Commit Graph

1164 Commits

Author SHA1 Message Date
Tamás Bálint Misius
b393050e55
Fix PHOT reflecting off thin walls of particles incorrectly
When PHOT fails to move (do_move or eval_move return "no move"), it looks for
a surface (a contour of boundaries, as reported by is_boundary) along its path
and reflects off (or refracts into, see below) it, using get_normal_interp to
find the point of incidence and get_normal to deduce the surface normal.
get_normal is given the point and angle of incidence, and attempts to traverse
the surface the point belongs to by running two "surface scout" processes.

These processes remember their own position and "heading", a subset of the
eight cardinal directions on the grid. They are initialized with the point of
incidence and a heading that includes all directions whose dot product with
the angle of incidence is non-negative (see direction_to_map). They then
perform a few iterations (SURF_RANGE).

In each iteration, the processes check all eight neighbours of the cell they
are on and select the first neighbouring cell they find that is both a
boundary (as reported by is_boundary) and that is within their heading. They
then move to this neighbouring cell and update their heading by discarding
directions that are not similar enough to (differ by more than 45 degrees
from) the one that took them where they are now (see find_next_boundary). If
they find no such neighbour, they stop.

Continuing the militaristic line of thinking introduced by the term "surface
scout", you can imagine the two processes as two paratroopers who arrive from
above, land on a horizontal surface, and one starts going left, while the
other starts going right. They initially expect the surface they land on to be
close to horizontal, but are also prepared for not too erratic changes in its
angle as they go. Changes too erratic (imagine a precipice) scare them and
force them to stop.

Once the processes finish, an imaginary line segment is drawn between the
cells they ended up on. If the line segment is long enough (estimated by j,
and compared against NORMAL_MIN_EST), get_normal returns a normal that is
perpendicular to it. If it is too short, get_normal gives up and returns
nothing (which results in the PHOT being killed).

This amounts to our paratroopers attempting to get the "lay of the land" by
walking away from where they landed and comparing where they end up. They also
know that if they are still relatively close to each other at the end of their
walk, their measurement is probably wrong and their mission should be aborted.

The bug this commit fixes is that get_normal returns bogus surface normals
when it encounters thin walls of particles, defined as walls exactly two
layers of particles thick. One-layer walls are not really walls, as movement
code allows particles to penetrate these, and three-layer and thicker walls
are too thick for the bug to manifest.

The bug manifests for two-layer walls because the "left" scout process is
drawn to the side of the wall opposite to the one with the point of incidence.
This is because scout processes check neighbours in a clockwise order, and
always select the first suitable neighbour they find. As particles on the
other side of the wall are both boundaries and are within the heading of the
processes, they also qualify as suitable neighbours, so whether a scout
process selects the correct side of the wall depends on the order in which
neighbours are checked.

Essentially, the paratroopers look at their immediate surroundings in a
clockwise order. The right paratrooper always finds the ground and knows where
to step. The left paratrooper finds the Upside Down from Stranger Things and
teleports there.

This bug also affects refraction into and out of thin walls, but since these
walls are thin, the path the PHOT takes inside them is rather short and the
incorrect angle of travel is difficult to see. Furthermore, upon exit, the
same normal deduction bug causes the PHOT to take a path whose angle is almost
identical to that of the path that took it to the wall, so much so that it is
also difficult to see over shorter distances.

The solution is to have the left scout process check neighbours in reverse
order, so that it prefers the right side of the wall over the wrong one. This
does not affect its behaviour when facing thicker walls, but fixes its
behaviour when facing two-layer walls.

The changes in this commit also make find_next_boundary interact with
is_blocking directly to detect a change between the blocking trait of
immediate neighbours. This makes more sense than relying on is_boundary
because find_next_boundary is meant to find a transition from non-blocking to
blocking neighbours within the current heading, rather than to find any
boundary particle. The difference is subtle but important.
2022-11-12 11:10:43 +01:00
Tamás Bálint Misius
ab600780d0
Clean up GameSave somewhat
Namely:

 - get rid of unsafe memory management;
   - use vectors / Planes everywhere;
   - return a vector from serialization functions;
   - have read functions take a vector;
 - improve constness;
 - hide a few implementation details from GameSave.h;
 - get rid of GameSave copy constructor;
 - better member initialization;
 - use the slightly more C++-looking BZ2 wrappers.

The BSON library still takes ownership of the data it parses, and GameSave
ownership is still a joke. Those will need to be fixed later.
2022-11-10 15:15:10 +01:00
Tamás Bálint Misius
f70cc705cb
Remove GameSave::Collapse and GameSave::originalData
... and everything built around them.

