Difference between revisions of "Coding-tutorial"

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(Step One: Defining the Element)
(update the rest of the guide to tpt++)
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This tutorial is in progress (not finished)
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This tutorial will give you guidelines on creating an element in The Powder Toy. We will use the heater (HETR) element in this example, which you can find [https://dl.dropboxusercontent.com/u/43784416/PowderToy/HETR.cpp here]. The color will be the same as the HEAT element, and it will be an indestructible solid in the special menu, that transfers heat quickly. If you have any problems please post a thread on the [https://powdertoy.co.uk/Discussions/Categories/Topics.html?Category=5 forums]
 
 
 
 
This tutorial will give you guidelines on creating an element in The Powder Toy. We will use triclops200's heater element in this example. The color will be the same as the HEAT element, and it will be an indestructible solid in the special menu, that transfers heat quickly. Updated to latest source by cracker64 (and now again by jacob1), if you have any problems please post a thread on the [https://powdertoy.co.uk/Discussions/Categories/Topics.html?Category=5 forums]
 
 
 
 
 
  
 
It's not as simple as typing the name, color, and features, but it's almost that easy.  
 
It's not as simple as typing the name, color, and features, but it's almost that easy.  
 
 
 
With tpt++, it is now much easier to create new elements, without needing to add extra lines to powder.h. Everything is done in the one new element file now.
 
 
 
  
 
== Part One: Defining the Element's Properties ==
 
== Part One: Defining the Element's Properties ==
Line 18: Line 7:
 
=== Step One: Defining the Element ===
 
=== Step One: Defining the Element ===
  
Create a new element file, (HETR.cpp for this example, or whatever name your element will be) inside of src/simulation/elements. (or, i'll probably have people download [https://dl.dropbox.com/u/43784416/PowderToy/HETR.cpp mine] when this guide is finished)
+
Create a new element file, (HETR.cpp for this example, or whatever name your element will be) inside of src/simulation/elements.
  
 
After you put this into the /elements folder, you have to add it to the solution.   
 
After you put this into the /elements folder, you have to add it to the solution.   
Line 24: Line 13:
 
1.  Open up your solution file, then go to the Solution Explorer pane.   
 
1.  Open up your solution file, then go to the Solution Explorer pane.   
  
2.  Click the "Show All Files" button. 
+
2.  Go to src/simulation/elements/
 
 
3.  Go to src/simulation/elements/
 
  
4.  Look for a file that has a red looking icon and looks different from all the other files in the folder.
+
4.  Right click the 'elements' folder
  
5.  Right click on this file
+
5.  Go to Add -> Existing file
  
6. Click "include in project"
+
6. Navigate to src/simulation/elements and double click your element file HETR.cpp
  
Your new element should now be included in the solution!  If you don't do this, you may get some errors when you try compiling your new mod.
+
Your new element should now be included in the solution!  If you don't do this, you will get errors when you try compiling your new mod.
  
Open ElementClasses.h in the editor of your choice (Visual Studio for windows users). ElementClasses.h is located in the "Header Files" folder of the Solution Explorer. Double click it to open it up.
+
Open ElementClasses.h in the editor of your choice (Visual Studio for windows users). ElementClasses.h is located under Source Files -> generated in the Solution Explorer. Double click it to open it up.
You will see a file that should have a big list of #define PT_XXXX Y. Scroll down until you reach the end of this list of statements that follow this format. Remember this number. You will need to enter a number greater than this one into the .cpp file you create for your new element.
+
You will see a file that should have a big list of #define PT_XXXX Y. Scroll down until you reach the end of this list of statements that follow this format. Remember this number. You will need to enter a number greater than this one into the .cpp file you create for your new element. Currently, the largest element ID is VRSG, 176. Your element should have an ID of 177.
  
You do not need to edit ElementClasses.h yourself anymore, this file is generated automatically when generator.py is ran. If you use visual studio, you have to run generator.py manually every time you make a new element. The Visual Studio compiling guide should have given a good explanation.  If you didn't read that, then here is a short version:
+
You should not edit ElementClasses.h yourself, this file is generated automatically when generator.py is ran. It uses the "//#TPT-Directive" comments to do this, so make sure you have the element fully written before you run it. For Visual Studio you have to run generator.py manually every time you finish making a new element. The Visual Studio compiling guide should have given a good explanation.  If you didn't read that, then here is a short version:
  
 
1.  Locate the folder where your source code is located.
 
1.  Locate the folder where your source code is located.
Line 45: Line 32:
 
2.  In this directory there should be a file named "generator.py"
 
2.  In this directory there should be a file named "generator.py"
  
3.  Double click it to run it.  A black window should appear for a second or so, then disappear. This means that it worked.
+
3.  Double click it to run it.  A black window should appear for a second or so, then disappear. This means that it worked. You can check to see if ElementClasses.h was updated to confirm.
  
