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SquidDev/cnf.lua Secret

Last active January 27, 2018 02:01
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3-SAT solver using Applied Energistics
local path = ...
if not path then error("cnf [path]", 0) end
local ae = true -- Whether to spawn in AE or not
local redstone_side = "left" -- Side to position the button
local whole_path = shell.resolve(path)
local handle, err = fs.open(whole_path, "r")
if not handle then error("Cannot open path (" .. (err or "?") .. ")", 0) end
local variables, clauses = 0, 0
local clause_list = {}
for line in handle.readLine do
if line:sub(1, 1) == "c" or line == "" then
-- Skip, a comment
elseif line:sub(1, 1) == "p" then
local vars, clause = line:match("^p cnf (%d+) +(%d+) *$")
if not vars then
printError("Malformed line " .. line)
break
end
variables = tonumber(vars)
clauses = tonumber(clause)
elseif line == "%" then
break
else
local a, b, c = line:match("^ *([%-0-9]+) +([%-0-9]+) +([%-0-9]+) +0$")
if not a then
printError(("Malformed line %q"):format(line))
break
end
clause_list[#clause_list + 1] = {
tonumber(a), tonumber(b), tonumber(c),
}
end
end
handle.close()
if #clause_list ~= clauses then
error(("Different number of clauses (expected %d, got %d)"):format(clauses, #clause_list), 0)
elseif clauses == 0 then
error("No clauses in the file: will definitely be satisfiable", 0)
end
commands.exec("clear @p")
commands.exec("kill @e[type=minecraft:item]")
local summon_recipe
if ae then
summon_recipe = function(from, to)
commands.summon("minecraft:item", "~", "~", "~", {
Item = {
id = "appliedenergistics2:encoded_pattern",
Count = 1,
tag = {
crafting = false,
["in"] = from,
["out"] = { to },
}
}
})
end
else
summon_recipe = function(from, to)
local tag = { Outputs = { to } }
for i = 1, #from do tag["Slot_" .. i] = from[i] end
commands.summon("minecraft:item", "~", "~", "~", {
Item = {
id = "refinedstorage:pattern",
Count = 1,
tag = tag
}
})
end
end
local function with_count(tbl, count)
local out = {}
for k, v in pairs(tbl) do out[k] = v end
out.Count = count
return out
end
local initial_items, variable_items, clause_items = {}, {}, {}
-- Generate variable items
do
local colour = 0xFFFFFF / variables / 2
for i = 1, variables do
initial_items[i] = {
id = "leather_helmet",
Count = 1,
tag = { display = {
color = math.floor(colour * (i * 2 - 1)) ,
Name = "Valuation " .. i,
} }
}
variable_items[i] = {
id = "leather_helmet",
Count = 1,
tag = { display = {
color = math.floor(colour * i * 2) ,
Name = "Variable " .. i,
} }
}
variable_items[-i] = {
id = "leather_boots",
Count = 1,
tag = { display = {
color = math.floor(colour * i * 2),
Name = "Variable ¬" .. i,
} }
}
end
end
-- Generate clause items
do
local colour = 0xFFFFFF / clauses
for i = 1, clauses do
clause_items[i] = {
id = "leather_leggings",
Count = 1,
tag = { display = {
color = math.floor(colour * i) ,
Name = "Clause " .. i,
} }
}
end
end
while redstone.getInput(redstone_side) do os.pullEvent("redstone") end
while not redstone.getInput(redstone_side) do os.pullEvent("redstone") end
print("Spawning variable items")
for i = 1, variables do
commands.summon("minecraft:item", "~", "~", "~", { Item = initial_items[i] })
end
while redstone.getInput(redstone_side) do os.pullEvent("redstone") end
while not redstone.getInput(redstone_side) do os.pullEvent("redstone") end
print("Spawning variable patterns")
for i = 1, variables do
summon_recipe({ initial_items[i] }, with_count(variable_items[i], clauses))
summon_recipe({ initial_items[i] }, with_count(variable_items[-i], clauses))
end
while redstone.getInput(redstone_side) do os.pullEvent("redstone") end
while not redstone.getInput(redstone_side) do os.pullEvent("redstone") end
print("Spawning clause patterns")
for i = 1, #clause_list do
local clause = clause_list[i]
local result = clause_items[i]
for j = 1, #clause do
summon_recipe({ variable_items[clause[j]] }, clause_items[i])
end
end
while redstone.getInput(redstone_side) do os.pullEvent("redstone") end
while not redstone.getInput(redstone_side) do os.pullEvent("redstone") end
print("Spawning accumulates")
do
-- Build up a queue of items we need to generate
local queue = {}
for i = 1, #clause_items do queue[i] = clause_items[i] end
local counter = 1
local colour = 0xFFFFFF / 100
while #queue > 1 do
local items = {}
for i = 1, math.min(#queue, 9) do
items[i] = table.remove(queue, 1)
end
local result = {
id = "leather_chestplate",
Count = 1,
tag = { display = {
color = math.floor(colour * counter),
Name = "Accumulate " .. counter,
} }
}
summon_recipe(items, result)
queue[#queue + 1 ] = result
counter = counter + 1
end
end
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