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persona = {
key = 'starlit:persona';
type = starlit.store.persona;
};
}
local suitStore = starlit.store.suitMeta
starlit.type.user = lib.class {
name = 'starlit:user';
construct = function(ident)
local name, luser
if type(ident) == 'string' then
name = ident
luser = minetest.get_player_by_name(name)
else
luser = ident
................................................................................
return {
entity = luser;
name = name;
hud = {
elt = {};
bar = {};
alarm = {};
};
tree = {};
action = {
bits = 0; -- for control deltas
prog = {}; -- for recording action progress on a node; reset on refocus
tgt = {type='nothing'};
sfx = {};
................................................................................
}
end;
__index = {
--------------
-- overlays --
--------------
updateOverlays = function(self)
local phys = {
speed = self.pheno:trait('speed',1);
jump = self.pheno:trait('jump',1);
gravity = 1;
speed_climb = 1;
speed_crouch = 1;
speed_walk = 1;
acceleration_default = 1;
acceleration_air = 1;
}
for i, o in ipairs(self.overlays) do o(phys) end
................................................................................
self.hud.elt.bat = self:attachStatBar {
name = 'battery', stat = batteryLookup;
color = C(190,0,.2), size = 100;
pos = {x=0.5, y=1}, ofs = {x = hbofs - 4, y=-48 - bpad};
dir = 0;
align = {x=1, y=-1};
}
self.hud.elt.psi = attachBasicStat {
name = 'psi', stat = 'psi';
color = C(320,0,.2), size = 100;
pos = {x=0.5, y=1}, ofs = {x = hbofs - 4, y=-24 - bpad};
dir = 0;
align = {x=1, y=-1};
}
self.hud.elt.time = self:attachTextBox {
name = 'time';
................................................................................
self.entity:hud_remove(e.id)
end
end;
updateHUD = function(self)
for name, e in pairs(self.hud.elt) do
if e.update then e.update() end
end
end;
---------------------
-- actions & modes --
---------------------
onModeChange = function(self, oldMode, silent)
self.hud.elt.crosshair.update()
................................................................................
if run then
run(self, ctx)
return true
end
return false
end;
alarm = function(self, urgency, kind, freq, where)
freq = freq or 3
local urgencies = {
[1] = {sound = 'starlit-alarm'};
[2] = {sound = 'starlit-alarm-urgent'};
}
local gt = minetest.get_gametime()
local urg = urgencies[urgency] or urgencies[#urgencies]
................................................................................
-- HATE. HATE. HAAAAAAAAAAATE
minetest.after(freq/2, function()
for k,v in pairs(self.hud.alarm) do
self.entity:hud_remove(v.id)
end
self.hud.alarm={}
end)
end
end;
-------------
-- weather --
-------------
updateWeather = function(self)
end;
................................................................................
};
}
local clockInterval = 1.0
starlit.startJob('starlit:clock', clockInterval, function(delta)
for id, u in pairs(starlit.activeUsers) do
u.hud.elt.time:update()
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 u:updateHUD() end
end)
local biointerval = 1.0
starlit.startJob('starlit:bio', biointerval, function(delta)
for id, u in pairs(starlit.activeUsers) do
if u:effectiveStat 'health' ~= 0 then
local bmr = u:phenoTrait 'metabolism' * biointerval
................................................................................
if sp < 1.0 and minetest.get_gametime() - u.cooldownTimes.stamina > 5.0 then
u:statDelta('stamina', (u:phenoTrait('staminaRegen',1) * penaltyFromFatigue) / heatPenalty)
-- print('stam', u:effectiveStat 'stamina', u:phenoTrait('staminaRegen',1) / heatPenalty, heatPenalty)
end
local morale, mp = u:effectiveStat 'morale'
local pr = u:phenoTrait 'psiRegen'
u:statDelta('psi', pr * penaltyFromFatigue * mp)
end
end
end)
local cbit = {
up = 0x001;
down = 0x002;
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persona = {
key = 'starlit:persona';
type = starlit.store.persona;
};
}
local suitStore = starlit.store.suitMeta
local leds = {
freeze = {
icon = lib.image('starlit-ui-alert-temp-cold.png');
bg = lib.image('starlit-ui-alert-bg-temp-cold.png');
side = 'left';
};
overheat = {
icon = lib.image('starlit-ui-alert-temp-hot.png');
bg = lib.image('starlit-ui-alert-bg-temp-hot.png');
side = 'left';
};
hydration = {
icon = lib.image('starlit-ui-alert-hydration.png');
bg = lib.image('starlit-ui-alert-bg-hydration.png');
side = 'left';
};
nutrition = {
icon = lib.image('starlit-ui-alert-nutrition.png');
bg = lib.image('starlit-ui-alert-bg-nutrition.png');
side = 'left';
};
radiation = {
icon = lib.image('starlit-ui-alert-rad.png');
bg = lib.image('starlit-ui-alert-bg-rad.png');
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
if type(ident) == 'string' then
name = ident
luser = minetest.get_player_by_name(name)
else
luser = ident
................................................................................
return {
entity = luser;
name = name;
hud = {
elt = {};
bar = {};
alarm = {};
led = { left={}, right={}, map={} };
};
tree = {};
action = {
bits = 0; -- for control deltas
prog = {}; -- for recording action progress on a node; reset on refocus
tgt = {type='nothing'};
sfx = {};
................................................................................
