Initial draft of circuit analysis

master
Louis Pearson 2022-08-07 00:16:00 -06:00
parent 376e001a69
commit 99b49dabd4
4 changed files with 200 additions and 17 deletions

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@ -60,7 +60,7 @@ pub fn extractLevel(opt: Options) !void {
}, },
.flags => |flags| { .flags => |flags| {
auto_map[i] = flags.solid; auto_map[i] = flags.solid;
circuit_map[i] = @intToEnum(CircuitType, flags.circuit); circuit_map[i] = flags.circuit;
}, },
} }
} }

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@ -808,7 +808,6 @@ fn controlProcess(time: usize, pos: *Pos, control: *Control, physics: *Physics,
control.state = .stand; control.state = .stand;
} }
} else if (kinematic.move[1] > 0 and !approxEqAbs(f32, kinematic.lastCol[0], 0, 0.01) and approxEqAbs(f32, kinematic.lastCol[1], 0, 0.01)) { } else if (kinematic.move[1] > 0 and !approxEqAbs(f32, kinematic.lastCol[0], 0, 0.01) and approxEqAbs(f32, kinematic.lastCol[1], 0, 0.01)) {
// w4.trace("{}, {}", .{ kinematic.move, kinematic.lastCol });
if (kinematic.lastCol[0] > 0 and input.btnp(.one, .one)) delta = Vec2f{ -10, -15 }; if (kinematic.lastCol[0] > 0 and input.btnp(.one, .one)) delta = Vec2f{ -10, -15 };
if (kinematic.lastCol[0] < 0 and input.btnp(.one, .one)) delta = Vec2f{ 10, -15 }; if (kinematic.lastCol[0] < 0 and input.btnp(.one, .one)) delta = Vec2f{ 10, -15 };
physics.gravity = Vec2f{ 0, 0.05 }; physics.gravity = Vec2f{ 0, 0.05 };

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@ -112,13 +112,16 @@ pub const TileData = union(enum) {
tile: u7, tile: u7,
flags: struct { flags: struct {
solid: bool, solid: bool,
circuit: u4, circuit: CircuitType,
}, },
pub fn toByte(data: TileData) u8 { pub fn toByte(data: TileData) u8 {
switch (data) { switch (data) {
.tile => |int| return 0b1000_0000 | @intCast(u8, int), .tile => |int| return 0b1000_0000 | @intCast(u8, int),
.flags => |flags| return (@intCast(u7, @boolToInt(flags.solid))) | (@intCast(u7, flags.circuit) << 1), .flags => |flags| {
const circuit = @enumToInt(flags.circuit);
return (@intCast(u7, @boolToInt(flags.solid))) | (@intCast(u7, circuit) << 1);
},
} }
} }
@ -132,7 +135,7 @@ pub const TileData = union(enum) {
const circuit = @intCast(u4, (0b0001_1110 & byte) >> 1); const circuit = @intCast(u4, (0b0001_1110 & byte) >> 1);
return TileData{ .flags = .{ return TileData{ .flags = .{
.solid = is_solid, .solid = is_solid,
.circuit = circuit, .circuit = @intToEnum(CircuitType, circuit),
} }; } };
} }
} }
@ -534,22 +537,28 @@ pub const Database = struct {
const NodeID = u16; const NodeID = u16;
pub const CircuitNode = struct { pub const CircuitNode = struct {
energized: bool, energized: bool = false,
kind: NodeKind, kind: NodeKind,
inputs: []usize,
// pub fn write_header(node: CircuitNode, writer: anytype) !void {
// try writer.writeInt(u16, )
// }
}; };
pub const NodeKind = union(enum) { pub const NodeKind = union(enum) {
/// An And logic gate, /// An And logic gate
And: [2]NodeID, And: [2]NodeID,
/// A Xor logic gate
Xor: [2]NodeID,
/// This node is a source of power /// This node is a source of power
Source, Source,
/// This node has no logic but can pass it on from another source /// Connects multiple nodes
Conduit: NodeID, Conduit: [2]NodeID,
/// This node represents a physical plug in the game world /// This node represents a physical plug in the game world. The
Plug: NodeID, /// NodeID points to another plug, if connected
Plug: ?NodeID,
/// A switch can be in one of five states, though only
/// two apply to any one switch.
/// Vertical = Off or Top/Bottom, depending on flow
/// Horizontal = Off or Left/Right, depending on flow
/// Tee = Top/Bottom or Left/Right, depending on flow
Switch: enum { Off, Bottom, Top, Left, Right },
Join: NodeID,
Outlet: NodeID,
}; };

