| Comment: | better alarm LEDs, continue work on matter compiler UI, hack around gravitational horrorscape (i.e. stop shitting all over the server's `minetest.conf`), better stat interface, tweak some compute stats, be more generous with starting battery loadout, mercilessly squash numberless bugs beneath my jackbooted heel | 
|---|---|
| Downloads: | Tarball | ZIP archive | SQL archive | 
| Timelines: | family | ancestors | descendants | both | trunk | 
| Files: | files | file ages | folders | 
| SHA3-256: | 953151446f688fc9771fdc5fe3b2278a | 
| User & Date: | lexi on 2024-05-05 19:31:39 | 
| Other Links: | manifest | tags | 
| 2024-05-06 | ||
| 16:20 | complete (-ish) matter compiler UI (power drain still missing), add printable chemical light check-in: 3df08bd5ac user: lexi tags: trunk | |
| 2024-05-05 | ||
| 19:31 | better alarm LEDs, continue work on matter compiler UI, hack around gravitational horrorscape (i.e. stop shitting all over the server's `minetest.conf`), better stat interface, tweak some compute stats, be more generous with starting battery loadout, mercilessly squash numberless bugs beneath my jackbooted heel check-in: 953151446f user: lexi tags: trunk | |
| 2024-05-04 | ||
| 22:41 | add beginnings of matter compiler UI, check in missing files check-in: 0e7832a24c user: lexi tags: trunk | |
Modified mods/starlit-electronics/init.lua from [fff344db38] to [d82ba893dd].
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-- firstborn ("god-tier"): exceptional
local batteryTiers = {
	makeshift = {
		name = 'Makeshift'; capacity = .5, decay = 3, leak = 2, dischargeRate = 1,
		fab = starlit.type.fab {
			element = {copper=10};
		};
		desc = "Every attosecond this electrical abomination doesn't explode in your face is but the unearned grace of the Wild Gods.";
		complexity = 1;
		sw = {rarity = 1};
	};
	imperial  = {
		name = 'Imperial'; capacity = 2, decay = 2, leak = 2, dischargeRate = 2; 
		fab = starlit.type.fab {
			element = {copper=15, iron = 20};
			size = { print = 0.1 };
		};
		desc = "The Empire's native technology is a lumbering titan: bulky, inefficient, unreliable, ugly, and awesomely powerful. Their batteries are no exception, with raw capacity and throughput that exceed even Usukinwya designs.";
		drm = 1;
		complexity = 2;
		sw = {rarity = 2};
	};
	commune   = {
		name = 'Commune'; capacity = 1, decay = .5, leak = .2, dischargeRate = 1; 
		fab = starlit.type.fab {
			element = {vanadium = 50};
			metal = {steel=10};
			size = { print = 0.05 };
		};
		desc = "The Commune's proprietary battery designs prioritize reliability, compactness, and maintenance concerns above raw throughput, with an elegance of engineering and design that would make a Su'ikuri cry.";
		complexity = 5;
		sw = {rarity = 3};
	};
	usukwinya = {
		name = 'Usukwinya'; capacity = 2, decay = 1, leak = 1, dischargeRate = 1.5,
		fab = starlit.type.fab {
			element = {argon=10};
			metal = {vanadium=30};
			size = { print = 0.07 };
		};
		desc = "A race of consummate value engineers, the Usukwinya have spent thousands of years refining their tech to be as cheap to build as possible, without compromising much on quality. The Tradebirds drive an infamously hard bargain, but their batteries are more than worth their meagre cost.";
		drm = 2;
		sw = {rarity = 10};
		complexity = 15;
	};
	eluthrai  = {
		name = 'Eluthrai'; capacity = 3, decay = .4, leak = .1, dischargeRate = 1.5,
		fab = starlit.type.fab {
			element = {beryllium=20, platinum=20, technetium = 1};
			metal = {cinderstone = 10};
			size = { print = 0.03 };
		};
		desc = "The uncompromising Eluthrai are never satisfied until every quantifiable characteristic of their tech is maximally optimised down to the picoscale. Their batteries are some of the best in the Reach, and unquestionably the most expensive -- especially for those lesser races trying to copy the designs without the benefit of the sublime autofabricator ecosystem of the Eluthrai themselves.";
		complexity = 200;
		sw = {rarity = 0}; -- you think you're gonna buy eluthran schematics on SuperDiscountNanoWare.space??
	};
	firstborn = {
		name = 'Firstborn'; capacity = 5, decay = 0.1, leak = 0, dischargeRate = 3;
		fab = starlit.type.fab {
			element = {neodymium=20, xenon=150, technetium=5};
			metal = {sunsteel = 10};
			crystal = {astrite = 1};
			size = { print = 0.05 };
		};
		desc = "Firstborn engineering seamlessly merges psionic effects with a mastery of the physical universe unattained by even the greatest of the living Starsouls. Their batteries reach levels of performance that strongly imply Quantum Gravity Theory -- and several major holy books -- need to be rewritten. From the ground up.";
		complexity = 1000;
		sw = {rarity = 0}; -- lol no
	};
}
local batterySizes = {
	small = {name = 'Small', capacity = .5, dischargeRate =  .5, complexity = 1, matMult = .5, fab = starlit.type.fab {size={print=0.1}}};
	mid   = {                capacity =  1, dischargeRate =   1, complexity = 1, matMult = 1, fab = starlit.type.fab {size={print=0.3}}};
	large = {name = 'Large', capacity =  2, dischargeRate = 1.5, complexity = 1, matMult = 1.5, fab = starlit.type.fab {size={print=0.5}}};
	huge  = {name = 'Huge',  capacity =  3, dischargeRate =   2, complexity = 1, matMult = 2, fab = starlit.type.fab {size={print=0.8}}};
}
local batteryTypes = {
	supercapacitor = {
		name = 'Supercapacitor';
		desc = 'Room-temperature superconductors make for very reliable, high-dischargeRate, but low-capacity batteries.';
		fab = starlit.type.fab {
			metal = { enodium = 5 };
			size = {print=0.8};
		};
		sw = {
			cost = {
				cycles = 5e9; -- 5 bil cycles
				ram = 10e9; -- 10GB
			};
			pgmSize = 2e9; -- 2GB
			rarity = 5;
		};
		capacity = 50e3, dischargeRate = 1000;
		leak = 0, decay = 1e-6;
................................................................................
	};
	chemical = {
		name = 'Chemical';
		desc = '';
		fab = starlit.type.fab {
			element = { lithium = 3 };
			size = {print=1.0};
		};
		sw = {
			cost = {
				cycles = 1e9; -- 1 bil cycles
				ram = 2e9; -- 2GB
			};
			pgmSize = 512e6; -- 512MB
			rarity = 2;
		};
		capacity = 200e3, dischargeRate = 200;
		leak = 0.2, decay = 1e-2;
		complexity = 1;
................................................................................
	carbon = {
		name = 'Carbon';
		desc = 'Carbon nanotubes form the basis of many important metamaterials, chief among them power-polymer.';
		capacity = 1;
		fab = starlit.type.fab {
			element = { carbon = 40 };
			size = {print=0.5};
		};
		sw = {
			cost = {
				cycles = 50e9; -- 50 bil cycles
				ram = 64e9; -- 64GB
			};
			pgmSize = 1e9; -- 1GB
			rarity = 10;
		};
		capacity = 100e3, dischargeRate = 500;
		leak = 0.1, decay = 1e-3;
		complexity = 10;
	};
	hybrid = {
................................................................................
		capacity = 1;
		fab = starlit.type.fab {
			element = {
				lithium = 10;
				carbon = 20;
			};
			size = {print=1.5};
		};
		sw = {
			cost = {
				cycles = 65e9; -- 65 bil cycles
				ram = 96e9; -- 96GB
			};
			pgmSize = 5e9; -- 5GB
			rarity = 15;
		};
		capacity = 300e3, dischargeRate = 350;
		leak = 0.3, decay = 1e-5;
		complexity = 30;
	};
}
local function elemath(dest, src, mult)
	dest = dest or {}
	for k,v in pairs(src) do
		if not dest[k] then dest[k] = 0 end
		dest[k] = dest[k] + v*mult
	end
	return dest
end
for bTypeName, bType in pairs(batteryTypes) do
for bTierName, bTier in pairs(batteryTiers) do
for bSizeName, bSize in pairs(batterySizes) do
	-- elemath(elementCost, bType.fab.element or {}, bSize.matMult)
	-- elemath(elementCost, bTier.fab.element or {}, bSize.matMult)
	-- elemath(metalCost, bType.fab.metal or {}, bSize.matMult)
................................................................................
