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== Root scheme == As far as a [[teleport]] and [[switch|switches]], root must have an address commutation scheme, pulse generator, and a timed state machine. Here is the picture of root, allowing up to 4 jumps over links. === Address commutation === The largest block is a commutation array. It consist of similar elements, 4 rows of them (maximum number of jumps), and 5 columns (each column serves up to 4 switches, since there are 4 different colors of [[wire|wires]]). Each element is made of 2 diodes (same as used in cabins) and [[junction box]], to split wires from [[switch]] and output from diodes. For detailed view, see an image below. Here is example of wiring address "green-yellow-red" for [[switch]] on yellow wire: The array element can be wired with a [[switch]] in 4 ways: * To the left [[Logic Gate Lamp|lamp]] (jump green link) * To the right [[Logic Gate Lamp|lamp]] (jump red link) * To both of [[Logic Gate Lamp|lamps]] (jump yellow link) * To none of them (blue link or no more jumps) State machine activates that codes from top to bottom, so the address of the cabin is written this way. Turning on the [[switch]] flips corresponding set of [[Logic Gate Lamp|lamps]] in pulse generator. And if several [[switch|switches]] are turned on, destination address may be unexpected. That's why I recommend to equip [[switch|switches]] with [[torch|torches]] on the same wire, to see which of them are turned on. === Pulse generator === It's not actually a "generator", but I didn't guess a better name. I takes address information in one side, and step sequence in another, making a sequence of pulses of right colors into a 4-wire bundle ("Activation wire" on root block scheme). Finally, AND [[Logic Gate|gates]] are used for their purpose - "AND" logic from 3 inputs. This inputs are pulse from state machine, left and right diodes from address commutation row. But some inputs are inverted. Inversion is made by initial "off" state of [[Logic Gate Lamp|logic gate lamp]]. The state of [[Logic Gate Lamp|lamps]] on the picture above is initial (e.g. all [[switch|switches]] on the [[wall]] are turned off). We also need an unwired isolating [[Logic Gate Lamp|lamp]] under one of [[Logic Gate|gates]], to separate jump pulse [[wire]] from output [[wire]] of same color. Knowing of how the AND [[Logic Gate|gate]] works, you can see, the only one gate in this module will change his state during jump pulse from state machine. Which one, is depends on states of [[Logic Gate Lamp|lamps]] under green and red [[wire|wires]]. This gate will trigger a pulse into output [[wire]] of corresponding color. First jump (from root) can be made in 4 directions. That's why we have 4 possible outputs for them. For other jumps, we need so-called "no more jumps" option. Otherwise, all teleporting travels will be 4 jumps long. In this scheme it replaced "jump blue link" option. So, we can remove a blue [[wire]] and its [[logic gate]] from second and further jumps. Output from the pulse generator must be wired to root's [[teleporter]] (since all 4 colors are downlink for them) and conducted away to sub-cabins. === State machine === Maybe I could invent something exciting using [[Logic Gate|logic gates]], but I used an old trusty method. [[Pressure Plates|Button]] on the top of root [[teleporter]] triggers creation of a [[bunny]]. This guy runs through the row of [[Pressure Plates|buttons]], triggering the sequence of jumps, then ends up as a Terminator 2. It's quite simple, but let me introduce some fool-protection for this system. To prevent making few [[bunny|bunnies]] at a time, launch [[Pressure Plates|button]] is disabled immediately after push and enabled back after [[bunny]] finishes his trip. It is implemented on "AND" [[Logic Gate|gates]]... again. First, we need to imitate double-click of launch [[Pressure Plates|button]] to keep "off" state of the top [[Logic Gate Lamp|lamp]] on the left [[Logic Gate|gate]]. It is made of AND [[Logic Gate|gate]] (OR is also suitable) with a single [[Logic Gate Lamp|lamp]] on the trigger wire. Please don't ask me why the game do it in this way, but it works. When the top [[Logic Gate Lamp|lamp]] blinks, the [[Logic Gate|gate]] activates and turns off the second [[Logic Gate Lamp|lamp]] via blue [[wire]]. So, all following blinks of top [[Logic Gate Lamp|lamp]] will not affect anything until second [[Logic Gate Lamp|lamp]] is turned on again. Other job of that blue [[wire]] is creating a [[bunny]]. At the end of [[bunny]]'s way there is a reactivation [[Pressure Plates|button]], which turns on second [[Logic Gate Lamp|lamp]] again (via red [[wire]]). If [[bunny]], for some reason, failed to push reactivation [[Pressure Plates|button]], player can trigger a [[switch]] with the same function. Or use it to disable launch button manually. It is also good to install some sort of indicator to tell the user if the system is ready to use. It must be connected to the same [[wire|wires]] as the bottom [[Logic Gate Lamp|lamp]] of AND [[Logic Gate|gate]].
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