406 lines
12 KiB
Lua
406 lines
12 KiB
Lua
-- 3D rotating cube (temporary test - roulette code commented out below)
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print("Scanning peripherals...")
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for _, name in ipairs(peripheral.getNames()) do
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print(name .. " = " .. peripheral.getType(name))
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end
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local tris = {
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-- SOUTH
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{ 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0 },
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{ 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0 },
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-- NORTH
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{ 1.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0, 1.0 },
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{ 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0 },
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-- EAST
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{ 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0 },
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{ 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0 },
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-- WEST
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{ 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0 },
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{ 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0 },
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-- TOP
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{ 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0 },
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{ 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0 },
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-- BOTTOM
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{ 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0 },
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{ 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0 },
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}
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local gpu
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for _, name in ipairs(peripheral.getNames()) do
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local t = peripheral.getType(name)
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if t and t:find("gpu") then
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gpu = peripheral.wrap(name)
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print("Found GPU: " .. name)
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break
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end
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end
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if not gpu then error("No GPU peripheral found.") end
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gpu.refreshSize()
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gpu.setSize(64)
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local pw, ph, bx, by, sb = gpu.getSize()
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print(("GPU pixel size: %sx%s blocks: %sx%s per-block: %s"):format(tostring(pw), tostring(ph), tostring(bx), tostring(by), tostring(sb)))
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local gl = gpu.createWindow3D(1, 1, pw, ph)
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gl.glFrustum(90, 0.1, 1000)
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gl.glDirLight(0, 0, -1)
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local rot = 0
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while true do
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gl.clear()
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gl.glDisable(0xDE1)
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gl.glTranslate(0, 1, 3)
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gl.glRotate(rot, 0, 1, 0)
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gl.glRotate(rot, 0, 0, 1)
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rot = rot + 3
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gl.glBegin()
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for k, v in pairs(tris) do
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local ci = math.floor((k - 1) / 2)
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gl.glVertex(v[1], v[2], v[3])
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local cv = 255
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if ci % 2 == 0 then cv = 127 end
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if math.floor(ci / 2) == 0 then
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gl.glColor(cv, 0, 0)
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elseif math.floor(ci / 2) == 1 then
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gl.glColor(0, cv, 0)
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else
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gl.glColor(0, 0, cv)
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end
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gl.glVertex(v[4], v[5], v[6])
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gl.glVertex(v[7], v[8], v[9])
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end
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gl.glEnd()
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gl.render()
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gl.sync()
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gpu.sync()
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sleep(0.01)
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end
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-- =============================================================================
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-- ROULETTE CODE (commented out)
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-- =============================================================================
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--[[
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-- Roulette Machine
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-- Designed for Tom's Peripherals GPU + screen blocks (multi-screen wall).
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-- Falls back to vanilla CC:Tweaked monitor if no GPU is attached.
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--
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-- Behaviour:
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-- * On boot, sizes itself to the full screen surface.
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-- * Draws a red/black/green pocket ring around the perimeter.
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-- * Waits for a redstone signal on any side, then spins the "ball"
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-- around the ring with random duration and ease-out deceleration,
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-- finally landing on a uniformly random pocket.
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----------------------------------------------------------------------
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-- Backend abstraction (GPU vs vanilla monitor)
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----------------------------------------------------------------------
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-- All drawing goes through a small `gfx` table with these methods:
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-- gfx.size() -> width, height in cells/pixels
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-- gfx.fillRect(x, y, w, h, col) -- col is a backend-specific color
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-- gfx.text(x, y, str, fg, bg)
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-- gfx.clear(col)
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-- gfx.sync() -- present frame (no-op for monitor)
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-- gfx.colors -- table with .red .black .green .white .bg
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-- gfx.cellSize -- pixel size of one "pocket cell"
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local gfx
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local function findGPU()
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-- Tom's Peripherals registers GPUs as tm_gpu_0, tm_gpu_1, ... so
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-- scan all peripherals for any type that starts with "tm_gpu" or
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-- exposes the GPU API surface.
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for _, side in ipairs(peripheral.getNames()) do
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local t = peripheral.getType(side)
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if t and t:sub(1, 6) == "tm_gpu" then
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return peripheral.wrap(side), t
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end
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end
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for _, side in ipairs(peripheral.getNames()) do
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local p = peripheral.wrap(side)
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if p and p.refreshSize and p.filledRectangle and p.sync then
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return p, peripheral.getType(side)
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end
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end
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return nil
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end
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local function makeGpuBackend(gpu)
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-- refreshSize() schedules a server-thread monitor scan asynchronously.