	})
end)
-- in case other mods want to define their own tiers
E.chip.tiers = lib.registry.mk 'starlit_electronics:chipTiers'
E.chip.tiers.meld {
	-- GP chips
	tiny    = {name = 'Tiny Chip', clockRate = 512e3, flash = 4096, ram = 1024, powerEfficiency = 1e9, size = 1};
	small   = {name = 'Small Chip', clockRate = 128e6, flash = 512e6, ram = 512e6, powerEfficiency = 1e8, size = 3};
	med     = {name = 'Chip', clockRate = 1e9, flash = 4e9, ram = 4e9, powerEfficiency = 1e7, size = 6};
	large   = {name = 'Large Chip', clockRate = 2e9, flash = 8e9, ram = 8e9, powerEfficiency = 1e6, size = 8};
	-- specialized chips
	compute = {name = 'Compute Chip', clockRate = 4e9, flash = 24e6, ram = 64e9, powerEfficiency = 1e8, size = 4};
	data    = {name = 'Data Chip', clockRate = 128e3, flash = 2e12, ram = 32e3, powerEfficiency = 1e5, size = 4};
	lp      = {name = 'Low-Power Chip', clockRate = 128e6, flash = 64e6, ram = 1e9, powerEfficiency = 1e10, size = 4};
	carbon  = {name = 'Carbon Chip', clockRate = 64e6, flash = 32e6, ram = 2e6, powerEfficiency = 2e9, size = 2, circ='carbon'};
}
E.chip.tiers.foreach('starlit_electronics:genChips', {}, function(id, t)
	id = t.id or string.format('%s:chip_%s', minetest.get_current_modname(), id)
	local circMat = t.circ or 'silicon';
	starlit.item.chip.link(id, {
		name = t.name;
................................................................................
			flag = {
				silicompile = true;
			};
			time = {
				silicompile = t.size * 24*60;
			};
			cost = {
				energy = 50e3 + t.size * 15e2;
			};
			element = {
				[circMat] = 50 * t.size;
				copper = 30;
				gold = 15;
			};
		};
 | > > > > > > > > > > | > | > | > | > > | | > | | > | | | > | | | > | | | | | | | | | | | 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 ... 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 ... 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 ... 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 ... 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 ... 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 | 
-- firstborn ("god-tier"): exceptional
local batteryTiers = {
	makeshift = {
		name = 'Makeshift'; capacity = .5, decay = 3, leak = 2, dischargeRate = 1,
		fab = starlit.type.fab {
			element = {copper=10};
			cost = {power = 0.3};
			time = {print = .25};
		};
		desc = "Every attosecond this electrical abomination doesn't explode in your face is but the unearned grace of the Wild Gods.";
		complexity = 1;
		sw = {rarity = 1};
	};
	imperial  = {
		name = 'Imperial'; capacity = 2, decay = 2, leak = 2, dischargeRate = 2; 
		fab = starlit.type.fab {
			element = {copper=15, iron = 20};
			size = { print = 0.1 };
			cost = {power = 2};
			time = {print = .5};
		};
		desc = "The Empire's native technology is a lumbering titan: bulky, inefficient, unreliable, ugly, and awesomely powerful. Their batteries are no exception, with raw capacity and throughput that exceed even Usukinwya designs.";
		drm = 1;
		complexity = 2;
		sw = {rarity = 2};
	};
	commune   = {
		name = 'Commune'; capacity = 1, decay = .5, leak = .2, dischargeRate = 1; 
		fab = starlit.type.fab {
			element = {vanadium = 50};
			metal = {steel=10};
			size = { print = 0.05 };
			cost = {power = 1};
		};
		desc = "The Commune's proprietary battery designs prioritize reliability, compactness, and maintenance concerns above raw throughput, with an elegance of engineering and design that would make a Su'ikuri cry.";
		complexity = 5;
		sw = {rarity = 3};
	};
	usukwinya = {
		name = 'Usukwinya'; capacity = 2, decay = 1, leak = 1, dischargeRate = 1.5,
		fab = starlit.type.fab {
			element = {argon=10};
			metal = {vanadium=30};
			size = { print = 0.07 };
			cost = {power = .8};
		};
		desc = "A race of consummate value engineers, the Usukwinya have spent thousands of years refining their tech to be as cheap to build as possible, without compromising much on quality. The Tradebirds drive an infamously hard bargain, but their batteries are more than worth their meagre cost.";
		drm = 2;
		sw = {rarity = 10};
		complexity = 15;
	};
	eluthrai  = {
		name = 'Eluthrai'; capacity = 3, decay = .4, leak = .1, dischargeRate = 1.5,
		fab = starlit.type.fab {
			element = {beryllium=20, platinum=20, technetium = 1};
			metal = {cinderstone = 10};
			size = { print = 0.03 };
			cost = {power = 10};
			time = {print = 2};
		};
		desc = "The uncompromising Eluthrai are never satisfied until every quantifiable characteristic of their tech is maximally optimised down to the picoscale. Their batteries are some of the best in the Reach, and unquestionably the most expensive -- especially for those lesser races trying to copy the designs without the benefit of the sublime autofabricator ecosystem of the Eluthrai themselves.";
		complexity = 200;
		sw = {rarity = 0}; -- you think you're gonna buy eluthran schematics on SuperDiscountNanoWare.space??
	};
	firstborn = {
		name = 'Firstborn'; capacity = 5, decay = 0.1, leak = 0, dischargeRate = 3;
		fab = starlit.type.fab {
			element = {neodymium=20, xenon=150, technetium=5};
			metal = {sunsteel = 10};
			crystal = {astrite = 1};
			size = { print = 0.05 };
			cost = {power = 50};
			time = {print = 4};
		};
		desc = "Firstborn engineering seamlessly merges psionic effects with a mastery of the physical universe unattained by even the greatest of the living Starsouls. Their batteries reach levels of performance that strongly imply Quantum Gravity Theory -- and several major holy books -- need to be rewritten. From the ground up.";
		complexity = 1000;
		sw = {rarity = 0}; -- lol no
	};
}
local batterySizes = {
	small = {name = 'Small', capacity = .5, dischargeRate =  .5, complexity = 1, matMult = .5,
		fab = starlit.type.fab {size={print=0.1},cost={power=.5},time={print=25}}};
	mid   = {                capacity =  1, dischargeRate =   1, complexity = 1, matMult = 1,
		fab = starlit.type.fab {size={print=0.3},cost={power=1},time={print=40}}};
	large = {name = 'Large', capacity =  2, dischargeRate = 1.5, complexity = 1, matMult = 1.5,
		fab = starlit.type.fab {size={print=0.5},cost={power=2},time={print=60}}};
	huge  = {name = 'Huge',  capacity =  3, dischargeRate =   2, complexity = 1, matMult = 2,
		fab = starlit.type.fab {size={print=0.8},cost={power=8},time={print=120}}};
}
local batteryTypes = {
	supercapacitor = {
		name = 'Supercapacitor';
		desc = 'Room-temperature superconductors make for very reliable, high-dischargeRate, but low-capacity batteries.';
		fab = starlit.type.fab {
			metal = { enodium = 5 };
			size = {print=0.8};
			cost = {power = 1e3};
		};
		sw = {
			cost = {
				cycles = 48e9; -- 48 bil cycles
				ram = 4e9; -- 10GB
			};
			pgmSize = 2e9; -- 2GB
			rarity = 5;
		};
		capacity = 50e3, dischargeRate = 1000;
		leak = 0, decay = 1e-6;
................................................................................
	};
	chemical = {
		name = 'Chemical';
		desc = '';
		fab = starlit.type.fab {
			element = { lithium = 3 };
			size = {print=1.0};
			cost = {power = .5e3};
		};
		sw = {
			cost = {
				cycles = 16e9; -- 16 bil cycles
				ram = 1e9; -- 1GB
			};
			pgmSize = 512e6; -- 512MB
			rarity = 2;
		};
		capacity = 200e3, dischargeRate = 200;
		leak = 0.2, decay = 1e-2;
		complexity = 1;
................................................................................
	carbon = {
		name = 'Carbon';
		desc = 'Carbon nanotubes form the basis of many important metamaterials, chief among them power-polymer.';
		capacity = 1;
		fab = starlit.type.fab {
			element = { carbon = 40 };
			size = {print=0.5};
			cost = {power = 2.5e3};
		};
		sw = {
			cost = {
				cycles = 256e9; -- 256 bil cycles
				ram = 16e9; -- 64GB
			};
			pgmSize = 4e9; -- 4GB
			rarity = 10;
		};
		capacity = 100e3, dischargeRate = 500;
		leak = 0.1, decay = 1e-3;
		complexity = 10;
	};
	hybrid = {
................................................................................
		capacity = 1;
		fab = starlit.type.fab {
			element = {
				lithium = 10;
				carbon = 20;
			};
			size = {print=1.5};
			cost = {power = 10e3};
		};
		sw = {
			cost = {
				cycles = 512e9; -- 512 bil cycles
				ram = 24e9; -- 96GB
			};
			pgmSize = 7e9; -- 7GB
			rarity = 15;
		};
		capacity = 300e3, dischargeRate = 350;
		leak = 0.3, decay = 1e-5;
		complexity = 30;
	};
}
--[[
local function elemath(dest, src, mult)
	dest = dest or {}
	for k,v in pairs(src) do
		if not dest[k] then dest[k] = 0 end
		dest[k] = dest[k] + v*mult
	end
	return dest
end]]
for bTypeName, bType in pairs(batteryTypes) do
for bTierName, bTier in pairs(batteryTiers) do
for bSizeName, bSize in pairs(batterySizes) do
	-- elemath(elementCost, bType.fab.element or {}, bSize.matMult)
	-- elemath(elementCost, bTier.fab.element or {}, bSize.matMult)
	-- elemath(metalCost, bType.fab.metal or {}, bSize.matMult)
................................................................................
