starlit  Diff

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-- [ʞ] starlit/init.lua
--  ~ lexi hale <lexi@hale.su>
--  ? basic setup, game rules, terrain
--  © EUPL v1.2

local T = minetest.get_translator 'starlit'

-- TODO enforce latest engine version

local mod = {
	-- subordinate mods register here
	lib = vtlib;
		-- vtlib should be accessed as starlit.mod.lib by starlit modules for the sake of proper encapsulation. vtlib should simply be a provider, not a hardcoded dependency
}
local lib = mod.lib


starlit = {
	ident = minetest.get_current_modname();
	mod = mod;
	translator = T;

	constant = {
		light = { --minetest units
			dim = 3;
			lamp = 7;
			bright = 10;
			brightest = 14; -- only sun and growlights
		};
		heat = { -- celsius
			freezing = 0;
................................................................................
			thermalConductivity = 0.05; -- κ
		};
		rad = {
		};

		phys = {
			--- HACK HACK HAAAAAAAAAAACK
			engineGravity = minetest.settings:get('movement_gravity') or 9.81
		};
	};

	activeUsers = {
		-- map of username -> user object
	};
	activeUI = {
................................................................................

	-- standardized effects
	fx = {};

	type = {};
	world = {
		defaultScenario = 'starlit_scenario:imperialExpat';
		seedbank = lib.math.seedbank(minetest.get_mapgen_setting 'seed');
		mineral = lib.registry.mk 'starlit:mineral';
		material = { -- raw materials
			element = lib.registry.mk 'starlit:element';
			-- elements are automatically sorted into the following categories
			-- if they match. however, it's possible to have a metal/gas/liquid
			-- that *isn't* a pure element, so these need separate registries
			-- for alloys and mixtures like steel and water
................................................................................
	};

	jobs = {};
}

-- TODO deal with core.DEFAULT_PHYSICS once it hits master

starlit.cfgDir = minetest.get_worldpath() .. '/' .. starlit.ident

local logger = function(module)
	local function argjoin(arg, nxt, ...)
		if arg and not nxt then return tostring(arg) end
		if not arg then return "(nil)" end
		return tostring(arg) .. ' ' .. argjoin(nxt, ...)
	end
	local lg = {}
	local setup = function(fn, lvl)
		lvl = lvl or fn
		local function emit(...)
			local call = (fn == 'fatal') and error
				or function(str) minetest.log(lvl, str) end
			if module
				then call(string.format('[%s :: %s] %s',starlit.ident,module,argjoin(...)))
				else call(string.format('[%s] %s',starlit.ident,argjoin(...)))
			end
		end
		lg[fn       ] = function(...) emit(...)                end
		lg[fn .. 'f'] = function(...) emit(string.format(...)) end -- convenience fn
................................................................................
end

starlit.logger = logger

local log = logger()

function starlit.evaluate(name, ...)
	local path = minetest.get_modpath(minetest.get_current_modname())
	local filename = string.format('%s/%s', path, name)
	log.info('loading', filename)
	local chunk, err = loadfile(filename, filename)
	if not chunk then error(err) end
	return chunk(...)
end

function starlit.include(name, ...) -- semantic variant used for loading modules
	return starlit.evaluate(name..'.lua', ...)
end

function starlit.region.radiator.scan(pos,node)
	local R = starlit.region
	local phash = minetest.hash_node_position(pos)
	if R.radiator.sources[phash] then return end -- already loaded
	node = node or minetest.get_node(pos)

	local def = minetest.registered_nodes[node.name]
	local cl = def._starlit and def._starlit.radiator
	if not cl then return nil end
	local min,max = cl.maxEffectArea and cl.maxEffectArea(pos) or nil
	if not min then
		assert(cl.radius, 'no radius callback for radiator')
		local r = cl.radius(pos)
		local vr = vector.new(r,r,r)
		min,max = pos-vr, pos+vr
	end
	local id = R.radiator.store:insert_area(min,max, minetest.pos_to_string(pos))
	R.radiator.sources[phash] = id
end

function starlit.region.radiator.unload(pos)
	local R = starlit.region
	local phash = minetest.hash_node_position(pos)
	local id = R.radiator.sources[phash]
	R.radiator.store:remove_area(id)
	R.radiator.sources[phash] = nil
end

minetest.register_lbm {
	label = 'build radiator index';
	name = 'starlit:loadradiatorboxes';
	nodenames = {'group:radiator'};
	run_at_every_load = true;
	action = function(pos, node, dt)
		starlit.region.radiator.scan(pos, node)
	end;
................................................................................
	-- NOTE: temp emitter nodes are responsible for decaching themselves in their on_destruct cb
}


