Almost working from 1st try
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c6547c1121
8 changed files with 297 additions and 0 deletions
5
config.lua
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5
config.lua
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Config = {
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cellSize = 64,
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gridOffset = 0,
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portWidth = 16
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}
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31
gridpoint.lua
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31
gridpoint.lua
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require 'point'
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require 'config'
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-- Point table with grid-based coordinates
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---@class GridPoint: Point
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GridPoint = Point
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-- Convert grid x, y to global x, y
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---@return Point
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function GridPoint:absolute()
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return Point:new(
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self.x * Config.cellSize + Config.gridOffset,
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self.y * Config.cellSize
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)
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end
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-- Same as coords, but converted to global coords
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---@return number, number
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function GridPoint:globalCoords()
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return self.x * Config.cellSize - Config.cellSize / 2 + Config.gridOffset,
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self.y * Config.cellSize - Config.cellSize / 2
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end
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-- Returns local coords from global
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---@param point Point
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---@return GridPoint
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function GridPoint.snapCoords( point )
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local x = math.ceil( (point.x - Config.gridOffset) / Config.cellSize )
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local y = math.ceil( point.y / Config.cellSize )
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return GridPoint:new( x, y )
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end
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33
main.lua
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33
main.lua
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require 'point'
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require 'gridpoint'
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require 'mouse'
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require 'mechanism'
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require 'port'
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function love.load()
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Screenw, Screenh = love.window.getMode()
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Gridw, Gridh = Screenw / Config.cellSize, Screenh / Config.cellSize
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local port = Port:new( GridPoint:new(-1, 0), PortRotation.left, { 0.8, 0.8, 0, 1 } )
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Mecha1 = Mechanism:new( GridPoint:new(5, 5), GridPoint:new(3, 3), { port }, {0.5, 0.5, 0.5, 1} )
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end
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function love.update( dt )
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dt = dt
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Mouse:update()
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end
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function love.draw()
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for i = 1, Gridw do
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love.graphics.line( i * Config.cellSize, 0, i * Config.cellSize, Screenh )
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end
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for j = 1, Gridh do
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love.graphics.line( 0, j * Config.cellSize, Screenw, j * Config.cellSize )
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end
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local mx, my = Mouse.point:globalCoords()
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mx = mx - Config.cellSize / 2
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my = my - Config.cellSize / 2
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local mh, mw = Config.cellSize, Config.cellSize
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love.graphics.rectangle("fill", mx, my, mh, mw)
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Mecha1:draw()
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end
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69
mechanism.lua
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69
mechanism.lua
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require 'tablefuncs'
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require 'gridpoint'
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require 'port'
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---@param xcorner GridPoint
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---@param size GridPoint
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---@return GridPoint
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local function nextxcorner( xcorner, size )
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local cornerLookup = {
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GridPoint:new( 0, 0 ),
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GridPoint:new( size.x - 1, 0 ),
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GridPoint:new( size.x - 1, size.y - 1 ),
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GridPoint:new( size.x - 1, size.y - 1 )
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}
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local index = TableFind(cornerLookup, xcorner, function(value) value:equals(xcorner) end)
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if index < #cornerLookup then
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index = index + 1
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else
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index = 0
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end
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return cornerLookup[index]
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end
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---@class Mechanism
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---@field position GridPoint
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---@field size GridPoint
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---@field xcorner GridPoint
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---@field ports Port[]
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---@field color table
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Mechanism = {
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position = GridPoint:new( 0, 0 ),
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size = GridPoint:new( 1, 1 ),
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xcorner = GridPoint:new( 0, 0 ),
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ports = {},
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color = { 0.5, 0.5, 0.5, 1 }
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}
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function Mechanism:new( position, size, ports, color )
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local mechanism = {
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position = position or self.position,
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size = size or self.size,
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ports = ports or {},
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color = color or self.color
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}
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setmetatable( mechanism, { __index = self } )
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return mechanism
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end
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function Mechanism:rotateClockwise()
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self.xcorner = nextxcorner(self.xcorner, self.size)
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for _, port in ipairs(self.ports) do
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port:rotateClockwise()
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end
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end
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function Mechanism:draw()
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love.graphics.setColor(self.color)
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local x, y = self.position:globalCoords()
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x = x - Config.cellSize / 2
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y = y - Config.cellSize / 2
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local w, h = self.size:globalCoords()
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love.graphics.rectangle("fill", x, y, w, h)
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for _, port in ipairs(self.ports) do
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local offset = GridPoint:new( self.position.x + self.xcorner.x, self.position.y + self.xcorner.y )
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port:draw( offset )
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end
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end
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19
mouse.lua
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19
mouse.lua
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-- TODO: rewrite
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---@class Mouse
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---@field x integer
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---@field y integer