 
=== Step Two: Defining the Element's Primary Properties ===
 
=== Step Two: Defining the Element's Primary Properties ===
  
Now, open up your new element file. It already has all the values filled in, but if you don't want to make HETR (you probably don't), you should edit them. There are descriptions for all of them inside the file, and some include examples of the ranges for the values. The descriptions are repeated here:
+
Now, open up your new element file. It is empty right now, it is recommended you copy from another element, or this template here: https://dl.dropboxusercontent.com/u/43784416/PowderToy/HETR.cpp . The file is entirely commented, you can just change the properties to how you want. Here are all the properties:
  
 
{|
 
{|
! Property name || Function
+
! Property || Function
 
|-
 
|-
 
| '''Identifier'''|| Identifier string, used for lua and internal stuff. Formatted like DEFAULT_PT_XXXX
 
| '''Identifier'''|| Identifier string, used for lua and internal stuff. Formatted like DEFAULT_PT_XXXX
Line 102: Line 89:
 
| '''State'''|| What state is this element? Options are ST_NONE, ST_SOLID, ST_LIQUID, ST_GAS. Powders use solid, energy particles and some other random things use none
 
| '''State'''|| What state is this element? Options are ST_NONE, ST_SOLID, ST_LIQUID, ST_GAS. Powders use solid, energy particles and some other random things use none
 
|-
 
|-
| '''Properties'''|| Does this element have special properties? Properties are listed in src/simulation/Element.h, you at least need to have the correct state property. If you want it to conduct electricity, be sure to use both PROP_CONDUCTS and PROP_LIFE_DEC
+
| '''Properties'''|| Does this element have special properties? Properties are listed in src/simulation/Element.h, you at least need to have the correct state property. See below for a list of common properties.
 
|-
 
|-
| '''Update'''||  The update function, todo: description
+
| '''Update'''||  The update function. This is what controls how your element reacts with other elements. See below for info on what to put here.
 
|-
 
|-
| '''Graphics'''|| The graphics function, todo: description, + description of transitions too
+
| '''Graphics'''|| The graphics function, This controls any fancy effects. If your element is only one solid color, you don't need this.
 
|}
 
|}
  
Line 118: Line 105:
 
<tt>PROP_DEADLY</tt> makes your element kill stickmen.
 
<tt>PROP_DEADLY</tt> makes your element kill stickmen.
  
<tt>PROP_HOT_GLOW</tt> makes your element glow when hot, like metl does.
+
<tt>PROP_HOT_GLOW</tt> makes your element glow when hot, like METL does.
  
 
<tt>PROP_RADIOACTIVE</tt> makes your element radioactive.
 
<tt>PROP_RADIOACTIVE</tt> makes your element radioactive.
Line 124: Line 111:
 
There are a few more properties, you can find out about them in src/simulation/Elements.h
 
There are a few more properties, you can find out about them in src/simulation/Elements.h
  
This is a lot to handle, and if you feel overwhelmed by some of the choices, try looking at elements similar to what you are creating and base the value off of that. The following values are an example of what your code is supposed to look like. The color of heater will be the same as the HEAT element, and it will be an indestructible solid in the special menu that transfers heat quickly.
+
This is a lot to handle, and if you feel overwhelmed by some of the choices, try looking at elements similar to what you are creating and copy the values from those. The following values are an example of what your code is supposed to look like. The color of heater will be the same as the HEAT element, and it will be an indestructible solid in the special menu that transfers heat quickly.
  
====END OF EDITING, THE REST BELOW IS OLD====
+
=== Step Three: Defining the Element's State Changes ===
  
<syntaxhighlight lang="c">
+
After all the properties above, you will notice some extra ones named LowPressure, LowPressureTransition, etc. These control all state changes for high/low pressure and temperature. It is very easy to edit these and add in transitions. Lets take GAS as an example. In GAS.cpp, you will find this:
{"FIGH", PIXPACK(0x000000),     0.5f, 0.00f * CFDS,    0.2f,      1.0f, 0.0f,    0.0f,    0.0f, ...
+
<syntaxhighlight lang="c">
{"HETR",    PIXPACK(0xFFBB00),    0.0f,    0.00f * CFDS,    0.90f,    0.00f,    0.0f,    0.0f,    0.00f,
+
LowPressure = IPL;
0.000f  * CFDS,    0,    0,      0,  0,    0,    1,    1,    100,    SC_SPECIAL,        22.0f+273.15f,  251,
+
LowPressureTransition = NT;
"Heats objects it touches", ST_SOLID, TYPE_SOLID, NULL, NULL},
+
HighPressure = 6.0f;
};
+
HighPressureTransition = PT_OIL;
 +
LowTemperature = ITL;
 +
LowTemperatureTransition = NT;
 +
HighTemperature = 573.0f;
 +
HighTemperatureTransition = PT_FIRE;
 
</syntaxhighlight>
 
</syntaxhighlight>
  
=== OLD: Step Three: Defining the Element's State Changes ===
+
This makes it change into OIL at higher than 6.0 pressure, and change into FIRE at higher than 573.0K. Note that all temperatures are in Kelvin, so you have to subtract 273.15 to get the temperature in Celcius. In this case it transitions at 299.85C.
  
