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https://github.com/curioustorvald/Terrarum.git
synced 2026-03-08 12:51:51 +09:00
wire branching traversal itself works, but fetches wrong signal status
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@@ -71,9 +71,9 @@ open class IngameInstance(val batch: SpriteBatch) : Screen {
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val actorContainerInactive = SortedArrayList<Actor>(ACTORCONTAINER_INITIAL_SIZE)
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// FIXME queues will not work; input processing (blocks will queue) and queue consuming cannot be synchronised
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protected val terrainChangeQueue = ArrayList<BlockChangeQueueItem>()
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protected val wallChangeQueue = ArrayList<BlockChangeQueueItem>()
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protected val wireChangeQueue = ArrayList<BlockChangeQueueItem>() // if 'old' is set and 'new' is blank, it's a wire cutter
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//protected val terrainChangeQueue = ArrayList<BlockChangeQueueItem>()
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//protected val wallChangeQueue = ArrayList<BlockChangeQueueItem>()
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//protected val wireChangeQueue = ArrayList<BlockChangeQueueItem>() // if 'old' is set and 'new' is blank, it's a wire cutter
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override fun hide() {
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}
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@@ -153,15 +153,14 @@ open class IngameInstance(val batch: SpriteBatch) : Screen {
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* Queueing schema is used to make sure things are synchronised.
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*/
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open fun queueTerrainChangedEvent(old: ItemID, new: ItemID, x: Int, y: Int) {
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printdbg(this, "Terrain change enqueued: ${BlockChangeQueueItem(old, new, x, y)}")
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printdbg(this, terrainChangeQueue)
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//printdbg(this, terrainChangeQueue)
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}
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/**
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* Wall version of terrainChanged() event
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*/
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open fun queueWallChangedEvent(old: ItemID, new: ItemID, x: Int, y: Int) {
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wallChangeQueue.add(BlockChangeQueueItem(old, new, x, y))
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//wallChangeQueue.add(BlockChangeQueueItem(old, new, x, y))
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}
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/**
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@@ -171,7 +170,7 @@ open class IngameInstance(val batch: SpriteBatch) : Screen {
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* @param new current settings of conduits in bit set format.
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*/
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open fun queueWireChangedEvent(wire: ItemID, isRemoval: Boolean, x: Int, y: Int) {
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wireChangeQueue.add(BlockChangeQueueItem(if (isRemoval) wire else "", if (isRemoval) "" else wire, x, y))
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//wireChangeQueue.add(BlockChangeQueueItem(if (isRemoval) wire else "", if (isRemoval) "" else wire, x, y))
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}
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@@ -16,6 +16,8 @@ import net.torvald.terrarum.modulebasegame.gameactors.ActorHumanoid
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import net.torvald.terrarum.modulebasegame.gameactors.BlockBoxIndex
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import net.torvald.terrarum.modulebasegame.gameactors.Electric
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import net.torvald.terrarum.modulebasegame.gameactors.FixtureBase
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import net.torvald.util.IntArrayStack
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import org.dyn4j.geometry.Vector2
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import org.khelekore.prtree.*
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import java.util.*
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import kotlin.collections.ArrayList
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@@ -200,44 +202,38 @@ object WorldSimulator {
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// displace fallables (TODO implement blocks with fallable supports e.g. scaffolding)
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// only displace SINGLE BOTTOMMOST block on single X-coord (this doesn't mean they must fall only one block)
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// so that the "falling" should be visible to the end user
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if (!DEBUG_STEPPING_MODE || DEBUG_STEPPING_MODE && KeyToggler.isOn (Input.Keys.PERIOD)) {
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for (x in updateXFrom..updateXTo) {
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var fallDownCounter = 0
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var fallableStackProcessed = false
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// one "stack" is a contiguous fallable blocks, regardless of the actual block number
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// when you are simulating the gradual falling, it is natural to process all the "stacks" at the same run,
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// otherwise you'll get an artefact.
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for (y in updateYTo downTo updateYFrom) {
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val currentTile = world.getTileFromTerrain(x, y)
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val prop = BlockCodex[currentTile]
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val isAir = currentTile == Block.AIR
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val support = prop.maxSupport
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val isFallable = support != -1
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for (x in updateXFrom..updateXTo) {
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var fallDownCounter = 0
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var fallableStackProcessed = false
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// one "stack" is a contiguous fallable blocks, regardless of the actual block number
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// when you are simulating the gradual falling, it is natural to process all the "stacks" at the same run,
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// otherwise you'll get an artefact.
