]> git.lizzy.rs Git - Crafter.git/commitdiff
Stage 2 of redstone virtualization
authoroilboi <47129783+oilboi@users.noreply.github.com>
Sat, 27 Jun 2020 09:38:30 +0000 (05:38 -0400)
committeroilboi <47129783+oilboi@users.noreply.github.com>
Sat, 27 Jun 2020 09:38:30 +0000 (05:38 -0400)
mods/redstone/init.lua
mods/redstone/torch.lua

index 240ed1500fc71902b801b63b0c8a8a44b77c0251..124b707450514e0df2f44695b8a9f80c856c9eb2 100644 (file)
@@ -46,37 +46,76 @@ local order = {
 
 local pool = {} -- this holds all redstone data (literal 3d virtual memory map)
 
+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 then
+                                                               if temp_pool.dust then
+                                                                       table_3d[x][y][z] = {torch=temp_pool.dust}
+                                                               else
+                                                                       table_3d[x][y][z] = temp_pool
+                                                               end
+                                                       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 data_injection(pos,data)
-       --add data to both maps
+       -- 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
-               pool[pos.x][pos.y][pos.z] = data
-               if not next(pool[pos.x][pos.y]) then
-                       pool[pos.x][pos.y] = nil
-                       if not next(pool[pos.x]) then
-                               pool[pos.x] = nil
-                       end
+               if pool and pool[pos.x] and pool[pos.x][pos.y] then
+                       pool[pos.x][pos.y][pos.z] = data
+                       
+                       --if not pool[pos.x][pos.y] then
+                       --      pool[pos.x][pos.y] = nil
+                       --      -- only run this if y axis is empty
+                       --      if not pool[pos.x] then
+                       --              pool[pos.x] = nil
+                       --      end
+                       --end
                end
        end
-       print(dump(pool))
 end
 
 
-
 -- redstone class
 redstone = {}
 
-local r_index = {}
-local a_index = {}
-local check_table = {}
-
---local path = minetest.get_modpath("redstone")
+local path = minetest.get_modpath("redstone")
 --dofile(path.."/functions.lua")
 --dofile(path.."/wire.lua")
---dofile(path.."/torch.lua")
+dofile(path.."/torch.lua")
 --dofile(path.."/lever.lua")
 --dofile(path.."/button.lua")
 --dofile(path.."/repeater.lua")
@@ -91,162 +130,47 @@ local check_table = {}
 --dofile(path.."/pressure_plate.lua")
 
 
---set the data for powered states
-local get_local_power = function(pos)
-       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 node
-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)
+--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,direction)
+       --directional torches
+       if direction then
+               i = add_vec(source,facedir_to_dir(direction))
+               if boundary 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
-       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 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]
 
-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
+                               if index.dust then
 
---collect all nodes that are local to the modified
---node of redstone dust and store in memory
-local localredstone = {}
-local node
-localredstone.injector = function(i,origin)
-       node = get_node(i).name
-       if node == "air" then
-               return
-       end
+                                       passed_on_level = source_level - 1
 
-       if r_index[i.x] and r_index[i.x][i.y] and r_index[i.x][i.y][i.z] then
-               return
-       end
+                                       if passed_on_level > 0 and index.dust < source_level then
+                                               boundary[i.x][i.y][i.z].dust = passed_on_level
 
-       if vector_distance(i,origin) > 9 then
-               return
-       end
+                                               redstone_pathfinder(i,passed_on_level,boundary,nil)
 
-       --index dust
-       if get_item_group(node,"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_item_group(node,"redstone_power")
-                       
-                       --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_item_group(node,"redstone_power")}
+                                       end
+                               end
+                       end
                end
        end
-       --index power sources
-       if get_item_group(node,"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_item_group(node,"redstone_power")}
-       end     
-       --index directional power sources (Like repeaters/comparators)
-       --only outputs forwards
-       if get_item_group(node,"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_item_group(node,"redstone_power")}
-       end
-       
-       --index directional activators (Like repeaters/comparators)
-       --only accepts input from the back
-       if get_item_group(node,"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_item_group(node,"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
-local function redstone_algorithm()
-       --if indexes exist then calculate redstone
-       --create the old version to help with deactivation calculation
-       redstone.calculate()
-       --clear the index to avoid cpu looping wasting processing power
-       r_index = {}
-       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()
+       return(boundary)
 end
 
