Stage 2 of redstone virtualization

master
oilboi 2020-06-27 05:38:30 -04:00
parent 2587a3e72d
commit 988b5e7183
2 changed files with 132 additions and 230 deletions

View 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)
--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
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
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 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
if index.dust then
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
passed_on_level = source_level - 1
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 passed_on_level > 0 and index.dust < source_level then
boundary[i.x][i.y][i.z].dust = passed_on_level
--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
redstone_pathfinder(i,passed_on_level,boundary,nil)
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 vector_distance(i,origin) > 9 then
return
end
--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"},
})

View 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(),
})