A GameSave would hold at least one but sometimes two representations of a save:
one serialized, and one "friendly", accessible for modification. Thus, a
GameSave would have three states:

 - "Collapsed": only the serialized representation was present; this was the
   initial state of GameSaves loaded from files;
 - "Expanded With Data": both the serialized and the friendly representations
   were present; this was the state of GameSaves loaded from files after a call
   to Expand;
 - "Expanded Without Data": only the friendly representation was present; this
   was the initial state of GameSaves being prepared for being saved to files.

A GameSave would be able to go from Collapsed to Expanded With Data with a call
to Expand, and back with a call to Collapse. Of course, this latter transition
would discard any changes made to the friendly representation, for example with
Translate. A GameSave would however be unable to go from Expanded Without Data
to any other state; a call to Collapse in this state would have been a no-op.

There were two instances of Collapse being called, one in the GameSave
constructor taking the serialized representation, immediately after a call to
Expand, and another in SaveRenderer, which would Collapse a save "back down" if
it had originally been Collapsed. Now, consider that there reasons for
constructing a GameSave from the serialized representation are as follows:

 - loading an online save at startup from the command line;
 - loading a local save at startup from the command line;
 - loading a local save when it is dropped into the window;
 - loading a local save for placement of the most recently used stamp;
 - loading a local save for stamp placement via Lua;
 - loading an online save for preview generation while browsing;
 - loading a local save in the stamp browser for thumbnail generation;
 - loading a local save in the local save browser for thumbnail generation.

In some cases, the friendly representation is needed for thumbnail generation
by ThumbnailRendererTask. ThumbnailRendererTask operates on its own copy of the
GameSave, because it runs SaveRenderer on a thread different from the main one
and cannot be sure of the lifetime of the original GameSave. It destroys this
copy when it is done rendering, so the call SaveRenderer makes to Collapse is
pointless.

In all other cases, the friendly representation is needed immediately. In some
of these, SaveRenderer is used from the main thread, but since the friendly
representation of the GameSave will be needed for pasting anyway, the call
SaveRenderer makes to Collapse is pointless again.

So, Collapse goes away. This also means that it is pointless for GameSaves to
hold on to the serialized representation, since in all cases in which they have
access to it, the friendly representation is needed immediately, and with
Collapse gone, they will never need it again.
2022-11-10 12:03:48 +01:00
Tamás Bálint Misius
ebb87a17c6
Unbundle bzip2 and jsoncpp, update tpt-libs
Also Disallow linking against non-C++ system Lua, unless configuring with -Dworkaround_noncpp_lua=true, add -Dworkaround_elusive_bzip2 and friends, and get rid of the -image_base hack for macos.
2022-10-20 23:15:49 +02:00
Tamás Bálint Misius
f18bd6553f
Remove long defunct OpenGL code paths 2022-10-11 20:11:14 +02:00
Tamás Bálint Misius
04e8538a48
Fix uninitialized stickmen
Funny commit message aside, they were throwing warnings in valgrind.
2022-10-06 19:42:13 +02:00
Tamás Bálint Misius
b4462273b0
Fix a very elusive PHOT reflection crash
get_normal_interp is given a PHOT and scans a line section starting from the PHOT, extended in the direction of its velocity, to determine the surface normal of the surface that is reflecting the PHOT. It uses is_boundary to detect "boundaries" on this line section, defined as one "blocking" cell with at least one "non-blocking" non-diagonal neighbour. It never actually makes sure the position it passes to is_boundary is within the simulation area, so I assume is_boundary is expected to handle this correctly.

Plot twist: it does not. It delegates checking whether a cell is "blocking" (defined as something PHOT would normally fail to move into as per eval_move, but GLAS and BLGA are handled specially) to is_blocking. is_blocking returns true for cells beyond the simulation area (as eval_move returns "no move" for such cells). Once is_boundary sees that the cell it's been given is blocking, it then proceeds to check whether any of its non-diagonal neighbours might be non-blocking. In most cases, non-diagonal neighbours of an out-of-bounds cell are also out of bounds and are thus blocking, but if the cell is_boundary is given is in the innermost layer of out-of-bounds cells, just beyond the simulation area, then it has a neighbour that is in bounds, and that one may not block PHOT. The takeaway is that out of bounds cells can indeed be boundaries, as far as is_boundary is concerned.

This is a problem because get_normal_interp's line section can easily reach beyond the simulation area if the PHOT's velocity is high enough, and if it finds a boundary along this line section, it immediately stops looking and passes its position to photoelectric_effect, which then uses this potentially out-of-bounds position to index pmap. A position with y = -1 causes photoelectric_effect to read from the last few slots of parts data that it then interprets as pmap entries, which then may direct it to particles to spark that are beyond parts. This eventually crashes.

This commit doesn't fix is_boundary's definition of boundaries, but it stops get_normal_interp looking at cells beyond the simulation area.