In powder.h, ~line 828 (or at the end of elementdata.c) Find:
+
For some transitions, there is one more step. If you want it to transition back, you need to add similar code into the other element. Lets say you wanted OIL to change back into GAS once it goes under 6.0 pressure again. You would need to go into OIL.cpp and change the pressure transitions to this:
<syntaxhighlight lang="c">
 
//     if low pressure if high pressure if low temperature if high temperature
 
// Name     plv plt phv pht tlv tlt   thv tht
 
/* NONE */ {IPL, NT, IPH, NT, ITL, NT, ITH, NT},
 
/* DUST */ {IPL, NT, IPH, NT, ITL, NT, ITH, NT},
 
</syntaxhighlight>
 
 
 
This part of the code is new as well, it replaces the old states table and replaces it with a transition table. This means you will define when the element changes into another.  For example WATR, it will freeze at 273.15K, so in this table it has a transition at a LOW temp of 273.15, and will turn into ICE. Similarly, water boils at 373, so it will have a transition at a HIGH temp of 373.  Here is the line for WATR:
 
 
<syntaxhighlight lang="c">
 
<syntaxhighlight lang="c">
/* WATR */ {IPL, NT, IPH, NT, 273.15f,PT_ICEI, 373.0f, PT_WTRV},
+
LowPressure = PT_GAS;
 +
LowPressureTransition = 6.0f;
 
</syntaxhighlight>
 
</syntaxhighlight>
 
This table now also has pressure transitions, such as ICE breaking into SNOW under pressure, this is done the same way, there is a LOW pressure change, and a HIGH pressure, here is the line for ICE:
 
<syntaxhighlight lang="c">
 
/* ICE  */ {IPL, NT, 0.8f, PT_SNOW, ITL, NT, 233.0f, ST},
 
</syntaxhighlight>
 
 
As you can see, there is a HIGH pressure transition of 0.8, which means if the pressure goes above 0.8, then it will turn into SNOW.
 
  
 
NOTE: For an element that does NOT have a transition at high/low pressure/temp, please follow the same format as the others and use IPL,IPH,ITL,ITH and NT.
 
NOTE: For an element that does NOT have a transition at high/low pressure/temp, please follow the same format as the others and use IPL,IPH,ITL,ITH and NT.
  
lets add heater, this is simple because for our simple heater, it has no transitions, so everything should be IPL,IPH,ITL,ITH and NT.
+
HETR is very simple and has no transitions, so everything should be IPL,IPH,ITL,ITH and NT.
<syntaxhighlight lang="c">
 
    /* FIGH  */ {IPL, NT, IPH, NT, ITL, NT, ITH, NT},
 
    /* HETR  */ {IPL, NT, IPH, NT, ITL, NT, ITH, NT},
 
</syntaxhighlight>
 
  
 +
=== Step Four: Defining initial values ===
  
=== Step Four: Defining the Element's Special Properties ===
+
Some elements start off with certain properties by default, for example PHOT gets a .life value of 680. This is done inside of Simulation.cpp. Navigate to src/simulation/Simulation.cpp and find the function create_part. If you scroll down in this function, you will eventually find case statements that look like this:
  
At this point, you would be able to compile, and the HETR would show up in the menu and you can place it, BUT it doesn't do anything!  Now for the part where we actually code what the element does.  Make sure to save powder.h.
 
 
This is also where new element creation is different from before, if you look inside the src folder, you will now see an elements folder.  Inside here is a *.c file for each major element.
 
 
Now we need to make a hetr.c file for our new heater element, if using visual studio, you should be able to right click on the source folder inside the project, and create a new file, and name it hetr.c  Once you have a blank hetr.c created and it is included in the project, we need to add a few things to this file.
 
 
<syntaxhighlight lang="c">
 
<syntaxhighlight lang="c">
#include <element.h>
+
case PT_SOAP:
+
parts[i].tmp = -1;
int update_HETR(UPDATE_FUNC_ARGS) {
+
parts[i].tmp2 = -1;
+
break;
return 0;
+
case PT_ACID: case PT_CAUS:
}
+
parts[i].life = 75;
 +
break;
 
</syntaxhighlight>
 
</syntaxhighlight>
  
Before we go on with the actual code, we need to finish up a few things first so that the code actually knows there is a new update_HETR function. Go back to powder.h at line ~250. You will see lots of <tt>int update_(UPDATE_FUNC_ARGS);</tt> This list is sorted alphabetically so lets put in our new HETR function.
+
Adding default values is as simple as making a new case statement. HETR doesn't require any default values, but lets pretend we wanted .tmp to start out as "1". We would add a new statement (anywhere in the list, but near the end might be better) that looks like this:
<syntaxhighlight lang="c">
 
int update_GOO(UPDATE_FUNC_ARGS);
 
int update_HETR(UPDATE_FUNC_ARGS);
 
int update_HSWC(UPDATE_FUNC_ARGS);
 
</syntaxhighlight>
 
  
Remember that function variable in the ptypes array? we need to let it know that HETR has a special function to use, instead of NULL.  Replace NULL with &update_HETR.
 