}
end;
__index = {
--------------
-- overlays --
--------------
updateOverlays = function(self)
-- minetest: because fuck you, that's why
local engineGravity = starlit.constant.phys.engineGravity
local targetGravity = starlit.world.planet.gravity
local phys = {
speed = self.pheno:trait('speed',1);
jump = self.pheno:trait('jump',1);
gravity = targetGravity / engineGravity;
speed_climb = 1;
speed_crouch = 1;
speed_walk = 1;
acceleration_default = 1;
acceleration_air = 1;
}
for i, o in ipairs(self.overlays) do o(phys) end
................................................................................
self.hud.elt.bat = self:attachStatBar {
name = 'battery', stat = batteryLookup;
color = C(190,0,.2), size = 100;
pos = {x=0.5, y=1}, ofs = {x = hbofs - 4, y=-48 - bpad};
dir = 0;
align = {x=1, y=-1};
}
self.hud.elt.numina = attachBasicStat {
name = 'numina', stat = 'numina';
color = C(320,0,.2), size = 100;
pos = {x=0.5, y=1}, ofs = {x = hbofs - 4, y=-24 - bpad};
dir = 0;
align = {x=1, y=-1};
}
self.hud.elt.time = self:attachTextBox {
name = 'time';
................................................................................
self.entity:hud_remove(e.id)
end
end;
updateHUD = function(self)
for name, e in pairs(self.hud.elt) do
if e.update then e.update() end
end
self:updateLEDs()
end;
updateLEDs = function(self)
local time = minetest.get_gametime()
local function updateSide(name, ofs, tx)
local del = {}
for i, l in ipairs(self.hud.led[name]) do
local idx = 0
if time - l.origin > 3 then
if l.elt then self.entity:hud_remove(l.elt.id) end
self.hud.led.map[l.kind] = nil
table.insert(del, i)
else
local xc = (idx*48 + 400)*ofs
if l.elt and next(del) then
l.elt:update('offset', {x=xc, y=1})
else
local tex = leds[l.kind].icon:blit(hudAdjustBacklight(leds[l.kind].bg))
if tx then tex = tex:transform(tx) end
if not l.elt then
l.elt = self:attachImage {
tex = tex:render();
align = {x=ofs, y=-1};
pos = {x=.5, y=1};
scale = {x=1,y=1};
ofs = {x=xc, y=0};
}
end
end
idx = idx + 1
end
end
for _, i in ipairs(del) do
table.remove(self.hud.led[name], i)
end
end
updateSide('left', -1)
updateSide('right', 1, 'FX')
end;
---------------------
-- actions & modes --
---------------------
onModeChange = function(self, oldMode, silent)
self.hud.elt.crosshair.update()
................................................................................
if run then
run(self, ctx)
return true
end
return false
end;
alarm = function(self, urgency, kind, minFreq)
minFreq = minFreq or 1.5
local time = minetest.get_gametime()
local led = leds[kind]
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
self:suitSound(urg.sound)
end
end
local newLed = {
kind = kind;
origin = time;
}
self.hud.led.map[kind] = newLed
table.insert(self.hud.led[led.side], newLed)
self:updateLEDs()
--[[
freq = freq or 3
local urgencies = {
[1] = {sound = 'starlit-alarm'};
[2] = {sound = 'starlit-alarm-urgent'};
}
local gt = minetest.get_gametime()
local urg = urgencies[urgency] or urgencies[#urgencies]
................................................................................
-- HATE. HATE. HAAAAAAAAAAATE
minetest.after(freq/2, function()
for k,v in pairs(self.hud.alarm) do
self.entity:hud_remove(v.id)
end
self.hud.alarm={}
end)
end]]
end;
-------------
-- weather --
-------------
updateWeather = function(self)
end;
................................................................................
};
}
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
u:updateHUD() end
end)
local biointerval = 1.0
starlit.startJob('starlit:bio', biointerval, function(delta)
for id, u in pairs(starlit.activeUsers) do
if u:effectiveStat 'health' ~= 0 then
local bmr = u:phenoTrait 'metabolism' * biointerval
................................................................................
if sp < 1.0 and minetest.get_gametime() - u.cooldownTimes.stamina > 5.0 then
u:statDelta('stamina', (u:phenoTrait('staminaRegen',1) * penaltyFromFatigue) / heatPenalty)
-- print('stam', u:effectiveStat 'stamina', u:phenoTrait('staminaRegen',1) / heatPenalty, heatPenalty)
end
local morale, mp = u:effectiveStat 'morale'
local pr = u:phenoTrait 'numinaRegen'
u:statDelta('numina', pr * penaltyFromFatigue * mp)
end
end
end)
local cbit = {
up = 0x001;
down = 0x002;
|