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weapon = {primary = nil, secondary = nil};
psi = {primary = nil, secondary = nil};
maneuver = nil;
};
pref = {
calendar = 'commune';
};
}
end;
__index = {
pullPersona = function(self)
-- if later records are added in public updates, extend this function to merge them
-- into one object
local s = userStore(self.entity)
self.persona = s.read 'persona'
self.pheno = starlit.world.species.pheno(self.persona.species, self.persona.speciesVariant)
end;
pushPersona = function(self)
local s = userStore(self.entity)
s.write('persona', self.persona)
end;
uiColor = function(self) return lib.color {hue=238,sat=.5,lum=.5} end;
statDelta = function(self, stat, d, cause, abs)
local dt = self.persona.statDeltas
local min, max, base = self:statRange(stat)
if abs then
if d == true then d = max
elseif d == false then d = min end
end
................................................................................
self:pushPersona()
end
self:updateHUD()
-- TODO trigger relevant animations?
end;
lookupSpecies = function(self)
return starlit.world.species.lookup(self.persona.species, self.persona.speciesVariant)
end;
phenoTrait = function(self, trait, dflt)
-- local s,v = self:lookupSpecies()
-- return v.traits[trait] or s.traits[trait] or 0
return self.pheno:trait(trait, dflt)
end;
statRange = function(self, stat) --> min, max, base
return starlit.world.species.statRange(
self.persona.species, self.persona.speciesVariant, stat)
end;
effectiveStat = function(self, stat)
local val
local min, max, base = self:statRange(stat)
................................................................................
else
val = base + self.persona.statDeltas[stat] or 0
end
local d = max - min
return val, (val - min) / d
end;
damageModifier = function(self, kind, amt)
if kind == 'bluntForceTrauma' then
local std = self:phenoTrait 'sturdiness'
if std < 0 then
amt = amt / 1+std
else
amt = amt * 1-std
end
end
return amt
end;
attachImage = function(self, def)
local user = self.entity
local img = {}
img.id = user:hud_add {
type = 'image';
text = def.tex;
scale = def.scale;
................................................................................
align = {x=0, y=-1};
z = -1;
update = function(user, set)
set('text', hudAdjustBacklight(hudCenterBG):render())
end;
};
end;
-- horrible horrible HACK
setModeHand = function(self)
local inv = self.entity:get_inventory()
local hnd
if self.actMode == 'off'
then hnd = ItemStack('starlit:_hand_dig')
else hnd = ItemStack()
end
inv:set_stack('hand', 1, hnd)
end;
onModeChange = function(self, oldMode, silent)
self.hud.elt.crosshair.update()
if not silent then
local sfxt = {
off = 'starlit-mode-off';
nano = 'starlit-mode-nano';
psi = 'starlit-mode-psi';
................................................................................
local oldMode = self.actMode
self.actMode = mode
self:onModeChange(oldMode, silent)
if mode ~= oldMode then
starlit.ui.setupForUser(self)
end
end;
deleteHUD = function(self)
for name, e in pairs(self.hud.elt) do
self:hud_delete(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;
clientInfo = function(self)
return minetest.get_player_information(self.name)
end;
onSignup = function(self)
local meta = self.entity:get_meta()
local inv = self.entity:get_inventory()
-- the sizes indicated here are MAXIMA. limitations on e.g. the number of elements that may be carried are defined by your suit and enforced through callbacks and UI generation code, not inventory size
inv:set_size('main', 6) -- carried items and tools. main hotbar.
inv:set_size('hand', 1) -- horrible hack to allow both tools and intrinsics
................................................................................
giveGifts('starlit_suit_canisters', gifts.suitCans)
giveGifts('main', gifts.carry)
self:reconfigureSuit()
-- i feel like there has to be a better way
local cx = math.random(-500,500)
local iter, startPoint = 1
repeat local temp = -100
local cz = math.random(-500,500)
local cy = minetest.get_spawn_level(cx, cz)
if cy then
startPoint = vector.new(cx,cy,cz)
temp = starlit.world.climate.eval(startPoint,.5,.5).surfaceTemp
end
iter = iter + 1
if iter > 100 then break end -- avoid infiniloop in pathological conditions
................................................................................
