Comment: | complete (-ish) matter compiler UI (power drain still missing), add printable chemical light |
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Downloads: | Tarball | ZIP archive | SQL archive |
Timelines: | family | ancestors | descendants | both | trunk |
Files: | files | file ages | folders |
SHA3-256: |
3df08bd5acd80fe29755ad29b44b1aa4 |
User & Date: | lexi on 2024-05-06 16:20:04 |
Other Links: | manifest | tags |
2024-05-06
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20:58 | add storage crate & generic interface for, add LED for print completion, add program tooltips, disfuckulate some longstanding idiot bugs check-in: 4b3aa092f8 user: lexi tags: trunk | |
16:20 | complete (-ish) matter compiler UI (power drain still missing), add printable chemical light check-in: 3df08bd5ac user: lexi tags: trunk | |
2024-05-05
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19:31 | better alarm LEDs, continue work on matter compiler UI, hack around gravitational horrorscape (i.e. stop shitting all over the server's `minetest.conf`), better stat interface, tweak some compute stats, be more generous with starting battery loadout, mercilessly squash numberless bugs beneath my jackbooted heel check-in: 953151446f user: lexi tags: trunk | |
Modified mods/starlit-electronics/init.lua from [d82ba893dd] to [6d0114ddbf].
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'blob'; -- opaque binary blob, so 3d-pty mods can use the -- file mechanism to store arbirary data. }; drm = T.u8; -- inhibit copying name = T.str; body = T.text; }, function(file) -- enc local b = E.chip.file[file.kind].enc(file.body) return { kind = file.kind; drm = file.drm; name = file.name; body = b; } ................................................................................ end; __index = { read = function(self) local dat = E.chip.read(self.chip) return dat.files[self.inode] end; write = function(self,data) -- print('writing', self.chip, self.inode) return E.chip.fileWrite(self.chip, self.inode, data) end; erase = function(self) local dat = E.chip.read(self.chip) table.remove(dat.files, self.inode) E.chip.write(self.chip, dat) self.inode = nil ................................................................................ then for fl, inode in E.chip.files(e) do if fl.kind == 'sw' then local s = starlit.item.sw.db[fl.body.pgmId] table.insert(sw, { sw = s, chip = e, chipSlot = i; file = fl, inode = inode; }) end end end end end for _, s in pairs(sw) do if s.sw.cost.ram <= comp.ram and pred(s) then table.insert(r, { sw = s.sw; chip = s.chip, chipSlot = s.chipSlot; file = s.file; fd = E.chip.fileHandle(s.chip, s.inode); speed = s.sw.cost.cycles / comp.cycles; powerCost = s.sw.cost.cycles / comp.powerEfficiency; comp = comp; |
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'blob'; -- opaque binary blob, so 3d-pty mods can use the -- file mechanism to store arbirary data. }; drm = T.u8; -- inhibit copying name = T.str; body = T.text; }, function(file) -- enc assert(E.chip.file[file.kind], string.format('invalid file kind "%s"', file.kind)) local b = E.chip.file[file.kind].enc(file.body) return { kind = file.kind; drm = file.drm; name = file.name; body = b; } ................................................................................ end; __index = { read = function(self) local dat = E.chip.read(self.chip) return dat.files[self.inode] end; write = function(self,data) return E.chip.fileWrite(self.chip, self.inode, data) end; erase = function(self) local dat = E.chip.read(self.chip) table.remove(dat.files, self.inode) E.chip.write(self.chip, dat) self.inode = nil ................................................................................ then for fl, inode in E.chip.files(e) do if fl.kind == 'sw' then local s = starlit.item.sw.db[fl.body.pgmId] table.insert(sw, { sw = s, chip = e, chipSlot = i; file = fl, inode = inode; id = fl.body.pgmId; }) end end end end end for _, s in pairs(sw) do if s.sw.cost.ram <= comp.ram and pred(s) then table.insert(r, { id = s.id; sw = s.sw; chip = s.chip, chipSlot = s.chipSlot; file = s.file; fd = E.chip.fileHandle(s.chip, s.inode); speed = s.sw.cost.cycles / comp.cycles; powerCost = s.sw.cost.cycles / comp.powerEfficiency; comp = comp; |
Modified mods/starlit-electronics/sw.lua from [da2672ba3c] to [1f9bdf2a9e].
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cost = { cycles = 100e6; ram = 500e6; }; run = shredder{range=3, powerDraw=200}; }) starlit.item.sw.link('starlit_electronics:compile_commune', { name = 'Compile Matter'; kind = 'suitPower', powerKind = 'direct'; desc = "A basic suit matter compiler program. It's rather slow, but it's been ruthlessly optimized for size- and memory-efficiency by some of the Commune's most fanatic coders, to the point where every Commune nanosuit can come with the program preinstalled."; size = 700e3; cost = { cycles = 4e9; ram = .3e9; }; ui = 'starlit:compile-matter-component'; run = function(user, ctx) end; }) starlit.item.sw.link('starlit_electronics:compile_block_commune', { name = 'Compile Block'; kind = 'suitPower', powerKind = 'active'; desc = "An advanced suit matter compiler program, capable of printing complete devices and structure parts directly into the world."; size = 5e6; ................................................................................ ram = 1e9; }; ui = 'starlit:compile-matter-block'; run = function(user, ctx) end; }) starlit.item.sw.link('starlit_electronics:compile_imperial', { name = 'Genesis Deluxe'; kind = 'suitPower', powerKind = 'direct'; desc = "House Bascundir has long dominated the matter compiler market in the Crystal Sea. Their firmware is excessively complex due to mountains of specialized edge-case handling, but the end result is certainly speedier than the competitors'."; size = 2e4; cost = { cycles = 100e6; ram = 1.5e9; }; ui = 'starlit:compile-matter-component'; run = function(user, ctx) end; }) do local J = starlit.store.compilerJob starlit.item.sw.link('starlit_electronics:driver_compiler_commune', { name = 'Matter Compiler'; kind = 'driver'; desc = "A driver for a standalone matter compiler, suitable for building larger components than your suit alone can handle."; ................................................................................ cost = { cycles = 400e6; ram = .2e9; }; ui = 'starlit:device-compile-matter-component'; run = function(user, ctx) end; bgProc = function(user, ctx, interval, runState) if runState.flags.compiled == true then return false end -- only so many nanides to go around runState.flags.compiled = true local time = minetest.get_gametime() local cyclesLeft = ctx.comp.cycles * interval ................................................................................ else e.value = J.enc(t) end if not cyclesLeft > 0 then break end end end ctx.saveConf() end; }) end local function pasv_heal(effect, energy, lvl, pgmId) return function(user, ctx, interval, runState) if runState.flags.healed == true then return false end -- competing nanosurgical programs?? VERY bad idea |
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cost = { cycles = 100e6; ram = 500e6; }; run = shredder{range=3, powerDraw=200}; }) local function matterCompiler(desc) return { name = desc.name; kind = 'suitPower', powerKind = 'direct'; desc = desc.desc; size = desc.size; cost = desc.cost; ui = 'starlit:compile-matter-component'; bgProc = function(user, ctx, interval, runState) if runState.flags.compiled == true then return false end -- only so many nanides to go around runState.flags.compiled = true local conf = ctx.file.body.conf local job_t = starlit.store.compilerJob local job, jobSlot for i, v in ipairs(conf) do if v.key == 'job' then job = job_t.dec(v.value) jobSlot = i goto found end end ::notfound:: do return end ::found:: local scm = starlit.item.sw.db[job.schematic] job.cyclesLeft = math.max(0, job.cyclesLeft - ctx.comp.cycles) if job.cyclesLeft == 0 then job.timeLeft = math.max(0, job.timeLeft - interval) end if job.timeLeft == 0 and job.cyclesLeft == 0 then table.remove(conf, jobSlot) user:give(scm.output) else conf[jobSlot].value = job_t.enc(job) end ctx.saveConf() end; } end starlit.item.sw.link('starlit_electronics:compile_commune', matterCompiler { name = 'Compile Matter'; desc = "A basic suit matter compiler program. It's rather slow, but it's been ruthlessly optimized for size- and memory-efficiency by some of the Commune's most fanatic coders, to the point where every Commune nanosuit can come with the program preinstalled."; size = 700e3; cost = { cycles = 4e9; ram = .3e9; }; }) starlit.item.sw.link('starlit_electronics:compile_block_commune', { name = 'Compile Block'; kind = 'suitPower', powerKind = 'active'; desc = "An advanced suit matter compiler program, capable of printing complete devices and structure parts directly into the world."; size = 5e6; ................................................................................ ram = 1e9; }; ui = 'starlit:compile-matter-block'; run = function(user, ctx) end; }) starlit.item.sw.link('starlit_electronics:compile_imperial', matterCompiler { name = 'Genesis Deluxe'; desc = "House Bascundir has long dominated the matter compiler market in the Crystal Sea. Their firmware is excessively complex due to mountains of specialized edge-case handling, but the end result is certainly speedier than the competitors'."; size = 2e4; cost = { cycles = 100e6; ram = 1.5e9; }; }) do local J = starlit.store.compilerJob starlit.item.sw.link('starlit_electronics:driver_compiler_commune', { name = 'Matter Compiler'; kind = 'driver'; desc = "A driver for a standalone matter compiler, suitable for building larger components than your suit alone can handle."; ................................................................................ cost = { cycles = 400e6; ram = .2e9; }; ui = 'starlit:device-compile-matter-component'; run = function(user, ctx) end; --[[ bgProc = function(user, ctx, interval, runState) if runState.flags.compiled == true then return false end -- only so many nanides to go around runState.flags.compiled = true local time = minetest.get_gametime() local cyclesLeft = ctx.comp.cycles * interval ................................................................................ else e.value = J.enc(t) end if not cyclesLeft > 0 then break end end end ctx.saveConf() end;]] }) end local function pasv_heal(effect, energy, lvl, pgmId) return function(user, ctx, interval, runState) if runState.flags.healed == true then return false end -- competing nanosurgical programs?? VERY bad idea |
Modified mods/starlit-material/elements.lua from [fb5dcf0ef1] to [81b3a1522a].