	})
end)
-- in case other mods want to define their own tiers
E.chip.tiers = lib.registry.mk 'starlit_electronics:chipTiers'
E.chip.tiers.meld {
	-- GP chips
	tiny    = {name = 'Tiny Chip', clockRate = 512e3, flash = 4096, ram = 1024, powerEfficiency = 1e10, size = 1};
	small   = {name = 'Small Chip', clockRate = 128e6, flash = 512e6, ram = 512e6, powerEfficiency = 1e9, size = 3};
	med     = {name = 'Chip', clockRate = 1e9, flash = 4e9, ram = 4e9, powerEfficiency = 1e8, size = 6};
	large   = {name = 'Large Chip', clockRate = 2e9, flash = 8e9, ram = 8e9, powerEfficiency = 1e7, size = 8};
	-- specialized chips
	compute = {name = 'Compute Chip', clockRate = 4e9, flash = 24e6, ram = 64e9, powerEfficiency = 1e9, size = 4};
	data    = {name = 'Data Chip', clockRate = 128e3, flash = 2e12, ram = 32e3, powerEfficiency = 1e6, size = 4};
	lp      = {name = 'Low-Power Chip', clockRate = 128e6, flash = 64e6, ram = 1e9, powerEfficiency = 1e11, size = 4};
	carbon  = {name = 'Carbon Chip', clockRate = 64e6, flash = 32e6, ram = 2e6, powerEfficiency = 2e10, size = 2, circ='carbon'};
}
E.chip.tiers.foreach('starlit_electronics:genChips', {}, function(id, t)
	id = t.id or string.format('%s:chip_%s', minetest.get_current_modname(), id)
	local circMat = t.circ or 'silicon';
	starlit.item.chip.link(id, {
		name = t.name;
................................................................................
			flag = {
				silicompile = true;
			};
			time = {
				silicompile = t.size * 24*60;
			};
			cost = {
				power = 50e3 + t.size * 15e2;
			};
			element = {
				[circMat] = 50 * t.size;
				copper = 30;
				gold = 15;
			};
		};
 | 
Modified mods/starlit-electronics/sw.lua from [430c447d0b] to [da2672ba3c].
| 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 | 
	};
	run = shredder{range=3, powerDraw=200};
})
starlit.item.sw.link('starlit_electronics:compile_commune', {
	name = 'Compile Matter';
	kind = 'suitPower', powerKind = 'direct';
	desc = "A basic suit matter compiler program, rather slow but ruthlessly optimized for power- and memory-efficiency by some of the Commune's most fanatic coders.";
	size = 700e3;
	cost = {
		cycles = 300e6;
		ram = 2e9;
	};
	ui = 'starlit:compile-matter-component';
	run = function(user, ctx)
	end;
})
starlit.item.sw.link('starlit_electronics:compile_block_commune', {
	name = 'Compile Block';
	kind = 'suitPower', powerKind = 'active';
	desc = "An advanced suit matter compiler program, capable of printing complete devices and structure parts directly into the world.";
	size = 5e6;
	cost = {
		cycles = 700e6;
		ram = 4e9;
	};
	ui = 'starlit:compile-matter-block';
	run = function(user, ctx)
	end;
})
do local J = starlit.store.compilerJob
	starlit.item.sw.link('starlit_electronics:driver_compiler_commune', {
		name = 'Matter Compiler';
		kind = 'driver';
		desc = "A driver for a standalone matter compiler, suitable for building larger components than your suit alone can handle.";
		size = 850e3;
		cost = {
			cycles = 400e6;
			ram = 2e9;
		};
		ui = 'starlit:device-compile-matter-component';
		run = function(user, ctx)
		end;
		bgProc = function(user, ctx, interval, runState)
			if runState.flags.compiled == true then return false end
			-- only so many nanides to go around
 | | | | | | > > > > > > > > > > > > > > | | 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 | 
	};
	run = shredder{range=3, powerDraw=200};
})
starlit.item.sw.link('starlit_electronics:compile_commune', {
	name = 'Compile Matter';
	kind = 'suitPower', powerKind = 'direct';
	desc = "A basic suit matter compiler program. It's rather slow, but it's been ruthlessly optimized for size- and memory-efficiency by some of the Commune's most fanatic coders, to the point where every Commune nanosuit can come with the program preinstalled.";
	size = 700e3;
	cost = {
		cycles = 4e9;
		ram = .3e9;
	};
	ui = 'starlit:compile-matter-component';
	run = function(user, ctx)
	end;
})
starlit.item.sw.link('starlit_electronics:compile_block_commune', {
	name = 'Compile Block';
	kind = 'suitPower', powerKind = 'active';
	desc = "An advanced suit matter compiler program, capable of printing complete devices and structure parts directly into the world.";
	size = 5e6;
	cost = {
		cycles = 8e9;
		ram = 1e9;
	};
	ui = 'starlit:compile-matter-block';
	run = function(user, ctx)
	end;
})
starlit.item.sw.link('starlit_electronics:compile_imperial', {
	name = 'Genesis Deluxe';
	kind = 'suitPower', powerKind = 'direct';
	desc = "House Bascundir has long dominated the matter compiler market in the Crystal Sea. Their firmware is excessively complex due to mountains of specialized edge-case handling, but the end result is certainly speedier than the competitors'.";
	size = 2e4;
	cost = {
		cycles = 100e6;
		ram = 1.5e9;
	};
	ui = 'starlit:compile-matter-component';
	run = function(user, ctx)
	end;
})
do local J = starlit.store.compilerJob
	starlit.item.sw.link('starlit_electronics:driver_compiler_commune', {
		name = 'Matter Compiler';
		kind = 'driver';
		desc = "A driver for a standalone matter compiler, suitable for building larger components than your suit alone can handle.";
		size = 850e3;
		cost = {
			cycles = 400e6;
			ram = .2e9;
		};
		ui = 'starlit:device-compile-matter-component';
		run = function(user, ctx)
		end;
		bgProc = function(user, ctx, interval, runState)
			if runState.flags.compiled == true then return false end
			-- only so many nanides to go around
 | 
Modified mods/starlit-scenario/init.lua from [a141e7b70f] to [a805932fc9].
| 
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	social = {
		empire = 'workingClass';
		commune = 'metic';
	};
	startingItems = {
		suit = ItemStack('starlit_suit:suit_survival_commune');
		suitBatteries = {battery 'starlit_electronics:battery_carbon_commune_small'};
		suitChips = {
			chipLibrary.survivalware;
			-- you didn't notice it earlier, but your Commune environment suit
			-- came with this chip already plugged in. it's apparently true
			-- what they say: the Commune is always prepared for everything.
			-- E V E R Y T H I N G.
		};
................................................................................
		suitGuns = {};
		suitAmmo = {};
		suitCans = {
-- 			ItemStack('starlit_material:canister_small');
			volume('liquid', 'water', 5);
		};
		carry = {
			chipLibrary.compendium;
			-- you bought this on a whim before you left the Empire, and
			-- just happened to still have it on your person when everything
			-- went straight to the Wild Gods' privy
		};
	};
})
 | 
|
 
>
 | 
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 | 
	social = {
		empire = 'workingClass';
		commune = 'metic';
	};
	startingItems = {
		suit = ItemStack('starlit_suit:suit_survival_commune');
		suitBatteries = {battery 'starlit_electronics:battery_carbon_commune_mid'};
		suitChips = {
			chipLibrary.survivalware;
			-- you didn't notice it earlier, but your Commune environment suit
			-- came with this chip already plugged in. it's apparently true
			-- what they say: the Commune is always prepared for everything.
			-- E V E R Y T H I N G.
