
end
end
+
--check if index table contains items
--then execute an update
-minetest.register_globalstep(function(dtime)
+local function redstone_algorithm()
--if indexes exist then calculate redstone
- if r_index and next(r_index) then
- redstone.calculate()
- end
+ --create the old version to help with deactivation calculation
+ redstone.calculate()
--clear the index to avoid cpu looping wasting processing power
r_index = {}
-end)
+ a_index = {}
+ check_table = {}
+end
+
+
+function redstone.collect_info(pos)
+ if r_index[pos.x] and r_index[pos.x][pos.y] and r_index[pos.x][pos.y][pos.z] then
+ return
+ end
+ localredstone.injector(pos,pos)
+ localredstone.collector(pos,pos)
+
+ redstone_algorithm()
+end
+
--make all power sources push power out
+local x_min
+local x_max
+local y_min
+local y_max
+local z_min
+local z_max
+local initial_check
+
+
+local pos
+local node
+local power
function redstone.calculate()
+ speed_test = minetest.get_us_time()/1000000
+
--pathfind through memory map
for x,index_x in pairs(r_index) do
for y,index_y in pairs(index_x) do
for z,data in pairs(index_y) do
- if data == "torch" then
- redstone.pathfind(vector.new(x,y,z),9)
+ --allow data values for torches
+ if data.torch then
+ redstone.pathfind(new_vec(x,y,z),data.power)
+ r_index[x][y][z] = nil
+ elseif data.torch_directional then
+ redstone.pathfind(new_vec(x,y,z),data.power,data.dir)
+ r_index[x][y][z] = nil
end
end
end
end
- --calculate values for voxel manip
- local x_min,x_max,y_min,y_max,z_min,z_max
- for x,index_x in pairs(r_index) do
- for y,index_y in pairs(index_x) do
- for z,_ in pairs(index_y) do
- --do this because the root (x) will always come first
- if not x_min then
- x_min = x
- x_max = x
- y_min = y
- y_max = y
- z_min = z
- z_max = z
+ print("total torch calc time:"..minetest.get_us_time()/1000000-speed_test)
+
+
+
+ --reassemble the table into a position list minetest can understand
+ --run through and set dust
+ local count = 0
+
+ for x,datax in pairs(r_index) do
+ for y,datay in pairs(datax) do
+ for z,index in pairs(datay) do
+ --print(get_node(new_vec(x,y,z)).name)
+ if index and index.dust and index.level ~= check_table[x][y][z] then
+ count = count + 1
+ minetest.set_node(new_vec(x,y,z),{name="redstone:dust_"..index.level})
end
- if x < x_min then x_min = x end
- if x > x_max then x_max = x end
- if y < y_min then y_min = y end
- if y > y_max then y_max = y end
- if z < z_min then z_min = z end
- if z > z_max then z_max = z end
end
end
end
+ print("set "..count.." nodes")
- local min = vector.new(x_min,y_min,z_min)
- local max = vector.new(x_max,y_max,z_max)
- local vm = minetest.get_voxel_manip()
- local emin, emax = vm:read_from_map(min,max)
- local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
- local data = vm:get_data()
- local content_id = minetest.get_name_from_content_id
-
- --reassemble the table into a position list minetest can understand
- for x,datax in pairs(r_index) do
+ for x,datax in pairs(a_index) do
for y,datay in pairs(datax) do
- for z,level in pairs(datay) do
- local p_pos = area:index(x,y,z)
- --print(dump(z),dump(dataz))
- if type(level) == "number" then
- data[p_pos] = minetest.get_content_id("redstone:dust_"..level)
- elseif type(level) == "string" and level == "activate" then
- --print("activating")
- local name = content_id(data[p_pos])
- if minetest.registered_nodes[name].redstone_activation then
- minetest.after(0,function(name,x,y,z)
- minetest.registered_nodes[name].redstone_activation(vector.new(x,y,z))
- end,name,x,y,z)
+ for z,index in pairs(datay) do
+ --directional activators
+ if index.directional == true then
+ power = get_powered_state_directional(new_vec(x,y,z))
+ if power then
+ if power > 0 then