function starlit.startJob(id, interval, job)
	local lastRun
	local function start()
		starlit.jobs[id] = minetest.after(interval, function()
			local t = minetest.get_gametime()
			local d = lastRun and t - lastRun or nil
			lastRun = t
			local continue = job(d, interval)
			if continue == true or continue == nil then
				start()
			elseif continue ~= false then
				interval = continue
................................................................................
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 --
---------------
-- here we connect our types up to the minetest API

local function userCB(fn)
	return function(luser, ...)
		local name = luser:get_player_name()
		local user = starlit.activeUsers[name]
		return fn(user, ...)
	end
end

minetest.register_on_joinplayer(function(luser, lastLogin)
	-- TODO check that necessary CSMs are installed
	local user = starlit.type.user(luser)

	if lastLogin == nil then
		user:onSignup()
	end
	user:onJoin()

	starlit.activeUsers[user.name] = user
end)

minetest.register_on_leaveplayer(function(luser)
	starlit.activeUsers[luser:get_player_name()]:onPart()
end)

minetest.register_on_player_receive_fields(function(luser, formid, fields)
	local name = luser:get_player_name()
	local user = starlit.activeUsers[name]
	if not user then return false end
	if formid == '' then -- main menu
		return starlit.ui.userMenuDispatch(user,fields)
	end
	local ui = starlit.interface.db[formid]
................................................................................
	user:onRespond(ui, state, fields)
	if fields.quit then
		starlit.activeUI[name] = nil
	end
	return true
end)

minetest.register_on_respawnplayer(userCB(function(user)
	return user:onRespawn()
end))

minetest.register_on_dieplayer(userCB(function(user, reason)
	return user:onDie(reason)
end))

minetest.register_on_punchnode(function(pos,node,puncher,point)
	local user = starlit.activeUsers[puncher:get_player_name()]
	local oldTgt = user.action.tgt
	user.action.tgt = point
	if bit.band(user.action.bits, 0x80)==0 then
		user.action.bits = bit.bor(user.action.bits, 0x80)
		--user:trigger('primary', {state = 'init'})
	else
................................................................................
		user:trigger('retarget', {oldTgt = oldTgt})
	end
end
-- sigh
--[[
core.noneitemdef_default.on_place = function(...)
	if not triggerPower(...) then
		minetest.item_place(...)
	end
end
core.noneitemdef_default.on_use           = function(...) triggerPower(...) end
core.noneitemdef_default.on_secondary_use = function(...) triggerPower(...) end
]]
minetest.register_item(":", {
	type = "none",
	wield_image = "wieldhand.png",
	wield_scale = {x=1,y=1,z=2.5},
	on_secondary_use = function(...) triggerPower(...) end;
-- 	on_use = function(...) print'base' end;
	after_use = function(i,u,n,p)
		if (u:is_player()) then triggerPower(i,u,p) end
	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 = {.10,.20,.40}};
			plant = {maxlevel=1, times = {.50}};
................................................................................

			-- sand, dirt, gravel
			looseClump = {maxlevel=1, times = {1.5, 2.5}};
		};
	}
})

minetest.register_on_player_inventory_action(function(luser, act, inv, p)
	local name = luser:get_player_name()
	local user = starlit.activeUsers[name]
	-- allow UIs to update on UI changes
	local state = starlit.activeUI[name]
	if state then
		local ui = starlit.interface.db[state.form]
		ui:cb('onMoveItem', user, act, inv, p)
	end
end)

minetest.register_on_player_hpchange(function(luser, delta, cause)
	local user = starlit.activeUsers[luser:get_player_name()]
	if cause.type == 'fall' then
		delta = user:damageModifier('bluntForceTrauma', (delta * 50))
		-- justification: a short fall can do around
		-- five points of damage, which is nearly 50%
		-- of the default hp_max. since we crank up
		-- hp by a factor of 50~40, damage should be
		-- cranked by similarly
	end
	return delta
end, true)

function minetest.handle_node_drops(pos, drops, digger)
	local function jitter(pos)
		local function r(x) return x+math.random(-0.01, 0.01) end
		return vector.new(
			r(pos.x),
			r(pos.y),
			r(pos.z)
		)
	end
	for i, it in ipairs(drops) do
		if type(it) == 'string' then it = ItemStack(it) end
		if not it:is_empty() then
			local ent = minetest.add_item(jitter(pos), it)
			if ent ~= nil then -- avoid crash when dropping unknown item
				local dp = vector.new(0,0,0)
				if digger then dp = digger:get_pos() end
				local delta = dp - ent:get_pos()
				ent:add_velocity(vector.new(delta.x,0,delta.z));
			end
		end
	end
end


