local nodebox = { type = "fixed", fixed = {{-8/16, -8/16, -8/16, 8/16, -7/16, 8/16 }}, } local function gate_rotate_rules(node, rules) for rotations = 0, node.param2 - 1 do rules = mesecon.rotate_rules_left(rules) end return rules end local function gate_get_output_rules(node) return gate_rotate_rules(node, {{x=1, y=0, z=0}}) end local function gate_get_input_rules_oneinput(node) return gate_rotate_rules(node, {{x=-1, y=0, z=0}}) end local function gate_get_input_rules_twoinputs(node) return gate_rotate_rules(node, {{x=0, y=0, z=1, name="input1"}, {x=0, y=0, z=-1, name="input2"}}) end local function set_gate(pos, node, state) local gate = minetest.registered_nodes[node.name] if mesecon.do_overheat(pos) then minetest.remove_node(pos) mesecon.receptor_off(pos, gate_get_output_rules(node)) minetest.add_item(pos, gate.drop) elseif state then minetest.swap_node(pos, {name = gate.onstate, param2=node.param2}) mesecon.receptor_on(pos, gate_get_output_rules(node)) else minetest.swap_node(pos, {name = gate.offstate, param2=node.param2}) mesecon.receptor_off(pos, gate_get_output_rules(node)) end end local function update_gate(pos, node, link, newstate) local gate = minetest.registered_nodes[node.name] if gate.inputnumber == 1 then set_gate(pos, node, gate.assess(newstate == "on")) elseif gate.inputnumber == 2 then local meta = minetest.get_meta(pos) meta:set_int(link.name, newstate == "on" and 1 or 0) local val1 = meta:get_int("input1") == 1 local val2 = meta:get_int("input2") == 1 set_gate(pos, node, gate.assess(val1, val2)) end end local function register_gate(name, inputnumber, assess, recipe, description) local get_inputrules = inputnumber == 2 and gate_get_input_rules_twoinputs or gate_get_input_rules_oneinput description = "Logic Gate: "..name local basename = "mesecons_gates:"..name mesecon.register_node(basename, { description = description, inventory_image = "jeija_gate_off.png^jeija_gate_"..name..".png", paramtype = "light", paramtype2 = "facedir", is_ground_content = false, drawtype = "nodebox", drop = basename.."_off", selection_box = nodebox, node_box = nodebox, walkable = true, sounds = default.node_sound_stone_defaults(), assess = assess, onstate = basename.."_on", offstate = basename.."_off", inputnumber = inputnumber, after_dig_node = mesecon.do_cooldown, },{ tiles = {"jeija_microcontroller_bottom.png^".."jeija_gate_off.png^".. "jeija_gate_"..name..".png"}, groups = {dig_immediate = 2, overheat = 1}, mesecons = { receptor = { state = "off", rules = gate_get_output_rules }, effector = { rules = get_inputrules, action_change = update_gate }} },{ tiles = {"jeija_microcontroller_bottom.png^".."jeija_gate_on.png^".. "jeija_gate_"..name..".png"}, groups = {dig_immediate = 2, not_in_creative_inventory = 1, overheat = 1}, mesecons = { receptor = { state = "on", rules = gate_get_output_rules }, effector = { rules = get_inputrules, action_change = update_gate }} }) minetest.register_craft({output = basename.."_off", recipe = recipe}) end local _ = "" local m = "group:mesecon_conductor_craftable" local t = "mesecons_torch:mesecon_torch_on" local s = "mesecons_materials:silicon" register_gate("diode", 1, function (input) return input end, {{m, t, t}}, "Diode") register_gate("not", 1, function (input) return not input end, {{m, t, m}}, "NOT Gate") register_gate("and", 2, function (val1, val2) return val1 and val2 end, {{m, t, _}, {_, s, t}, {m, t, _}}, "AND Gate") register_gate("nand", 2, function (val1, val2) return not (val1 and val2) end, {{m, t, _}, {_, s, m}, {m, t, _}}, "NAND Gate") register_gate("xor", 2, function (val1, val2) return (val1 or val2) and not (val1 and val2) end, {{m, t, _}, {s, s, m}, {m, t, _}}, "XOR Gate") register_gate("nor", 2, function (val1, val2) return not (val1 or val2) end, {{m, _, _}, {_, s, t}, {m, _, _}}, "NOR Gate") register_gate("or", 2, function (val1, val2) return (val1 or val2) end, {{m, _, _}, {_, s, m}, {m, _, _}}, "OR Gate")