Commit Graph

5 Commits

Author SHA1 Message Date
Jeija 1083539e9b Resume turnon/off calls as soon as area is loaded in case turnon/off calls end in unloaded territory 2014-01-11 16:46:27 +01:00
Jeija ff5e315325 Fix ActionQueue delays 2014-01-11 15:36:30 +01:00
Jeija f1211f7dae Add ActionQueue priority system
This makes effectors nearer to the source of the action (the receptor) update first.

This defines behaviour for this piston circuit: http://i.imgur.com/9Pp2Mzb.png
And defines, that this memory circuit does not work from this direction: http://i.imgur.com/jJn0aFh.png
But it will work when using the switch from the other side: http://i.imgur.com/nvw0oZB.png

Only if two effectors have the same distance, there is nothing we can do about it, behaviour is not defined.
"Distance" is determined by the stack size of recursions in turnon / turnoff.
Priorities are between 0 (lowest) and 1 (highest).
2014-01-11 14:57:56 +01:00
Jeija 93fb489bdb Fix the bugs spotted by Novatux - thanks for spotting them 2014-01-11 08:57:21 +01:00
Jeija 2d004b19ea First draft of some kind of Action Queue (just like the globalstep queue in to_update), but more flexible and also including delay functionality (mesecon_delayer).
The queue is also saved to a file, so that when restarting mesecons, delayers resume to the state they had when the game shut down. Needs testing.
2014-01-10 22:33:40 +01:00