		};
................................................................................
		suitGuns = {};
		suitAmmo = {};
		suitCans = {
-- 			ItemStack('starlit_material:canister_small');
			volume('liquid', 'water', 5);
		};
		carry = {
			battery 'starlit_electronics:battery_carbon_commune_small';
			chipLibrary.compendium;
			-- you bought this on a whim before you left the Empire, and
			-- just happened to still have it on your person when everything
			-- went straight to the Wild Gods' privy
		};
	};
})
 | 
Modified mods/starlit/element.lua from [25b10aa9d6] to [f0333e36f4].
| 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 .. 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 .. 90 91 92 93 94 95 96 97 98 99 100 101 102 103 ... 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 ... 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 | 
local M = W.material
M.element.foreach('starlit:sort', {}, function(id, m)
	if m.metal then
		M.metal.link(id, {
			name = m.name;
			composition = starlit.type.fab{element = {[id] = 1}};
			color = m.color;
			-- n.b. this is a RATIO: it will be appropriately multiplied
			-- for the object in question; e.g a normal chunk will be
			-- 100 $element, an ingot will be 1000 $element
		})
	elseif m.gas then
		M.gas.link(id, {
			name = m.name;
			composition = starlit.type.fab{element = {[id] = 1}};
			density = m.density;
		})
	elseif m.liquid then
		M.liquid.link(id, {
			name = m.name;
			composition = starlit.type.fab{element = {[id] = 1}};
			density = m.density;
		})
	end
end)
local F = string.format
local function mkEltIndicator(composition)
................................................................................
			indsz, indsz,
			indicator);
	end
end
M.element.foreach('starlit:gen-forms', {}, function(id, m)
	local eltID = F('%s:element_%s', minetest.get_current_modname(), id)
	local eltName = F('Elemental %s', lib.str.capitalize(m.name))
	local tt = function(t, d, g)
		return starlit.ui.tooltip {
			title = t, desc = d;
			color = lib.color(0.1,0.2,0.1);
			props = {
				{title = 'Mass', desc = lib.math.si('g', g), affinity='info'}
			}
................................................................................
			_starlit = {
				mass = 1;
				material = {
					kind = 'element';
					element = id;
				};
				fab = starlit.type.fab {
					element = comp;
				};
			};
		});
	end
	--[[
................................................................................
		};
	});
	]]
end)
M.metal.foreach('starlit:gen-forms', {}, function(id, m)
	local baseID = F('%s:metal_%s_', minetest.get_current_modname(), id)
	local ingotID = baseID .. 'ingot'
	local ingotName = F('%s Ingot', lib.str.capitalize(m.name))
	m.form = m.form or {}
	m.form.ingot = ingotID
	local tt = function(t, d, g)
		return starlit.ui.tooltip {
			title = t, desc = d;
			color = lib.color(0.1,0.1,0.1);
			props = {
				{title = 'Mass', desc = lib.math.si('g', g), affinity='info'}
			}
		}
	end
	local mcomp = m.composition:elementalize().element
	local function comp(n)
		local t = {}
		for id, amt in pairs(mcomp) do
			t[id] = amt * n
		end
		return t
	end
	local iblit = mkEltIndicator(mcomp)
	local function img(s)
		return iblit(s:colorize(m.color):render())
	end
	minetest.register_craftitem(ingotID, {
		short_description = ingotName;
		description = tt(ingotName, F('A solid ingot of %s, ready to be worked by a large matter compiler', m.name), 1e3);
		inventory_image = img(lib.image('starlit-item-ingot.png'));
		wield_image = lib.image 'starlit-item-ingot.png':colorize(m.color):render();
		groups = {metal = 1, ingot = 1};
		stack_max = 5;
		_starlit = {
			mass = 1e3;
			material = {
				kind = 'metal';
				metal = id;
			};
			fab = starlit.type.fab {
				flag = {smelt=true};
				element = comp(1e3);
			};
		};
	});
end)
local canisterMeta = lib.marshal.metaStore {
	contents = {key = 'starlit:canister_contents', type = starlit.store.volume};
}
................................................................................
		short_description = c.name;
		description = canisterDesc(nil, c);
		inventory_image = c.image or 'starlit-item-element-canister.png';
		groups = {canister = 1};
		stack_max = 1;
		_starlit = {
			canister = c;
			container = {
				handle = function(stack, oldstack)
					stack:get_meta():set_string('description', canisterDesc(stack))
					return stack
				end;
				list = {
					elem = {
						key = 'starlit:canister_elem';
						accept = 'powder';
						sz = c.slots;
					};
				};
			};
		};
	})
end)
function starlit.item.canister.contents(st)
	local m = canisterMeta(st)
	return m.read 'contents'
 | < | > | > > | > > > > | | | | < > | | | | | | | | | | | | | | | | | | | | | > | | < > | | | | | | | | | | | | | | | | < > < < < < < < < < < < < < < | 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 .. 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 .. 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 ... 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 ... 234 235 236 237 238 239 240 241 242 243 244 245 246 247 | 
local M = W.material
M.element.foreach('starlit:sort', {}, function(id, m)
	if m.metal then
		M.metal.link(id, {
			name = m.name;
			composition = starlit.type.fab{element = {[id] = 1}};
			-- n.b. this is a RATIO: it will be appropriately multiplied
			-- for the object in question
			color = m.color;
			elemental = m.name;
		})
	elseif m.gas then
		M.gas.link(id, {
			name = m.name;
			composition = starlit.type.fab{element = {[id] = 1}};
			density = m.density;
			elemental = m.name;
		})
	elseif m.liquid then
		M.liquid.link(id, {
			name = m.name;
			composition = starlit.type.fab{element = {[id] = 1}};
			density = m.density;
			elemental = m.name;
		})
	end
end)
local F = string.format
local function mkEltIndicator(composition)
................................................................................
			indsz, indsz,
			indicator);
	end
end
M.element.foreach('starlit:gen-forms', {}, function(id, m)
	local eltID = F('%s:element_%s', minetest.get_current_modname(), id)
-- 	local eltName = F('Elemental %s', lib.str.capitalize(m.name))
	local tt = function(t, d, g)
		return starlit.ui.tooltip {
			title = t, desc = d;
			color = lib.color(0.1,0.2,0.1);
			props = {
				{title = 'Mass', desc = lib.math.si('g', g), affinity='info'}
			}
................................................................................
			_starlit = {
				mass = 1;
				material = {
					kind = 'element';
					element = id;
				};
				fab = starlit.type.fab {
					flag = {smelt = m.metal and true or nil};
					element = comp;
				};
			};
		});
	end
	--[[
................................................................................
		};
	});
	]]
end)
M.metal.foreach('starlit:gen-forms', {}, function(id, m)
	if m.elemental then -- avoid multiple forms for same material
		m.form = M.element.db[m.elemental].form;
	else
		local baseID = F('%s:metal_%s_', minetest.get_current_modname(), id)
		local brickID = baseID .. 'brick'
		local brickName = F('%s Brick', lib.str.capitalize(m.name))
		m.form = m.form or {}
		m.form.brick = brickID
		local tt = function(t, d, g)
			return starlit.ui.tooltip {
				title = t, desc = d;
				color = lib.color(0.1,0.1,0.1);
				props = {
					{title = 'Mass', desc = lib.math.si('g', g), affinity='info'}
				}
			}
		end
		local mcomp = m.composition:elementalize().element
		local function comp(n)
			local t = {}
			for id, amt in pairs(mcomp) do
				t[id] = amt * n
			end
			return t
		end
		local iblit = mkEltIndicator(mcomp)
		local function img(s)
			return iblit(s:colorize(m.color):render())
		end
		local mass = 1
		minetest.register_craftitem(brickID, {
			short_description = brickName;
			description = tt(brickName, F('A small brick of %s, ready to be worked by a matter compiler', m.name), mass);
			inventory_image = img(lib.image('starlit-item-brick.png'));
			wield_image = lib.image 'starlit-item-brick.png':colorize(m.color):render();
			groups = {metal = 1, brick = 1};
			stack_max = 500;
			_starlit = {
				mass = mass;
				material = {
					kind = 'metal';
					metal = id;
				};
				fab = starlit.type.fab {
					flag = {smelt=true};
					element = comp(1e3);
				};
			};
		});
	end
end)
local canisterMeta = lib.marshal.metaStore {
	contents = {key = 'starlit:canister_contents', type = starlit.store.volume};
}
................................................................................
		short_description = c.name;
		description = canisterDesc(nil, c);
		inventory_image = c.image or 'starlit-item-element-canister.png';
		groups = {canister = 1};
		stack_max = 1;
		_starlit = {
			canister = c;
		};
	})
end)
function starlit.item.canister.contents(st)
	local m = canisterMeta(st)
	return m.read 'contents'
 | 
Modified mods/starlit/fab.lua from [bdd1907d1f] to [a2443e45a4].