}
me:set_eye_offset(nil, vector.new(3,-.2,10))
-- TODO set_clouds speed in accordance with wind
starlit.world.species.setupEntity(me, self.persona)
starlit.ui.setupForUser(self)
self:createHUD()
self:updateSuit()
end;
suitStack = function(self)
return self.entity:get_inventory():get_stack('starlit_suit', 1)
end;
suitSound = function(self, sfx)
-- trigger a sound effect from the player's suit computer
minetest.sound_play(sfx, {object=self.entity, max_hear_distance=4}, true)
end;
................................................................................
sfx = 'starlit-power-up'
elseif state == 'powerSave' or os == 'powerSave' then
sfx = 'starlit-configure'
end
if sfx then self:suitSound(sfx) end
end
end;
species = function(self)
return starlit.world.species.index[self.persona.species]
end;
updateBody = function(self)
local adornment = {}
local suitStack = self:suitStack()
if suitStack and not suitStack:is_empty() then
local suit = suitStack:get_definition()._starlit.suit
suit.adorn(adornment, suitStack, self.persona)
end
................................................................................
-- TODO display power use icon
end
return supply, wasteHeat
end;
naked = function(self)
return self:suitStack():is_empty()
end;
onPart = function(self)
starlit.liveUI [self.name] = nil
starlit.activeUI [self.name] = nil
starlit.activeUsers[self.name] = nil
end;
openUI = function(self, id, page, ...)
local ui = assert(starlit.interface.db[id])
ui:open(self, page, ...)
end;
onRespond = function(self, ui, state, resp)
ui:action(self, state, resp)
end;
updateWeather = function(self)
end;
canInteract = function(self, with)
return true; -- TODO
end;
trigger = function(self, which, how)
local p
local wld = self.entity:get_wielded_item()
if which == 'maneuver' then
p = self.power.maneuver
elseif which == 'retarget' then
self.action.prog = {}
................................................................................
end
local sw = starlit.item.sw.db[pgm.body.pgmId]
run = assert(sw.run, 'missing run() for active software ability ' .. pgm.body.pgmId)
break
end
end
end
else
error('bad ability pointer ' .. dump(p))
end
if run then
run(self, ctx)
return true
end
return false
end;
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 dehydration = p:trait 'dehydration' * biointerval
-- you dehydrate faster in higher temp
dehydration = dehydration * math.max(1, starlit.world.climate.temp(u.entity:get_pos()) / 10)
u:statDelta('nutrition', -bmr)
u:statDelta('hydration', -dehydration)
if u:effectiveStat 'nutrition' == 0 then
-- starvation
end
if u:effectiveStat 'hydration' == 0 then
-- dying of thirst
end
local rads = u:effectiveStat 'irradiation'
if rads > 0 then
u:statDelta('irradiation', -0.0001 * biointerval)
end
end
end)
local cbit = {
up = 0x001;
down = 0x002;
left = 0x004;
................................................................................
return mustHalt
else return doNothing end
end
local skipBits = 0
if user.action.bits ~= bits then
local mPrimary = what(cbit.dig)
local mSecondary = what(cbit.put)
if mPrimary == mustInit then -- ENGINE-BUG
user.action.tgt = {type='nothing'}
user.action.prog = {}
elseif mPrimary == mustHalt then
user:trigger('primary', {state='halt'})
end
if mSecondary == mustHalt then
user:trigger('secondary', {state='halt'})
end
end
--bits = bit.band(bits, bit.bnot(skipBits))
if bit.band(bits, cbit.dig)~=0 then
user:trigger('primary', {state='prog', delta=delta})
end
if bit.band(bits, cbit.put)~=0 then
user:trigger('secondary', {state='prog', delta=delta})
end
user.action.bits = bits
-- ENGINE-BUG: dig and put are not handled equally in the
-- engine. it is possible for the put bit to get stuck on
-- if the key is hammered while the player is not moving.
-- the bit will release as soon as the player looks or turns
-- nonetheless this is obnoxious
end
end)
|
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|
weapon = {primary = nil, secondary = nil};
psi = {primary = nil, secondary = nil};
maneuver = nil;
};
pref = {
calendar = 'commune';
};
overlays = {};
}
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.entity:set_physics_override(phys)
end;
overlay = function(self, o)
local id = #self.overlays+1
self.overlays[id] = o
self:updateOverlays()
return id
end;
deleteOverlay = function(self, id)
table.remove(self.overlays, id)
self:updateOverlays()
end;
--------------
-- personae --
--------------
pullPersona = function(self)
-- if later records are added in public updates, extend this function to merge them
-- into one object
local s = userStore(self.entity)
self.persona = s.read 'persona'
self.pheno = starlit.world.species.pheno(self.persona.species, self.persona.speciesVariant)
end;
pushPersona = function(self)
local s = userStore(self.entity)
s.write('persona', self.persona)
end;
uiColor = function(self) return lib.color {hue=238,sat=.5,lum=.5} end;
-----------
-- stats --
-----------
statDelta = function(self, stat, d, cause, abs)
local dt = self.persona.statDeltas
local min, max, base = self:statRange(stat)
if abs then
if d == true then d = max
elseif d == false then d = min end
end
................................................................................