 
<syntaxhighlight lang="c">
 
<syntaxhighlight lang="c">
... "Heats objects it touches", ST_SOLID, TYPE_SOLID, &update_HETR, NULL},
+
case PT_HETR:
 +
parts[i].tmp = 1;
 +
break;
 
</syntaxhighlight>
 
</syntaxhighlight>
  
Now that our new HETR function will be called properly, we can go back into hetr.c and finish it up. NOTE: Put all code BEFORE the return 0; line so when it finishes running, it will go back to the main code.  If you kill the particle from inside the function, please return 1;.  Our HETR element will not die, so you don't have to worry about that.
+
Don't forget the "break;", without it wouldn't error, but your element might get some properties you didn't want it to have.
 
 
Now we need to go over some useful ways of detecting particles, so that we can heat them.
 
<syntaxhighlight lang="c">
 
for(rx=-1; rx<2; rx++)
 
    for(ry=-1; ry<2; ry++)
 
</syntaxhighlight>
 
  
This code simply loops, generating coordinates in rx and ry to find neighbours, in this case, it is a 3x3 grid around the center one.  If you are having trouble getting this, try thinking about rx and ry, as a radius around the current particle.
+
=== Step Five: Defining the Element's Special Properties ===
<syntaxhighlight lang="c">
 
for(rx=-2; rx<3; rx++)
 
    for(ry=-1; ry<2; ry++)
 
</syntaxhighlight>
 
This would make the grid affected 5x3
 
<syntaxhighlight lang="c">
 
for(rx=-1; rx<2; rx++)
 
    for(ry=-2; ry<3; ry++)
 
</syntaxhighlight>
 
And this would flip the dimensions.
 
  
Add this:
+
This is the part where we actually code what the element does. The HETR.cpp linked above already has an element function, which looks like this:
<syntaxhighlight lang="c">
 
if(x+rx>=0 && y+ry>0 &&    x+rx<XRES && y+ry<YRES &&
 
                pmap[y+ry][x+rx] &&
 
                (pmap[y+ry][x+rx]&0xFF)!=PT_HETR&&
 
                (pmap[y+ry][x+rx]&0xFF)!=0xFF)
 
        {
 
</syntaxhighlight>
 
  
Your entire code should look like this so far:
 
 
<syntaxhighlight lang="c">
 
<syntaxhighlight lang="c">
        for(rx=-1; rx<2; rx++)
+
//#TPT-Directive ElementHeader Element_HETR static int update(UPDATE_FUNC_ARGS)
            for(ry=-1; ry<2; ry++)
+
int Element_HETR::update(UPDATE_FUNC_ARGS)
1              if(x+rx>=0 && y+ry>0 && x+rx<XRES && y+ry<YRES &&
+
{
2              pmap[y+ry][x+rx] &&
+
int r, rx, ry;
3              (pmap[y+ry][x+rx]&0xFF)!=PT_HETR&&
+
for (rx = -1; rx < 2; rx++)
4              (pmap[y+ry][x+rx]&0xFF)!=0xFF)
+
for (ry = -1; ry < 2; ry++)
5      {
+
if (BOUNDS_CHECK)
 +
{
 +
r = pmap[y+ry][x+rx];
 +
if (!r || (r&0xFF) == PT_HETR)
 +
r = sim->photons[y+ry][x+rx];
 +
if (!r)
 +
continue;
 +
if (parts[r>>8].temp + (parts[r>>8].temp*0.2f) <= MAX_TEMP)
 +
{
 +
parts[r>>8].temp += parts[r>>8].temp*0.2f;
 +
}
 +
else
 +
{
 +
parts[r>>8].temp = MAX_TEMP;
 +
}
 +
}
 +
    return 0;
 +
}
 
</syntaxhighlight>
 
</syntaxhighlight>
1st line: If the current grid particle around the HETR pixel is within the screen, AND
 
 
2nd line: there is a particle in that point, AND
 
 
3rd line: that particle is not a HETR, AND (note: != means not equal)
 
 
4th line: that particle is not a wall,
 
  
5th line: THEN, do some code
+
This is a model for what most elements should look like. We can break it down line by line.
  
