Comment: | add storage crate & generic interface for, add LED for print completion, add program tooltips, disfuckulate some longstanding idiot bugs |
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Downloads: | Tarball | ZIP archive | SQL archive |
Timelines: | family | ancestors | descendants | both | trunk |
Files: | files | file ages | folders |
SHA3-256: |
4b3aa092f85aebb8f99a8b846efc0ce4 |
User & Date: | lexi on 2024-05-06 20:58:38 |
Other Links: | manifest | tags |
2024-05-06
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21:29 | fix image regression check-in: 108df84ed3 user: lexi tags: trunk | |
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 | |
Modified mods/starlit-electronics/init.lua from [6d0114ddbf] to [6f6bfb54e1].
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--[[if not how.gift then -- cheap hack to make starting batteries fully charged E.battery.setCharge(st, 0) end]] E.battery.update(st) end; }; fab = def.fab; dynamo = { vtable = E.dynamo.kind.battery; }; battery = def; }; }) end) ................................................................................ return fab.size and fab.size.print or 1 else return bType[s] * (bTier[s] or 1) * (bSize[s] or 1) end end local swID = 'starlit_electronics:schematic_'..baseID fab.reverseEngineer = { complexity = bTier.complexity * bSize.complexity * bType.complexity; sw = swID; } fab.flag = {print=true} starlit.item.battery.link(id, { name = name; desc = table.concat({ bType.desc or ''; bTier.desc or ''; bSize.desc or ''; }, ' '); fab = fab; capacity = batStat 'capacity'; dischargeRate = batStat 'dischargeRate'; leak = batStat 'leak'; decay = batStat 'decay'; }) ................................................................................ -- chips -- ----------- E.sw = {} function E.sw.findSchematicFor(item) local id = ItemStack(item):get_name() local fm = minetest.registered_items[id]._starlit if not (fm and fm.fab and fm.fab.reverseEngineer) then return nil end local id = fm.fab.reverseEngineer.sw return id, starlit.item.sw.db[id] end E.chip = { file = {} } do local T,G = lib.marshal.t, lib.marshal.g -- love too reinvent unions from first principles E.chip.data = G.struct { ................................................................................ elseif file.kind == 'note' then local sz = 0x10 + #file.body.author for _, e in pairs(file.body.entries) do sz = sz + #e.title + #e.body + 0x10 -- header overhead end return sz elseif file.kind == 'research' then local re = assert(minetest.registered_items[file.body.itemId]._starlit.fab.reverseEngineer) return starlit.item.sw.db[re.sw].size * file.body.progress elseif file.kind == 'sw' then return starlit.item.sw.db[file.body.pgmId].size elseif file.kind == 'genome' then return 0 -- TODO end end ................................................................................ } local n = 0 for _, e in pairs(chips) do n = n + 1 if not e:is_empty() then local ch = e:get_definition()._starlit.chip c.cycles = c.cycles + ch.clockRate c.ram = c.ram + ch.clockRate c.flashFree = c.flashFree + E.chip.freeSpace(e) c.powerEfficiency = c.powerEfficiency + ch.powerEfficiency end end if n > 0 then c.powerEfficiency = c.powerEfficiency / n end return c end |
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--[[if not how.gift then -- cheap hack to make starting batteries fully charged E.battery.setCharge(st, 0) end]] E.battery.update(st) end; }; fab = def.fab; reverseEngineer = def.reverseEngineer; dynamo = { vtable = E.dynamo.kind.battery; }; battery = def; }; }) end) ................................................................................ return fab.size and fab.size.print or 1 else return bType[s] * (bTier[s] or 1) * (bSize[s] or 1) end end local swID = 'starlit_electronics:schematic_'..baseID fab.flag = {print=true} starlit.item.battery.link(id, { name = name; desc = table.concat({ bType.desc or ''; bTier.desc or ''; bSize.desc or ''; }, ' '); fab = fab; reverseEngineer = { complexity = bTier.complexity * bSize.complexity * bType.complexity; sw = swID; }; capacity = batStat 'capacity'; dischargeRate = batStat 'dischargeRate'; leak = batStat 'leak'; decay = batStat 'decay'; }) ................................................................................ -- chips -- ----------- E.sw = {} function E.sw.findSchematicFor(item) local id = ItemStack(item):get_name() local fm = minetest.registered_items[id]._starlit if not (fm and fm.reverseEngineer) then return nil end local id = fm.reverseEngineer.sw return id, starlit.item.sw.db[id] end E.chip = { file = {} } do local T,G = lib.marshal.t, lib.marshal.g -- love too reinvent unions from first principles E.chip.data = G.struct { ................................................................................ elseif file.kind == 'note' then local sz = 0x10 + #file.body.author for _, e in pairs(file.body.entries) do sz = sz + #e.title + #e.body + 0x10 -- header overhead end return sz elseif file.kind == 'research' then local re = assert(minetest.registered_items[file.body.itemId]._starlit.reverseEngineer) return starlit.item.sw.db[re.sw].size * file.body.progress elseif file.kind == 'sw' then return starlit.item.sw.db[file.body.pgmId].size elseif file.kind == 'genome' then return 0 -- TODO end end ................................................................................ } local n = 0 for _, e in pairs(chips) do n = n + 1 if not e:is_empty() then local ch = e:get_definition()._starlit.chip c.cycles = c.cycles + ch.clockRate c.ram = c.ram + ch.ram c.flashFree = c.flashFree + E.chip.freeSpace(e) c.powerEfficiency = c.powerEfficiency + ch.powerEfficiency end end if n > 0 then c.powerEfficiency = c.powerEfficiency / n end return c end |
Modified mods/starlit-electronics/sw.lua from [1f9bdf2a9e] to [f5ad2a2c21].
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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;
}
................................................................................
size = 1e9;
cost = {
cycles = 700e6;
ram = 1e9;
};
run = pasv_heal(4, 50, .7);
})
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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) user:alarm(-2, 'item') else conf[jobSlot].value = job_t.enc(job) end ctx.saveConf() end; } ................................................................................ size = 1e9; cost = { cycles = 700e6; ram = 1e9; }; run = pasv_heal(4, 50, .7); }) starlit.item.sw.link('starlit_electronics:battle_buddy_extreme', { name = 'BattleBuddy XTREME'; kind = 'suitPower', powerKind = 'passive'; desc = "Who needs a unit medic when you've got BattleBuddy XTREME Edition! BattleBuddy XTREME Edition is fully loaded with emergency response protocols for wounds of every caliber, and is GUARANTEED* to keep you alive as long as you can still crawl to safety. BattleBuddy XTREME is not intended for civilian use. By using BattleBuddy XTREME, you commit to unbind House Vacsatar, its subcontractors, and cadet houses from all liability for product failure, intracellular mutilation, transcription drift, runaway prion cascades, or military defeat.\n*Guarantees not legally binding."; size = 4e9; cost = { cycles = 2000e6; ram = 8e9; }; run = pasv_heal(4, 50, .7); }) |
Modified mods/starlit-scenario/init.lua from [98f93d94ac] to [739d68f851].
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end))) local r = E.chip.read(chip) r.label = label r.files = files E.chip.write(chip, r) return chip end local chipLibrary = { compendium = makeChip('The Gentleman Adventurer\'s Compleat Wilderness Compendium', { {'starlit_electronics:battery_chemical_imperial_small', 0}; }, { {'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", { {'starlit_electronics:battery_chemical_usukwinya_mid', 0}; {'starlit_electronics:battery_hybrid_imperial_small', 0}; -- ammunition }, {}); } local battery = function(name) local s = ItemStack(name) starlit.mod.electronics.battery.setChargeF(s, 1.0) return s end |
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end))) local r = E.chip.read(chip) r.label = label r.files = files E.chip.write(chip, r) return chip end local survivalBasics = { {'starlit_tech:chem_lamp', 0}; {'starlit_tech:crate', 0}; } local chipLibrary = { compendium = makeChip('The Gentleman Adventurer\'s Compleat Wilderness Compendium', lib.tbl.append(survivalBasics, { {'starlit_electronics:battery_chemical_imperial_small', 0}; }), { {'starlit_electronics:shred', 0}; {'starlit_electronics:compile_imperial', 0}; {'starlit_electronics:autodoc_deluxe', 1}; --{'starlit_electronics:driver_compiler_empire', 0}; }); survivalware = makeChip('Emergency Survivalware', lib.tbl.append(survivalBasics, { {'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", { {'starlit_tech:chem_lamp', 0}; {'starlit_electronics:battery_chemical_usukwinya_mid', 0}; {'starlit_electronics:battery_hybrid_imperial_small', 0}; -- ammunition }, { {'starlit_electronics:battle_buddy_extreme', 1}; -- }); } local battery = function(name) local s = ItemStack(name) starlit.mod.electronics.battery.setChargeF(s, 1.0) return s end |
Modified mods/starlit-scenario/mod.conf from [8a1ae19f59] to [6a41220601].
