marble-machinations/src/marble_engine.rs

495 lines
13 KiB
Rust

use raylib::prelude::*;
pub mod board;
pub mod pos;
pub mod tile;
use board::Board;
use pos::*;
use tile::*;
use crate::{ui::draw_usize_small, Textures, TILE_TEXTURE_SIZE};
#[derive(Debug)]
pub struct Machine {
board: Board,
marbles: Vec<Pos>,
powered: Vec<Pos>,
input: Vec<u8>,
input_index: usize,
output: Vec<u8>,
steps: usize,
}
impl Machine {
pub fn new_empty() -> Self {
Self {
board: Board::new_empty(5, 5),
marbles: Vec::new(),
powered: Vec::new(),
input: Vec::new(),
input_index: 0,
output: Vec::new(),
steps: 0,
}
}
pub fn reset(&mut self) {
self.steps = 0;
self.input_index = 0;
self.output.clear();
self.powered.clear();
}
pub fn set_board(&mut self, board: Board) {
self.marbles = board.get_marbles();
self.powered.clear();
self.board = board;
}
pub fn board(&self) -> &Board {
&self.board
}
pub fn output(&self) -> &[u8] {
&self.output
}
pub fn input(&self) -> &[u8] {
&self.input
}
pub fn input_index(&self) -> usize {
self.input_index
}
pub fn step_count(&self) -> usize {
self.steps
}
pub fn set_input(&mut self, bytes: Vec<u8>) {
self.input_index = self.input_index.min(bytes.len());
self.input = bytes;
}
pub fn draw_marble_values(
&self,
d: &mut RaylibDrawHandle,
textures: &Textures,
offset: Vector2,
scale: f32,
) {
let tile_size = (TILE_TEXTURE_SIZE * scale) as i32;
for marble in &self.marbles {
let x = marble.x;
let y = marble.y;
if let Some(tile) = self.board.get(*marble) {
let px = x as i32 * tile_size + offset.x as i32;
let py = y as i32 * tile_size + offset.y as i32;
if let Tile::Marble { value, dir } = tile {
let texture = textures.get(dir.arrow_texture_name());
let pos = Vector2::new(px as f32, py as f32);
let faded_white = Color::new(255, 255, 255, 100);
d.draw_texture_ex(texture, pos, 0., scale, faded_white);
draw_usize_small(d, textures, value as usize, px, py, scale);
}
}
}
}
pub fn step(&mut self) {
self.steps += 1;
let old_marbles = self.marbles.len();
let mut new_marbles = Vec::new();
// activate all powered machines
for &pos in &self.powered {
match self.board.get_mut(pos) {
Some(Tile::Powerable(machine, state)) => {
*state = false;
let machine = *machine;
for dir in Direction::ALL {
let front_pos = dir.step(pos);
let source_pos = dir.opposite().step(pos);
match self.board.get(source_pos) {
Some(Tile::Wire(wiretype, true)) => {
if !wiretype.has_output(dir) {
continue;
}
}
Some(Tile::Button(true)) => (),
_ => continue,
}
let Some(front_tile) = self.board.get_mut(front_pos) else {
continue;
};
// `machine`` is being powered, in direction `dir``
match machine {
PTile::Comparator(_) => (), // handled at the power propagation stage (end of step)
PTile::Math(op) => {
if front_tile.is_blank() {
let pos_a = dir.left().step(pos);
let pos_b = dir.right().step(pos);
let val_a = self.board.get_or_blank(pos_a).read_value();
let val_b = self.board.get_or_blank(pos_b).read_value();
let value = match op {
MathOp::Add => val_a.wrapping_add(val_b),
MathOp::Sub => val_a.wrapping_sub(val_b),
MathOp::Mul => val_a.wrapping_mul(val_b),
MathOp::Div => val_a.checked_div(val_b).unwrap_or_default(),
MathOp::Rem => val_a.checked_rem(val_b).unwrap_or_default(),
};
new_marbles.push((front_pos, value, dir));
}
}
PTile::IO => {
if front_tile == &Tile::BLANK && self.input_index < self.input.len()
{
let value = self.input[self.input_index] as MarbleValue;
self.input_index += 1;
new_marbles.push((front_pos, value, dir));
}
}
PTile::Silo => {
if front_tile == &Tile::BLANK {
new_marbles.push((front_pos, 0, dir));
}
}
PTile::Flipper => {
match front_tile {
Tile::Wire(wire_type, _) => {
*wire_type = match *wire_type {
WireType::Vertical => WireType::Horizontal,
WireType::Horizontal => WireType::Vertical,
WireType::Cross => WireType::Cross,
}
}
Tile::Mirror(mirror) => mirror.flip(),