  
Now add this:
 
 
<syntaxhighlight lang="c">
 
<syntaxhighlight lang="c">
r = pmap[y+ry][x+rx];
+
//#TPT-Directive ElementHeader Element_HETR static int update(UPDATE_FUNC_ARGS)
 +
int Element_HETR::update(UPDATE_FUNC_ARGS)
 +
{
 
</syntaxhighlight>
 
</syntaxhighlight>
  
It means you can just type 'r' instead of 'pmap[y+ry][x+rx]'. This will simplify code later on.
+
The first is the line that is read by generator.py and makes it work. Make sure this line is 100% correct or else your element won't compile. If it is not named HETR, you should change Element_HETR to match your element name.
NEW: because our hetr.c file is separate, we need to initialize these variables we are using inside hetr.c, add this as the first part of the update_HETR function.
+
 
<syntaxhighlight lang="c">
 
int r, rx, ry;
 
</syntaxhighlight>
 
  
Now add
 
 
<syntaxhighlight lang="c">
 
<syntaxhighlight lang="c">
if(parts[r>>8].temp + (parts[r>>8].temp*0.2f)<=MAX_TEMP)
+
int r, rx, ry;
{
+
for (rx = -1; rx < 2; rx++)
 +
for (ry = -1; ry < 2; ry++)
 +
if (BOUNDS_CHECK)
 +
{
 
</syntaxhighlight>
 
</syntaxhighlight>
Let's analyze.
 
  
1) <tt>if (a) { b }</tt>
+
These lines start a search around the particle of HETR for things to heat up. It searches the 8 spaces directly surrounding HETR. It also searches the location the HETR itself is in, which is almost always unnecessary. You can fix this by changing the BOUNDS_CHECK line to <tt>if (BOUNDS_CHECK && (rx || ry))</tt>.
  
IF a is true, THEN b happens
 
  
2) <tt>parts[r>>8]</tt>
 
 
The currently selected particle (the one that's not HETR or a wall)
 
 
3) <tt>.temp</tt>
 
 
means it's temperature.
 
 
In English, the statement reads:
 
 
IF the particle's temperature + 20% of it's temperature is less then then the maximum temperature possible, THEN...
 
 
 
This ensures that when increasing the temperature, it won't go over the maximum temperature. Now add this:
 
 
<syntaxhighlight lang="c">
 
<syntaxhighlight lang="c">
parts[r>>8].temp += parts[r>>8].temp*0.2f;
+
r = pmap[y+ry][x+rx];
 +
if (!r || (r&0xFF) == PT_HETR)
 +
r = sim->photons[y+ry][x+rx];
 +
if (!r)
 +
continue;
 
</syntaxhighlight>
 
</syntaxhighlight>
  
In English,
+
These lines get the particle at location (x+rx, y+ry). It first checks if it exists, and then checks whether it isn't another particle of HETR (we don't want HETR heating up other HETR). If there is no particle in that location, it then checks whether any energy particles are in that location. If there isn't an energy particle either, it stops, continue; in C++ skips the entire for loop above and goes onto the next location.
  
Add 20% of the particle's temperature to itself.
+
For more information on pmap, photons, r, and i; go to [[Variables]]
  
  
Now add:
 
 
<syntaxhighlight lang="c">
 
<syntaxhighlight lang="c">
} else {
+
if (parts[r>>8].temp + (parts[r>>8].temp*0.2f) <= MAX_TEMP)
    parts[r>>8].temp = MAX_TEMP;
+
{
}
+
parts[r>>8].temp += parts[r>>8].temp*0.2f;
 +
}
 +
else  
 +
{
 +
parts[r>>8].temp = MAX_TEMP;
 +
}
 
</syntaxhighlight>
 
</syntaxhighlight>
  
IF the particle's temperature + 20% of it's temperature is less then then the maximum temperature possible, THEN add 20% of the particle's temperature to itself, ELSE Set temperature to the maximum temperature.
+
This is the code unique to HETR, the rest was just a base used by almost every element. The temperature of the particle we found is stored in parts[r>>8].temp. We want to multiply this by 1.2. If it's too close to MAX_TEMP, we just want to increase it to MAX_TEMP instead of doing the multiplication though. This code achieves just that.
  
 
Now close the two brackets we used for the if statements to complete the section.
 
The entire hetr.c should now look like this:
 
 
 
<syntaxhighlight lang="c">
 
<syntaxhighlight lang="c">
#include <element.h>
+
}
 
int update_HETR(UPDATE_FUNC_ARGS) {
 
    int r, rx, ry;
 
    for(rx=-1; rx<2; rx++)
 
        for(ry=-1; ry<2; ry++)
 
            if(x+rx>=0 && y+ry>0 && x+rx<XRES && y+ry<YRES &&
 
                pmap[y+ry][x+rx] &&
 
                (pmap[y+ry][x+rx]&0xFF)!=PT_HETR&&
 
                (pmap[y+ry][x+rx]&0xFF)!=0xFF)
 
    {
 
        r = pmap[y+ry][x+rx];
 
        if(parts[r>>8].temp+ (parts[r>>8].temp*0.2f)<=MAX_TEMP)
 
        {
 
            parts[r>>8].temp += parts[r>>8].temp*0.2f;
 
        }
 
        else
 
        {
 
            parts[r>>8].temp = MAX_TEMP;
 
        }
 
    }
 
 
     return 0;
 
     return 0;
}
+
}
 
</syntaxhighlight>
 
</syntaxhighlight>
Congrats, your HETR element should now work :).
 