self:pushPersona()
end
self:updateHUD()
-- TODO trigger relevant animations?
end;
statRange = function(self, stat) --> min, max, base
return starlit.world.species.statRange(
self.persona.species, self.persona.speciesVariant, stat)
end;
effectiveStat = function(self, stat)
local val
local min, max, base = self:statRange(stat)
................................................................................
else
val = base + self.persona.statDeltas[stat] or 0
end
local d = max - min
return val, (val - min) / d
end;
---------------
-- phenotype --
---------------
lookupSpecies = function(self)
return starlit.world.species.lookup(self.persona.species, self.persona.speciesVariant)
end;
phenoTrait = function(self, trait, dflt)
-- local s,v = self:lookupSpecies()
-- return v.traits[trait] or s.traits[trait] or 0
return self.pheno:trait(trait, dflt)
end;
damageModifier = function(self, kind, amt)
if kind == 'bluntForceTrauma' then
local std = self:phenoTrait 'sturdiness'
if std < 0 then
amt = amt / 1+std
else
amt = amt * 1-std
end
end
return amt
end;
---------
-- HUD --
---------
attachImage = function(self, def)
local user = self.entity
local img = {}
img.id = user:hud_add {
type = 'image';
text = def.tex;
scale = def.scale;
................................................................................
align = {x=0, y=-1};
z = -1;
update = function(user, set)
set('text', hudAdjustBacklight(hudCenterBG):render())
end;
};
end;
deleteHUD = function(self)
for name, e in pairs(self.hud.elt) do
self:hud_delete(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 not silent then
local sfxt = {
off = 'starlit-mode-off';
nano = 'starlit-mode-nano';
psi = 'starlit-mode-psi';
................................................................................
local oldMode = self.actMode
self.actMode = mode
self:onModeChange(oldMode, silent)
if mode ~= oldMode then
starlit.ui.setupForUser(self)
end
end;
setModeHand = function(self) -- horrible horrible HACK
local inv = self.entity:get_inventory()
local hnd
if self.actMode == 'off'
then hnd = ItemStack('starlit:_hand_dig')
else hnd = ItemStack()
end
inv:set_stack('hand', 1, hnd)
end;
---------------------
-- intel-gathering --
---------------------
clientInfo = function(self)
return minetest.get_player_information(self.name)
end;
species = function(self)
return starlit.world.species.index[self.persona.species]
end;
--------------------
-- event handlers --
--------------------
onSignup = function(self)
local meta = self.entity:get_meta()
local inv = self.entity:get_inventory()
-- the sizes indicated here are MAXIMA. limitations on e.g. the number of elements that may be carried are defined by your suit and enforced through callbacks and UI generation code, not inventory size
inv:set_size('main', 6) -- carried items and tools. main hotbar.
inv:set_size('hand', 1) -- horrible hack to allow both tools and intrinsics
................................................................................
giveGifts('starlit_suit_canisters', gifts.suitCans)
giveGifts('main', gifts.carry)
self:reconfigureSuit()
-- i feel like there has to be a better way
local posrng = starlit.world.seedbank[0x13f19] -- TODO player-specific seed
local cx = posrng:int(-500,500) --math.random(-500,500)
local iter, startPoint = 1
repeat local temp = -100
local cz = posrng:int(-500,500)
local cy = minetest.get_spawn_level(cx, cz)
if cy then
startPoint = vector.new(cx,cy,cz)
temp = starlit.world.climate.eval(startPoint,.5,.5).surfaceTemp
end
iter = iter + 1
if iter > 100 then break end -- avoid infiniloop in pathological conditions
................................................................................
}
me:set_eye_offset(nil, vector.new(3,-.2,10))
-- TODO set_clouds speed in accordance with wind
starlit.world.species.setupEntity(me, self.persona)
starlit.ui.setupForUser(self)
self:createHUD()
self:updateSuit()
self:updateOverlays()
end;
onPart = function(self)
starlit.liveUI [self.name] = nil
starlit.activeUI [self.name] = nil
starlit.activeUsers[self.name] = nil
end;
-----------------------------
-- environment suit & body --
-----------------------------
suitStack = function(self)
return self.entity:get_inventory():get_stack('starlit_suit', 1)
end;
suitSound = function(self, sfx)
-- trigger a sound effect from the player's suit computer
minetest.sound_play(sfx, {object=self.entity, max_hear_distance=4}, true)
end;
................................................................................
sfx = 'starlit-power-up'
elseif state == 'powerSave' or os == 'powerSave' then
sfx = 'starlit-configure'
end
if sfx then self:suitSound(sfx) end
end
end;
updateBody = function(self)
local adornment = {}
local suitStack = self:suitStack()
if suitStack and not suitStack:is_empty() then
local suit = suitStack:get_definition()._starlit.suit
suit.adorn(adornment, suitStack, self.persona)
end
................................................................................