Tile::Arrow(dir) => *dir = dir.opposite(),
_ => (),
};
}
}
}
}
Some(Tile::Button(_state)) => (),
Some(Tile::Wire(_, _state)) => (),
_ => unreachable!(),
};
}
// old wires have to be reset after machine processing,
// so they can figure out which directions they are powered from
for &p in &self.powered {
match self.board.get_mut(p) {
Some(Tile::Button(state)) => *state = false,
Some(Tile::Wire(_, state)) => *state = false,
_ => (),
}
}
self.powered.clear();
if self.marbles.is_empty() {
return;
}
#[derive(Clone, Copy, Debug)]
enum DirInfluence {
None,
One(Direction),
Multiple,
}
// #### find all direct bounces ####
let mut will_reverse_direction = vec![false; self.marbles.len()];
// todo store in tile to remove search through self.marbles
let mut influenced_direction = vec![DirInfluence::None; self.marbles.len()];
for (i, &pos) in self.marbles.iter().enumerate() {
let Some(Tile::Marble { value: _, dir }) = self.board.get(pos) else {
unreachable!()
};
let front_pos = dir.step(pos);
let Some(front_tile) = self.board.get(front_pos) else {
continue;
};
match front_tile {
Tile::Marble {
value: _,
dir: other_dir,
} => {
if other_dir != dir {
// this marble is facing another marble, and will therefore definitely bounce
will_reverse_direction[i] = true;
// the other marble will bounce too, either
let other_index =
self.marbles.iter().position(|m| *m == front_pos).unwrap();
let influence = &mut influenced_direction[other_index];
*influence = match *influence {
DirInfluence::None => DirInfluence::One(dir),
DirInfluence::One(_) => DirInfluence::Multiple,
DirInfluence::Multiple => DirInfluence::Multiple,
}
}
}
Tile::Arrow(arrow_dir) => {
if arrow_dir == dir.opposite() {
// bounce on a reverse facing arrow
will_reverse_direction[i] = true;
}
}
_ => (),
}
}
// #### apply all direct bounces ####
for (i, &pos) in self.marbles.iter().enumerate() {
let Some(Tile::Marble { value: _, dir }) = self.board.get_mut(pos) else {
unreachable!()
};
if will_reverse_direction[i] {
*dir = dir.opposite();
} else if let DirInfluence::One(new_dir) = influenced_direction[i] {
*dir = new_dir;
}
}
// #### new marbles ####
let mut claim_positions = Vec::new();
// prepare creating the new marbles
for &(pos, _val, _dir) in &new_marbles {
let Some(Tile::Open(OpenTile::Blank, claim)) = self.board.get_mut(pos) else {
unreachable!()
};
if claim.claim_indirect() {
claim_positions.push(pos);
}
}
// create new marbles
// new marbles are past old_marbles index, so will not move this step
for (pos, value, dir) in new_marbles {
let Some(Tile::Open(OpenTile::Blank, Claim::ClaimedIndirect)) = self.board.get_mut(pos) else {
continue;
};
self.board.set(pos, Tile::Marble { value, dir });
self.marbles.push(pos);
}
// #### movement ####
// mark claims to figure out what spaces can be moved to
for &pos in &self.marbles[..old_marbles] {
let Some(Tile::Marble { value: _, dir }) = self.board.get(pos) else {
unreachable!()
};
let front_pos = dir.step(pos);
let Some(front_tile) = self.board.get_mut(front_pos) else {
continue;
};
if let Tile::Open(_type, claim) = front_tile {
if claim.claim() {
claim_positions.push(front_pos);
}
} else {
let target_pos = match front_tile {
Tile::Arrow(d) => d.step(front_pos),
Tile::Mirror(m) => m.new_dir(dir).step(front_pos),
Tile::Button(_) => dir.step(front_pos),
_ => continue,
};
let Some(target_tile) = self.board.get_mut(target_pos) else {
continue;
};
if let Tile::Open(_type, claim) = target_tile {
if claim.claim_indirect() {
claim_positions.push(front_pos);
}
}
}
}
let mut removed_marbles = Vec::new();
// move marbles
for (i, pos) in self.marbles[..old_marbles].iter_mut().enumerate() {
let Some(Tile::Marble { value, dir }) = self.board.get(*pos) else {
unreachable!()
};
let front_pos = dir.step(*pos);
let Some(front_tile) = self.board.get_mut(front_pos) else {