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@ -73,6 +73,13 @@ fn make(step: *std.build.Step) !void {
allocator.free(level.entities.?); allocator.free(level.entities.?);
}; };
var circuit = try buildCircuit(allocator, levels.items);
defer circuit.deinit();
// TODO
for (circuit.items) |node, i| {
std.log.warn("[{}]: {}", .{ i, node.kind });
}
// Calculate the offset of each level and store it in the headers. // Calculate the offset of each level and store it in the headers.
// Offset is relative to the beginning of level.data // Offset is relative to the beginning of level.data
var level_headers = std.ArrayList(world.LevelHeader).init(allocator); var level_headers = std.ArrayList(world.LevelHeader).init(allocator);
@ -158,6 +165,8 @@ fn parseLevel(opt: struct {
kind_opt = .Trapdoor; kind_opt = .Trapdoor;
} }
// Parsing code for wire entities. They're a little more complex
// than the rest
if (kind_opt) |kind| { if (kind_opt) |kind| {
if (kind != .WireNode) { if (kind != .WireNode) {
const world_entity = world.Entity{ const world_entity = world.Entity{
@ -261,10 +270,176 @@ fn parseLevel(opt: struct {
if (col == 0 or col == 1) { if (col == 0 or col == 1) {
tiles[i] = world.TileData{ .flags = .{ tiles[i] = world.TileData{ .flags = .{
.solid = col == 1, .solid = col == 1,
.circuit = cir, .circuit = @intToEnum(world.CircuitType, cir),
} }; } };
} }
} }
return parsed_level; return parsed_level;
} }
pub fn buildCircuit(alloc: std.mem.Allocator, levels: []world.Level) !std.ArrayList(world.CircuitNode) {
const Coordinate = [2]i16;
const SearchItem = struct {
coord: Coordinate,
last_node: u16,
};
const Queue = std.TailQueue(SearchItem);
const Node = Queue.Node;
var nodes = std.ArrayList(world.CircuitNode).init(alloc);
var sources = Queue{};
var plugs = Queue{};
var level_hashmap = std.AutoHashMap(u16, world.Level).init(alloc);
defer level_hashmap.deinit();
for (levels) |level| {
const id: u16 = @bitCast(u8, level.world_x) | @intCast(u16, @bitCast(u8, level.world_y)) << 8;
// So we can quickly find levels
try level_hashmap.put(id, level);
// Use a global coordinate system for our algorithm
const world_x = @intCast(i16, level.world_x);
const world_y = @intCast(i16, level.world_y);
for (level.tiles orelse continue) |tileData, i| {
const x = world_x + @intCast(i16, @mod(i, level.width));
const y = world_y + @intCast(i16, @divTrunc(i, level.width));
const coordinate = try alloc.create(Node);
coordinate.* = .{ .data = .{ .last_node = @intCast(u16, nodes.items.len), .coord = .{ x, y } } };
switch (tileData) {
.tile => |_| {
// Do nothing
},
.flags => |flags| {
switch (flags.circuit) {
.Source => {
try nodes.append(.{ .kind = .Source });
sources.append(coordinate);
},
// .Plug => {
// try nodes.append(.{ .kind = .{ .Plug = null } });
// plugs.append(coordinate);
// },
else => {
// Do nothing
},
}
},
}
}
}
var visited = std.AutoHashMap(Coordinate, void).init(alloc);
var bfs_queue = Queue{};
var run: usize = 0;
while (run < 2) : (run += 1) {
if (run == 0) bfs_queue.concatByMoving(&sources);