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-- sleep(0) yields back to the server, giving it a tick to finish.
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gpu.refreshSize()
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sleep(0)
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gpu.setSize(64)
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local pw, ph, bx, by, sb = gpu.getSize()
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print(("[roulette] GPU pixel size: %sx%s blocks: %sx%s per-block: %s")
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:format(tostring(pw), tostring(ph), tostring(bx), tostring(by), tostring(sb)))
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if not pw or not ph or pw < 8 or ph < 8 then
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error(("GPU reports unusable pixel size %sx%s.")
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:format(tostring(pw), tostring(ph)))
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end
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-- Pick a cell size that gives at least 16x16 cells, capped at 16 px.
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local cell = math.max(2, math.min(16, math.floor(math.min(pw, ph) / 16)))
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print(("[roulette] Using cell size: %d px -> %dx%d cells"):format(
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cell, math.floor(pw / cell), math.floor(ph / cell)))
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return {
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kind = "gpu",
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cellSize = cell,
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pixelW = pw,
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pixelH = ph,
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size = function()
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return math.floor(pw / cell), math.floor(ph / cell)
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end,
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fillRect = function(x, y, w, h, col)
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-- 1-indexed pixel coords, per gpuDraw.lua example.
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local px = (x - 1) * cell + 1
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local py = (y - 1) * cell + 1
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gpu.filledRectangle(px, py, w * cell, h * cell, col)
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end,
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text = function(x, y, str, fg, bg)
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local px = (x - 1) * cell + 1
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local py = (y - 1) * cell + 1
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-- drawText(x, y, text, textColor, bgColor, size, padding)
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pcall(gpu.drawText, px, py, str, fg, bg, 1, 0)
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end,
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clear = function(col)
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if col then gpu.fill(col) else gpu.fill() end
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end,
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sync = function()
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gpu.sync()
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end,
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colors = {
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red = 0xE53935,
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black = 0x101010,
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green = 0x2E7D32,
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white = 0xFFFFFF,
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bg = 0x000000,
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},
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}
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end
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local function makeMonitorBackend()
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local mon = peripheral.find("monitor")
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if not mon then return nil end
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mon.setTextScale(0.5)
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return {
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kind = "monitor",
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cellSize = 1,
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size = function() return mon.getSize() end,
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fillRect = function(x, y, w, h, col)
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mon.setBackgroundColor(col)
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for dy = 0, h - 1 do
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mon.setCursorPos(x, y + dy)
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mon.write(string.rep(" ", w))
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end
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end,
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text = function(x, y, str, fg, bg)
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mon.setBackgroundColor(bg or colors.black)
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mon.setTextColor(fg or colors.white)
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mon.setCursorPos(x, y)
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mon.write(str)
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end,
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clear = function(col)
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mon.setBackgroundColor(col)
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mon.clear()
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end,
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sync = function() end,
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colors = {
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red = colors.red,
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black = colors.black,
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green = colors.green,
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white = colors.white,
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bg = colors.black,
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},
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}
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end
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local function initBackend()
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local gpu = findGPU()
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if gpu then
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return makeGpuBackend(gpu)
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end
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local mon = makeMonitorBackend()
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if mon then return mon end
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error("No GPU or monitor attached. Connect a Tom's Peripherals GPU + screens, or a CC monitor.")