The crash is difficult to reproduce because there have to be many particles in the simulation for the very last slots of parts to be in use, and for them to point to memory that isn't accessible. PHOT also has to survive a try_move beyond the simulation area first (otherwise the reflection code isn't even run), which requires it to start from EHOLE. I have no idea why this is so. Reproduce the out of bounds read in photoelectric_effect with

	break Simulation.cpp:2934 if nx < 0

in gdb and executing the following Lua code:

	sim.clearSim()
	tpt.set_wallmap(55, 44, 12)
	local i = sim.partCreate(-1, 223, 178, 31)
	sim.partProperty(i, "vx", -300)
	sim.partProperty(i, "vy", 0)
	sim.framerender(1)
2022-10-02 22:57:36 +02:00
catsoften
5d66533f23
Make stickman movement strength independent of gravity (#857) 2022-09-25 14:49:43 +02:00
Tamás Bálint Misius
04e899e824
Use std::vector<char> consistently for file operations
This made it possible to get rid of two GameSave constructors.

Also clean up Client::LoadSaveFile, Client::ReadFile, and Client::WriteFile in the process, and remove unused SaveRenderer::Render
2022-09-08 06:45:25 +02:00
Tamás Bálint Misius
23a368dbf0
Clean up DirectionSelector and surrounding code
I really should have done this before merging it >_>

Also fix a few warnings.
2022-08-23 13:47:45 +02:00
Tamás Bálint Misius
36d034dc2e
Fix 8-bit-uncleanliness of most of the Lua API
This fixes bugs like "type\0hello mom" being a property name sim.partProperty accepts and half-fixes bugs like text formatting codes making gfx.drawText exit prematurely.
2022-08-22 19:42:51 +02:00
savask
22805e14f1
Tidy up some conditionals in simulation code. (#854) 2022-08-13 18:40:26 +02:00
Rebmiami
ae32470c9c
Make QRTZ slightly change color while growing (#852) 2022-08-11 06:20:33 +02:00
Tamás Bálint Misius
059697aba0
Alias dcolor, pavg0, pavg1 to dcolour, tmp3, tmp4 2022-08-08 08:55:32 +02:00
catsoften
6aa68adbf4
Add custom gravity mode and replace hardcoded gravity interactions (#820)
Co-authored-by: Tamás Bálint Misius <lbphacker@gmail.com>
2022-07-31 08:19:16 +02:00
Tamás Bálint Misius
c603c41b92
Fix PIPE graphics hack giving Lua graphics functions bad particle IDs 2022-07-16 13:27:28 +02:00
Tamás Bálint Misius
fb7132a923
Fix LITH conducting through INSL 2022-05-27 06:22:22 +02:00
Tamás Bálint Misius
c7e9706295
Let NEUT pass through BGLA
GLAS does this, there's no reason for BGLA to not do it also.
2022-05-10 14:27:45 +02:00
Cracker1000
23af1042b4
Make PHOT change its wavelength upon colliding with charged LITH (#841)
Co-authored-by: Tamás Bálint Misius <lbphacker@gmail.com>
2022-05-04 22:34:23 +02:00
jacob1
f70f222a61
Remove inaccuracy in OIL's description 2022-05-02 11:34:33 -04:00
Tamás Bálint Misius
b278eb4393
New WTRV + BCOL -> OIL reaction in presence of PTNM
Yes, Factorio is a good game.
2022-05-02 06:14:49 +02:00
Cracker1000
823ff9080e Remove unnecessary .life change from PSNS 2022-04-18 14:39:11 -04:00
cracker1000
29ed52d50e Fix find mode not highlighting WARP particles 2022-04-10 11:52:47 +02:00
Departing
d5f94f4718
Added chemically strengthening GLAS (#837) 2022-04-04 23:17:08 -04:00
jacob1
14348437a6
Fix TRON being unable to pathfind to the top and left edges of the screen 2022-03-18 18:13:01 -04:00
Tamás Bálint Misius
df7bbd3b8e
Prevent SaveRenderer from calling into Lua
Also clear SaveRenderer graphics cache along with the main Renderer's when needed, and revert to built-in element callbacks rather than nothing at all when assigning nil to a callback slot in Lua.
2022-02-23 22:22:10 +01:00
jacob1
477909d00f
Redo code that makes SOAP float on OIL
Rather than hacking velocity, do it directly through can_move. Add a special case to make it slowly float upwards, rather than immediate like most weight differences in TPT.
2022-02-21 23:56:52 -05:00
jacob1
982fdff528
Add safeguard to try_move to ensure we don't write to out of bounds pmap
This is a follow up to this crash fix - 0ed8d0a0be
This may possibly fix other crashes users occasionally experience, especially in the case of high velocity particles with loop edge mode on. Even so, there are other bugs at play, as a crash here can't be triggered if pmap is in a correct state
2022-02-21 23:36:10 -05:00
Tamás Bálint Misius
7ab720d847
Fix pipe mirroring (fixes #750 again) 2022-02-04 09:07:02 +01:00
jacob1
eadd381da9
Fix incorrect RNG call in WARP, code cleanup
x velocity was set using .chance instead of .between. This always returned false, meaning vx always was set to .5 giving a rightward bias
2022-01-06 20:29:07 -05:00
xphere07
674134588c
Upgrade to C++17 (#819) 2021-12-13 14:41:02 +01:00
Tamás Bálint Misius
ce84e60074
Fix a few warnings
I found these looking at ghactions output.
2021-12-09 09:11:47 +01:00
Tamás Bálint Misius
dbd971fb05
Convert float pavg[2] to int tmp3, tmp4
Also add GameSave::PressureInTmp3 to check for elements with pressure memory and fix TUNG not sampling pressure on creation. This does not in itself fix #822 because tmp3 and tmp4 are still saved in 16 bits each, so full ctypes still don't fit in tmp3.
2021-12-09 07:49:31 +01:00
Tamás Bálint Misius
b587732d7b
Fix render failing to compile with GCC 11
Due to Client::SetPref not being available for use by AddCustomGol. GCC 7 didn't mind this, weird.
2021-12-07 16:44:48 +01:00
jacob1
0ed8d0a0be
Fix flood_water movement cancel check
This fixes a crash with water equalization on, with loop mode enabled, when there are high velocity particles near the edges. This can be occasionally reproduced with id:2800901