  
What this code means in English:
+
Not much interesting here, except for the return 0; The function returns an int, so you should always have a return 0; at the end. If your particle gets killed during the update function, you should immediately return 1;. This will let the game know it died, and skip the movement code for it since it's already dead and doesn't need to move.
FOR all neighbours in a 3 pixel diameter, IF the particle's temperature + 20% of it's temperature is less then then the maximum temperature possible, THEN add 20% of the particle's temperature to itself, ELSE Set temperature to the maximum temperature.
+
 
 +
 
 +
Fore more complicated element functions, check out the list of useful [[Functions]].
  
 
 
== Part Two: Uploading Your Work to GitHub ==
 
== Part Two: Uploading Your Work to GitHub ==
 
'''(NOTE: GitHub is NOT necessary to just add elements, it is for getting code into the official)'''
 
'''(NOTE: GitHub is NOT necessary to just add elements, it is for getting code into the official)'''
Line 339: Line 259:
 
1) Open SmartGit (make sure you've saved your changes in Visual Studio).
 
1) Open SmartGit (make sure you've saved your changes in Visual Studio).
  
2) powder.c and any other files you may have changed should be listed as "Modified".
+
2) Simulation.cpp and any other files you may have changed should be listed as "Modified".
  
 
3) Press "Commit" at the top, list the things you have changed in the text box, and press "Commit".
 
3) Press "Commit" at the top, list the things you have changed in the text box, and press "Commit".
  
 
4) Press "Push" at the top, and press "Push" again.
 
4) Press "Push" at the top, and press "Push" again.
 
5) Go to your Powder Toy repository page on GitHub and press "Pull Request" at the top.
 
 
6) Do not send the request to Simon if it is the element created in this tutorial. He will not accept it. If it's a very good and very useful element, send the request to facialturd (Simon's username) and you should be done. Verify that the code has been changed if you like.
 
 
7) If Simon decides to accept your request, your code will be in the official Powder Toy source code. Congratulations!
 
 
  
  

Revision as of 18:59, 10 April 2014

This tutorial will give you guidelines on creating an element in The Powder Toy. We will use the heater (HETR) element in this example, which you can find here. The color will be the same as the HEAT element, and it will be an indestructible solid in the special menu, that transfers heat quickly. If you have any problems please post a thread on the forums

It's not as simple as typing the name, color, and features, but it's almost that easy.

Part One: Defining the Element's Properties

Step One: Defining the Element

Create a new element file, (HETR.cpp for this example, or whatever name your element will be) inside of src/simulation/elements.

After you put this into the /elements folder, you have to add it to the solution.

1. Open up your solution file, then go to the Solution Explorer pane.

2. Go to src/simulation/elements/

4. Right click the 'elements' folder

5. Go to Add -> Existing file

6. Navigate to src/simulation/elements and double click your element file HETR.cpp

Your new element should now be included in the solution! If you don't do this, you will get errors when you try compiling your new mod.

Open ElementClasses.h in the editor of your choice (Visual Studio for windows users). ElementClasses.h is located under Source Files -> generated in the Solution Explorer. Double click it to open it up. You will see a file that should have a big list of #define PT_XXXX Y. Scroll down until you reach the end of this list of statements that follow this format. Remember this number. You will need to enter a number greater than this one into the .cpp file you create for your new element. Currently, the largest element ID is VRSG, 176. Your element should have an ID of 177.

You should not edit ElementClasses.h yourself, this file is generated automatically when generator.py is ran. It uses the "//#TPT-Directive" comments to do this, so make sure you have the element fully written before you run it. For Visual Studio you have to run generator.py manually every time you finish making a new element. The Visual Studio compiling guide should have given a good explanation. If you didn't read that, then here is a short version:

1. Locate the folder where your source code is located.

2. In this directory there should be a file named "generator.py"

3. Double click it to run it. A black window should appear for a second or so, then disappear. This means that it worked. You can check to see if ElementClasses.h was updated to confirm.

Step Two: Defining the Element's Primary Properties

Now, open up your new element file. It is empty right now, it is recommended you copy from another element, or this template here: https://dl.dropboxusercontent.com/u/43784416/PowderToy/HETR.cpp . The file is entirely commented, you can just change the properties to how you want. Here are all the properties:

Property Function
Identifier Identifier string, used for lua and internal stuff. Formatted like DEFAULT_PT_XXXX
Name Name, it is recommended to use 4 letters, but less works. 5 or more will probably not fit on the buttons
Colour Default color, in hexadecimal (RRGGBB). In the deco editor, it will tell you the color in hex, ignore the initial FF, and use the 6 digits after for this
MenuVisible If it's visible in the menu, if 0 then it is hidden and can only be produced with reactions or lua
MenuSection The menu section it's in, see src/simulation/SimulationData.h for a list, but you can probably guess their names on your own
Enabled If 0, it cannot be created or seen in any way, not even lua. It will just disappear if somehow created. Used for removed elements, you should leave this 1
Advection How much the particle is accelerated by moving air. Normally 0 for solids, and up to 1 for other elements. It can be negative, ANAR and DEST do this so it goes towards pressure
AirDrag How much air the particle generates in the direction of travel. Generally is very small, 0.04f creates a lot of positive air (- creates negative pressure).
AirLoss How much the particle slows down moving air (although not as big an effect as a wall). 1 = no effect, 0 = maximum effect. Solids are generally above 0.90f, along with most other elements too
Loss How much velocity the particle loses each frame. 1 = no loss, .5 = half loss. Solids have it at 0. Only a few have it at 1, like energy particles, and old moving sponge.
Collision Velocity is multiplied by this when the particle collides with something. Energy particles have it at -0.99f, everything else is -0.01f or 0.0f. This property does not do much at all.
Gravity How fast the particle falls. A negative number means it floats. Generally very small, most gasses are negative, everything else is usually less than 0.04f
Diffusion How much the particle "wiggles" around (think GAS or HYGN). Set at 0, except for gasses, which is a positive number. Up to 3 (or higher) for a large amount of wiggle, GAS is 0.75f, HYGN is 3.00f
HotAir How much the particle increases the pressure by. Another property only for gasses, but VENT/VACU have theirs at (-)0.010f. An extremely small number, sometimes as small as 0.000001f
Falldown How does the particle move? 0 = solid, gas, or energy particle, 1 = powder, 2 = liquid.
Flammable Does it burn? 0 = no, higher numbers = higher "burnage". Something like 20 is WOOD, while C-4 is 1000. Some are a few thousand for almost instant burning.
Explosive Does it explode? 0 = no, 1 = when touching fire, 2 = when touching fire or when pressure > 2.5. Yes, those are the only options, see FIRE.cpp or somewhere in Simulation.cpp to modify how they work
Meltable Does it melt? 1 or higher = yes, 0 = no. This is actually only used when heat sim is off, to make it actually melt use element transitions
Hardness How much does acid affect it? 0 = no effect, higher numbers = higher effect. Generally goes up to about 50
Weight Heavier elements sink beneath lighter ones. 1 = Gas. 2 = Light, 98 = Heavy (liquids 0-49, powder 50-99). 100 = Solid. -1 is Neutrons and Photons
Temperature What temperature does it have when created? Temperature is in Kelvin (Kelvin = degrees C + 273.15). R_TEMP+273.15f gives room temperature
HeatConduct 0 - no heat transfer, 255 - maximum heat transfer speed
Description A short one sentence description of the element, shown when you mouse over it in-game
State What state is this element? Options are ST_NONE, ST_SOLID, ST_LIQUID, ST_GAS. Powders use solid, energy particles and some other random things use none
Properties Does this element have special properties? Properties are listed in src/simulation/Element.h, you at least need to have the correct state property. See below for a list of common properties.
Update The update function. This is what controls how your element reacts with other elements. See below for info on what to put here.
Graphics The graphics function, This controls any fancy effects. If your element is only one solid color, you don't need this.

Properties: There are 5 properties for the different states:

TYPE_PART(powders), TYPE_LIQUID, TYPE_SOLID, TYPE_GAS, and TYPE_ENERGY. You should pick one of these to use for your element.

If your element conducts electricity, use PROP_CONDUCTS and PROP_LIFE_DEC.

PROP_DEADLY makes your element kill stickmen.

PROP_HOT_GLOW makes your element glow when hot, like METL does.

PROP_RADIOACTIVE makes your element radioactive.

There are a few more properties, you can find out about them in src/simulation/Elements.h

This is a lot to handle, and if you feel overwhelmed by some of the choices, try looking at elements similar to what you are creating and copy the values from those. The following values are an example of what your code is supposed to look like. The color of heater will be the same as the HEAT element, and it will be an indestructible solid in the special menu that transfers heat quickly.

Step Three: Defining the Element's State Changes

After all the properties above, you will notice some extra ones named LowPressure, LowPressureTransition, etc. These control all state changes for high/low pressure and temperature. It is very easy to edit these and add in transitions. Lets take GAS as an example. In GAS.cpp, you will find this:

	LowPressure = IPL;
	LowPressureTransition = NT;
	HighPressure = 6.0f;
	HighPressureTransition = PT_OIL;
	LowTemperature = ITL;
	LowTemperatureTransition = NT;
	HighTemperature = 573.0f;
	HighTemperatureTransition = PT_FIRE;

This makes it change into OIL at higher than 6.0 pressure, and change into FIRE at higher than 573.0K. Note that all temperatures are in Kelvin, so you have to subtract 273.15 to get the temperature in Celcius. In this case it transitions at 299.85C.

For some transitions, there is one more step. If you want it to transition back, you need to add similar code into the other element. Lets say you wanted OIL to change back into GAS once it goes under 6.0 pressure again. You would need to go into OIL.cpp and change the pressure transitions to this:

	LowPressure = PT_GAS;
	LowPressureTransition = 6.0f;

NOTE: For an element that does NOT have a transition at high/low pressure/temp, please follow the same format as the others and use IPL,IPH,ITL,ITH and NT.