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---@field point GridPoint
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Mouse = {
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x = 0,
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y = 0,
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point = GridPoint:new( 0, 0 )
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}
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-- TODO: fix collision with other line's endpoint
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function Mouse:update()
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Mouse.x, Mouse.y = love.mouse.getPosition()
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Mouse.x = Mouse.x + 1
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Mouse.y = Mouse.y + 1
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Mouse.point = GridPoint.snapCoords( Point:new( Mouse.x, Mouse.y ) )
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end
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42
point.lua
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42
point.lua
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-- Represents 2D point
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---@class Point
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Point = { x = 1, y = 1 }
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-- Point factory
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---@param x number | nil
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---@param y number | nil
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---@return any
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function Point:new( x, y )
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local point = {
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x = x or x,
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y = y or y
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}
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setmetatable( point, { __index = self } )
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return point
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end
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-- Comparing function
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---@param point self
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---@return boolean
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function Point:equals( point )
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return self.x == point.x and self.y == point.y
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end
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-- Get self coordinates
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---@return number, number
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function Point:coords()
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return self.x, self.y
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end
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-- Return vector length between points
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---@param point Point
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---@return number
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function Point:distanceTo( point )
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return math.sqrt(
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( self.x - point.x ) ^ 2 +
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( self.y - point.y ) ^ 2
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)
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end
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71
port.lua
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71
port.lua
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require 'gridpoint'
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---@enum Alignment
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Alignment = {
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Vertical = true,
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Horizontal = false
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}
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---@enum PortRotation
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PortRotation = {
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right = {false, false},
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down = {false, true},
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left = {true, false},
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up = {true, true}
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}
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---@class Port
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---@field position GridPoint
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---@field alignment Alignment
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---@field scanOffset number
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---@field color table
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Port = {
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position = GridPoint:new(0, 0),
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alignment = Alignment.Vertical,
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scanOffset = 0,
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color = { 0.8, 0.8, 0, 1 }
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}
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---@param position GridPoint
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---@param rotation PortRotation
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---@param color table
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---@return Port
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function Port:new(position, rotation, color)
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local port = {
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position = position or self.position,
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alignment = self.alignment,
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scanOffset = self.scanOffset,
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color = color or self.color
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}
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if rotation ~= nil then
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port.scanOffset = rotation[1] and 1 or 0
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port.alignment = rotation[2]
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end
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setmetatable(port, { __index = self })
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return port
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end
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function Port:rotateClockwise()
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local swap = self.position.x
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self.position.x = -self.position.y
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self.position.y = swap
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self.scanOffset = (self.scanOffset == 1) == self.alignment and 1 or 0
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self.alignment = not self.alignment
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end
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---@param offset GridPoint
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function Port:draw( offset )
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love.graphics.setColor(self.color)
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local drawPoint = GridPoint:new(
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offset.x + self.position.x + self.scanOffset,
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offset.y + self.position.y + self.scanOffset
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)
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local x, y = drawPoint:globalCoords()
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x = self.alignment and x - Config.cellSize / 2 or x - Config.portWidth / 2 - Config.cellSize / 2
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y = self.alignment and y - Config.portWidth / 2 - Config.cellSize / 2 or y - Config.cellSize / 2
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local w = self.alignment and Config.cellSize or Config.portWidth
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local h = self.alignment and Config.portWidth or Config.cellSize
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love.graphics.rectangle("fill", x, y, w, h)
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end
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27
tablefuncs.lua
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27
tablefuncs.lua
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-- Find key by value in table by predicate
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---@param table table
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---@param value any
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---@param pred function
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---@return any
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function TableFind( table, value, pred )
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for key, innervalue in pairs( table ) do
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if pred( value, innervalue ) then
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return key
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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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-- Find if value exists in table by predicate
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---@param table table
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---@param value any
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---@param pred function
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---@return boolean
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function TableHas( table, value, pred )
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for _, innervalue in pairs( table ) do
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if pred( value, innervalue ) then
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return true
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end
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end
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return false
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end
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