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name = starlit_scenario title = starlit scenarios description = built-in scenarios for Starsoul depends = starlit, starlit_suit, starlit_electronics, starlit_building, starlit_material # be sure to add any mods from which you list new starting items! |
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name = starlit_scenario title = starlit scenarios description = built-in scenarios for Starsoul depends = vtlib, starlit, starlit_suit, starlit_electronics, starlit_building, starlit_material, starlit_tech # be sure to add any mods from which you list new starting items! |
Modified mods/starlit-tech/init.lua from [2a09a8ef6e] to [c5d4cbc341].
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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."; ................................................................................ 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; ................................................................................ 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; ................................................................................ cost = { cycles = 8e9; ram = 16e6; }; rarity = 1; }) end |
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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 }; }; 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."; ................................................................................ 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 = 1; attached_node = 1; }; node_box = { type = 'fixed'; fixed = { -.4, -.5, -.20; .4, -.3, .20; ................................................................................ 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; reverseEngineer = { complexity = 1; sw = 'starlit_tech:schematic_chem_lamp'; }; recover = starlit.type.fab { element = { carbon = 8; magnesium = math.floor(lib.math.lerp(i/stages, 0, 2)); }; time = { shred = .5; ................................................................................ cost = { cycles = 8e9; ram = 16e6; }; rarity = 1; }) end minetest.register_node('starlit_tech:crate', { short_description = 'Crate'; description = starlit.ui.tooltip { title = 'Crate'; desc = 'A sturdy but lightweight storage crate made from solid carbon polymer.'; props = { {title='Mass', affinity='info', desc='100g'} }; }; drawtype = 'nodebox'; node_box = { type = 'fixed'; fixed = { .4, .2, .4; -.4, -.5, -.2; }; }; groups = { object = 3; attached_node = 3; }; paramtype2 = 'facedir'; tiles = { 'starlit-tech-crate-top.png'; 'starlit-tech-crate-bottom.png'; 'starlit-tech-crate-side.png^[transformFX'; 'starlit-tech-crate-side.png'; 'starlit-tech-crate-back.png'; 'starlit-tech-crate-front.png'; }; _starlit = { mass = 100; reverseEngineer = { complexity = 1; sw = 'starlit_tech:schematic_crate'; }; recover = starlit.type.fab { element = { carbon = 100; }; time = { shred = 1; shredPower = 3; }; }; }; on_construct = function(pos) local m = minetest.get_meta(pos) local inv = m:get_inventory() inv:set_size('starlit:contents', 12) end; on_rightclick = function(pos, node, luser) if not luser then return end local user = starlit.activeUsers[luser:get_player_name()] user:openUI('starlit:box', 'index', { inv={ {id = 'starlit:contents', pos=pos}; }; }) end; }) starlit.item.sw.link('starlit_tech:schematic_crate', { name = 'Crate Schematic'; kind = 'schematic'; input = starlit.type.fab { element = { carbon = 100; }; flag = {print = true}; time = {print = 25}; cost = {power = 250}; }; output = 'starlit_tech:crate'; size = 48e6; cost = { cycles = 12e9; ram = 16e6; }; rarity = 1; }) |
Modified mods/starlit/compile.lua from [8a9b22510e] to [5db02bfe42].
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{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
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{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 = ent.sw.input
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
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Modified mods/starlit/init.lua from [a5bde19f07] to [df4ee2ddd8].
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})
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}};
};
}
})
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})
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 = {.10,.20,.40}};
plant = {maxlevel=1, times = {.50}};
-- sand, dirt, gravel
looseClump = {maxlevel=1, times = {1.5, 2.5}};
};
}
})
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Modified mods/starlit/interfaces.lua from [ddaa1e9478] to [39c7d68ac6].
