Files
nova-corp/programs/roulette.lua

265 lines
7.8 KiB
Lua

-- Roulette Machine
-- Designed for Tom's Peripherals GPU + screen blocks (multi-screen wall).
--
-- Behaviour:
-- * On boot, discovers the GPU peripheral by scanning all attached peripherals.
-- * Calls refreshSize() + setSize(64) to bind the full monitor wall.
-- * Draws a red/black/green pocket ring around the perimeter.
-- * Waits for a redstone signal on any side, then spins the "ball"
-- around the ring with random duration and ease-out deceleration,
-- finally landing on a uniformly random pocket.
----------------------------------------------------------------------
-- GPU discovery
----------------------------------------------------------------------
local function findGPU()
print("[roulette] Scanning peripherals...")
for _, name in ipairs(peripheral.getNames()) do
local t = peripheral.getType(name)
print(" " .. name .. " = " .. tostring(t))
if t and t:find("gpu") then
print("[roulette] Using GPU: " .. name)
return peripheral.wrap(name)
end
end
return nil
end
----------------------------------------------------------------------
-- Backend
----------------------------------------------------------------------
local gfx
local function initBackend()
local gpu = findGPU()
if not gpu then
error("No GPU peripheral found. Attach a Tom's Peripherals GPU adjacent to the monitor wall.")
end
-- Let the server tick resolve the monitor wall geometry before setSize.
gpu.refreshSize()
sleep(0)
gpu.setSize(64)
-- getSize() -> pixelW, pixelH, blocksX, blocksY, sizePerBlock
local pw, ph, bx, by, sb = gpu.getSize()
print(("[roulette] GPU: %dx%d px | %dx%d blocks | %d px/block")
:format(pw, ph, bx or 0, by or 0, sb or 0))
if not pw or pw < 8 or ph < 8 then
error(("GPU pixel size %dx%d is too small. Is the monitor wall placed and facing correctly?")
:format(pw or 0, ph or 0))
end
-- Cell size: target at least 16 cells on the short axis, max 16 px each.
local cell = math.max(2, math.min(16, math.floor(math.min(pw, ph) / 16)))
local cw = math.floor(pw / cell)
local ch = math.floor(ph / cell)
print(("[roulette] Cell size: %d px -> grid: %dx%d cells"):format(cell, cw, ch))
return {
kind = "gpu",
cellSize = cell,
pixelW = pw,
pixelH = ph,
size = function() return cw, ch end,
fillRect = function(x, y, w, h, col)
local px = (x - 1) * cell + 1
local py = (y - 1) * cell + 1
gpu.filledRectangle(px, py, w * cell, h * cell, col)
end,
text = function(x, y, str, fg, bg)
local px = (x - 1) * cell + 1
local py = (y - 1) * cell + 1
pcall(gpu.drawText, px, py, str, fg or 0xFFFFFF, bg or 0x000000, 1, 0)
end,
clear = function(col)
if col then gpu.fill(col) else gpu.fill() end
end,
sync = function() gpu.sync() end,
colors = {
red = 0xE53935,
black = 0x101010,
green = 0x2E7D32,
white = 0xFFFFFF,
bg = 0x000000,
},
}
end
----------------------------------------------------------------------
-- Wheel state
----------------------------------------------------------------------
local W, H
local perimeter
local ballIndex
local lastBallIndex
local SPIN_MIN_TIME = 6
local SPIN_MAX_TIME = 12
local START_DELAY = 0.03
local END_DELAY = 0.45
local function buildPerimeter()
perimeter = {}
local function add(x, y) table.insert(perimeter, { x = x, y = y }) end
for x = 1, W do add(x, 1) end -- top L->R
for y = 2, H do add(W, y) end -- right T->B
for x = W - 1, 1, -1 do add(x, H) end -- bottom R->L
for y = H - 1, 2, -1 do add(1, y) end -- left B->T
for i, c in ipairs(perimeter) do