HETR is very simple and has no transitions, so everything should be IPL,IPH,ITL,ITH and NT.

Step Four: Defining initial values

Some elements start off with certain properties by default, for example PHOT gets a .life value of 680. This is done inside of Simulation.cpp. Navigate to src/simulation/Simulation.cpp and find the function create_part. If you scroll down in this function, you will eventually find case statements that look like this:

			case PT_SOAP:
				parts[i].tmp = -1;
				parts[i].tmp2 = -1;
				break;
			case PT_ACID: case PT_CAUS:
				parts[i].life = 75;
				break;

Adding default values is as simple as making a new case statement. HETR doesn't require any default values, but lets pretend we wanted .tmp to start out as "1". We would add a new statement (anywhere in the list, but near the end might be better) that looks like this:

			case PT_HETR:
				parts[i].tmp = 1;
				break;

Don't forget the "break;", without it wouldn't error, but your element might get some properties you didn't want it to have.

Step Five: Defining the Element's Special Properties

This is the part where we actually code what the element does. The HETR.cpp linked above already has an element function, which looks like this:

//#TPT-Directive ElementHeader Element_HETR static int update(UPDATE_FUNC_ARGS)
int Element_HETR::update(UPDATE_FUNC_ARGS)
{
	int r, rx, ry;
	for (rx = -1; rx < 2; rx++)
		for (ry = -1; ry < 2; ry++)
			if (BOUNDS_CHECK)
			{
				r = pmap[y+ry][x+rx];
				if (!r || (r&0xFF) == PT_HETR)
					r = sim->photons[y+ry][x+rx];
				if (!r)
					continue;
				if (parts[r>>8].temp + (parts[r>>8].temp*0.2f) <= MAX_TEMP)
				{
					parts[r>>8].temp += parts[r>>8].temp*0.2f;
				}
				else 
				{
					parts[r>>8].temp = MAX_TEMP;
				}
			}
    return 0;
}

This is a model for what most elements should look like. We can break it down line by line.


//#TPT-Directive ElementHeader Element_HETR static int update(UPDATE_FUNC_ARGS)
int Element_HETR::update(UPDATE_FUNC_ARGS)
{

The first is the line that is read by generator.py and makes it work. Make sure this line is 100% correct or else your element won't compile. If it is not named HETR, you should change Element_HETR to match your element name.


	int r, rx, ry;
	for (rx = -1; rx < 2; rx++)
		for (ry = -1; ry < 2; ry++)
			if (BOUNDS_CHECK)
			{

These lines start a search around the particle of HETR for things to heat up. It searches the 8 spaces directly surrounding HETR. It also searches the location the HETR itself is in, which is almost always unnecessary. You can fix this by changing the BOUNDS_CHECK line to if (BOUNDS_CHECK && (rx || ry)).


				r = pmap[y+ry][x+rx];
				if (!r || (r&0xFF) == PT_HETR)
					r = sim->photons[y+ry][x+rx];
				if (!r)
					continue;

These lines get the particle at location (x+rx, y+ry). It first checks if it exists, and then checks whether it isn't another particle of HETR (we don't want HETR heating up other HETR). If there is no particle in that location, it then checks whether any energy particles are in that location. If there isn't an energy particle either, it stops, continue; in C++ skips the entire for loop above and goes onto the next location.

For more information on pmap, photons, r, and i; go to Variables


				if (parts[r>>8].temp + (parts[r>>8].temp*0.2f) <= MAX_TEMP)
				{
					parts[r>>8].temp += parts[r>>8].temp*0.2f;
				}
				else 
				{
					parts[r>>8].temp = MAX_TEMP;
				}

This is the code unique to HETR, the rest was just a base used by almost every element. The temperature of the particle we found is stored in parts[r>>8].temp. We want to multiply this by 1.2. If it's too close to MAX_TEMP, we just want to increase it to MAX_TEMP instead of doing the multiplication though. This code achieves just that.

			}
    return 0;
}

Not much interesting here, except for the return 0; The function returns an int, so you should always have a return 0; at the end. If your particle gets killed during the update function, you should immediately return 1;. This will let the game know it died, and skip the movement code for it since it's already dead and doesn't need to move.


Fore more complicated element functions, check out the list of useful Functions.

Part Two: Uploading Your Work to GitHub

(NOTE: GitHub is NOT necessary to just add elements, it is for getting code into the official)

1) Open SmartGit (make sure you've saved your changes in Visual Studio).

2) Simulation.cpp and any other files you may have changed should be listed as "Modified".

3) Press "Commit" at the top, list the things you have changed in the text box, and press "Commit".

4) Press "Push" at the top, and press "Push" again.


Now you are done, if you have any more questions, type them at the discussion part of this page.

Welcome to coding the powder toy!