continue;
};
let mut move_to = |tile, target_pos, dir, board: &mut Board| {
let value = match tile {
OpenTile::Blank => value,
OpenTile::Digit(n) => value.wrapping_mul(10).wrapping_add(n as MarbleValue),
};
board.set(*pos, Tile::BLANK);
board.set(target_pos, Tile::Marble { value, dir });
*pos = target_pos;
};
if let Tile::Open(space_type, claim_state) = front_tile {
if *claim_state == Claim::Claimed {
move_to(*space_type, front_pos, dir, &mut self.board);
} else if *claim_state != Claim::Free {
// (Free means a marble was just here but moved earlier this tick)
// bounce on failed direct movement
self.board.set(
*pos,
Tile::Marble {
value,
dir: dir.opposite(),
},
);
}
} else {
let target_pos;
let mut is_button = false;
let mut new_dir = dir;
match front_tile {
Tile::Arrow(d) => {
target_pos = d.step(front_pos);
new_dir = *d;
}
Tile::Mirror(m) => {
new_dir = m.new_dir(dir);
target_pos = new_dir.step(front_pos);
}
Tile::Button(_) => {
is_button = true;
target_pos = dir.step(front_pos);
}
Tile::Powerable(PTile::Silo, _) => {
removed_marbles.push(i);
continue;
}
Tile::Powerable(PTile::IO, _) => {
removed_marbles.push(i);
self.output.push(value as u8);
continue;
}
_ => continue,
}
let Some(target_tile) = self.board.get_mut(target_pos) else {
continue;
};
if let Tile::Open(space_type, Claim::ClaimedIndirect) = target_tile {
move_to(*space_type, target_pos, new_dir, &mut self.board);
if is_button {
self.powered.push(front_pos);
}
}
}
}
for pos in claim_positions {
if let Some(Tile::Open(_, claim_state)) = self.board.get_mut(pos) {
*claim_state = Claim::Free;
}
}
// remove marbles
for &i in removed_marbles.iter().rev() {
self.board.set(self.marbles[i], Tile::BLANK);
self.marbles.swap_remove(i);
}
// propagate power
let mut i = 0;
while i < self.powered.len() {
let pos = self.powered[i];
let Some(tile) = self.board.get_mut(pos) else {
unreachable!()
};
match tile {
Tile::Button(state) => {
*state = true;
for dir in Direction::ALL {
let target_pos = dir.step(pos);
match self.board.get_mut(target_pos) {
Some(Tile::Powerable(_, state)) => {
if !*state {
*state = true;
self.powered.push(target_pos);
}
}
Some(Tile::Wire(_, state)) => {
// only push it if it hasnt already been pushed
if !*state {
*state = true;
self.powered.push(target_pos);
}
}
_ => (),
}
}
}
Tile::Wire(wiretype, state) => {
*state = true;
for dir in wiretype.directions() {
let target_pos = dir.step(pos);
match self.board.get_mut(target_pos) {
Some(Tile::Powerable(_, state)) => {
if !*state {
*state = true;
self.powered.push(target_pos);
}
}
Some(Tile::Wire(_, state)) => {
// only push it if it hasnt already been pushed
if !*state {
*state = true;
self.powered.push(target_pos);
}
}
_ => (),
}
}
}
Tile::Powerable(PTile::Comparator(comp), state) => {
*state = true;
let comp = *comp;
for dir in Direction::ALL {
let front_pos = dir.step(pos);
let source_pos = dir.opposite().step(pos);
match self.board.get(source_pos) {
Some(Tile::Wire(wiretype, true)) => {
if !wiretype.has_output(dir) {
continue;
}
}
Some(Tile::Button(true)) => (),
_ => continue,
}
let Some(front_tile) = self.board.get_mut(front_pos) else {
continue;
};
if matches!(front_tile, Tile::Wire(_, _) | Tile::Powerable(_, _)) {
let pos_a = dir.left().step(pos);
let pos_b = dir.right().step(pos);
let val_a = self.board.get_or_blank(pos_a).read_value();
let val_b = self.board.get_or_blank(pos_b).read_value();
let result = match comp {
Comparison::LessThan => val_a < val_b,
Comparison::GreaterThan => val_a > val_b,
Comparison::Equal => val_a == val_b,
Comparison::NotEqual => val_a != val_b,
};
if result {
self.powered.push(front_pos);
}
}
}
}
// state may be false if it was powered by a machine in earlier step
Tile::Powerable(_, state) => *state = true,
_ => {
dbg!(tile);
unreachable!()
}
}
i += 1;
}
}
}