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color = lib.color(1,.8,0.1);
};
calcium = {
name = 'calcium', sym = 'Ca', n = 20; density = 1.55;
metal = true;
color = lib.color(1,1,0.7);
};
aluminum = {
name = 'aluminum', sym = 'Al', n = 13; density = 2.7;
metal = true;
color = lib.color(0.9,.95,1);
};
iron = {
name = 'iron', sym = 'Fe', n = 26; density = 7.874;
metal = true;
color = lib.color(.3,.3,.3);
};
copper = {
|
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color = lib.color(1,.8,0.1); }; calcium = { name = 'calcium', sym = 'Ca', n = 20; density = 1.55; metal = true; color = lib.color(1,1,0.7); }; magnesium = { name = 'magnesium', sym = 'Mg', n = 12, density = 1.738; metal = true; color = lib.color(0.7, 0.7, 0.7); }; aluminum = { name = 'aluminum', sym = 'Al', n = 13; density = 2.7; metal = true; color = lib.color(0.5,.55,.6); }; iron = { name = 'iron', sym = 'Fe', n = 26; density = 7.874; metal = true; color = lib.color(.3,.3,.3); }; copper = { |
Modified mods/starlit-scenario/init.lua from [a805932fc9] to [98f93d94ac].
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{'starlit_electronics:shred', 0}; --{'starlit_electronics:compile_empire', 0}; {'starlit_electronics:autodoc_deluxe', 1}; --{'starlit_electronics:driver_compiler_empire', 0}; }); survivalware = makeChip('Emergency Survivalware', { {'starlit_electronics:battery_chemical_commune_small', 0}; }, { {'starlit_electronics:shred', 0}; {'starlit_electronics:compile_commune', 0}; {'starlit_electronics:nanomed', 0}; {'starlit_electronics:driver_compiler_commune', 0}; }); misfortune = makeChip("Sold1er0fMisf0rtune TOP Schematic Crackz REPACK", { |
> |
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{'starlit_electronics:shred', 0};
--{'starlit_electronics:compile_empire', 0};
{'starlit_electronics:autodoc_deluxe', 1};
--{'starlit_electronics:driver_compiler_empire', 0};
});
survivalware = makeChip('Emergency Survivalware', {
{'starlit_electronics:battery_chemical_commune_small', 0};
{'starlit_tech:chem_lamp', 0};
}, {
{'starlit_electronics:shred', 0};
{'starlit_electronics:compile_commune', 0};
{'starlit_electronics:nanomed', 0};
{'starlit_electronics:driver_compiler_commune', 0};
});
misfortune = makeChip("Sold1er0fMisf0rtune TOP Schematic Crackz REPACK", {
|
Added mods/starlit-tech/init.lua version [2a09a8ef6e].
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local lib = starlit.mod.lib do -- chemlamp local burnTime = 60*60 local maxBright = 12 local stages = maxBright local stageTimeout = burnTime / stages local function chemLampID(n) if n == stages then return 'starlit_tech:chem_lamp' end return string.format('starlit_tech:chem_lamp_%s',n) end local fab = starlit.type.fab { element = { carbon = 8, magnesium = 2 }; cost = { power = 100 }; flag = { print = true }; time = { print = 5 }; reverseEngineer = { complexity = 1; sw = 'starlit_tech:schematic_chem_lamp'; }; }; for i = stages, 0, -1 do minetest.register_node(chemLampID(i), { short_description = 'Chem Lamp'; description = starlit.ui.tooltip { title = 'Chem Lamp'; desc = "A simple carbon-frame chemical light source powered by ambient oxygen. Cheap, quick to print, and biodedragable, without any need for an electric grid or complex power storage mechanism. However, the light only lasts a few days, after which the lamp must be recycled or discarded."; color = lib.color(1,.4,.1); props = { {title = 'Burn Remaining', desc=lib.math.timespec(stageTimeout * i), affinity=i > 4 and 'good' or 'bad'}; {title = 'Mass', desc='10g', affinity='info'}; }; }; drawtype = 'nodebox'; groups = { object = 2; attached_node = 1; }; node_box = { type = 'fixed'; fixed = { -.4, -.5, -.20; .4, -.3, .20; }; }; tiles = { lib.image 'starlit-tech-lamp-glow.png' :fade(1 - i/stages) :blit(lib.image 'starlit-tech-lamp.png') :render(); }; paramtype = 'light'; paramtype2 = 'wallmounted'; wallmounted_rotate_vertical = true; light_source = math.floor(lib.math.lerp(i/stages, 0, maxBright)); on_construct = i ~= 0 and function(pos) local t = minetest.get_node_timer(pos) t:start(stageTimeout) end or nil; on_timer = i ~= 0 and function(pos) local me = minetest.get_node(pos) minetest.swap_node(pos, {name=chemLampID(i-1), param2=me.param2}) return i > 1 end or nil; _starlit = { mass = 10; fab = fab; recover = starlit.type.fab { element = { carbon = 8; magnesium = math.floor(lib.math.lerp(i/stages, 0, 2)); }; time = { shred = .5; shredPower = 2; }; }; }; }) end starlit.item.sw.link('starlit_tech:schematic_chem_lamp', { name = 'Chem Lamp Schematic'; kind = 'schematic'; input = fab; output = chemLampID(stages); size = 32e6; cost = { cycles = 8e9; ram = 16e6; }; rarity = 1; }) end |
Added mods/starlit-tech/mod.conf version [4aaf988ed1].
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name = starlit_tech title = starlit tech depends = vtlib, starlit, starlit_material, starlit_electronics |
Added mods/starlit/compile.lua version [8a9b22510e].