The water was moved to a new position and pmap updated, but the movement code continued, assuming water was at its old position. pmap for the WATR's old position won't be cleared once it moves, leaving a stale entry. If a particle then looks up the water in that location and tries to swap positions, this can cause a crash at the end of try_move
2021-10-23 00:52:13 -04:00
Tamás Bálint Misius
5582d6881d
Update tpt-libs, add support for compiling with MinGW on Windows 2021-10-22 23:14:54 +02:00
Tamás Bálint Misius
d675d483bd
Leave the original GameSave alone in Simulation::Load 2021-10-13 11:26:48 +02:00
jacob1
323c443d2a
Minor LIGH compat fix
old LIGH with invalid high .tmp2 will spawn a line of LIGH, rather than disappearing
2021-08-29 14:02:21 -04:00
jacob1
44590d82e9
Add a few more Lua functions
sim.replaceModeFlags
sim.listCustomGol
sim.addCustomGol
sim.removeCustomGol
tpt.perfectCircleBrush
sim.floodDeco
2021-08-27 23:57:55 -04:00
jacob1
63fe8e46b2
LIGH now lasts longer and expands frame-by-frame, fix LIGH stamping bug 2021-08-26 22:26:55 -04:00
Tamás Bálint Misius
eac92d1b04
Optimise undo history memory usage
By storing only the differences between Snapshots where possible.
NOTE: This may be reverted later if it causes too much trouble.
2021-08-04 17:19:15 +02:00
Tamás Bálint Misius
ea07244119
Refresh history code in GameMVC 2021-08-04 17:08:23 +02:00
Cracker1000
a3a45db3e4
Add AMBP and AMBM tools (#778)
Co-authored-by: Tamás Bálint Misius <lbphacker@gmail.com>
2021-07-29 17:50:24 +02:00
Tamás Bálint Misius
c0e065cc76
Fix certain Lua APIs mangling integers
Also fix a few warnings.
2021-07-18 20:33:50 +02:00
Tamás Bálint Misius
5f90a80fe3
Disallow GOL rulesets with no B states 2021-07-15 21:05:24 +02:00
jacob1
e80dc7b114
Preserve GoL deco in older saves; deco on builtin GoL no longer renders when decorations are off 2021-07-14 00:26:21 -04:00
jacob1
943f9d6c03
LITH explodes when overcharged, update charge graphics 2021-07-14 00:17:47 -04:00
jacob1
cea629c6c0
Make LITH->GLAS reaction easier 2021-07-13 23:01:02 -04:00
jacob1
f2d92bc3d7
Don't let GLOW ctype go negative 2021-07-13 21:50:36 -04:00
Tamás Bálint Misius
cfeda0fdba
Fix GOL showing up where it shouldn't
The underlying problem was that the spreading step in SimulateGOL would record activity concerning a cell to builtinGol even if said cell already housed a non-GOL particle. The culling step handles these records and purges them once it's done (thus builtinGol only ever has non-zero values inside SimulateGOL), except in this case, it saw the non-GOL particle and skipped the cell without purging the corresponding records. This would later let GOL spread seemingly out of nowhere.
2021-07-11 12:21:48 +02:00