+ redstone_activate(new_vec(x,y,z),power)
+ elseif power == 0 then
+ redstone_deactivate(new_vec(x,y,z),power)
+ end
end
- elseif type(level) == "string" and level == "deactivate" then
- --print("deactivating")
- local name = content_id(data[p_pos])
- if minetest.registered_nodes[name].redstone_deactivation then
- minetest.after(0,function(name,x,y,z)
- minetest.registered_nodes[name].redstone_deactivation(vector.new(x,y,z))
- end,name,x,y,z)
+ --non directional activators
+ else
+ power = get_local_power(new_vec(x,y,z))
+ if power then
+ if power > 0 then
+ redstone_activate(new_vec(x,y,z),power)
+ elseif power == 0 then
+ redstone_deactivate(new_vec(x,y,z),power)
+ end
end
end
end
end
end
- vm:set_data(data)
- vm:write_to_map()
end
--make redstone wire pass on current one level lower than it is
-function redstone.pathfind(source,source_level)
- for x = -1,1 do
- for y = -1,1 do
- for z = -1,1 do
- i = vector.add(vector.new(source.x,source.y,source.z),vector.new(x,y,z))
+local i
+local index
+local passed_on_level
+local function redstone_pathfinder(source,source_level,direction)
+ --directional torches
+
+ if direction then
+ --print("starting direction")
+ i = add_vec(source,facedir_to_dir(direction))
if r_index and r_index[i.x] and r_index[i.x][i.y] and r_index[i.x][i.y][i.z] then
- level = r_index[i.x][i.y][i.z]
-
- --normal redstone
- if type(level) == "number" then
- if level < source_level then
- local passed_on_level = source_level - 1
- r_index[i.x][i.y][i.z] = passed_on_level
- if passed_on_level > 0 then
- redstone.pathfind(i,passed_on_level)
- end
+ index = r_index[i.x][i.y][i.z]
+ --dust
+ if index.dust then
+ passed_on_level = source_level - 1
+ if passed_on_level > 0 then
+ r_index[i.x][i.y][i.z].level = passed_on_level
+ redstone_pathfinder(i,passed_on_level,nil)
end
- --activators
- elseif type(level) == "string" and level == "deactivate" then
- local passed_on_level = source_level - 1
- if source_level > 0 then
- r_index[i.x][i.y][i.z] = "activate"
+ end
+ end
+ else
+ --redstone and torch
+ for _,order in pairs(order) do
+ i = add_vec(source,new_vec(order.x,order.y,order.z))
+ if r_index and r_index[i.x] and r_index[i.x][i.y] and r_index[i.x][i.y][i.z] then
+ --print(minetest.get_node(i).name)
+ index = r_index[i.x][i.y][i.z]
+ if index.dust then
+ passed_on_level = source_level - 1
+ if passed_on_level > 0 and index.level < source_level then
+ r_index[i.x][i.y][i.z].level = passed_on_level
+ redstone_pathfinder(i,passed_on_level,nil)
+ end
end
end
end
end
- end
- end
+end
+function redstone.pathfind(source,source_level,direction)
+ redstone_pathfinder(source,source_level,direction)
end
+
+
+
+
+
+
+
+----------------------------------------------------------------------------
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
---make torches activate activators when placed
-function redstone.torch_activate(pos)
- --print("test")
- for x = -1,1 do
- for y = -1,1 do
- for z = -1,1 do
- local i = vector.add(pos,vector.new(x,y,z))
- if minetest.get_node_group(minetest.get_node(i).name, "redstone_activation") > 0 then
- minetest.registered_nodes[minetest.get_node(i).name].redstone_activation(i)
- end
- end
- end
- end
-end
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",
type = "fixed",
fixed = {-1/2, -1/2, -1/2, 1/2, -1/2+1/16, 1/2},
},
- groups={dig_immediate=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_construct = function(pos)
redstone.collect_info(pos)
end,
after_destruct = function(pos)
- --redstone.remove(pos,minetest.registered_nodes[minetest.get_node(pos).name].power)
+ --redstone.remove(pos,registered_nodes[get_node(pos).name].power)
redstone.collect_info(pos)
end,
connects_to = {"group:redstone"},