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local lib = starlit.mod.lib local recentJobs do local T,G = lib.marshal.t, lib.marshal.g recentJobs = G.array(8, T.str) end local function getRecentJobs(state) for i,v in ipairs(state.pgm.file.body.conf) do if v.key == 'recent' then return recentJobs.dec(v.value), i end end return {} end local function buyPrintJob(state, invs, cost, scm) -- consume consumables -- FIXME handle cost.leftovers from partially-consumed items for _, v in pairs(cost.consume) do -- assert(v.inv == 1, 'impossible condition (wrong inventory ID)') local i = invs[v.inv] i.hnd:set_stack(i.list, v.slot, v.remain) end local output = ItemStack(scm.sw.output):get_definition() local fab = scm.sw.input local job_t = starlit.store.compilerJob local conf = state.pgm.file.body.conf table.insert(conf, { key='job', value=job_t.enc { schematic = scm.id; cyclesLeft = scm.sw.cost and scm.sw.cost.cycles or 0; timeLeft = (fab.time and fab.time.print or 0); } }) end local function compilerCanPrint(user, cpl, scm) local E = starlit.mod.electronics local output = ItemStack(scm.sw.output):get_definition() local fab = scm.sw.input local sw = scm.sw local ok, consume, unsat, leftover, itemSpec = fab:seek { user.entity:get_inventory():get_list 'main'; } local cost = { fab = fab, output = output; consume = consume, unsat = unsat, leftover = leftover, itemSpec = itemSpec; runtimeEstimate = scm.speed + cpl.speed + (fab.time and fab.time.print or 0); power = cpl.powerCost + scm.powerCost; ram = (cpl.cost and cpl.cost.ram or 0) + (scm.cost and scm.cost.ram or 0); cycles = (cpl.cost and cpl.cost.cycles or 0) + (scm.cost and scm.cost.cycles or 0); } local userComp = E.chip.sumCompute( user.entity:get_inventory():get_list 'starlit_suit_chips' ) if ok and cost.power <= user:suitCharge() and cost.ram <= userComp.ram then return true, cost else return false, cost end end starlit.alg.compilerCanPrint = compilerCanPrint -- TODO destroy suit interfaces when power runs out or suit/chip is otherwise disabled starlit.interface.install(starlit.type.ui { id = 'starlit:compile-matter-component'; sub = { suit = function(state, user, evt) if evt.kind == 'disrobe' then state:close() elseif evt.kind == 'power' and evt.mode == 'off' then state:close() end end; playerInventory = function(state,user) -- refresh end; }; pages = { index = { setupState = function(state, user, ctx) local E = starlit.mod.electronics state.pgm = ctx.program state.ctx = ctx state.select = {} if ctx.context == 'suit' then state.fetch = function() local cst = user.entity:get_inventory():get_list 'starlit_suit_chips' local cl = {order={}, map={}, slot={}} for i, c in ipairs(cst) do if not c:is_empty() then local d = E.chip.read(c) local co = { stack = c; data = d; } table.insert(cl.order, co) cl.map[d.uuid] = co cl.slot[i] = co end end -- kill me fam if ( state.select.chip and state.select.chip ~= true and not cl.map[state.select.chip]) or (state.select.scm and not state.select.scms[state.select.scm]) then -- chip or pgm no longer available user:suitSound 'starlit-error' state.select = {} end state.select.chips = cl state.select.scms = {} if state.select.chip then state.select.scms = E.chip.usableSoftware(cst,nil, function(s) if state.select.chip ~= true then if cl.slot[s.chipSlot].data.uuid ~= state.select.chip then return false end end return s.sw.kind == 'schematic' end) end end end end; onClose = function(state, user) user:suitSound 'starlit-quit' end; refresh = true; handle = function(state, user, q) local E = starlit.mod.electronics if not state.ctx.verify() then state.close() end local inv = user.entity:get_inventory() local sel = state.select state.fetch() local chips = state.select.chips local function chirp() user:suitSound 'starlit-nav' end -- are we signalling a reprint? for k in next, q do local idx = k:match'^recent_(%d+)$' if idx then local jobs = getRecentJobs(state) local scmid = jobs[tonumber(idx)] if not scmid then return false end -- get list of available schematics and make sure this is on it local cst = inv:get_list 'starlit_suit_chips' local all = E.chip.usableSoftware(cst, nil, function(s) return s.sw.kind == 'schematic' end) local scm for i, s in ipairs(all) do if s.id == scmid then scm = s goto found end end ::fail:: do user:suitSound 'starlit-error' return false end ::found:: local ok,cost = compilerCanPrint(user, state.pgm, scm) if not ok then goto fail end user:suitSound 'starlit-configure' buyPrintJob(state, {{hnd=inv,list='main'}}, cost, scm) state.ctx.saveConf() return true end end local function trySelection(id) if sel[id] == nil then for k in next, q do local pat = "^"..id.."_(%d+)$" -- ew local idx = k:match(pat) if idx then local cm = tonumber(idx) if cm then chirp() sel[id] = cm return true end end end end end if sel.chip == nil then if q.showAll then chirp() sel.chip = true return true elseif q.find then chirp() -- TODO return true end end if trySelection('chip') then return true elseif trySelection('scm') then return true else if q.back then chirp() if sel.input then sel.input = nil elseif sel.scm then sel.scm = nil elseif sel.chip then sel.chip = nil end return true elseif q.commit then if not sel.input then chirp() sel.input = true return true else local scm = sel.scms[sel.scm] local ok, cost = compilerCanPrint(user, state.pgm, scm) if ok then user:suitSound 'starlit-configure' buyPrintJob(state, {{hnd=inv,list='main'}}, cost, scm) -- add recent print local rctList, pairIdx = getRecentJobs(state) if #rctList >= 30 then table.remove(rctList) end if not lib.tbl.has(rctList, scm.id) then table.insert(rctList,1,scm.id) end local conf = state.pgm.file.body.conf local encoded = recentJobs.enc(rctList) if pairIdx then conf[pairIdx].value = encoded else table.insert(conf, {key='recent', value=encoded}) end -- write chip state.ctx.saveConf() -- clear selection state.select = {} return true else user:suitSound 'starlit-error' end end end end end; render = function(state, user) local sel, pgmSelector = state.select, {} state.fetch() state.ctx.pullConf() local function pushSelector(id, item, label, desc, req) local rh = .5 local label = {kind = 'text', w = 10-1.5, h=1.5; text = '<global valign=middle>'..lib.str.htsan(label) } if req then label.h = label.h - rh - .2 local imgs = {} for ci,c in ipairs(req) do for ei, e in ipairs(c.list) do table.insert(imgs, {kind = 'img', w=rh, h=rh, img=e.img}) end end label = {kind = 'vert', w = 10-1.5, h=1.5; label; {kind ='hztl', w=10-1.5, h=rh; unpack(imgs); } } end