| 12 13 14 15 16 17 18 19 20 21 22 23 24 25 .. 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 ... 204 205 206 207 208 209 210 211 212 213 214 215 216 217 | -- * used for determining quantities. that is, -- f*x = spec to make x instances of f -- -- new fab fields must be defined in starlit.type.fab.fields. -- this maps a name to fn(a,b,n) -> quant, where a is the first -- argument, b is a compounding amount, and n is a quantity of -- items to produce. fields that are unnamed will be underwritten local function fQuant(a,b,n) return ((a or 0)+(b or 0))*n end local function fFac (a,b,n) if a == nil and b == nil then return nil end local f if a == nil or b == nil then f = a or b else ................................................................................ end local function fReq (a,b,n) return a or b end local function fFlag (a,b,n) return a and b end local function fSize (a,b,n) return math.max(a,b) end local F = string.format local lib = starlit.mod.lib local fields = { -- fabrication eligibility will be determined by which kinds -- of input a particular fabricator can introduce. e.g. a -- printer with a but no cache can only print items whose -- recipe only names elements as ingredients element = { name = {"element", "elements"}; string = function(x, n, long) local el = starlit.world.material.element.db[x] return lib.math.si('g', n) .. ' ' .. ((not long and el.sym) or el.name) end; image = function(x, n) return string.format('starlit-element-%s.png', x) end; op = fQuant; }; metal ={ name = {"metal", "metals"}; string = function(x, n) local met = starlit.world.material.metal.db[x] return lib.math.si('g', n) .. ' ' .. met.name end; image = function(x, n) local met = starlit.world.material.metal.db[x] return ItemStack(met.form.ingot):get_definition().inventory_image end; op = fQuant; }; liquid = { name = {"liquid", "liquids"}; string = function(x, n) local liq = starlit.world.material.liquid.db[x] return lib.math.si('L', n) .. ' ' .. liq.name end; op = fQuant; }; gas = { name = {"gas", "gasses"}; string = function(x, n) local gas = starlit.world.material.gas.db[x] return lib.math.si('g', n) .. ' ' .. gas.name end; op = fQuant; }; -- crystal = { -- op = fQuant; -- }; item = { name = {"item", "items"}; string = function(x, n) local i = minetest.registered_items[x] return tostring(n) .. 'x ' .. i.short_description end; }; -- factors cost = {op=fFac}; -- units vary time = {op=fFac}; -- (s) -- print: base printing time size = {op=fSize}; -- printBay: size of the printer bay necessary to produce the item req = {op=fReq}; flag = {op=fFlag}; -- means that can be used to produce the item & misc flags -- print: allow production with a printer -- smelt: allow production with a smelter -- all else defaults to underwrite } local order = { 'element', 'metal', 'liquid', 'gas', 'item' } local lib = starlit.mod.lib local fab fab = lib.class { __name = 'starlit:fab'; fields = fields; order = order; construct = function(q) return q end; __index = { elementalize = function(self) local e = fab {element = self.element or {}} for _, kind in pairs {'metal', 'gas', 'liquid'} do for m,mass in pairs(self[kind] or {}) do local mc = starlit.world.material[kind][m].composition e = e + mc:elementalize()*mass end end return e end; elementSeq = function(self) ................................................................................ if next(t) then table.insert(all, { id=o, list=t; header=fields[o].name[t[2] and 2 or 1]; }) end end return all end; }; __tostring = function(self) local t = {} for i,o in ipairs(order) do if self[o] and fields[o].string then for mat,amt in pairs(self[o]) do | > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > | > | | > | > | > > > > > > > > > > > > | > > > > > > > > > > > > > > > > > > > > > > | > | | > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > | 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 .. 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 ... 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 | -- * used for determining quantities. that is, -- f*x = spec to make x instances of f -- -- new fab fields must be defined in starlit.type.fab.fields. -- this maps a name to fn(a,b,n) -> quant, where a is the first -- argument, b is a compounding amount, and n is a quantity of -- items to produce. fields that are unnamed will be underwritten local fab local function fQuant(a,b,n) return ((a or 0)+(b or 0))*n end local function fFac (a,b,n) if a == nil and b == nil then return nil end local f if a == nil or b == nil then f = a or b else ................................................................................ end local function fReq (a,b,n) return a or b end local function fFlag (a,b,n) return a and b end local function fSize (a,b,n) return math.max(a,b) end local F = string.format local lib = starlit.mod.lib local function fRawMat(class) return function(x,n,stack) local def = stack:get_definition()._starlit if not def.material then return 0 end local mf = fab {[def.material.kind] = {[def.material[def.material.kind]] = def.mass}} -- this is bugged: the same item can satisfy both e.g. metal.steel and element.fe -- if not (mf[class] and mf[class][x]) then -- mf = mf:elementalize() if not (mf[class] and mf[class][x]) then return 0 end -- end local perItem = mf[class][x] local wholeStack = perItem * stack:get_count() local deduct = ItemStack() local taken = 0 repeat taken = taken + perItem deduct:add_item(stack:take_item(1)) until taken >= n or stack:is_empty() return taken, deduct --[[ outsmarted myself with this one :/ local fab = def.recover or def.fab -- we ignore recover_vary bc this needs to be deterministic local function tryFab(fab) if not fab then return 0 end if fab[class] and fab[class][x] then local perItem = fab[class][x] local wholeStack = perItem * stack:get_count() print('fab has substance', n, perItem, wholeStack) local deduct = ItemStack() local taken = 0 repeat taken = taken + perItem deduct:add_item(stack:take_item(1)) until taken >= n return taken, deduct end return 0 end local z,c = tryFab(fab) if z == 0 then -- does it work if we break down the constituent compounds? z,c = tryFab(fab:elementalize()) end]] end end local function fCanister(class) return function(x, n, stack) local amt, deduct = 0 return amt, deduct end end local fields = { -- fabrication eligibility will be determined by which kinds -- of input a particular fabricator can introduce. e.g. a -- printer with a but no cache can only print items whose -- recipe only names elements as ingredients element = { name = {"element", "elements"}; string = function(x, n, long) local el = starlit.world.material.element.db[x] return lib.math.siUI('g', n) .. ' ' .. ((not long and el.sym) or el.name) end; image = function(x, n) return string.format('starlit-element-%s.png', x) end; inventory = fRawMat 'element'; op = fQuant; }; metal ={ name = {"metal", "metals"}; string = function(x, n) local met = starlit.world.material.metal.db[x] return lib.math.siUI('g', n) .. ' ' .. met.name end; image = function(x, n) local met = starlit.world.material.metal.db[x] return ItemStack(met.form.brick):get_definition().inventory_image end; inventory = fRawMat 'metal'; op = fQuant; }; liquid = { name = {"liquid", "liquids"}; string = function(x, n) local liq = starlit.world.material.liquid.db[x] return lib.math.siUI('L', n) .. ' ' .. liq.name end; inventory = fCanister 'liquid'; op = fQuant; }; gas = { name = {"gas", "gasses"}; string = function(x, n) local gas = starlit.world.material.gas.db[x] return lib.math.siUI('g', n) .. ' ' .. gas.name end; inventory = fCanister 'gas'; op = fQuant; }; -- crystal = { -- op = fQuant; -- }; item = { name = {"item", "items"}; string = function(x, n) local i = minetest.registered_items[x] return tostring(n) .. 'x ' .. i.short_description end; image = function(x, n) return ItemStack(x):get_definition().inventory_image end; inventory = function(x, n, stack) x = ItemStack(x) if not x:equals(stack) then return nil end local deduct = stack:take_item(x:get_count() * n) return deduct:get_count(), deduct end; }; -- factors cost = { name = {"cost", "costs"}; op=fFac; -- units vary string = function(x,n) local units = { power = 'J'; } local s if units[x] then s = lib.math.siUI(units[x], n) elseif starlit.world.stats[x] then s = starlit.world.stats[x].desc(n) else s = tostring(n) end return string.format('%s: %s',x,s) end; image = function(x,n) local icons = { power = 'starlit-ui-icon-stat-power.png'; numina = 'starlit-ui-icon-stat-numina.png' } return icons[x] end; }; time = {op=fFac}; -- (s) -- print: base printing time size = {op=fSize}; -- printBay: size of the printer bay necessary to produce the item req = {op=fReq}; flag = {op=fFlag}; -- means that can be used to produce the item & misc flags -- print: allow production with a printer -- smelt: allow production with a smelter -- all else defaults to underwrite } local order = { 'element', 'metal', 'liquid', 'gas', 'item', 'cost' } local lib = starlit.mod.lib fab = lib.class { __name = 'starlit:fab'; fields = fields; order = order; construct = function(q) return q end; __index = { elementalize = function(self) local e = fab {element = self.element or {}} for _, kind in pairs {'metal', 'gas', 'liquid'} do for m,mass in pairs(self[kind] or {}) do local mc = starlit.world.material[kind].db[m].composition e = e + mc:elementalize()*mass end end return e end; elementSeq = function(self) ................................................................................ if next(t) then table.insert(all, { id=o, list=t; header=fields[o].name[t[2] and 2 or 1]; }) end end return all end; seek = function(self, invs) local consumed = {} local spec = fab{item={}} -- used to generate a convenient visualization local unsatisfied = fab{} local cache = {} local leftover = fab{} local function alreadyGot(inv,slot) local already = cache[inv] and cache[inv][slot] and true if cache[inv] == nil then cache[inv] = {} end cache[inv][slot] = true return already end for ci, cat in ipairs(order) do local scan = fields[cat].inventory if scan and self[cat] then for substance, amt in pairs(self[cat]) do -- print('check substance', substance, amt, dump(self[cat])) local amtFound = 0 local stacks = {} for ii, inv in ipairs(invs) do -- print(' - check inventory',ii,inv,'for',cat,substance,amt) for oi, o in ipairs(inv) do -- print(' - check stack', oi, o) local st = ItemStack(o) if not st:is_empty() then local avail, deduct = scan(substance,amt,st) if avail > 0 then amtFound = amtFound + avail -- print(' - found amt', amtFound,ii,oi) if not alreadyGot(ii,oi) then local sv = { inv=ii, slot=oi; consume=deduct, remain=st; satisfy=fab{[cat]={[substance]=avail}} } table.insert(stacks, sv) end if amtFound >= amt then goto suffice end end end end end ::insufficient:: do -- record the failure and move on if unsatisfied[cat] == nil then unsatisfied[cat] = {} end unsatisfied[cat][substance] = amt-amtFound end ::suffice:: -- commit the stack diff for si,sv in ipairs(stacks) do -- table.insert(consumed, sv) local di = ItemStack(sv.consume) local din = ItemStack(sv.consume):get_name() if not spec.item[din] then spec.item[din] = 0 end spec.item[din] = spec.item[din] + di:get_count() local lo = amtFound-amt if lo > 0 then leftover = leftover + fab{[cat]={[substance]=lo}} end end end end end return (next(unsatisfied) == nil), consumed, unsatisfied, leftover, spec end; }; __tostring = function(self) local t = {} for i,o in ipairs(order) do if self[o] and fields[o].string then for mat,amt in pairs(self[o]) do | 
Modified mods/starlit/init.lua from [d6e7e6c59c] to [aee56c43bb].