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kind = i.img and 'contact' or 'button', close = i.close; color = i.color; fg = i.fg; label = i.label; img = i.img; id = i.id; w = bw, h = rh; }) if i.cfg then table.insert(bar, { kind = 'button'; color = i.color; fg = i.fg; label = "CFG"; ................................................................................ if e.key == 'disable' and e.value == 'yes' then color.lum = -.2 fg = lib.color {hue=color.hue,sat=0.7,lum=0.7} break end end end if tbl then table.insert(tbl, { color = color, fg = fg; label = r.sw.label or r.sw.name; id = string.format('suit_pgm_%s_', id); cfg = cfg, close = close; }) end end end local menu = { kind = 'vert', mode = 'sw', padding = 0.5 } if swm then table.insert(menu, abilityMenu(swm)) end local inv = user.entity:get_inventory() --[[ ................................................................................ user:suitPowerStateSet(suitMode) return true end end; }; }; }) |
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kind = i.img and 'contact' or 'button', close = i.close; color = i.color; fg = i.fg; label = i.label; img = i.img; id = i.id; w = bw, h = rh; desc = i.desc; }) if i.cfg then table.insert(bar, { kind = 'button'; color = i.color; fg = i.fg; label = "CFG"; ................................................................................ if e.key == 'disable' and e.value == 'yes' then color.lum = -.2 fg = lib.color {hue=color.hue,sat=0.7,lum=0.7} break end end end if tbl then local props = { {title = "Size", desc=lib.math.siUI('B', r.sw.size), affinity='info'}; } if r.sw.cost and r.sw.cost.ram then table.insert(props, {title = "Memory Usage", desc=lib.math.siUI('B', r.sw.cost.ram), affinity='info'}) end if r.sw.cost and r.sw.cost.cycles then table.insert(props, {title = "Compute Usage", desc=lib.math.siUI('cycles',r.sw.cost.cycles,true), affinity='info'}) end if r.powerCost then table.insert(props, {title = "Power Draw", desc=lib.math.siUI('W', r.powerCost), affinity='info'}) end if r.speed then table.insert(props, {title = "Minimum Runtime", desc=lib.math.timespec(r.speed), affinity='info'}) end table.insert(tbl, { color = color, fg = fg; label = r.sw.label or r.sw.name; id = string.format('suit_pgm_%s_', id); desc = starlit.ui.tooltip { title = r.sw.name; desc = r.sw.desc; color = lib.color(1,0,.8); props = props; }; cfg = cfg, close = close; }) end end end local menu = { kind = 'vert', mode = 'sw', padding = 0.5 } if swm then table.insert(menu, abilityMenu(swm)) end local inv = user.entity:get_inventory() --[[ ................................................................................ user:suitPowerStateSet(suitMode) return true end end; }; }; }) starlit.interface.install(starlit.type.ui { id = 'starlit:box'; pages = { index = { setupState = function(state, user, ctx) state.ctx = ctx end; handle = function(state, user, q) if q.quit then user:suitSound 'starlit-quit' -- TODO better sound end end; render = function(state, user) local body = {kind='vert', w=6; mode='hw', spacing=.5, padding=1 } for i, l in ipairs(state.ctx.inv) do local inv = minetest.get_meta(l.pos):get_inventory() local w = l.w or 6 if l.label then table.insert(body, {kind = 'hbar'; text = l.label, w=w+.5, h = .5}) end table.insert(body, {kind = 'list'; w = w, h = inv:get_size(l.id)/w; node = l.pos, inv = l.id; spacing = .1; }) end table.insert(body, {kind = 'list'; target = 'current_player', inv = 'main'; w = 6, h = 1, spacing = 0.1; }) return starlit.ui.build(body) end; } } }) |
Modified mods/starlit/ui.lua from [16bf595c8c] to [5149fd5b74].