table.insert(pgmSelector, {kind = 'hztl', w=10,h=1.5; {kind = 'contact', id=id, w=1.5, h=1.5; item = item; color = {hue=220, sat=0, lum=0}; desc = desc; }; label; }) end local back = {kind = 'button', id='back', label = '<- Back', w=10,h=1.2} if sel.chips == nil then table.insert(pgmSelector, {kind = 'img', img = 'starlit-ui-alert.png', w=2, h=2}) elseif sel.chip == nil then for i, c in ipairs(sel.chips.order) do -- TODO filter out chips without schematics? pushSelector('chip_' .. c.data.uuid, c.stack, c.data.label) end if next(sel.chips.order) then table.insert(pgmSelector, {kind = 'hztl', w=10,h=1.5; {kind = 'button', w=5,h=1.5; id='showAll', label='Show All'}; {kind = 'button', w=5,h=1.5; id='find', label='Find'}; }) end else if sel.scm == nil then for idx, ent in ipairs(sel.scms) do local fab = ItemStack(ent.sw.output):get_definition()._starlit.fab if fab.flag and fab.flag.print then local req = fab:visualize() pushSelector('scm_' .. idx, ent.sw.output, ent.sw.name, nil, req) end end table.insert(pgmSelector, back) else local scm = sel.scms[sel.scm] local output = ItemStack(scm.sw.output):get_definition() local fab = scm.sw.input local sw = scm.sw local function unmet(str) return lib.color(1,.3,.3):fmt(str) end table.insert(pgmSelector, {kind = 'hztl', w=10, h=1.2; {kind = 'img', item = sw.output, w=1.2, h=1.2, desc=output.description}; {kind = 'text', text = string.format('<global valign=middle><b>%s</b>', lib.str.htsan(sw.name)), w=10-1.2,h=1.2}; }) local inputTbl = {kind = 'vert', w=5,h=0; {kind = 'hbar', w=5, h=.5, text=sel.input and 'Input Plan' or 'Input'}}; local costTbl = {kind = 'vert', w=5,h=0; {kind = 'hbar', w=5, h=.5, text=sel.input and 'Process Plan' or 'Process'}}; local reqPane = {kind = 'pane', id='reqPane', w=10, h=7; {kind = 'hztl', w=10,h=0; inputTbl, costTbl} } local function pushCost(x, t, val) table.insert(costTbl, {kind='label', w=4.5,h=.5,x=x; text=string.format('%s: %s',t,val); }) end local function pushComputeCosts(header, p) if p then table.insert(costTbl, {kind = 'label', w=5, h=.5, x=0; text=header}); if p.cycles then pushCost(.5, 'Compute', lib.math.siUI({'cycle','cycles'}, p.cycles, true)) end if p.power then local str = lib.math.siUI('J', p.power) if p.power > user:suitCharge() then str = unmet(str) end pushCost(.5, 'Power', str) end if p.ram then local str = string.format("%s / %s", lib.math.siUI('B', p.ram), lib.math.siUI('B', state.pgm.comp.ram)) if p.ram > state.pgm.comp.ram then str = unmet(str) end pushCost(.5, 'Memory', str) end end end local function fabToUI(x, inputTbl, req) for ci,c in ipairs(req) do table.insert(inputTbl, {kind = 'label', w=5-x, h=.5, x=x; text=lib.str.capitalize(c.header)}); for ei,e in ipairs(c.list) do table.insert(inputTbl, {kind = 'hztl', w=4.5-x, h=.5, x=x+.5; {kind='img', w=.5,h=.5, img=e.img}; {kind='label', w=3.3,h=.5,x=.2, text=lib.str.capitalize(e.label)}; }); end end end local commitHue, commitLabel = 120 if not sel.input then commitLabel = 'Plan' fabToUI(0, inputTbl, fab:visualize()) local function pushComputeCostsSw(header, p) if p.sw.cost then pushComputeCosts(header, { cycles = p.sw.cost.cycles; power = p.powerCost; ram = p.sw.cost.ram; }) end end pushComputeCostsSw('Schematic', scm) pushComputeCostsSw('Compiler', state.pgm) else commitLabel = 'Commit' pushComputeCosts('Total', { cycles = (scm.sw.cost and scm.sw.cost.cycles or 0) + (state.pgm.sw.cost and state.pgm.sw.cost.cycles or 0); power = (scm.powerCost or 0) + (state.pgm.powerCost or 0) + (fab.cost and fab.cost.power or 0); ram = (scm.sw.cost and scm.sw.cost.ram or 0) + (state.pgm.sw.cost and state.pgm.sw.cost.ram or 0); }) if fab.time and fab.time.print then pushCost(0, 'Job Runtime', lib.math.timespec(fab.time.print + scm.speed)) pushCost(.5, 'Print Time', lib.math.timespec(fab.time.print)) pushCost(.5, 'CPU Time', lib.math.timespec(scm.speed + state.pgm.speed)) end local ok, compileCost = compilerCanPrint(user, state.pgm, scm) fabToUI(0, inputTbl, compileCost.itemSpec:visualize()) if next(compileCost.unsat) then local vis = compileCost.unsat:visualize() for si, s in ipairs(vis) do s.header = 'Missing ' .. s.header for ei, e in ipairs(s.list) do e.label = lib.color(1,.2,.2):fmt(e.label) end end fabToUI(0, inputTbl, vis) end if not ok then commitHue = 0 end end table.insert(pgmSelector, reqPane) table.insert(pgmSelector, {kind = 'hztl', w=10,h=1.2; {kind = 'button', id='back', label = '← Back', w=5,h=1.2}; {kind = 'button', id='commit', label = commitLabel .. ' →', w=5,h=1.2, color={hue=commitHue,sat=0,lum=0}}; }) end end local rec = getRecentJobs(state) local recentList = {kind = 'hwrap', cols=3} if rec then for i,id in ipairs(rec) do local out = ItemStack(starlit.item.sw.db[id].output) table.insert(recentList, {kind='contact',w=1.5,h=1.5,id=string.format('recent_%s',i), item = out}) end end local queue = {kind='pane', w=5, h=9.5} for i,v in ipairs(state.pgm.file.body.conf) do if v.key == 'job' then local job = starlit.store.compilerJob.dec(v.value) local scm = starlit.item.sw.db[job.schematic] local cycTotal = (scm.cost and scm.cost.cycles or 0) local secTotal = (scm.input.time and scm.input.time.print or 0) local cycPct = cycTotal == 0 and 1 or (1 - job.cyclesLeft/cycTotal) local secPct = secTotal == 0 and 1 or (1 - job.timeLeft/secTotal) local out = ItemStack(scm.output) local cycBar = {kind = 'hbar', fac = cycPct, w=5-1.5, h = .5; color={hue=150,sat=0,lum=0}; text=string.format("Compute %s%%", math.floor(cycPct*100)); } local secBar = {kind = 'hbar', fac = secPct, w=5-1.5, h = .5; color={hue=50,sat=0,lum=0}; text=string.format("Assemble %s%%", math.floor(secPct*100)); } table.insert(queue, {kind='hztl'; w=5, h=1.5; {kind = 'contact', w=1.5,h=1.5, id=string.format('cancel_%s', i), item = out}; {kind = 'vert', w=5-1.5, h=1.5; {kind = 'label', text=out:get_definition().short_description, w=5-1.5, h=.75}; (cycPct < 1 and cycBar or secBar); } }) end end return starlit.ui.build { kind = 'hztl', padding = 0.5; w = 20, h = 10, mode = 'sw'; {kind = 'vert', w = 5, h = 5; {kind = 'hbar', fac=0, w = 5, h = .5, text = '<b><left>Recent Prints</left></b>'}; recentList; }; {kind = 'vert', w = 10, h = 10; {kind = 'hbar', fac=0, w = 10, h = .5, text = '<b>Program Select</b>'}; {kind = 'pane', w = 10, h = 9.5, id='pgmSelect'; unpack(pgmSelector) }; }; {kind = 'vert', w = 5, h = 10; {kind = 'hbar', fac=0, w = 5, h = .5, text = '<b><right>Print Queue</right></b>'}; queue; }; } end; }; }; }) |
Modified mods/starlit/fab.lua from [a2443e45a4] to [f85992f960].