-- TODO timer iterates live UI






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-- [ʞ] starlit/init.lua
--  ~ lexi hale <lexi@hale.su>
--  ? basic setup, game rules, terrain
--  © EUPL v1.2

local T = core.get_translator 'starlit'

-- TODO enforce latest engine version

local mod = {
	-- subordinate mods register here
	lib = vtlib;
		-- vtlib should be accessed as starlit.mod.lib by starlit modules for the sake of proper encapsulation. vtlib should simply be a provider, not a hardcoded dependency
}
local lib = mod.lib


starlit = {
	ident = core.get_current_modname();
	mod = mod;
	translator = T;

	constant = {
		light = { --luanti units
			dim = 3;
			lamp = 7;
			bright = 10;
			brightest = 14; -- only sun and growlights
		};
		heat = { -- celsius
			freezing = 0;
................................................................................
			thermalConductivity = 0.05; -- κ
		};
		rad = {
		};

		phys = {
			--- HACK HACK HAAAAAAAAAAACK
			engineGravity = core.settings:get('movement_gravity') or 9.81
		};
	};

	activeUsers = {
		-- map of username -> user object
	};
	activeUI = {
................................................................................

	-- standardized effects
	fx = {};

	type = {};
	world = {
		defaultScenario = 'starlit_scenario:imperialExpat';
		seedbank = lib.math.seedbank(core.get_mapgen_setting 'seed');
		mineral = lib.registry.mk 'starlit:mineral';
		material = { -- raw materials
			element = lib.registry.mk 'starlit:element';
			-- elements are automatically sorted into the following categories
			-- if they match. however, it's possible to have a metal/gas/liquid
			-- that *isn't* a pure element, so these need separate registries
			-- for alloys and mixtures like steel and water
................................................................................
	};

	jobs = {};
}

-- TODO deal with core.DEFAULT_PHYSICS once it hits master

starlit.cfgDir = core.get_worldpath() .. '/' .. starlit.ident

local logger = function(module)
	local function argjoin(arg, nxt, ...)
		if arg and not nxt then return tostring(arg) end
		if not arg then return "(nil)" end
		return tostring(arg) .. ' ' .. argjoin(nxt, ...)
	end
	local lg = {}
	local setup = function(fn, lvl)
		lvl = lvl or fn
		local function emit(...)
			local call = (fn == 'fatal') and error
				or function(str) core.log(lvl, str) end
			if module
				then call(string.format('[%s :: %s] %s',starlit.ident,module,argjoin(...)))
				else call(string.format('[%s] %s',starlit.ident,argjoin(...)))
			end
		end
		lg[fn       ] = function(...) emit(...)                end
		lg[fn .. 'f'] = function(...) emit(string.format(...)) end -- convenience fn
................................................................................
end

starlit.logger = logger

local log = logger()

function starlit.evaluate(name, ...)
	local path = core.get_modpath(core.get_current_modname())
	local filename = string.format('%s/%s', path, name)
	log.info('loading', filename)
	local chunk, err = loadfile(filename, filename)
	if not chunk then error(err) end
	return chunk(...)
end

function starlit.include(name, ...) -- semantic variant used for loading modules
	return starlit.evaluate(name..'.lua', ...)
end

function starlit.region.radiator.scan(pos,node)
	local R = starlit.region
	local phash = core.hash_node_position(pos)
	if R.radiator.sources[phash] then return end -- already loaded
	node = node or core.get_node(pos)

	local def = core.registered_nodes[node.name]
	local cl = def._starlit and def._starlit.radiator
	if not cl then return nil end
	local min,max = cl.maxEffectArea and cl.maxEffectArea(pos) or nil
	if not min then
		assert(cl.radius, 'no radius callback for radiator')
		local r = cl.radius(pos)
		local vr = vector.new(r,r,r)
		min,max = pos-vr, pos+vr
	end
	local id = R.radiator.store:insert_area(min,max, core.pos_to_string(pos))
	R.radiator.sources[phash] = id
end

function starlit.region.radiator.unload(pos)
	local R = starlit.region
	local phash = core.hash_node_position(pos)
	local id = R.radiator.sources[phash]
	R.radiator.store:remove_area(id)
	R.radiator.sources[phash] = nil
end

core.register_lbm {
	label = 'build radiator index';
	name = 'starlit:loadradiatorboxes';
	nodenames = {'group:radiator'};
	run_at_every_load = true;
	action = function(pos, node, dt)
		starlit.region.radiator.scan(pos, node)
	end;
................................................................................
	-- NOTE: temp emitter nodes are responsible for decaching themselves in their on_destruct cb
}


function starlit.startJob(id, interval, job)
	local lastRun
	local function start()
		starlit.jobs[id] = core.after(interval, function()
			local t = core.get_gametime()
			local d = lastRun and t - lastRun or nil
			lastRun = t
			local continue = job(d, interval)
			if continue == true or continue == nil then
				start()
			elseif continue ~= false then
				interval = continue
................................................................................
starlit.include 'element'

starlit.include 'terrain'
starlit.include 'interfaces'
starlit.include 'compile'
starlit.include 'suit'

