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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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12
13
14
15
16
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18
19
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21
22
23
24
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26
..
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
...
118
119
120
121
122
123
124
125
126
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128
129
130
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132
...
133
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...
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...
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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;
};
};
})
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