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end;
image = function(x, n)
return string.format('starlit-element-%s.png', x)
end;
inventory = fRawMat 'element';
op = fQuant;
};
metal ={
name = {"metal", "metals"};
string = function(x, n)
local met = starlit.world.material.metal.db[x]
return lib.math.siUI('g', n) .. ' ' .. met.name
end;
image = function(x, n)
local met = starlit.world.material.metal.db[x]
................................................................................
if not alreadyGot(ii,oi) then
local sv = {
inv=ii, slot=oi;
consume=deduct, remain=st;
satisfy=fab{[cat]={[substance]=avail}}
}
table.insert(stacks, sv)
end
if amtFound >= amt then goto suffice end
end
end
end
end
|
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>
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end; image = function(x, n) return string.format('starlit-element-%s.png', x) end; inventory = fRawMat 'element'; op = fQuant; }; metal = { name = {"metal", "metals"}; string = function(x, n) local met = starlit.world.material.metal.db[x] return lib.math.siUI('g', n) .. ' ' .. met.name end; image = function(x, n) local met = starlit.world.material.metal.db[x] ................................................................................ if not alreadyGot(ii,oi) then local sv = { inv=ii, slot=oi; consume=deduct, remain=st; satisfy=fab{[cat]={[substance]=avail}} } table.insert(stacks, sv) table.insert(consumed, sv) end if amtFound >= amt then goto suffice end end end end end |
Modified mods/starlit/init.lua from [aee56c43bb] to [a5bde19f07].
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}; interface = lib.registry.mk 'starlit:interface'; item = { food = lib.registry.mk 'starlit:food'; seed = lib.registry.mk 'starlit:seed'; }; region = { radiator = { store = AreaStore(); emitters = {}; }; }; ................................................................................ starlit.include 'fx/nano' starlit.include 'element' starlit.include 'terrain' starlit.include 'interfaces' starlit.include 'suit' -- minetest.settings:set('movement_gravity', starlit.world.planet.gravity) -- ??? seriously??? -- THIS OVERRIDES THE GLOBAL SETTING *AND PERSISTS IT* WHAT IN THE SATANIC FUCK --------------- -- callbacks -- ................................................................................ return starlit.ui.userMenuDispatch(user,fields) end local ui = starlit.interface.db[formid] local state = starlit.activeUI[name] or {} if formid == '__builtin:help_cmds' or formid == '__builtin:help_privs' then return false end assert(state.form == formid) -- sanity check user:onRespond(ui, state, fields) if fields.quit then starlit.activeUI[name] = nil end return true end) ................................................................................ }) minetest.register_item("starlit:_hand_dig", { type = "none", wield_image = "wieldhand.png", wield_scale = {x=1,y=1,z=2.5}, tool_capabilities = { groupcaps = { plant = {maxlevel=1, times = {.50}}; -- sand, dirt, gravel looseClump = {maxlevel=1, times = {1.5, 2.5}}; }; } }) |
> > > > | > > > > |
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}; interface = lib.registry.mk 'starlit:interface'; item = { food = lib.registry.mk 'starlit:food'; seed = lib.registry.mk 'starlit:seed'; }; -- complex algorithms that cut across namespaces or don't belong anywhere else alg = {}; region = { radiator = { store = AreaStore(); emitters = {}; }; }; ................................................................................ starlit.include 'fx/nano' starlit.include 'element' starlit.include 'terrain' starlit.include 'interfaces' starlit.include 'compile' starlit.include 'suit' -- minetest.settings:set('movement_gravity', starlit.world.planet.gravity) -- ??? seriously??? -- THIS OVERRIDES THE GLOBAL SETTING *AND PERSISTS IT* WHAT IN THE SATANIC FUCK --------------- -- callbacks -- ................................................................................ return starlit.ui.userMenuDispatch(user,fields) end local ui = starlit.interface.db[formid] local state = starlit.activeUI[name] or {} if formid == '__builtin:help_cmds' or formid == '__builtin:help_privs' then return false end if not (state.form == formid) then -- sanity check log.warn('user %s attempted to send form %s while %s was active', name, formid, state.form) return false end user:onRespond(ui, state, fields) if fields.quit then starlit.activeUI[name] = nil end return true end) ................................................................................ }) minetest.register_item("starlit:_hand_dig", { type = "none", wield_image = "wieldhand.png", wield_scale = {x=1,y=1,z=2.5}, tool_capabilities = { groupcaps = { object = {maxlevel=1, times = {.20,.10}}; plant = {maxlevel=1, times = {.50}}; -- sand, dirt, gravel looseClump = {maxlevel=1, times = {1.5, 2.5}}; }; } }) |
Modified mods/starlit/interfaces.lua from [c1a1690c3b] to [ddaa1e9478].
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img='starlit-ui-icon-nano.png', close=true, color = cmode'nano'}; {kind = 'contact', w=1.5,h=1.5, id = 'mode_weapon', img='starlit-ui-icon-weapon.png', close=true, color = cmode'weapon'}; {kind = 'contact', w=1.5,h=1.5, id = 'mode_psi', img='starlit-ui-icon-psi.png', close=true, color = cmode'psi'}; }; {kind = 'hztl'; {kind = 'contact', w=1.5,h=1.5, id = 'open_elements', img='starlit-ui-icon-element.png'}; {kind = 'contact', w=1.5,h=1.5, id = 'open_suit', img='starlit-item-suit.png^[hsl:200:-.7:0'}; {kind = 'contact', w=1.5,h=1.5, id = 'open_psi', img='starlit-ui-icon-psi-cfg.png'}; {kind = 'contact', w=1.5,h=1.5, id = 'open_body', img='starlit-ui-icon-self.png'}; ................................................................................ else setSuitMode(e) end return true end end if fields.open_elements then user:openUI('starlit:user-menu', 'compiler') return true elseif fields.open_psi then user:openUI('starlit:user-menu', 'psi') return true elseif fields.open_suit then if not user:naked() then user:openUI('starlit:user-menu', 'suit') ................................................................................ end local function abilityMenu(a) -- select primary/secondary abilities or activate ritual abilities local p = {kind = 'vert'} for _, o in ipairs(a.order) do local m = a.menu[o] table.insert(p, {kind='hbar', fac=0.5, text=string.format("<b>%s</b>",m.label), w=a.w, h = .5}) table.insert(p, wrapMenu(a.w, a.h, 1.2, 2, m.opts)) end return p end local function pptrMatch(a,b) if a == nil or b == nil then return false end ................................................................................ return (a.chipID ~= nil and (a.chipID == b.chipID and a.pgmIndex == b.pgmIndex)) or (a.ref ~= nil and a.ref == b.ref) end starlit.interface.install(starlit.type.ui { id = 'starlit:user-menu'; pages = { compiler = { setupState = function(state, user) -- nanotech/suit software menu local chips = user.entity:get_inventory():get_list 'starlit_suit_chips' -- FIXME need better subinv api local sw = starlit.mod.electronics.chip.usableSoftware(chips) state.suitSW = {} local dedup = {} for i, r in ipairs(sw) do if ................................................................................ end end if not pgm then return false end -- HAX -- kind=active programs must be assigned to a command slot -- kind=direct programs must open their UI -- kind=passive programs must toggle on and off local function suitCtx(pgm) local chips = user.entity:get_inventory():get_list 'starlit_suit_chips' local pgmctx = starlit.mod.electronics.chip.usableSoftware(chips, {pgm})[1] return { context = 'suit'; program = pgmctx; } end if pgm.sw.powerKind == 'active' then if cfg then user:openUI(pgm.sw.ui, 'index', { context = 'suit'; ................................................................................ if q.powerMode_off then suitMode = 'off' elseif q.powerMode_save then suitMode = 'powerSave' elseif q.powerMode_on then suitMode = 'on' end if suitMode then user:suitPowerStateSet(suitMode) return true end end; }; }; }) local function compilerCanPrint(user, cpl, scm) local output = ItemStack(scm.sw.output):get_definition() local fab = output._starlit.fab local sw = scm.sw local ok, consume, unsat, leftover, itemSpec = fab:seek { user.entity:get_inventory():get_list 'main'; } local cost = { consume = consume, unsat = unsat, leftover = leftover, itemSpec = itemSpec; runtimeEstimate = scm.speed + cpl.speed + (fab.time and fab.time.print or 0); power = cpl.powerCost + scm.powerCost; ram = (cpl.cost and cpl.cost.ram or 0) + (scm.cost and scm.cost.ram or 0); cycles = (cpl.cost and cpl.cost.cycles or 0) + (scm.cost and scm.cost.cycles or 0); } local userComp = starlit.mod.electronics.chip.sumCompute( user.entity:get_inventory():get_list 'starlit_suit_chips' ) if ok and cost.power <= user:suitCharge() and cost.ram <= userComp.ram then return true, cost else return false, cost end end -- TODO destroy suit interfaces when power runs out or suit/chip is otherwise disabled starlit.interface.install(starlit.type.ui { id = 'starlit:compile-matter-component'; sub = { suit = function(state, user, evt) if evt.kind == 'disrobe' then state:close() elseif evt.kind == 'power' and evt.mode == 'off' then state:close() end end; playerInventory = function(state,user) -- refresh end; }; pages = { index = { setupState = function(state, user, ctx) state.pgm = ctx.program state.select = {} local E = starlit.mod.electronics if ctx.context == 'suit' then state.fetch = function() local cst = user.entity:get_inventory():get_list 'starlit_suit_chips' local cl = {order={}, map={}, slot={}} for i, c in ipairs(cst) do if not c:is_empty() then local d = E.chip.read(c) local co = { stack = c; data = d; } table.insert(cl.order, co) cl.map[d.uuid] = co cl.slot[i] = co end end -- kill me fam if ( state.select.chip and state.select.chip ~= true and not cl.map[state.select.chip]) or (state.select.scm and not state.select.scms[state.select.scm]) then -- chip or pgm no longer available user:suitSound 'starlit-error' state.select = {} end state.select.chips = cl state.select.scms = {} if state.select.chip then state.select.scms = E.chip.usableSoftware(cst,nil, function(s) if state.select.chip ~= true then if cl.slot[s.chipSlot].data.uuid ~= state.select.chip then return false end end return s.sw.kind == 'schematic' end) end end end end; onClose = function(state, user) user:suitSound 'starlit-quit' end; handle = function(state, user, q) local sel = state.select state.fetch() local chips = state.select.chips local function chirp() user:suitSound 'starlit-nav' end local function trySelection(id) if sel[id] == nil then for k in next, q do local pat = "^"..id.."_(%d+)$" -- ew local idx = k:match(pat) if idx then local cm = tonumber(idx) if cm then chirp() sel[id] = cm return true end end end end end if sel.chip == nil then if q.showAll then chirp() sel.chip = true return true elseif q.find then chirp() -- TODO return true end end if trySelection('chip') then return true elseif trySelection('scm') then return true else if q.back then chirp() if sel.input then sel.input = nil elseif sel.scm then sel.scm = nil elseif sel.chip then sel.chip = nil end return true elseif q.commit then if not sel.input then chirp() sel.input = true return true else local scm = sel.scms[sel.scm] local ok, cost = compilerCanPrint(user, state.pgm, scm) if ok then user:suitSound 'starlit-configure' -- consume consumables -- add print job state.select = {} return true else user:suitSound 'starlit-error' end end end end end; render = function(state, user) local sel, pgmSelector = state.select, {} state.fetch() local function pushSelector(id, item, label, desc, req) local rh = .5 local label = {kind = 'text', w = 10-1.5, h=1.5; text = '<global valign=middle>'..lib.str.htsan(label) } if req then label.h = label.h - rh - .2 local imgs = {} for ci,c in ipairs(req) do for ei, e in ipairs(c.list) do table.insert(imgs, {kind = 'img', w=rh, h=rh, img=e.img}) end end label = {kind = 'vert', w = 10-1.5, h=1.5; label; {kind ='hztl', w=10-1.5, h=rh; unpack(imgs); } } end table.insert(pgmSelector, {kind = 'hztl', w=10,h=1.5; {kind = 'contact', id=id, w=1.5, h=1.5; item = item; color = {hue=220, sat=0, lum=0}; desc = desc; }; label; }) end local back = {kind = 'button', id='back', label = '<- Back', w=10,h=1.2} if sel.chips == nil then table.insert(pgmSelector, {kind = 'img', img = 'starlit-ui-alert.png', w=2, h=2}) elseif sel.chip == nil then for i, c in ipairs(sel.chips.order) do -- TODO filter out chips without schematics? pushSelector('chip_' .. c.data.uuid, c.stack, c.data.label) end if next(sel.chips.order) then table.insert(pgmSelector, {kind = 'hztl', w=10,h=1.5; {kind = 'button', w=5,h=1.5; id='showAll', label='Show All'}; {kind = 'button', w=5,h=1.5; id='find', label='Find'}; }) end else if sel.scm == nil then for idx, ent in ipairs(sel.scms) do local fab = ItemStack(ent.sw.output):get_definition()._starlit.fab if fab.flag.print then local req = fab:visualize() pushSelector('scm_' .. idx, ent.sw.output, ent.sw.name, nil, req) end end table.insert(pgmSelector, back) else local scm = sel.scms[sel.scm] local output = ItemStack(scm.sw.output):get_definition() local fab = output._starlit.fab local sw = scm.sw local function unmet(str) return lib.color(1,.3,.3):fmt(str) end table.insert(pgmSelector, {kind = 'hztl', w=10, h=1.2; {kind = 'img', item = sw.output, w=1.2, h=1.2, desc=output.description}; {kind = 'text', text = string.format('<global valign=middle><b>%s</b>', lib.str.htsan(sw.name)), w=10-1.2,h=1.2}; }) local inputTbl = {kind = 'vert', w=5,h=0; {kind = 'hbar', w=5, h=.5, text=sel.input and 'Input Plan' or 'Input'}}; local costTbl = {kind = 'vert', w=5,h=0; {kind = 'hbar', w=5, h=.5, text=sel.input and 'Process Plan' or 'Process'}}; local reqPane = {kind = 'pane', id='reqPane', w=10, h=7; {kind = 'hztl', w=10,h=0; inputTbl, costTbl} } local function pushCost(x, t, val) table.insert(costTbl, {kind='label', w=4.5,h=.5,x=x; text=string.format('%s: %s',t,val); }) end local function pushComputeCosts(header, p) if p then table.insert(costTbl, {kind = 'label', w=5, h=.5, x=0; text=header}); if p.cycles then pushCost(.5, 'Compute', lib.math.siUI({'cycle','cycles'}, p.cycles, true)) end if p.power then local str = lib.math.siUI('J', p.power) if p.power > user:suitCharge() then str = unmet(str) end pushCost(.5, 'Power', str) end if p.ram then local str = string.format("%s / %s", lib.math.siUI('B', p.ram), lib.math.siUI('B', state.pgm.comp.ram)) if p.ram > state.pgm.comp.ram then str = unmet(str) end pushCost(.5, 'Memory', str) end end end local function fabToUI(x, inputTbl, req) for ci,c in ipairs(req) do table.insert(inputTbl, {kind = 'label', w=5-x, h=.5, x=x; text=lib.str.capitalize(c.header)}); for ei,e in ipairs(c.list) do table.insert(inputTbl, {kind = 'hztl', w=4.5-x, h=.5, x=x+.5; {kind='img', w=.5,h=.5, img=e.img}; {kind='label', w=3.3,h=.5,x=.2, text=lib.str.capitalize(e.label)}; }); end end end local commitHue=120, commitLabel if not sel.input then commitLabel = 'Plan' fabToUI(0, inputTbl, fab:visualize()) local function pushComputeCostsSw(header, p) if