-- TODO display power use icon
end
return supply, wasteHeat
end;
naked = function(self)
return self:suitStack():is_empty()
end;
--------
-- ui --
--------
openUI = function(self, id, page, ...)
local ui = assert(starlit.interface.db[id])
ui:open(self, page, ...)
end;
onRespond = function(self, ui, state, resp)
ui:action(self, state, resp)
end;
trigger = function(self, which, how)
local p
local wld = self.entity:get_wielded_item()
if which == 'maneuver' then
p = self.power.maneuver
elseif which == 'retarget' then
self.action.prog = {}
................................................................................
end
local sw = starlit.item.sw.db[pgm.body.pgmId]
run = assert(sw.run, 'missing run() for active software ability ' .. pgm.body.pgmId)
break
end
end
end
elseif p.ref then
run = p.ref.run
else
error('bad ability pointer ' .. dump(p))
end
if run then
run(self, ctx)
return true
end
return false
end;
-------------
-- weather --
-------------
updateWeather = function(self)
end;
canInteract = function(self, with)
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 dehydration = p:trait 'dehydration' * biointerval
-- you dehydrate faster in higher temp
dehydration = dehydration * math.max(1, starlit.world.climate.temp(u.entity:get_pos()) / 10)
u:statDelta('nutrition', -bmr)
u:statDelta('hydration', -dehydration)
local moralePenalty = -1 -- 1min/min
local fatiguePenalty = 1 -- 1min/min
local heatPenalty = 1 -- stamina regen is divided by this
do local warmth = u:effectiveStat 'warmth'
local tempRange = u:species().tempRange
local tComfMin, tComfMax = tempRange.comfort[1], tempRange.comfort[2]
local tempDiff = 0
if warmth < tComfMin then
tempDiff = math.abs(warmth-tComfMin)
elseif warmth > tComfMax then
tempDiff = math.abs(warmth-tComfMax)
end
moralePenalty = moralePenalty + tempDiff
heatPenalty = heatPenalty + tempDiff
end
-- penalize heavy phys. activity
local stamina, sp = u:effectiveStat 'stamina'
fatiguePenalty = fatiguePenalty * (1 + 9*(1-sp))
local food = u:effectiveStat 'nutrition'
local water = u:effectiveStat 'hydration'
local rads = u:effectiveStat 'irradiation'
if food < 1000 then moralePenalty = moralePenalty + (1 - (food/1000)) * 5 end
if water < 1 then moralePenalty = moralePenalty + (1 - (water/1)) * 10 end
if rads > 0 then
u:statDelta('irradiation', -0.0001 * biointerval)
local moraleDrainFac = 2^(rads / 2)
moralePenalty = moralePenalty * moraleDrainFac
end
u:statDelta('morale', moralePenalty * biointerval)
u:statDelta('fatigue', fatiguePenalty * biointerval)
if food == 0 then -- starvation
u:statDelta('health', -5*biointerval)
end
if water == 0 then -- dying of thirst
u:statDelta('health', -20*biointerval)
end
if sp < 1.0 then
u:statDelta('stamina', u:effectiveStat 'staminaRegen' / heatPenalty)
end
end
end)
local cbit = {
up = 0x001;
down = 0x002;
left = 0x004;
................................................................................
return mustHalt
else return doNothing end
end
local skipBits = 0
if user.action.bits ~= bits then
local mPrimary = what(cbit.dig)
local mSecondary = what(cbit.put)
local mManeuver = what(cbit.manv)
if mPrimary == mustInit then -- ENGINE-BUG
user.action.tgt = {type='nothing'}
user.action.prog = {}
elseif mPrimary == mustHalt then
user:trigger('primary', {state='halt'})
end
if mSecondary == mustHalt then
user:trigger('secondary', {state='halt'})
end
if mManeuver == mustInit then
user:trigger('maneuver', {state='init'})
elseif mManeuver == mustHalt then
user:trigger('maneuver', {state='halt'})
end
end
--bits = bit.band(bits, bit.bnot(skipBits))
local function prog(what)
user:trigger(what, {state='prog', delta=delta})
end
if bit.band(bits, cbit.dig)~=0 then prog 'primary' end
if bit.band(bits, cbit.put)~=0 then prog 'secondary' end
if bit.band(bits, cbit.manv)~=0 then prog 'maneuver' end
user.action.bits = bits
-- ENGINE-BUG: dig and put are not handled equally in the
-- engine. it is possible for the put bit to get stuck on
-- if the key is hammered while the player is not moving.
-- the bit will release as soon as the player looks or turns
-- nonetheless this is obnoxious
end
end)
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