#define FLAG_SPLIT 0x20
#define FLAG_MERGER 0x40
#define FLAG_DROP_R 0x80
+#define FLAG_FLIP_FLOP 0x100
+
+v3f colour_sets[] =
+{ { 0.9f, 0.2f, 0.01f },
+ { 0.2f, 0.9f, 0.14f },
+ { 0.1f, 0.3f, 0.85f } };
+
+static void colour_code_v3( char cc, v3f target )
+{
+ if( cc >= 'a' && cc <= 'z' )
+ {
+ int id = cc - 'a';
+
+ if( id < vg_list_size( colour_sets ) )
+ {
+ v3_copy( colour_sets[ id ], target );
+ return;
+ }
+ }
+
+ v3_copy( (v3f){0.0f,0.0f,0.0f}, target );
+}
struct world
{
u32 frame;
+ u32 sim_frame;
+ float sim_start;
+ int simulating;
+
struct cell_terminal
{
+ // TODO: Split into input/output structures
char *conditions;
+ char recv[12];
+ int recv_count;
int id;
}
*io;
GLuint circle_vbo;
int selected;
+
+ struct fish
+ {
+ v2i pos;
+ v2i dir;
+ int alive;
+ char payload;
+ }
+ fishes[16];
+
+ int num_fishes;
} world = {};
static void map_free(void)
return 1;
}
+static struct cell *pcell( v2i pos )
+{
+ return &world.data[ pos[1]*world.w + pos[0] ];
+}
+
int main( int argc, char *argv[] )
{
vg_init( argc, argv, "FishLadder" );
m3x3_mul( m_projection, m_view, vg_pv );
vg_projection_update();
+ // Input stuff
+
v2f tile_pos;
v2_copy( vg_mouse_ws, tile_pos );
int tile_x = floorf( tile_pos[0] );
int tile_y = floorf( tile_pos[1] );
- if( cell_interactive( (v2i){ tile_x, tile_y } ))
+ // Tilemap editing
+ if( !world.simulating )
{
- world.selected = tile_y * world.w + tile_x;
-
- if( vg_get_button_down("primary") )
+ if( cell_interactive( (v2i){ tile_x, tile_y } ))
+ {
+ world.selected = tile_y * world.w + tile_x;
+
+ if( vg_get_button_down("primary") )
+ {
+ world.data[ world.selected ].state ^= FLAG_CANAL;
+ }
+ }
+ else
+ world.selected = -1;
+ }
+
+ // Simulation stop/start
+ if( vg_get_button_down("go") )
+ {
+ if( world.simulating )
{
- world.data[ world.selected ].state ^= FLAG_CANAL;
+ world.simulating = 0;
+ world.num_fishes = 0;
+ world.sim_frame = 0;
+
+ for( int i = 0; i < arrlen( world.io ); i ++ )
+ world.io[i].recv_count = 0;
+
+ vg_info( "Stopping simulation!\n" );
+ }
+ else
+ {
+ vg_success( "Starting simulation!\n" );
+
+ world.simulating = 1;
+ world.num_fishes = 0;
+ world.sim_frame = 0;
+ world.sim_start = vg_time;
+
+ for( int i = 0; i < world.w*world.h; i ++ )
+ {
+ world.data[ i ].state &= ~FLAG_FLIP_FLOP;
+ }
+
+ for( int i = 0; i < arrlen( world.io ); i ++ )
+ world.io[i].recv_count = 0;
}
}
- else
- world.selected = -1;
+
+ // Simulation stuff
+ // ========================================================
// Reclassify world. TODO: Move into own function
for( int y = 2; y < world.h-2; y ++ )
}
}
- /*
- canals
- x
- xxxxx
- x x
- x xxx
- x x x
- x xxx
- x x
- xxxxx
- x
- x
-
- configs (Downlevels marked)
- x
- xDxDx
- x x
- x DxD
- x x x
- x xDx
- x x
- xxxDx
- x
- x
-
- Path tracing with min function
- 0
- 11011
- 1 .
- 1 D.D
- 1 . .
- 1 .D.
- 1 .
- 1112.