p.sw.cost then pushComputeCosts(header, { cycles = p.sw.cost.cycles; power = p.powerCost; ram = p.sw.cost.ram; }) end end pushComputeCostsSw('Schematic', scm) pushComputeCostsSw('Compiler', state.pgm) else commitLabel = 'Commit' pushComputeCosts('Total', { cycles = (scm.sw.cost and scm.sw.cost.cycles or 0) + (state.pgm.sw.cost and state.pgm.sw.cost.cycles or 0); power = (scm.powerCost or 0) + (state.pgm.powerCost or 0) + (fab.cost and fab.cost.power or 0); ram = (scm.sw.cost and scm.sw.cost.ram or 0) + (state.pgm.sw.cost and state.pgm.sw.cost.ram or 0); }) if fab.time and fab.time.print then pushCost(0, 'Job Runtime', lib.math.timespec(fab.time.print + scm.speed)) pushCost(.5, 'Print Time', lib.math.timespec(fab.time.print)) pushCost(.5, 'CPU Time', lib.math.timespec(scm.speed + state.pgm.speed)) end local ok, compileCost = compilerCanPrint(user, state.pgm, scm) fabToUI(0, inputTbl, compileCost.itemSpec:visualize()) if next(compileCost.unsat) then local vis = compileCost.unsat:visualize() for si, s in ipairs(vis) do s.header = 'Missing ' .. s.header for ei, e in ipairs(s.list) do e.label = lib.color(1,.2,.2):fmt(e.label) end end fabToUI(0, inputTbl, vis) end if not ok then commitHue = 0 end end table.insert(pgmSelector, reqPane) table.insert(pgmSelector, {kind = 'hztl', w=10,h=1.2; {kind = 'button', id='back', label = '← Back', w=5,h=1.2}; {kind = 'button', id='commit', label = commitLabel .. ' →', w=5,h=1.2, color={hue=commitHue,sat=0,lum=0}}; }) end end return starlit.ui.build { kind = 'hztl', padding = 0.5; w = 20, h = 10, mode = 'sw'; {kind = 'vert', w = 5, h = 5; {kind = 'hbar', fac=0, w = 5, h = .5, text = '<b><left>Recent Prints</left></b>'}; }; {kind = 'vert', w = 10, h = 10; {kind = 'hbar', fac=0, w = 10, h = .5, text = '<b>Program Select</b>'}; {kind = 'pane', w = 10, h = 9.5, id='pgmSelect'; unpack(pgmSelector) }; }; {kind = 'vert', w = 5, h = 10; {kind = 'hbar', fac=0, w = 5, h = .5, text = '<b><right>Print Queue</right></b>'}; }; } end; }; }; }) |
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img='starlit-ui-icon-nano.png', close=true, color = cmode'nano'}; {kind = 'contact', w=1.5,h=1.5, id = 'mode_weapon', img='starlit-ui-icon-weapon.png', close=true, color = cmode'weapon'}; {kind = 'contact', w=1.5,h=1.5, id = 'mode_psi', img='starlit-ui-icon-psi.png', close=true, color = cmode'psi'}; }; {kind = 'hztl'; {kind = 'contact', w=1.5,h=1.5, id = 'open_nano', img='starlit-ui-icon-element.png'}; {kind = 'contact', w=1.5,h=1.5, id = 'open_suit', img='starlit-item-suit.png^[hsl:200:-.7:0'}; {kind = 'contact', w=1.5,h=1.5, id = 'open_psi', img='starlit-ui-icon-psi-cfg.png'}; {kind = 'contact', w=1.5,h=1.5, id = 'open_body', img='starlit-ui-icon-self.png'}; ................................................................................ else setSuitMode(e) end return true end end if fields.open_nano then user:openUI('starlit:user-menu', 'nano') return true elseif fields.open_psi then user:openUI('starlit:user-menu', 'psi') return true elseif fields.open_suit then if not user:naked() then user:openUI('starlit:user-menu', 'suit') ................................................................................ end local function abilityMenu(a) -- select primary/secondary abilities or activate ritual abilities local p = {kind = 'vert'} for _, o in ipairs(a.order) do local m = a.menu[o] table.insert(p, {kind='hbar', fac=0, text=string.format("<b>%s</b>",m.label), w=a.w, h = .5}) table.insert(p, wrapMenu(a.w, a.h, 1.2, 2, m.opts)) end return p end local function pptrMatch(a,b) if a == nil or b == nil then return false end ................................................................................ return (a.chipID ~= nil and (a.chipID == b.chipID and a.pgmIndex == b.pgmIndex)) or (a.ref ~= nil and a.ref == b.ref) end starlit.interface.install(starlit.type.ui { id = 'starlit:user-menu'; pages = { nano = { setupState = function(state, user) -- nanotech/suit software menu local chips = user.entity:get_inventory():get_list 'starlit_suit_chips' -- FIXME need better subinv api local sw = starlit.mod.electronics.chip.usableSoftware(chips) state.suitSW = {} local dedup = {} for i, r in ipairs(sw) do if ................................................................................ end end if not pgm then return false end -- HAX -- kind=active programs must be assigned to a command slot -- kind=direct programs must open their UI -- kind=passive programs must toggle on and off local inv = user.entity:get_inventory() local function suitCtx(pgm) local uuid = starlit.mod.electronics.chip.read(pgm.chip).uuid return { context = 'suit'; program = pgm; verify = function() -- ew!! local chipInSlot = inv:get_stack('starlit_suit_chips', pgm.chipSlot) local csd = starlit.mod.electronics.chip.read(chipInSlot) return csd.uuid == uuid end; saveConf = function(cfg) cfg = cfg or pgm.file.body.conf pgm.file.body.conf = cfg pgm.fd:write(pgm.file) inv:set_stack('starlit_suit_chips', pgm.chipSlot, pgm.fd.chip) user:reconfigureSuit() end; pullConf = function() local stack = inv:get_stack('starlit_suit_chips', pgm.chipSlot) pgm.fd.chip=stack pgm.file = pgm.fd:read() end; } end if pgm.sw.powerKind == 'active' then if cfg then user:openUI(pgm.sw.ui, 'index', { context = 'suit'; ................................................................................ if q.powerMode_off then suitMode = 'off' elseif q.powerMode_save then suitMode = 'powerSave' elseif q.powerMode_on then suitMode = 'on' end if suitMode then user:suitPowerStateSet(suitMode) return true end end; }; }; }) |
Modified mods/starlit/store.lua from [9cc49bcaa7] to [ac25f2dec5].
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for k,v in pairs(starlit.world.stats) do statStructFields[k] = v.srzType or ( (v.base == true or v.base > 0) and T.s16 or T.u16 ) end starlit.store.compilerJob = G.struct { schematic = T.str; progress = T.clamp; } starlit.store.persona = G.struct { name = T.str; species = T.str; speciesVariant = T.str; background = T.str; |
| | > |
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for k,v in pairs(starlit.world.stats) do statStructFields[k] = v.srzType or ( (v.base == true or v.base > 0) and T.s16 or T.u16 ) end starlit.store.compilerJob = G.struct { schematic = T.str; cyclesLeft = T.u64; timeLeft = T.decimal; } starlit.store.persona = G.struct { name = T.str; species = T.str; speciesVariant = T.str; background = T.str; |
Modified mods/starlit/suit.lua from [8324bad06e] to [f9e736d40a].
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break
end
end
local fn if s.powerKind == 'passive'
then fn = s.run
else fn = s.bgProc
end
function prop.saveConf(cfg) cfg = cfg or conf
prop.fd:write(cfg)
inv:set_stack('starlit_suit_chips', prop.chipSlot, prop.fd.chip)
reconfSuit = true
end
function prop.giveItem(st)
u:thrustUpon(st)
end
if enabled and fn(u, prop, suitInterval, runState) then
runState.pgmsRun[s] = true
end
|
| > > > > > |
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break end end local fn if s.powerKind == 'passive' then fn = s.run else fn = s.bgProc end function prop.saveConf(cfg) cfg = cfg or prop.file prop.fd:write(cfg) inv:set_stack('starlit_suit_chips', prop.chipSlot, prop.fd.chip) reconfSuit = true end function prop.pullConf() local stack = inv:get_stack('starlit_suit_chips', suitprog.chipSlot) prop.fd.chip=stack prop.file = prop.fd:read() end function prop.giveItem(st) u:thrustUpon(st) end if enabled and fn(u, prop, suitInterval, runState) then runState.pgmsRun[s] = true end |
Modified mods/starlit/terrain.lua from [4e1556f916] to [e1d816e7a5].