| 
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			safe = 4;
			overheat = 32;
			boiling = 100;
			thermalConductivity = 0.05; -- κ
		};
		rad = {
		};
	};
	activeUsers = {
		-- map of username -> user object
	};
	activeUI = {
		-- map of username -> UI context
................................................................................
starlit.include 'element'
starlit.include 'terrain'
starlit.include 'interfaces'
starlit.include 'suit'
minetest.settings:set('movement_gravity', starlit.world.planet.gravity) -- ??? seriously???
---------------
-- callbacks --
---------------
-- here we connect our types up to the minetest API
local function userCB(fn)
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			safe = 4;
			overheat = 32;
			boiling = 100;
			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 = {
		-- map of username -> UI context
................................................................................
starlit.include 'element'
starlit.include 'terrain'
starlit.include 'interfaces'
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)
 | 
Modified mods/starlit/interfaces.lua from [e3ed80cb5c] to [c1a1690c3b].
| 168 169 170 171 172 173 174 175 176 177 178 179 180 181 ... 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 ... 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 ... 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 ... 458 459 460 461 462 463 464 465 466 467 468 469 470 471 ... 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 ... 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 ... 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 | 
					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
				if pgm.sw.powerKind == 'active' then
					if cfg then
						user:openUI(pgm.sw.ui, 'index', {
							context = 'suit';
							program = pgm;
						})
						return false
................................................................................
					elseif pptrMatch(ptr, pnan.secondary) then
						pnan.secondary = nil
					else
						pnan.secondary = ptr
					end
					user:suitSound 'starlit-configure'
				elseif pgm.sw.powerKind == 'direct' then
					local ctx = {
						context = 'suit';
						program = pgm;
					}
					if pgm.sw.ui then
						user:openUI(pgm.sw.ui, 'index', ctx)
						return false
					else
						pgm.sw.run(user, ctx)
					end
				elseif pgm.sw.powerKind == 'passive' then
					if cfg then
						user:openUI(pgm.sw.ui, 'index', {
							context = 'suit';
							program = pgm;
						})
						return false
					end
					local addDisableRec = true
					for i, e in ipairs(pgm.file.body.conf) do
						if e.key == 'disable' and e.value == 'yes' then
							addDisableRec = false
................................................................................
						w=2, h=2;
					})
					menu.padding = 1;
				end
				return starlit.ui.build(menu)
			end;
		};
		compilerListRecipes = {
		};
		psi = {
			render = function(state, user)
				return starlit.ui.build {
					kind = 'vert', mode = 'sw';
					padding = 0.5;
				}
			end;
................................................................................
				local tb = {
					kind = 'vert', mode = 'sw';
					padding = 0.5, 
					{kind = 'hztl', padding = 0.25;
						{kind = 'label', text = 'Name', w = 2, h = barh};
						{kind = 'label', text = user.persona.name, w = 4, h = barh}};
				}
				local statBars = {'nutrition', 'hydration', 'fatigue', 'morale', 'irradiation', 'illness'}
				for idx, id in ipairs(statBars) do
					local s = starlit.world.stats[id]
					local amt, sv = user:effectiveStat(id)
					local min, max = starlit.world.species.statRange(user.persona.species, user.persona.speciesVariant, id)
					local st = string.format('%s / %s', s.desc(amt, true), s.desc(max))
					table.insert(tb, {kind = 'hztl', padding = 0.25;
						{kind = 'label', w=2, h=barh, text = lib.str.capitalize(s.name)};
						{kind = 'hbar',  w=4, h=barh, fac = sv, text = st, color=s.color};
					})
				end
				local abilities = {
					maneuver = {};
					direct = {};
					passive = {};
				}
				state.abilityMap = {}
				for i, a in pairs(user:species().abilities) do
................................................................................
					user:suitPowerStateSet(suitMode)
					return true
				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()
................................................................................
			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={}}
						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
							end
						end
						if state.select.chip and not cl.map[state.select.chip.data.uuid] then
							-- chip 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({state.select.chip.stack},nil,
								function(s) 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 onPickChip(chip)
					chirp()
					sel.chip = chip
					return true
				end
				local function onPickScm(scm)
					chirp()
					sel.scm = scm
					return true
				end
				if sel.chip == nil then
					for k in next, q do
						local id = k:match "^chip_(%d+)$"
						if id then
							local cm = chips.map[tonumber(id)]
							if cm then return onPickChip(cm) end
						end
					end
				elseif sel.scm == nil then
					if q.back then chirp() sel.chip = nil return true end
					for k in next, q do
						local id = k:match "^scm_(%d+)$"
						if id then
							local cm = state.select.scms[tonumber(id)]
							if cm then return onPickScm(cm) end
						end
					end
				else
					if q.back then chirp() sel.scm = nil return true 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>'..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})
................................................................................