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return climg('', 'starlit-ui-button-sw.png') .. climg(':hovered', 'starlit-ui-button-sw-hover.png') .. climg(':pressed', 'starlit-ui-button-sw-press.png') end local function widget(...) table.insert(lines, string.format(...)) end if def.kind == 'vert' then for _, w in ipairs(def) do local src, st = starlit.ui.build(w, state) widget('container[%s,%s]%scontainer_end[]', state.x, state.y, src) state.y=state.y + state.spacing + st.h state.w = math.max(state.w, st.w) end state.w = state.w + state.padding state.h = state.y + state.padding/2 elseif def.kind == 'hztl' then for _, w in ipairs(def) do local src, st = starlit.ui.build(w, state) widget('container[%s,%s]%scontainer_end[]', state.x, state.y, src) -- TODO alignments ................................................................................ def.id) end state.w = state.w + state.padding state.h = state.h + state.padding/2 elseif def.kind == 'list' then local slotTypes = { plain = {hue = 200, sat = -.1, lum = 0}; element = {hue = 20, sat = -.3, lum = 0}; chip = {hue = 0, sat = -1, lum = 0}; psi = {hue = 300, sat = 0, lum = 0}; power = {hue = 50, sat = 0, lum = .2}; } local img if state.mode == 'hw' then img = lib.image('starlit-ui-slot-physical.png'); else img = lib.image('starlit-ui-slot.png'):shift(slotTypes[def.listContent or 'plain']); end local spac = state.spacing widget('style_type[list;spacing=%s,%s]',spac,spac) assert(def.w and def.h, 'ui-lists require a fixed size') for lx = 0, def.w-1 do for ly = 0, def.h-1 do local ox, oy = state.x + lx*(1+spac), state.y + ly*(1+spac) table.insert(lines, string.format('image[%s,%s;1.1,1.1;%s]', ox-0.05,oy-0.05, img:render())) end end table.insert(lines, string.format('listcolors[#00000000;#ffffff10]')) -- FIXME table.insert(lines, string.format('list[%s;%s;%s,%s;%s,%s;%s]', E(def.target), E(def.inv), state.x, state.y, def.w, def.h, def.idx)) local sm = 1 state.w = def.w * sm + (spac * (def.w - 1)) state.h = def.h * sm + (spac * (def.h - 1)) elseif def.kind == 'contact' then ................................................................................ if def.color then table.insert(lines, btnColorDef(def.id)) end local img = def.img local desc if def.item then img = ItemStack(def.item):get_name() desc = ItemStack(def.item):get_description() end widget('%simage_button%s[%s,%s;%s,%s;%s;%s;%s]', def.item and 'item_' or '', def.close and '_exit' or '', state.x, state.y, def.w, def.h, E(img), E(def.id), E(def.label or '')) if desc and not def.desc then widget('tooltip[%s;%s]', E(def.id), E(desc)) end elseif def.kind == 'button' then if def.color then table.insert(lines, btnColorDef(def.id)) end local label = E(def.label or '') if state.fg then label = lib.color(state.fg):fmt(label) end widget('button%s[%s,%s;%s,%s;%s;%s]', def.close and '_exit' or '', state.x, state.y, def.w, def.h, E(def.id), label) elseif def.kind == 'img' then widget('%s[%s,%s;%s,%s;%s]', def.item and 'item_image' or 'image', state.x, state.y, def.w, def.h, E(def.item or def.img)) elseif def.kind == 'label' then local txt = E(def.text) if state.fg then txt = lib.color(state.fg):fmt(txt) end ................................................................................ if def.text then widget('hypertext[%s,%s;%s,%s;;%s]', state.x, state.y, def.w, def.h, string.format('<global halign=center valign=middle color=%s>%s', fg:hex(), E(def.text))) end end if def.desc then local coord if def.id then coord = E(def.id) else coord = string.format("%s,%s;%s,%s", state.x, state.y, def.w, def.h) end widget('tooltip[%s;%s;#000000;#ffffff]', coord, E(def.desc)) |