-- core.settings:set('movement_gravity', starlit.world.planet.gravity) -- ??? seriously???
-- THIS OVERRIDES THE GLOBAL SETTING *AND PERSISTS IT* WHAT IN THE SATANIC FUCK

---------------
-- callbacks --
---------------
-- here we connect our types up to the luanti API

local function userCB(fn)
	return function(luser, ...)
		local name = luser:get_player_name()
		local user = starlit.activeUsers[name]
		return fn(user, ...)
	end
end

core.register_on_joinplayer(function(luser, lastLogin)
	-- TODO check that necessary CSMs are installed
	local user = starlit.type.user(luser)

	if lastLogin == nil then
		user:onSignup()
	end
	user:onJoin()

	starlit.activeUsers[user.name] = user
end)

core.register_on_leaveplayer(function(luser)
	starlit.activeUsers[luser:get_player_name()]:onPart()
end)

core.register_on_player_receive_fields(function(luser, formid, fields)
	local name = luser:get_player_name()
	local user = starlit.activeUsers[name]
	if not user then return false end
	if formid == '' then -- main menu
		return starlit.ui.userMenuDispatch(user,fields)
	end
	local ui = starlit.interface.db[formid]
................................................................................
	user:onRespond(ui, state, fields)
	if fields.quit then
		starlit.activeUI[name] = nil
	end
	return true
end)

core.register_on_respawnplayer(userCB(function(user)
	return user:onRespawn()
end))

core.register_on_dieplayer(userCB(function(user, reason)
	return user:onDie(reason)
end))

core.register_on_punchnode(function(pos,node,puncher,point)
	local user = starlit.activeUsers[puncher:get_player_name()]
	local oldTgt = user.action.tgt
	user.action.tgt = point
	if bit.band(user.action.bits, 0x80)==0 then
		user.action.bits = bit.bor(user.action.bits, 0x80)
		--user:trigger('primary', {state = 'init'})
	else
................................................................................
		user:trigger('retarget', {oldTgt = oldTgt})
	end
end
-- sigh
--[[
core.noneitemdef_default.on_place = function(...)
	if not triggerPower(...) then
		core.item_place(...)
	end
end
core.noneitemdef_default.on_use           = function(...) triggerPower(...) end
core.noneitemdef_default.on_secondary_use = function(...) triggerPower(...) end
]]
core.register_item(":", {
	type = "none",
	wield_image = "wieldhand.png",
	wield_scale = {x=1,y=1,z=2.5},
	on_secondary_use = function(...) triggerPower(...) end;
-- 	on_use = function(...) print'base' end;
	after_use = function(i,u,n,p)
		if (u:is_player()) then triggerPower(i,u,p) end
	end;
})
core.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}};
		};
	}
})

core.register_on_player_inventory_action(function(luser, act, inv, p)
	local name = luser:get_player_name()
	local user = starlit.activeUsers[name]
	-- allow UIs to update on UI changes
	local state = starlit.activeUI[name]
	if state then
		local ui = starlit.interface.db[state.form]
		ui:cb('onMoveItem', user, act, inv, p)
	end
end)

core.register_on_player_hpchange(function(luser, delta, cause)
	local user = starlit.activeUsers[luser:get_player_name()]
	if cause.type == 'fall' then
		delta = user:damageModifier('bluntForceTrauma', (delta * 50))
		-- justification: a short fall can do around
		-- five points of damage, which is nearly 50%
		-- of the default hp_max. since we crank up
		-- hp by a factor of 50~40, damage should be
		-- cranked by similarly
	end
	return delta
end, true)

function core.handle_node_drops(pos, drops, digger)
	local function jitter(pos)
		local function r(x) return x+math.random(-0.01, 0.01) end
		return vector.new(
			r(pos.x),
			r(pos.y),
			r(pos.z)
		)
	end
	for i, it in ipairs(drops) do
		if type(it) == 'string' then it = ItemStack(it) end
		if not it:is_empty() then
			local ent = core.add_item(jitter(pos), it)
			if ent ~= nil then -- avoid crash when dropping unknown item
				local dp = vector.new(0,0,0)
				if digger then dp = digger:get_pos() end
				local delta = dp - ent:get_pos()
				ent:add_velocity(vector.new(delta.x,0,delta.z));
			end
		end
	end
end


-- TODO timer iterates live UI