				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
				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 output = ItemStack(sel.scm.sw.output):get_definition()
						local fab = output._starlit.fab
						local sw = sel.scm.sw
						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>', sw.name), w=10-1.2,h=1.2};
						})
						local inputTbl = {kind = 'vert', w=5,h=0;
							{kind = 'hbar', w=5, h=.5, text='Input'}};
						local costTbl = {kind = 'vert', w=5,h=0; spacing=.25;
							{kind = 'hbar', w=5, h=.5, text='Process'}};
						local reqPane = {kind = 'pane', id='reqPane', w=10, h=7;
							{kind = 'hztl', w=10,h=0; inputTbl, costTbl}
						}
						local req = fab:visualize()
						for ci,c in ipairs(req) do
							table.insert(inputTbl, {kind = 'label', w=4.5, h=1, x=.5;
								text=lib.str.capitalize(c.header)});
							for ei,e in ipairs(c.list) do
								table.insert(inputTbl, {kind = 'hztl', w=4, h=.5, x=1;
									{kind='img',   w=.5,h=.5, img=e.img};
									{kind='label', w=3.3,h=.5,x=.2, text=e.label};
								});
							end
						end
						if sw.cost then
							local function pushCost(t, val)
								table.insert(costTbl, {kind='text', w=4.5,h=.5,x=.5;
									text=string.format('<b>%s</b>: %s',t,val);
								})
							end
							if sw.cost.cycles then
								pushCost('Energy', lib.math.siUI('J', sel.scm.powerCost))
								pushCost('Compute', lib.math.siUI({'cycle','cycles'}, sw.cost.cycles, true))
							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='print', label = 'Print ->', w=5,h=1.2, color={hue=120,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;
 | > > > > > > > > > | < < < | < < < < < | | | | | > > > > > > > > > > > > > > > > > | > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > | > > > > > | > > > | | > > > > > | | > > > | > > > > > > > | < > | | < < < < | > > > < < > > > > | < < > > > | | > > > > > > > > > > | > > | < < < > > > > > > > > > > > > > > | < > > > | | < < | > > | > > > > > > > | | > > > | | | | < > > > > > > > > > > > > > > > > > > > > > > > > > > > | | | | | | | | | | > > > > > > > | < < < > > > > | | > > > > > > | < < > > > > > > > > > > > > > > > > > > > > > > > > > | | | 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 ... 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 ... 329 330 331 332 333 334 335 336 337 338 339 340 341 342 ... 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 ... 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 ... 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 ... 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 ... 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 | 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'; program = pgm; }) return false ................................................................................ elseif pptrMatch(ptr, pnan.secondary) then pnan.secondary = nil else pnan.secondary = ptr end user:suitSound 'starlit-configure' elseif pgm.sw.powerKind == 'direct' then local ctx = suitCtx(pgm) if pgm.sw.ui then user:openUI(pgm.sw.ui, 'index', ctx) return false else pgm.sw.run(user, ctx) end elseif pgm.sw.powerKind == 'passive' then if cfg then user:openUI(pgm.sw.ui, 'index', suitCtx(pgm)) return false end local addDisableRec = true for i, e in ipairs(pgm.file.body.conf) do if e.key == 'disable' and e.value == 'yes' then addDisableRec = false ................................................................................ w=2, h=2; }) menu.padding = 1; end return starlit.ui.build(menu) end; }; psi = { render = function(state, user) return starlit.ui.build { kind = 'vert', mode = 'sw'; padding = 0.5; } end; ................................................................................ local tb = { kind = 'vert', mode = 'sw'; padding = 0.5, {kind = 'hztl', padding = 0.25; {kind = 'label', text = 'Name', w = 2, h = barh}; {kind = 'label', text = user.persona.name, w = 4, h = barh}}; } local statBars = {'stamina', 'numina', 'nutrition', 'hydration', 'fatigue', 'morale', 'irradiation', 'illness'} local function wrapElts(n, l) local all = {kind='vert'} local ct, row local function flush() if row then table.insert(all, row) end row = {kind='hztl', spacing = 0.2} ct = 0 end flush() for i, e in ipairs(l) do ct = ct + 1 table.insert(row, e) if ct >= n then flush() end end flush() return all end local bars = {} local function pushBar(s, amt, sv, min, max) local st = string.format('%s / %s', s.desc(amt, true), s.desc(max)) table.insert(bars, {kind = 'hztl', padding = 0.25; {kind = 'label', w=2, h=barh, text = lib.str.capitalize(s.name)}; {kind = 'hbar', w=4, h=barh, fac = sv, text = st, color=s.color}; }) end do local hp, hpf = user:effectiveStat 'health' local desc = { name='health'; desc = function(hp) return tostring(hp) end; color = {hue=10,sat=1,lum=.5}; } pushBar(desc, hp, hpf, starlit.world.species.statRange(user.persona.species, user.persona.speciesVariant, 'health')) end do local ep, ex = user:suitCharge(), user:suitPowerCapacity() local desc = { name = 'power'; desc = function(j) return lib.math.siUI('J', j) end; color = {hue=190,sat=1,lum=.5}; } pushBar(desc, ep, ep/ex, 0, ex) end for idx, id in ipairs(statBars) do local s = starlit.world.stats[id] local amt, sv = user:effectiveStat(id) local min, max = starlit.world.species.statRange(user.persona.species, user.persona.speciesVariant, id) pushBar(s, amt, sv, min, max) end table.insert(tb, wrapElts(2, bars)) local abilities = { maneuver = {}; direct = {}; passive = {}; } state.abilityMap = {} for i, a in pairs(user:species().abilities) do ................................................................................ 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() ................................................................................ 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}) ................................................................................ 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; | 
Modified mods/starlit/species.lua from [34f8558850] to [e0959a01e2].
| 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 ... 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 ... 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 | 
					local invis = lib.image '[fill:1x1:0,0:#00000000'
					local plate = adorn.suit and adorn.suit.plate or invis
					local lining = adorn.suit and adorn.suit.lining or invis
					return {lining, plate, skin, skin, eye, hair}
				end;
				stats = {
					psi = 1.2;
					nutrition = .8; -- women have smaller stomachs
					hydration = .8;
					morale = 0.8; -- you are not She-Bear Grylls
					irradiation = 0.8; -- you are smaller, so it takes less rads to kill ya
				};
				traits = {
					health = 400;
................................................................................
					lungCapacity = .6;
					sturdiness = 0; -- women are more fragile and thus susceptible to blunt force trauma
					metabolism = .150; -- kCal/s
					painTolerance = 0.4;
					dehydration = 10e-4; -- L/s
					speed = 1.1;
					staminaRegen = 10.0;
					psiRegen = 0.05; -- ψ/s
					psiPower = 1.2;
				};
			};
			male = {
				name = 'Human Male';
				eyeHeight = 1.6;
				stats = {
					psi = 1.0;
					nutrition = 1.0;
					hydration = 1.0;
					staminaRegen = 7; -- men are strong but have inferior endurance
				};
				traits = {
					health = 500;
					painTolerance = 1.0;
					lungCapacity = 1.0;
					sturdiness = 0.3;
					metabolism = .150; -- kCal/s
					dehydration = 15e-4; -- L/s
					speed = 1.0;
					psiRegen = 0.025;
					psiPower = 1.0;
				};
			};
		};
		traits = {};
		abilities = {bioAbilities.sprint};
	};
}
................................................................................
		local min, max = starlit.world.species.statRange(pSpecies, pVariant, st)
		local delta = max - min
		return min + delta*p
	end
	local ps = starlit.world.species.mkPersonaFor(pSpecies,pVariant)
	local startingHP = pct('health', 1.0)
	if circumstances.injured    then startingHP = pct('health', circumstances.injured) end
	if circumstances.psiCharged then ps.statDeltas.psi = pct('psi', circumstances.psiCharged) end
	for k,v in pairs(starlit.world.stats) do ps.statDeltas[k] = 0 end
	ps.statDeltas.warmth = 20 -- don't instantly start dying of frostbite
	ps.statDeltas.nutrition = 2000 -- shoulda packed more MRE :c
	ps.statDeltas.hydration = 3 -- stay hydrated uwu
	entity:set_properties{hp_max = var.traits.health or sp.traits.health}
	entity:set_hp(startingHP, 'initial hp')
 | | | | | | | | | 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 ... 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 ... 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 | 
					local invis = lib.image '[fill:1x1:0,0:#00000000'
					local plate = adorn.suit and adorn.suit.plate or invis
					local lining = adorn.suit and adorn.suit.lining or invis
					return {lining, plate, skin, skin, eye, hair}
				end;
				stats = {
					numina = 1.2;
					nutrition = .8; -- women have smaller stomachs
					hydration = .8;
					morale = 0.8; -- you are not She-Bear Grylls
					irradiation = 0.8; -- you are smaller, so it takes less rads to kill ya
				};
				traits = {
					health = 400;
................................................................................
					lungCapacity = .6;
					sturdiness = 0; -- women are more fragile and thus susceptible to blunt force trauma
					metabolism = .150; -- kCal/s
					painTolerance = 0.4;
					dehydration = 10e-4; -- L/s
					speed = 1.1;
					staminaRegen = 10.0;
					numinaRegen = 0.05; -- ψ/s
					psi = 1.2;
				};
			};
			male = {
				name = 'Human Male';
				eyeHeight = 1.6;
				stats = {
					numina = 1.0;
					nutrition = 1.0;
					hydration = 1.0;
					staminaRegen = 7; -- men are strong but have inferior endurance
				};
				traits = {
					health = 500;
					painTolerance = 1.0;
					lungCapacity = 1.0;
					sturdiness = 0.3;
					metabolism = .150; -- kCal/s
					dehydration = 15e-4; -- L/s
					speed = 1.0;
					numinaRegen = 0.025;
					psi = 1.0;
				};
			};
		};
		traits = {};
		abilities = {bioAbilities.sprint};
	};
}
................................................................................
		local min, max = starlit.world.species.statRange(pSpecies, pVariant, st)
		local delta = max - min
		return min + delta*p
	end
	local ps = starlit.world.species.mkPersonaFor(pSpecies,pVariant)
	local startingHP = pct('health', 1.0)
	if circumstances.injured    then startingHP = pct('health', circumstances.injured) end
	if circumstances.numinaCharged then ps.statDeltas.numina = pct('numina', circumstances.numinaCharged) end
	for k,v in pairs(starlit.world.stats) do ps.statDeltas[k] = 0 end
	ps.statDeltas.warmth = 20 -- don't instantly start dying of frostbite
	ps.statDeltas.nutrition = 2000 -- shoulda packed more MRE :c
	ps.statDeltas.hydration = 3 -- stay hydrated uwu
	entity:set_properties{hp_max = var.traits.health or sp.traits.health}
	entity:set_hp(startingHP, 'initial hp')
 | 
Modified mods/starlit/stats.lua from [0688acc2a6] to [9558da3e0c].