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tiles = {'starlit-terrain-feldspar.png'};
excludeOre = true;
recover = starlit.type.fab {
time = { shred = 3; };
cost = { shredPower = 3; };
};
recover_vary = function(rng, ctx)
-- print('vary!', rng:int(), rng:int(0,10))
return starlit.type.fab {
element = {
aluminum = rng:int(0,4);
potassium = rng:int(0,2);
calcium = rng:int(0,2);
}
};
|
< |
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tiles = {'starlit-terrain-feldspar.png'}; excludeOre = true; recover = starlit.type.fab { time = { shred = 3; }; cost = { shredPower = 3; }; }; recover_vary = function(rng, ctx) return starlit.type.fab { element = { aluminum = rng:int(0,4); potassium = rng:int(0,2); calcium = rng:int(0,2); } }; |
Modified mods/starlit/ui.lua from [08cb8bbbbd] to [16bf595c8c].
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widget('container[%s,%s]%scontainer_end[]', state.x, state.y, src) -- TODO alignments state.x=state.x + state.spacing + st.w state.h = math.max(state.h, st.h) end state.h = state.h + state.padding state.w = state.x + state.padding/2 elseif def.kind == 'pane' then widget('scroll_container[%s,%s;%s,%s;%s;vertical]', state.x, state.y, state.w, state.h, def.id) local y = 0 for _, w in ipairs(def) do local src, st = starlit.ui.build(w, state) |
> > > > > > > > > > > > > > > > > > > > > > > |
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widget('container[%s,%s]%scontainer_end[]', state.x, state.y, src) -- TODO alignments state.x=state.x + state.spacing + st.w state.h = math.max(state.h, st.h) end state.h = state.h + state.padding state.w = state.x + state.padding/2 elseif def.kind == 'hwrap' then local idx, rowH, totalH = 0,0,0 local cols = def.cols or math.huge local startX = state.x local maxX = startX for _, w in ipairs(def) do idx = idx + 1 local src, st = starlit.ui.build(w, state) -- TODO alignments rowH = math.max(rowH, st.h) if idx > cols or def.w and (state.x + state.spacing + st.w > def.w) then totalH = totalH + rowH state.x = startX rowH,idx = 0,0 state.y = state.y + state.spacing + st.h end widget('container[%s,%s]%scontainer_end[]', state.x, state.y, src) state.x=state.x + state.spacing + st.w maxX = math.max(state.x, maxX) end totalH = totalH + rowH state.h = math.max(state.h, totalH) + state.padding state.w = state.x + state.padding/2 state.x = maxX elseif def.kind == 'pane' then widget('scroll_container[%s,%s;%s,%s;%s;vertical]', state.x, state.y, state.w, state.h, def.id) local y = 0 for _, w in ipairs(def) do local src, st = starlit.ui.build(w, state) |
Modified mods/starlit/user.lua from [c928629a64] to [aa3a95c242].
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local ul = self.hud.led.map[kind] if ul then if time - ul.origin > minFreq then ul.origin = time else return end end if urgency > 0 then local urgencies = { [1] = {sound = 'starlit-alarm'}; [2] = {sound = 'starlit-alarm-urgent'}; } local urg = urgencies[urgency] or urgencies[#urgencies] if time - self.cooldownTimes.alarm > 1.5 then self.cooldownTimes.alarm = time ................................................................................ return true; -- TODO end; --------------- -- inventory -- --------------- give = function(self, item) local inv = self.entity:get_inventory() local function is(grp) return minetest.get_item_group(item:get_name(), grp) ~= 0 end -- TODO notif popups if is 'specialInventory' then --[[ ................................................................................ } local clockInterval = 1.0 starlit.startJob('starlit:clock', clockInterval, function(delta) for id, u in pairs(starlit.activeUsers) do u.hud.elt.time:update() u:updateLEDs() end end) -- performs a general HUD refresh, mainly to update the HUD backlight brightness local hudInterval = 10 starlit.startJob('starlit:hud-refresh', hudInterval, function(delta) for id, u in pairs(starlit.activeUsers) do |
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local ul = self.hud.led.map[kind] if ul then if time - ul.origin > minFreq then ul.origin = time else return end end if urgency ~= 0 then local urgencies = { [-2] = {sound = 'starlit-success'}; [-1] = {sound = 'starlit-nav'}; [1] = {sound = 'starlit-alarm'}; [2] = {sound = 'starlit-alarm-urgent'}; } local urg = urgencies[urgency] or urgencies[#urgencies] if time - self.cooldownTimes.alarm > 1.5 then self.cooldownTimes.alarm = time ................................................................................ return true; -- TODO end; --------------- -- inventory -- --------------- give = function(self, item) item = ItemStack(item) local inv = self.entity:get_inventory() local function is(grp) return minetest.get_item_group(item:get_name(), grp) ~= 0 end -- TODO notif popups if is 'specialInventory' then --[[ ................................................................................ } local clockInterval = 1.0 starlit.startJob('starlit:clock', clockInterval, function(delta) for id, u in pairs(starlit.activeUsers) do u.hud.elt.time:update() u:updateLEDs() local ui = starlit.activeUI[u.name] if ui and (ui.self.refresh or ui.self.pages[ui.page].refresh) then ui.self:show(u) end end end) -- performs a general HUD refresh, mainly to update the HUD backlight brightness local hudInterval = 10 starlit.startJob('starlit:hud-refresh', hudInterval, function(delta) for id, u in pairs(starlit.activeUsers) do |
Modified mods/starlit/world.lua from [822a964373] to [d1f4916ac1].
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attached_node = 3;
};
drop = st.drop;
_starlit = {
plant = {
id = id, stage = n;
};
recover = starlit.type.fab {
time = { shred = .3; };
cost = { shredPower = 1; };
};
recover_vary = function(rng, ctx)
return starlit.type.fab {
element = {
carbon = rng:int(0,1);
potassium = rng:int(0,1);
}
};
end;
};
}
if st.swap then
base.node_dig_prediction = ""
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attached_node = 3; }; drop = st.drop; _starlit = { plant = { id = id, stage = n; }; recover = b.recover or starlit.type.fab { time = { shred = .3; }; cost = { shredPower = 1; }; }; recover_vary = b.recover_vary or function(rng, ctx) return starlit.type.fab { element = { carbon = rng:int(0,2); potassium = rng:int(0,1); magnesium = rng:int(0,b.biolum and 2 or 1); } }; end; }; } if st.swap then base.node_dig_prediction = "" |
Modified mods/vtlib/math.lua from [2d47a7e2f1] to [557fe13815].
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function fn.timespec(n) if n == 0 then return '0s' end if n < 0 then return '-' .. fn.timespec(n*-1) end local sec = math.floor(n % 60) local min = math.floor(n / 60) local hr = math.floor(min / 60) local spec = {} if hr ~= 0 then table.insert(spec, string.format("%shr", hr)) end if min ~= 0 then table.insert(spec, string.format("%sm", min)) end if sec ~= 0 then table.insert(spec, string.format("%ss", sec)) end return table.concat(spec, ' ') end return fn |
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function fn.timespec(n)
if n == 0 then return '0s' end
if n < 0 then return '-' .. fn.timespec(n*-1) end
local sec = math.floor(n % 60)
local min = math.floor(n / 60)
local hr = math.floor(min / 60)
min = min % 60
local spec = {}
if hr ~= 0 then table.insert(spec, string.format("%shr", hr)) end
if min ~= 0 then table.insert(spec, string.format("%sm", min)) end
if sec ~= 0 then table.insert(spec, string.format("%ss", sec)) end
return table.concat(spec, ' ')
end
return fn
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