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end
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----------------------------------------------------------------------
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-- Wheel state
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----------------------------------------------------------------------
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local W, H -- size in cells
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local perimeter -- ordered list of {x, y, color, label}
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local ballIndex
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local lastBallIndex
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local SPIN_MIN_TIME = 6
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local SPIN_MAX_TIME = 12
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local START_DELAY = 0.03
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local END_DELAY = 0.45
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local function buildPerimeter()
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perimeter = {}
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local function add(x, y) table.insert(perimeter, { x = x, y = y }) end
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for x = 1, W do add(x, 1) end -- top
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for y = 2, H do add(W, y) end -- right
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for x = W - 1, 1, -1 do add(x, H) end -- bottom
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for y = H - 1, 2, -1 do add(1, y) end -- left
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for i, c in ipairs(perimeter) do
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if i == 1 then
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c.color = gfx.colors.green
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c.label = "0"
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else
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c.color = (i % 2 == 0) and gfx.colors.red or gfx.colors.black
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c.label = tostring(i - 1)
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end
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end
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end
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----------------------------------------------------------------------
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-- Drawing
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----------------------------------------------------------------------
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local function drawWheel()
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gfx.clear(gfx.colors.bg)
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for _, c in ipairs(perimeter) do
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gfx.fillRect(c.x, c.y, 1, 1, c.color)
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end
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end
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local function drawCenter(lines)
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-- Clear interior
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if W > 2 and H > 2 then
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gfx.fillRect(2, 2, W - 2, H - 2, gfx.colors.bg)
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end
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local startY = math.floor(H / 2) - math.floor(#lines / 2) + 1
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for i, line in ipairs(lines) do
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local x = math.max(2, math.floor((W - #line) / 2) + 1)
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gfx.text(x, startY + i - 1, line, gfx.colors.white, gfx.colors.bg)
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end
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end
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local function repaintPocket(idx)
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local c = perimeter[idx]
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gfx.fillRect(c.x, c.y, 1, 1, c.color)
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end
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local function drawBall(idx)
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local c = perimeter[idx]
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gfx.fillRect(c.x, c.y, 1, 1, gfx.colors.white)
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end
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local function moveBall(newIdx)
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if lastBallIndex then repaintPocket(lastBallIndex) end
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drawBall(newIdx)
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lastBallIndex = newIdx
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ballIndex = newIdx
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gfx.sync()
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end
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----------------------------------------------------------------------
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-- Spin
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----------------------------------------------------------------------
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local function easeOut(t)
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local inv = 1 - t
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return 1 - inv * inv * inv
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end
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local function spin()
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local n = #perimeter
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local spinTime = SPIN_MIN_TIME + math.random() * (SPIN_MAX_TIME - SPIN_MIN_TIME)
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local elapsed = 0
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drawCenter({ "SPINNING" })
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gfx.sync()
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sleep(0.5)
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drawCenter({ "" })
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while elapsed < spinTime do
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local t = elapsed / spinTime
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local eased = easeOut(t)
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local delay = START_DELAY + (END_DELAY - START_DELAY) * eased
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local jump = math.max(1, math.floor((1 - eased) * 4 + 0.5))
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local nextIdx = ((ballIndex - 1 + jump) % n) + 1
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moveBall(nextIdx)
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sleep(delay)
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elapsed = elapsed + delay
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end
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-- Final settle: pick a uniformly random pocket and crawl to it.
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local finalIdx = math.random(1, n)
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local steps = ((finalIdx - ballIndex) % n)
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if steps == 0 then steps = n end
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for i = 1, steps do
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local nextIdx = ((ballIndex - 1 + 1) % n) + 1
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moveBall(nextIdx)
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sleep(END_DELAY + i * 0.04)
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end
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return perimeter[finalIdx]
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end
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local function announce(pocket)
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local name = "BLACK"
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if pocket.color == gfx.colors.red then name = "RED"
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elseif pocket.color == gfx.colors.green then name = "GREEN" end
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drawCenter({ "WINNER", name .. " " .. pocket.label })
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gfx.sync()
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end
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----------------------------------------------------------------------
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-- Lifecycle
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----------------------------------------------------------------------
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local function start()
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math.randomseed(os.epoch("utc"))
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gfx = initBackend()
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W, H = gfx.size()
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print(("[roulette] Wheel grid: %dx%d cells"):format(W, H))
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if W < 3 or H < 3 then
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error(("Screen too small: %dx%d cells. Add more screen blocks."):format(W, H))
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end
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buildPerimeter()
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ballIndex = 1
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lastBallIndex = nil
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drawWheel()
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drawBall(ballIndex)
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drawCenter({ "ROULETTE", "Pull lever to spin" })
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gfx.sync()
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end
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local function stop()
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if gfx then
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gfx.clear(gfx.colors.bg)
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gfx.sync()
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end
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end
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local function waitForRedstonePulse()
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while true do
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os.pullEvent("redstone")
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for _, side in ipairs(redstone.getSides()) do
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if redstone.getInput(side) then return side end
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end
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end
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end
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local function main()
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while true do
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waitForRedstonePulse()
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local pocket = spin()
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announce(pocket)
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sleep(3)
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drawCenter({ "ROULETTE", "Pull lever to spin" })
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gfx.sync()
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end
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end
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return { start = start, stop = stop, main = main }
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--]]
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