 
@@ -254,51 +178,48 @@ end
 local pos
 local node
 local power
-function redstone.calculate()
-       --speed_test = minetest.get_us_time()/1000000
+
+local boundary
+local function calculate(pos)
+
+       boundary = create_boundary_box(pos)
+       --print(dump(boundary))
 
        --pathfind through memory map   
-       for x,index_x in pairs(r_index) do
+       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 then
-                                       redstone.pathfind(new_vec(x,y,z),data.power)
-                                       r_index[x][y][z] = nil
+                                       redstone_pathfinder(new_vec(x,y,z),data.torch,boundary)
+                                       boundary[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
+                                       redstone_pathfinder(new_vec(x,y,z),data.torch,boundary,data.dir)
+                                       boundary[x][y][z] = nil
                                end
                        end
                end
        end
-       
-       --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 x,datax in pairs(boundary) 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
-                                       swap_node(new_vec(x,y,z),{name="redstone:dust_"..index.level})
+                       for z,data in pairs(datay) do
+                               --print(dump(data))
+                               if data.dust and data.dust ~= data.origin then
+                                       --print("setting:" ..data.dust)
+                                       swap_node(new_vec(x,y,z),{name="redstone:dust_"..data.dust})
                                end
                        end
                end
        end
-       --print("set "..count.." nodes")
-
-       for x,datax in pairs(a_index) do
+       --[[
+       for x,datax in pairs(boundary) do
                for y,datay in pairs(datax) do
-                       for z,index in pairs(datay) do
+                       for z,data in pairs(datay) do
                                --directional activators
-                               if index.directional == true then
+                               if data.directional == true then
                                        power = get_powered_state_directional(new_vec(x,y,z))
                                        if power then
                                                if power > 0 then
@@ -322,52 +243,27 @@ function redstone.calculate()
                        end
                end
        end
-end
+       ]]--
 
---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,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
-                       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
-                       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
+       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
+                               --write data back to memory pool
+                               pool[x][y][z] = data
                        end
                end
        end
 end
-function redstone.pathfind(source,source_level,direction)
-       redstone_pathfinder(source,source_level,direction)
+
+
+function redstone.inject(pos,data)
+       data_injection(pos,data)
 end
 
 
+function redstone.update(pos)
+       calculate(pos)
+end
 
 
 
@@ -467,9 +363,11 @@ for i = 0,8 do
                drop="redstone:dust",
                on_construct = function(pos)
                        data_injection(pos,{dust=i})
+                       calculate(pos)
                end,
                after_destruct = function(pos)
                        data_injection(pos,nil)
+                       calculate(pos)
                end,
                connects_to = {"group:redstone"},
        })
index b3f9a84aaf92fbe17395bf1b0294ad4c7371ef91..501258d71bd3e1d511616ca17f30e12e5c60a545 100644 (file)
@@ -115,10 +115,12 @@ minetest.register_node("redstone:torch_floor", {
        },
        
        on_construct = function(pos)
-               redstone.collect_info(pos)
+               redstone.inject(pos,{torch=9})
+               redstone.update(pos)
        end,
        after_destruct = function(pos, oldnode)
-               redstone.collect_info(pos)
+               redstone.inject(pos,nil)
+               redstone.update(pos)
        end,
        sounds = main.woodSound(),
 })
@@ -144,11 +146,13 @@ minetest.register_node("redstone:torch_wall", {
                wall_bottom = {-0.1, -0.5, -0.1, 0.1, 0.1, 0.1},
                wall_side = {-0.5, -0.3, -0.1, -0.2, 0.3, 0.1},
        },
-       on_construct = function(pos)            
-               redstone.collect_info(pos)
+       on_construct = function(pos)
+               redstone.inject(pos,{torch=9})
+               redstone.update(pos)
        end,
        after_destruct = function(pos, oldnode)
-               redstone.collect_info(pos)
+               redstone.inject(pos,nil)
+               redstone.update(pos)
        end,
        sounds = main.woodSound(),
 })