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for (y in updateYTo downTo updateYFrom) {
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val currentTile = world.getTileFromTerrain(x, y)
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val prop = BlockCodex[currentTile]
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val isAir = currentTile == Block.AIR
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val support = prop.maxSupport
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val isFallable = support != -1
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// mark the beginnig of the new "stack"
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if (fallableStackProcessed && !isFallable) {
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fallableStackProcessed = false
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} // do not chain with "else if"
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// mark the beginnig of the new "stack"
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if (fallableStackProcessed && !isFallable) {
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fallableStackProcessed = false
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} // do not chain with "else if"
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// process the gradual falling of the selected "stack"
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if (!fallableStackProcessed && fallDownCounter != 0 && isFallable) {
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// replace blocks
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world.setTileTerrain(x, y, Block.AIR, true)
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world.setTileTerrain(x, y + fallDownCounter, currentTile, true)
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// process the gradual falling of the selected "stack"
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if (!fallableStackProcessed && fallDownCounter != 0 && isFallable) {
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// replace blocks
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world.setTileTerrain(x, y, Block.AIR, true)
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world.setTileTerrain(x, y + fallDownCounter, currentTile, true)
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fallableStackProcessed = true
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}
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else if (!isAir) {
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fallDownCounter = 0
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}
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else if (!isFallable && fallDownCounter < FALLABLE_MAX_FALL_SPEED) {
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fallDownCounter += 1
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}
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fallableStackProcessed = true
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}
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else if (!isAir) {
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fallDownCounter = 0
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}
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else if (!isFallable && fallDownCounter < FALLABLE_MAX_FALL_SPEED) {
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fallDownCounter += 1
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}
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}
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if (DEBUG_STEPPING_MODE) {
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KeyToggler.forceSet(Input.Keys.PERIOD, false)
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}
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}
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@@ -491,9 +487,14 @@ object WorldSimulator {
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var terminate = false
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fun dequeue() {
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//printdbg(this, "points before deq: $points")
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points.removeAt(0)
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//printdbg(this, "points after deq: $points")
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if (points.size == 0) terminate = true
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else point = points[0]
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else {
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point = points[0]
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//printdbg(this, "new point: $point")
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}
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}
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points.add(point.copy())
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@@ -510,7 +511,7 @@ object WorldSimulator {
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world.getAllWiringGraph(point.x, point.y)?.get(wire)?.let { node ->
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val signal = node.emitState
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val signal = Vector2(1.0, 0.0)//node.emitState // FIXME branching wires somehow fetches wrong signal value
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val cnx = node.connections.toInt() // 1-15
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val nextDirBit = cnx and (15 - point.fromWhere) // cnx minus where the old cursur was; also 1-15
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//printdbg(this, "(${point.x}, ${point.y}) from ${point.fromWhere} to $nextDirBit")
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@@ -526,7 +527,7 @@ object WorldSimulator {
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else {
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when (nextDirBit.bitCount()) {
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in 4..64 -> { throw IllegalArgumentException("Bad nextDirBit: $nextDirBit") }
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in 5..64 -> { throw IllegalArgumentException("Bad nextDirBit: $nextDirBit") }
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// nowhere to go
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0 -> {
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dequeue()
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@@ -539,17 +540,35 @@ object WorldSimulator {
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// propagate the signal to next position
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world.setWireEmitStateOf(point.x, point.y, wire, signal)
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}
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// two or three directions to go
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// two, three or four (starting point only) directions to go
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else -> {
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return
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// propagate the signal
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// mark this branch
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points.add(point.copy())
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//branchesVisited.add(point.copy())
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// move the "cursor" by try right, down, left then up
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// spawn and move the "cursor" by try right, down, left then up
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val movableDirs = IntArrayStack(4)
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for (s in 3 downTo 0) { // so that top of the stack holds lowest of the direction-number
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(nextDirBit and (1 shl s)).let {
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if (it != 0) movableDirs.push(it)
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}
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}
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//printdbg(this, movableDirs.depth) // stack size is correct..?
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// take top of the stack as mine
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val mine = movableDirs.pop()
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while (movableDirs.isNotEmpty()) {
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// obviously 'point' must not me altered beforehand
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movableDirs.pop().let { dir ->
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points.add(point.copy().moveOneCell(dir))
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}
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}
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//printdbg(this, points) // and points are also correct...