- 2
- 2
-
- Path tracing with min function
- 0
- 11011
- 1 1
- 1 212
- 1 2 2
- 1 232
- 1 3
- 11143
- 4
- 4
-
- L to R fill
- 0000000
- 1101111
- 1111111
- 1112122
- 1112222
- 1112322
- 1111333
- 1114333
- 4444444
- 4444444
- */
-
// Simulate world
static int update_tick = 0;
update_tick ++;
}
}
- world.frame ++;
+ world.frame ^= 0x1;
+ }
+
+ // Fish ticks
+ if( world.simulating )
+ {
+ while( world.sim_frame < (int)((vg_time-world.sim_start)*2.0f) )
+ {
+ vg_info( "frame: %u\n", world.sim_frame );
+
+ for( int i = 0; i < arrlen( world.io ); i ++ )
+ {
+ struct cell_terminal *term = &world.io[ i ];
+ int posx = term->id % world.w;
+ int posy = (term->id - posx)/world.w;
+ int is_input = world.data[ term->id ].state & FLAG_INPUT;
+
+ if( is_input )
+ {
+ if( world.sim_frame < arrlen( term->conditions ) )
+ {
+ struct fish *fish = &world.fishes[world.num_fishes++];
+ fish->pos[0] = posx;
+ fish->pos[1] = posy;
+ fish->alive = 1;
+ fish->payload = term->conditions[world.sim_frame];
+
+ int can_spawn = 0;
+
+ v2i dirs[] = {{1,0},{-1,0},{0,-1}};
+ for( int j = 0; j < vg_list_size(dirs); j ++ )
+ {
+ v2i target;
+ if( world.data[ (posy+dirs[j][1])*world.w + posx+dirs[j][0] ].water[ world.frame & 0x1 ] )
+ {
+ fish->dir[0] = dirs[j][0];
+ fish->dir[1] = dirs[j][1];
+ can_spawn = 1;
+ break;
+ }
+ }
+
+ if( !can_spawn )
+ world.num_fishes--;
+ }
+ }
+ }
+
+ for( int i = 0; i < world.num_fishes; i ++ )
+ {
+ struct fish *fish = &world.fishes[i];
+ struct cell *cell_current = pcell( fish->pos );
+
+ if( !fish->alive )
+ continue;
+
+ // Apply to output
+ if( cell_current->state & FLAG_OUTPUT )
+ {
+ for( int j = 0; j < arrlen( world.io ); j ++ )
+ {
+ struct cell_terminal *term = &world.io[j];
+
+ if( term->id == fish->pos[1]*world.w + fish->pos[0] )
+ {
+ term->recv[ term->recv_count ++ ] = fish->payload;
+ break;
+ }
+ }
+
+ fish->alive = 0;
+ continue;
+ }
+
+ if( !(cell_current->water[ world.frame & 0x1 ] || cell_current->state & (FLAG_INPUT)) )
+ {
+ fish->alive = 0;
+ }
+ else
+ {
+ if( cell_current->state & FLAG_SPLIT )
+ {
+ // Flip flop L/R
+ fish->dir[0] = cell_current->state&FLAG_FLIP_FLOP?1:-1;
+ fish->dir[1] = 0;
+
+ cell_current->state ^= FLAG_FLIP_FLOP;
+ }
+ else if( cell_current->state & FLAG_MERGER )
+ {
+ // Can only move up
+ fish->dir[0] = 0;
+ fish->dir[1] = -1;
+ }
+ else
+ {
+ struct cell *cell_next = pcell( (v2i){ fish->pos[0]+fish->dir[0], fish->pos[1]+fish->dir[1] } );
+ if( !cell_next->water[ world.frame & 0x1 ] )
+ {
+ // Try other directions for valid
+ v2i dirs[] = {{1,0},{-1,0},{0,-1}};
+ vg_info( "Trying some other directions...\n" );
+
+ for( int j = 0; j < vg_list_size(dirs); j ++ )
+ {
+ if( (dirs[j][0] == -fish->dir[0]) && (dirs[j][1] == -fish->dir[1]) )
+ continue;
+
+ if( pcell( (v2i){ fish->pos[0]+dirs[j][0], fish->pos[1]+dirs[j][1] } )->water[ world.frame & 0x1 ] )
+ {
+ fish->dir[0] = dirs[j][0];
+ fish->dir[1] = dirs[j][1];
+ }
+ }
+ }
+ }
+
+ fish->pos[0] += fish->dir[0];
+ fish->pos[1] += fish->dir[1];
+ }
+ }
+
+ world.sim_frame ++;
+ }
}
}
int posy = (term->id - posx)/world.w;
int is_input = world.data[ term->id ].state & FLAG_INPUT;
+ int const filled_start = 0;
+ int const filled_count = 32*3;
+ int const empty_start = 32*3;
+ int const empty_count = 32*6;
+
+ v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
+
for( int j = 0; j < arrlen( term->conditions ); j ++ )
{
glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)posx + 0.2f + 0.2f * (float)j, (float)posy + 0.2f, 0.1f );
- glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.2f, 0.8f, 0.6f, 1.0f );
- glDrawArrays( GL_TRIANGLES, is_input? 0: 32*3, is_input? 32*3: 32*6 );
+
+ if( is_input )
+ {
+ colour_code_v3( term->conditions[j], dot_colour );
+ glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+
+ // Draw filled if tick not passed, draw empty if empty
+ if( world.sim_frame > j )
+ glDrawArrays( GL_TRIANGLES, empty_start, empty_count );
+ else
+ glDrawArrays( GL_TRIANGLES, filled_start, filled_count );
+ }
+ else
+ {
+ if( term->recv_count > j )
+ {
+ colour_code_v3( term->recv[j], dot_colour );
+ v3_muls( dot_colour, 0.8f, dot_colour );
+ glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+
+ glDrawArrays( GL_TRIANGLES, filled_start, filled_count );
+ }
+
+ colour_code_v3( term->conditions[j], dot_colour );
+ glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+
+ glDrawArrays( GL_TRIANGLES, empty_start, empty_count );
+ }
+ }
+ }
+
+ // Draw 'fish'
+ if( world.simulating )
+ {
+ float scaled_time = (vg_time-world.sim_start)*2.0f;
+ float lerp = 1.0f-(scaled_time - (float)world.sim_frame);
+
+ v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
+
+ for( int i = 0; i < world.num_fishes; i ++ )
+ {
+ struct fish *fish = &world.fishes[i];
+
+ if( !fish->alive )
+ continue;
+
+ colour_code_v3( fish->payload, dot_colour );
+ glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+
+ glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)fish->pos[0] + 0.5f - (float)fish->dir[0]*lerp, (float)fish->pos[1] + 0.5f - (float)fish->dir[1]*lerp, 0.25f );
+ glDrawArrays( GL_TRIANGLES, 0, 32*3 );
}
}
}