if (run == 1) bfs_queue.concatByMoving(&plugs);
// bfs_queue.concatByMoving(&outlets);
while (bfs_queue.popFirst()) |node| {
// Make sure we clean up the node's memory
defer alloc.destroy(node);
const coord = node.data.coord;
if (visited.contains(coord)) continue;
try visited.put(coord, .{});
// TODO remove magic numbers
const LEVELSIZE = 20;
const world_x = @intCast(i8, @divTrunc(coord[0], LEVELSIZE));
const world_y = @intCast(i8, @divTrunc(coord[1], LEVELSIZE));
const id: u16 = @bitCast(u8, world_x) | @intCast(u16, @bitCast(u8, world_y)) << 8;
// const level_opt: ?world.Level = level_hashmap.get(.{ world_x, world_y });
if (level_hashmap.getPtr(id) != null) {
const level = level_hashmap.getPtr(id);
const level_x = @intCast(i16, world_x) * LEVELSIZE;
const level_y = @intCast(i16, world_y) * LEVELSIZE;
const i = @intCast(usize, (coord[0] - level_x) + (coord[1] - level_y) * @intCast(i16, level.?.width));
const last_node = node.data.last_node;
var next_node = last_node;
const tile = level.?.tiles.?[i];
if (tile != .flags) continue;
const flags = tile.flags;
switch (flags.circuit) {
.Conduit => {
// Collects from two other nodes. Needs to store more info in coordinate queue
// TODO
},
.Plug,
.Source,
=> {
// These have already been added, so just continue the
// search
// try nodes.append(.{.kind = .{.Plug = null}});
},
.Outlet => {
next_node = @intCast(u16, nodes.items.len);
try nodes.append(.{ .kind = .{ .Outlet = last_node } });
},
.Switch_Off => {
// TODO: Find last coordinate of search and determine flow
next_node = @intCast(u16, nodes.items.len);
try nodes.append(.{ .kind = .{ .Switch = .Off } });
},
.Switch_On => {
// TODO: Find last coordinate of search and determine flow
next_node = @intCast(u16, nodes.items.len);
try nodes.append(.{ .kind = .{ .Switch = .Off } });
},
.Join => {
next_node = @intCast(u16, nodes.items.len);
try nodes.append(.{ .kind = .{ .Join = last_node } });
},
.And => {
// TODO: verify And gate is properly connected. A source node
// should never feed directly into an And gate output. Inputs
// should be to the left and right.
next_node = @intCast(u16, nodes.items.len);
try nodes.append(.{ .kind = .{ .And = .{ last_node, last_node } } });
},
.Xor => {
// TODO: verify Xor gate is properly connected
next_node = @intCast(u16, nodes.items.len);
try nodes.append(.{ .kind = .{ .Xor = .{ last_node, last_node } } });
},
else => continue,
}
const right = try alloc.create(Node);
const left = try alloc.create(Node);
const down = try alloc.create(Node);
const up = try alloc.create(Node);
right.* = Node{ .data = .{
.last_node = next_node,
.coord = .{ coord[0] + 1, coord[1] },
} };
left.* = Node{ .data = .{
.last_node = next_node,
.coord = .{ coord[0] - 1, coord[1] },
} };
down.* = Node{ .data = .{
.last_node = next_node,
.coord = .{ coord[0], coord[1] + 1 },
} };
up.* = Node{ .data = .{
.last_node = next_node,
.coord = .{ coord[0], coord[1] - 1 },
} };
bfs_queue.append(right);
bfs_queue.append(left);
bfs_queue.append(down);
bfs_queue.append(up);
}
}
}
return nodes;
}