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randomizer.lua
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randomizer = class:new()
function randomizer:init(x, y, m, r)
self.cox = x
self.coy = y
self.x = x
self.y = y
self.r = r
local vars = tostring(m)
vars = vars:split("|")
self.m = tonumber(vars[1]) or 1
self.visible = (vars[2] or "true") == "true"
self.outtable = {}
self.on = false
self.target = nil
self.initial = true
end
function randomizer:link()
if #self.r > 3 then
for j, w in pairs(outputs) do
for i, v in pairs(objects[w]) do
if tonumber(self.r[5]) == v.cox and tonumber(self.r[6]) == v.coy then
v:addoutput(self)
self.linked = true
end
end
end
end
end
function randomizer:addoutput(a, t)
table.insert(self.outtable, {a, t})
end
function randomizer:update(dt)
end
function randomizer:draw()
if self.visible then
love.graphics.setColor(255, 255, 255)
love.graphics.draw(gateimg, gatequad[4], math.floor((self.x-1-xscroll)*16*scale), ((self.y-1-yscroll)*16-8)*scale, 0, scale, scale)
end
end
function randomizer:out(t)
for i = 1, #self.outtable do
if self.outtable[i][1].input then
self.outtable[i][1]:input(t, self.outtable[i][2])
end
end
end
function randomizer:input(t)
if t == "off" then
self.on = false
if #self.outtable ~= 0 and self.m ~= 2 then
if self.m == 3 then
for i = 1, #self.outtable do
if math.random(1, 2) == 1 then
self.outtable[i][1]:input("toggle", self.outtable[i][2])
end
end
elseif self.m == 2 then
self.target = math.random(1, #self.outtable)
self.outtable[self.target][1]:input("toggle", self.outtable[self.target][2])
else
self.outtable[self.target][1]:input("off", self.outtable[self.target][2])
end
end
elseif t == "on" then
self.on = true
if #self.outtable ~= 0 then
self.target = math.random(1, #self.outtable)
if self.m == 3 then
for i = 1, #self.outtable do
if math.random(1, 2) == 1 then
self.outtable[i][1]:input("toggle", self.outtable[i][2])
end
end
elseif self.m == 2 then
self.outtable[self.target][1]:input("toggle", self.outtable[self.target][2])
else
self.outtable[self.target][1]:input("on", self.outtable[self.target][2])
end
end
else
self.on = not self.on
if self.m == 3 then
for i = 1, #self.outtable do
if math.random(1, 2) == 1 then
self.outtable[i][1]:input("toggle", self.outtable[i][2])
end
end
else
if self.on then
if #self.outtable ~= 0 then
self.target = math.random(1, #self.outtable)
self.outtable[self.target][1]:input("toggle", self.outtable[self.target][2])
end
else
if #self.outtable ~= 0 then
if self.m == 2 then
self.target = math.random(1, #self.outtable)
end
self.outtable[self.target][1]:input("toggle", self.outtable[self.target][2])
end
end
end
end
end