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// finally move the cursor of mine
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point.moveOneCell(mine)
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// propagate the signal to next position
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world.setWireEmitStateOf(point.x, point.y, wire, signal)
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}
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}
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}
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@@ -563,6 +582,11 @@ object WorldSimulator {
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}
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}
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private const val RIGHT = 1
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private const val DOWN = 2
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private const val LEFT = 4
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private const val UP = 8
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private fun getNearbyTilesPos(x: Int, y: Int): Array<Point2i> {
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return arrayOf(
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Point2i(x + 1, y),
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@@ -580,15 +604,17 @@ object WorldSimulator {
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) {
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constructor(point2i: Point2i): this(point2i.x, point2i.y, 0, 0)
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fun moveOneCell(dir: Int) {
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fun moveOneCell(dir: Int): WireGraphCursor {
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when (dir) {
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1 -> { x += 1; fromWhere = 4 }
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2 -> { y += 1; fromWhere = 8 }
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4 -> { x -= 1; fromWhere = 1 }
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8 -> { y -= 1; fromWhere = 2 }
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1 -> { x += 1; fromWhere = LEFT }
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2 -> { y += 1; fromWhere = UP }
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4 -> { x -= 1; fromWhere = RIGHT }
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8 -> { y -= 1; fromWhere = DOWN }
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else -> throw IllegalArgumentException("Unacceptable direction: $dir")
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}
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len += 1
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return this
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}
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}
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}
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@@ -589,6 +589,8 @@ open class TerrarumIngame(batch: SpriteBatch) : IngameInstance(batch) {
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if (!paused) {
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//hypothetical_input_capturing_function_if_you_finally_decided_to_forgo_gdx_input_processor_and_implement_your_own_to_synchronise_everything()
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WorldSimulator.resetForThisFrame()
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///////////////////////////
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@@ -635,13 +637,12 @@ open class TerrarumIngame(batch: SpriteBatch) : IngameInstance(batch) {
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// world click events (e.g. opening the UI that a fixture has) must go here
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ingameController.update(delta)
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if (!paused) {
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printdbg(this, "Clear tile change queues")
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/*if (!paused) {
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// completely consume block change queues because why not
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terrainChangeQueue.clear()
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wallChangeQueue.clear()
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wireChangeQueue.clear()
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}
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}*/
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////////////////////////
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@@ -876,13 +877,13 @@ open class TerrarumIngame(batch: SpriteBatch) : IngameInstance(batch) {
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}
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}
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if (it is CuedByTerrainChange) {
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/*if (it is CuedByTerrainChange) {
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printdbg(this, "actor is CuedByTerrainChange: ${terrainChangeQueue}")
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terrainChangeQueue.forEach { cue ->
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printdbg(this, "Ingame actors terrainChangeCue: ${cue}")
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it.updateForWorldChange(cue)
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}
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}
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}*/
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}
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}
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actorNowPlaying?.update(delta)
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@@ -145,18 +145,8 @@ open class FixtureBase(
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this.isVisible = false
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}
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/**
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* Fired by world's BlockChanged event (fired when blocks are placed/removed).
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* The flooding check must run on every frame. use updateSelf() for that.
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*
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* E.g. if a fixture block that is inside of BlockBox is missing, destroy and drop self.
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*/
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override fun updateForWorldChange(cue: IngameInstance.BlockChangeQueueItem) {
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printdbg(this, "updateForWorldChange ${nameFun()}")
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// check for marker blocks.
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// if at least one of them is missing, destroy all the markers and drop self as an item
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// you need to implement Dropped Item first to satisfyingly implement this function
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override fun update(delta: Float) {
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super.update(delta)
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val posX = worldBlockPos!!.x
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val posY = worldBlockPos!!.y
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@@ -182,9 +172,10 @@ open class FixtureBase(
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}
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// TODO drop self as an item (instance of DroppedItem)
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}
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}
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}
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interface CuedByTerrainChange {
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@@ -194,7 +185,7 @@ interface CuedByTerrainChange {
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*
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* E.g. if a fixture block that is inside of BlockBox is missing, destroy and drop self.
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*/
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fun updateForWorldChange(cue: IngameInstance.BlockChangeQueueItem)
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//fun updateForWorldChange(cue: IngameInstance.BlockChangeQueueItem)
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}
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/**
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@@ -264,7 +264,7 @@ internal object BlocksDrawer {
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}
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/**
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* Writes to buffer. Actual draw code must be called after this operation.
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* Autotiling; writes to buffer. Actual draw code must be called after this operation.
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*
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* @param drawModeTilesBlendMul If current drawing mode is MULTIPLY. Doesn't matter if mode is FLUID.
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* @param wire coduitTypes bit that is selected to be drawn. Must be the power of two.
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@@ -18,6 +18,9 @@ class IntArrayStack {
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private lateinit var data: IntArray
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fun isEmpty() = depth == 0
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fun isNotEmpty() = depth > 0
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constructor(stackSize: Int) {
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data = IntArray(stackSize)
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}
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