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path: root/new_flow_logic/abms.lua
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2017-10-17rename new_flow_logic subdirectory to a less ambiguous namethetaepsilon-gamedev
The "new flow logic" name was supposed to indicate that it was a continuation of the old branch by the same name, but it is beginning to become clear that it's not "new" any more and it might lead to confusion with "classic mode" flow logic while that still co-exists. Explicitly name the subdirectory "pressure logic" to give a better idea of what goes in it, init.lua edited accordingly.
2017-10-16new flow logic: abms.lua: directional flow logic trace log points for local ↵thetaepsilon-gamedev
debugging
2017-10-16new flow logic: abms.lua: use directional callback function for direcional ↵thetaepsilon-gamedev
nodes to obtain neighbour list
2017-10-15new flow logic: abms.lua: hoist simple flowable neighbour calculation into ↵thetaepsilon-gamedev
if-block in preparation for directional flowables support
2017-10-08new flow logic: implement post-transition hook with mesecons support, add ↵thetaepsilon-gamedev
mesecons transition rules for flow sensor
2017-10-08new flow logic: abms.lua: implement node transitionsthetaepsilon-gamedev
2017-10-08new flow logic: algorithmic and value tuning for non-finite modethetaepsilon-gamedev
2017-10-07new flow logic: abms.lua: implement non-finite mode cleanupfn invocation in ↵thetaepsilon-gamedev
run_output()
2017-10-07new flow logic: abms.lua: pass initial pressure to run_output() to allow ↵thetaepsilon-gamedev
falling-level event detection
2017-10-07new flow logic: abms.lua: implement non-finite mode behaviour for neighbour ↵thetaepsilon-gamedev
output helper
2017-10-07new flow logic: abms.lua: pass finite mod flag to output handler callbacks ↵thetaepsilon-gamedev
in flowlogic.run_output()
2017-10-07new flow logic: abms.lua: pass finite mode flag to run_output()thetaepsilon-gamedev
2017-10-07new flow logic: abms.lua: don't unpack outputdef variables in ↵thetaepsilon-gamedev
flowlogic.run(), leave to flowlogic.run_output()
2017-10-07new flow logic: abms.lua: refactor run_input to run as part of master run() ABMthetaepsilon-gamedev
2017-10-07new flow logic: abms.lua: refactor flowlogic.run_output() into a processing ↵thetaepsilon-gamedev
stage of flowlogic.run()
2017-10-07new flow logic: abms.lua: refactor ABM logic into new master ABM, make ↵thetaepsilon-gamedev
balance_pressure() take current pressure and return new pressure
2017-10-07new flow logic: abms.lua: wrap up pressure value accesses behind accessor objectthetaepsilon-gamedev
2017-10-07new flow logic: abms.lua: add companion cleaner helper for neighbour outputthetaepsilon-gamedev
2017-10-01new flow logic: abms.lua: rename neighbour output helper to better indicate ↵thetaepsilon-gamedev
lack of rotation support
2017-10-01new flow logic: abms.lua: generalise spigot output code to support arbitary ↵thetaepsilon-gamedev
neighbour lists
2017-10-01new flow logic: abms.lua: remove intake limit coercion causing water to be ↵thetaepsilon-gamedev
vanished
2017-10-01new flow logic: abms.lua: use flowable nodes registry to determine viable ↵thetaepsilon-gamedev
neighbours
2017-10-01new flow logic: abms.lua: start splitting apart spigot code into generalised ↵thetaepsilon-gamedev
output ABM
2017-10-01abms.lua: refactor and generalise run_pump_intake() to allow passing custom ↵thetaepsilon-gamedev
intake functions
2017-10-01new_flow_logic/abms.lua: run_pump_intake(): use passed-in maxpressure ↵thetaepsilon-gamedev
instead of table lookup, pass through in abm_register.lua
2017-09-30move all current new_flow_logic code to dedicated sub-directorythetaepsilon-gamedev