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return climg('', 'starlit-ui-button-sw.png') .. climg(':hovered', 'starlit-ui-button-sw-hover.png') .. climg(':pressed', 'starlit-ui-button-sw-press.png') end local function widget(...) table.insert(lines, string.format(...)) end local specializedTooltip = false if def.kind == 'vert' then for _, w in ipairs(def) do local src, st = starlit.ui.build(w, state) widget('container[%s,%s]%scontainer_end[]', state.x, state.y, src) state.y=state.y + state.spacing + st.h state.w = math.max(state.w, st.w) end state.y = state.y - state.spacing state.w = state.w + state.padding state.h = state.y + state.padding/2 elseif def.kind == 'hztl' then for _, w in ipairs(def) do local src, st = starlit.ui.build(w, state) widget('container[%s,%s]%scontainer_end[]', state.x, state.y, src) -- TODO alignments ................................................................................ def.id) end state.w = state.w + state.padding state.h = state.h + state.padding/2 elseif def.kind == 'list' then local slotTypes = { plain = {hue = 200, sat = -.1, lum = 0}; -- element = {hue = 20, sat = -.3, lum = 0}; chip = {hue = 0, sat = -1, lum = 0}; -- psi = {hue = 300, sat = 0, lum = 0}; power = {hue = 50, sat = 0, lum = .2}; } local img if state.mode == 'hw' then img = lib.image('starlit-ui-slot-physical.png'); else img = lib.image('starlit-ui-slot.png'):shift(slotTypes[def.listContent or 'plain']); end local spac = state.spacing local target = def.target if not target and def.node then target=string.format('nodemeta:%s,%s,%s', def.node.x,def.node.y,def.node.z) end widget('style_type[list;spacing=%s,%s]',spac,spac) assert(def.w and def.h, 'ui-lists require a fixed size') for lx = 0, def.w-1 do for ly = 0, def.h-1 do local ox, oy = state.x + lx*(1+spac), state.y + ly*(1+spac) table.insert(lines, string.format('image[%s,%s;1.1,1.1;%s]', ox-0.05,oy-0.05, img:render())) end end table.insert(lines, string.format('listcolors[#00000000;#ffffff10]')) -- FIXME table.insert(lines, string.format('list[%s;%s;%s,%s;%s,%s;%s]', E(target), E(def.inv), state.x, state.y, def.w, def.h, def.idx)) local sm = 1 state.w = def.w * sm + (spac * (def.w - 1)) state.h = def.h * sm + (spac * (def.h - 1)) elseif def.kind == 'contact' then ................................................................................ if def.color then table.insert(lines, btnColorDef(def.id)) end local img = def.img local desc if def.item then img = ItemStack(def.item):get_name() desc = ItemStack(def.item):get_description() end desc = def.desc or desc widget('%simage_button%s[%s,%s;%s,%s;%s;%s;%s]', def.item and 'item_' or '', def.close and '_exit' or '', state.x, state.y, def.w, def.h, E(img), E(def.id), E(def.label or '')) if desc then widget('tooltip[%s;%s]', E(def.id), E(desc)) specializedTooltip = true end elseif def.kind == 'button' then if def.color then table.insert(lines, btnColorDef(def.id)) end local label = E(def.label or '') if state.fg then label = lib.color(state.fg):fmt(label) end widget('button%s[%s,%s;%s,%s;%s;%s]', def.close and '_exit' or '', state.x, state.y, def.w, def.h, E(def.id), label) if def.desc then widget('tooltip[%s;%s]', E(def.id), E(def.desc)) specializedTooltip = true end elseif def.kind == 'img' then widget('%s[%s,%s;%s,%s;%s]', def.item and 'item_image' or 'image', state.x, state.y, def.w, def.h, E(def.item or def.img)) elseif def.kind == 'label' then local txt = E(def.text) if state.fg then txt = lib.color(state.fg):fmt(txt) end ................................................................................ if def.text then widget('hypertext[%s,%s;%s,%s;;%s]', state.x, state.y, def.w, def.h, string.format('<global halign=center valign=middle color=%s>%s', fg:hex(), E(def.text))) end end if def.desc and not specializedTooltip then local coord if def.id then coord = E(def.id) else coord = string.format("%s,%s;%s,%s", state.x, state.y, def.w, def.h) end widget('tooltip[%s;%s;#000000;#ffffff]', coord, E(def.desc)) |
Modified mods/starlit/user.lua from [aa3a95c242] to [d58ed76b59].