if i == 1 then
c.color = gfx.colors.green
c.label = "0"
else
c.color = (i % 2 == 0) and gfx.colors.red or gfx.colors.black
c.label = tostring(i - 1)
end
end
end
----------------------------------------------------------------------
-- Drawing
----------------------------------------------------------------------
local function drawWheel()
gfx.clear(gfx.colors.bg)
for _, c in ipairs(perimeter) do
gfx.fillRect(c.x, c.y, 1, 1, c.color)
end
end
local function drawCenter(lines)
if W > 2 and H > 2 then
gfx.fillRect(2, 2, W - 2, H - 2, gfx.colors.bg)
end
local startY = math.floor(H / 2) - math.floor(#lines / 2) + 1
for i, line in ipairs(lines) do
local x = math.max(2, math.floor((W - #line) / 2) + 1)
gfx.text(x, startY + i - 1, line, gfx.colors.white, gfx.colors.bg)
end
end
local function repaintPocket(idx)
local c = perimeter[idx]
gfx.fillRect(c.x, c.y, 1, 1, c.color)
end
local function drawBall(idx)
local c = perimeter[idx]
gfx.fillRect(c.x, c.y, 1, 1, gfx.colors.white)
end
local function moveBall(newIdx)
if lastBallIndex then repaintPocket(lastBallIndex) end
drawBall(newIdx)
lastBallIndex = newIdx
ballIndex = newIdx
gfx.sync()
end
----------------------------------------------------------------------
-- Spin
----------------------------------------------------------------------
local function easeOut(t)
local inv = 1 - t
return 1 - inv * inv * inv
end
local function spin()
local n = #perimeter
local spinTime = SPIN_MIN_TIME + math.random() * (SPIN_MAX_TIME - SPIN_MIN_TIME)
local elapsed = 0
drawCenter({ "SPINNING" })
gfx.sync()
sleep(0.5)
drawCenter({ "" })
while elapsed < spinTime do
local t = elapsed / spinTime
local eased = easeOut(t)
local delay = START_DELAY + (END_DELAY - START_DELAY) * eased
local jump = math.max(1, math.floor((1 - eased) * 4 + 0.5))
moveBall(((ballIndex - 1 + jump) % n) + 1)
sleep(delay)
elapsed = elapsed + delay
end
-- Crawl to a uniformly random final pocket.
local finalIdx = math.random(1, n)
local steps = (finalIdx - ballIndex) % n
if steps == 0 then steps = n end
for i = 1, steps do
moveBall(((ballIndex - 1 + 1) % n) + 1)
sleep(END_DELAY + i * 0.04)
end
return perimeter[finalIdx]
end
local function announce(pocket)
local name = "BLACK"
if pocket.color == gfx.colors.red then name = "RED" end
if pocket.color == gfx.colors.green then name = "GREEN" end
drawCenter({ "WINNER", name .. " " .. pocket.label })
gfx.sync()
end
----------------------------------------------------------------------
-- Lifecycle
----------------------------------------------------------------------
local function start()
math.randomseed(os.epoch("utc"))
gfx = initBackend()
W, H = gfx.size()
print(("[roulette] Wheel grid: %dx%d cells"):format(W, H))
if W < 3 or H < 3 then
error(("Screen too small: %dx%d cells. Add more screen blocks."):format(W, H))
end
buildPerimeter()
ballIndex = 1
lastBallIndex = nil
drawWheel()
drawBall(ballIndex)
drawCenter({ "ROULETTE", "Pull lever to spin" })
gfx.sync()
end
local function stop()
if gfx then
gfx.clear(gfx.colors.bg)
gfx.sync()
end
end
local function waitForRedstonePulse()
while true do
os.pullEvent("redstone")
for _, side in ipairs(redstone.getSides()) do
if redstone.getInput(side) then return side end
end
end
end
local function main()
while true do
waitForRedstonePulse()
local pocket = spin()
announce(pocket)
sleep(3)
drawCenter({ "ROULETTE", "Pull lever to spin" })
gfx.sync()
end
end
return { start = start, stop = stop, main = main }