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side = 'right'; }; fatigue = { icon = lib.image('starlit-ui-alert-fatigue.png'); bg = lib.image('starlit-ui-alert-bg-fatigue.png'); side = 'right'; }; } starlit.type.user = lib.class { name = 'starlit:user'; leds = leds; construct = function(ident) local name, luser ................................................................................ local v,txt,color,txtcolor,hl,hlcolor = def.measure(luser,def) v = math.max(0, math.min(1, v)) local n = math.floor(v*16) + 1 local function adjust(img) return hudAdjustBacklight(lib.image(img)):shift(color or def.color) end local img = adjust 'starlit-ui-meter.png' if def.flipX then img = img:transform 'FX' end img = img:render() img = img .. '^[verticalframe:17:' .. tostring(17 - n) if hl then hl = math.floor(hl*16) + 1 local hi = hudAdjustBacklight(lib.image 'starlit-ui-meter-hl.png') :shift(hlcolor or def.color) :render() hi = hi .. '^[verticalframe:17:' .. tostring(17 - hl) img = string.format('%s^(%s)', img, hi) end img = string.format('%s^(%s)', img, adjust 'starlit-ui-meter-readout.png':render()) luser:hud_change(m.meter, 'text', img) if txt then luser:hud_change(m.readout, 'text', txt) end if txtcolor then luser:hud_change(m.readout, 'number', txtcolor:hex()) end |
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side = 'right'; }; fatigue = { icon = lib.image('starlit-ui-alert-fatigue.png'); bg = lib.image('starlit-ui-alert-bg-fatigue.png'); side = 'right'; }; item = { icon = lib.image('starlit-ui-alert-item.png'); bg = lib.image('starlit-ui-alert-bg-success.png'); side = 'right'; }; } starlit.type.user = lib.class { name = 'starlit:user'; leds = leds; construct = function(ident) local name, luser ................................................................................ local v,txt,color,txtcolor,hl,hlcolor = def.measure(luser,def) v = math.max(0, math.min(1, v)) local n = math.floor(v*16) + 1 local function adjust(img) return hudAdjustBacklight(lib.image(img)):shift(color or def.color) end local img = adjust 'starlit-ui-meter.png' img = img:render() img = img .. '^[verticalframe:17:' .. tostring(17 - n) if hl then hl = math.floor(hl*16) + 1 local hi = hudAdjustBacklight(lib.image 'starlit-ui-meter-hl.png') :shift(hlcolor or def.color) :render() hi = hi .. '^[verticalframe:17:' .. tostring(17 - hl) img = string.format('%s^(%s)', img, hi) end img = string.format('%s^(%s)', img, adjust 'starlit-ui-meter-readout.png':render()) if def.flipX then img = img .. '^[transformFX' end luser:hud_change(m.meter, 'text', img) if txt then luser:hud_change(m.readout, 'text', txt) end if txtcolor then luser:hud_change(m.readout, 'number', txtcolor:hex()) end |
Modified mods/vtlib/image.lua from [33182947e9] to [a9a0d17ab5].
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local bracket = false if self.combine then str = string.format('[combine:%sx%s', self.w, self.h) for _,i in pairs(self.atop) do str = str .. string.format(':%s,%s=(%s)', i.at.x, i.at.y, i.img:render()) end else for _,i in pairs(self.atop) do str = '(' .. i.img:render() .. ')^' .. str end if str ~= '' then str = str .. '(' bracket = true end str = str .. self.string end for _,e in pairs(self.fx) do str = str .. '^[' .. e -- be sure to escape ones that take arguments -- correctly! end |
< < < > > > |
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local bracket = false if self.combine then str = string.format('[combine:%sx%s', self.w, self.h) for _,i in pairs(self.atop) do str = str .. string.format(':%s,%s=(%s)', i.at.x, i.at.y, i.img:render()) end else if str ~= '' then str = str .. '(' bracket = true end for _,i in pairs(self.atop) do str = '(' .. i.img:render() .. ')^' .. str end str = str .. self.string end for _,e in pairs(self.fx) do str = str .. '^[' .. e -- be sure to escape ones that take arguments -- correctly! end |
Modified mods/vtlib/math.lua from [557fe13815] to [276f7a5d6e].
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return string.format("%s%s%s",
vd, (full and (' ' .. pmin) or smin), unitForAmt(vd))
end
end
end
end
return string.format("%s%s", val, unitForAmt(val))
end
function fn.siUI(u,v,f,us,...) return fn.si(u,v,f,us,2,...) end
function fn.lerp(t, a, b) return (1-t)*a + t*b end
function fn.gradient(grad, pos)
local n = #grad
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end;
}
-- function fn.vlerp
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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return string.format("%s%s%s", vd, (full and (' ' .. pmin) or smin), unitForAmt(vd)) end end end end if prec then val = lib.math.trim(val,prec) end return string.format("%s%s", val, unitForAmt(val)) end function fn.siUI(u,v,f,us,...) return fn.si(u,v,f,us,2,...) end function fn.lerp(t, a, b) return (1-t)*a + t*b end function fn.gradient(grad, pos) local n = #grad ................................................................................ end; } -- function fn.vlerp function fn.timespec(n) if n == 0 then return '0s' end if n < 0 then return '-' .. fn.timespec(n*-1) end if n < 1 then return fn.siUI('s', n) 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 |