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	end
end
local function C(h, s, l)
	return lib.color {hue = h, sat = s or 1, lum = l or .7}
end
starlit.world.stats = {
	psi        = {min = 0, max = 500, base = 0, desc = U('ψ', 1), color = C(320), name = 'numina', srzType = T.decimal};
	-- numina is measured in ψ
	warmth     = {min = -1000, max = 1000, base = 0, desc = U('°C', 10, true), color = C(5), name = 'warmth'};
	-- warmth in measured in d°C
	fatigue    = {min = 0, max = 76 * 60, base = 0, desc = U('hr', 60, true), color = C(288,.3,.5), name = 'fatigue', harm=true, srzType = T.decimal};
	-- fatigue is measured in minutes one needs to sleep to cure it
	stamina    = {min = 0, max = 10 * 20, base = true, desc = U('m', 100), color = C(88), name = 'stamina'};
	-- stamina is measured in how many 10th-nodes (== cm) one can sprint
	nutrition  = {min = 0, max = 8000, base = 0, desc = U('kCal', 1, true), color = C(43,.5,.4), name = 'nutrition', srzType = T.decimal};
	-- hunger is measured in kcalories one must consume to cure it. at 0, you start dying
	hydration  = {min = 0, max = 4, base = 0, desc = U('L', 1), color = C(217, .25,.4), name = 'hydration', srzType = T.decimal};
	-- thirst is measured in L of H²O required to cure it
	morale     = {min = 0, max = 10 * 24 * 60, base = true, color = C(0,0,.8), name = 'morale', srzType = T.decimal;
		desc = function(amt, excU) return lib.math.timespec(amt) end};
	-- morale is measured in minutes. e.g. at base rate morale degrades by
	-- 60 points every hour. morale can last up to 10 earthdays
	irradiation = {min = 0, max = 10, base = 0, desc = U('Gy', 1), color = C(141,1,.5), name = 'irradiation', harm=true, srzType = T.decimal};
	-- irrad is measured is milligreys
................................................................................
	-- illness is increased by certain conditions, and decreases on its own as your
	-- body heals when those conditions wear off. some drugs can lower accumulated illness
	-- but illness-causing conditions require specific cures
	-- illness also causes thirst and fatigue to increase proportionately
}
starlit.world.statOrder = {
	'health', 'stamina', 'psi', 'warmth';
	'nutrition', 'hydration', 'irradiation';
	'illness', 'morale', 'fatigue';
}
local impactStruct = G.struct {
	base = G.array(8, G.struct {id = T.str, val = T.decimal});
 | 
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	end
end
local function C(h, s, l)
	return lib.color {hue = h, sat = s or 1, lum = l or .7}
end
starlit.world.stats = {
	numina     = {min = 0, max = 500, base = 0, desc = U('ψ', 1), color = C(320), name = 'numina', srzType = T.decimal};
	-- numina is measured in ψ
	warmth     = {min = -1000, max = 1000, base = 0, desc = U('°C', 10, true), color = C(5), name = 'warmth'};
	-- warmth in measured in d°C
	fatigue    = {min = 0, max = 76 * 60, base = 0, desc = U('hr', 60, true), color = C(288,1,.8), name = 'fatigue', harm=true, srzType = T.decimal};
	-- fatigue is measured in minutes one needs to sleep to cure it
	stamina    = {min = 0, max = 10 * 20, base = true, desc = U('m', 10), color = C(88), name = 'stamina'};
	-- stamina is measured in how many 10th-nodes (== cm) one can sprint
	nutrition  = {min = 0, max = 8000, base = 0, desc = U('kCal', 1, true), color = C(43,1,.8), name = 'nutrition', srzType = T.decimal};
	-- hunger is measured in kcalories one must consume to cure it. at 0, you start dying
	hydration  = {min = 0, max = 4, base = 0, desc = U('L', 1), color = C(217), name = 'hydration', srzType = T.decimal};
	-- thirst is measured in L of H²O required to cure it
	morale     = {min = 0, max = 10 * 24 * 60, base = true, color = C(0,0,.8), name = 'morale', srzType = T.decimal;
		desc = function(amt, excU) return lib.math.timespec(amt) end};
	-- morale is measured in minutes. e.g. at base rate morale degrades by
	-- 60 points every hour. morale can last up to 10 earthdays
	irradiation = {min = 0, max = 10, base = 0, desc = U('Gy', 1), color = C(141,1,.5), name = 'irradiation', harm=true, srzType = T.decimal};
	-- irrad is measured is milligreys
................................................................................
	-- illness is increased by certain conditions, and decreases on its own as your
	-- body heals when those conditions wear off. some drugs can lower accumulated illness
	-- but illness-causing conditions require specific cures
	-- illness also causes thirst and fatigue to increase proportionately
}
starlit.world.statOrder = {
	'health', 'stamina', 'numina', 'warmth';
	'nutrition', 'hydration', 'irradiation';
	'illness', 'morale', 'fatigue';
}
local impactStruct = G.struct {
	base = G.array(8, G.struct {id = T.str, val = T.decimal});
 | 
Modified mods/starlit/suit.lua from [7f11ba51a8] to [8324bad06e].
| 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 | if rst.itemClass and not grp(item, rst.itemClass) then return false end if rst.maintenanceNode then return false end -- FIXME figure out best way to identify when the player is using a maintenance node if grp(item, 'specialInventory') then if grp(item, 'powder') and list ~= 'starlit_suit_elem' then return false end -- FIXME handle containers if grp(item, 'psi') and list ~= 'starlit_psi' then return false end end return true end local function itemCanLeave(item, list) local rst, ok = checkBaseRestrictions(list) if not ok then return false end | < < < | 341 342 343 344 345 346 347 348 349 350 351 352 353 354 | if rst.itemClass and not grp(item, rst.itemClass) then return false end if rst.maintenanceNode then return false end -- FIXME figure out best way to identify when the player is using a maintenance node if grp(item, 'specialInventory') then end return true end local function itemCanLeave(item, list) local rst, ok = checkBaseRestrictions(list) if not ok then return false end | 
Modified mods/starlit/ui.lua from [81aedb85b1] to [08cb8bbbbd].
| 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 | 
		if def.kind == 'hbar'
			then wfac = wfac * clamp
			else hfac = hfac * clamp
		end
		local x,y, w,h = state.x, state.y, def.w, def.h
		widget('box[%s,%s;%s,%s;%s]',
			x,y, w,h, cl:brighten(0.2):hex())
		widget('box[%s,%s;%s,%s;%s]',
			x, y + (h*(1-hfac)), w * wfac, h * hfac, cl:hex())
		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
 | > | | > | 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 | 
		if def.kind == 'hbar'
			then wfac = wfac * clamp
			else hfac = hfac * clamp
		end
		local x,y, w,h = state.x, state.y, def.w, def.h
		widget('box[%s,%s;%s,%s;%s]',
			x,y, w,h, cl:brighten(0.2):hex())
		if clamp > 0 then
			widget('box[%s,%s;%s,%s;%s]',
				x, y + (h*(1-hfac)), w * wfac, h * hfac, cl:hex())
		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
 | 
Modified mods/starlit/user.lua from [b2784a81d4] to [c928629a64].
| 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 .. 38 39 40 41 42 43 44 45 46 47 48 49 50 51 .. 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 ... 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 ... 477 478 479 480 481 482 483 484 485 486 487 488 489 490 ... 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 ... 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 .... 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 .... 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 | 
	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;
 | > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > | | | > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > | > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > | > | > | | | 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 .. 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 ... 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 ... 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 ... 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 ... 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 .... 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 .... 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 .... 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 | 
	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;
 | 
Modified mods/starlit/world.lua from [5368f81f41] to [822a964373].
| 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 | for name,user in pairs(starlit.activeUsers) do local tr = user:species().tempRange local t = starlit.world.climate.temp(user.entity:get_pos()) do -- this bit probably belongs in starlit:bio but we do it here in order -- to spare ourselves another call into the dark swamp of climate.temp local urg = 1 local function alarm(kind) user:alarm(urg, kind, nil, { elt = user.hud.elt.temp, ofs = {x=100,y=0}; tex = 'starlit-ui-alert-'..kind..'.png'; }) end local hz = user:tempHazard(t) local tr = user:species().tempRange.survivable if hz == 'cold' then if tr[1] - t > 7 then urg = 2 end alarm 'temp-cold' elseif hz == 'hot' then if t - tr[2] > 7 then urg = 2 end alarm 'temp-hot' end end local insul = 0 local naked = user:naked() local suitDef if not naked then | < < < < < < | | | 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 | for name,user in pairs(starlit.activeUsers) do local tr = user:species().tempRange local t = starlit.world.climate.temp(user.entity:get_pos()) do -- this bit probably belongs in starlit:bio but we do it here in order -- to spare ourselves another call into the dark swamp of climate.temp local urg = 1 local hz = user:tempHazard(t) local tr = user:species().tempRange.survivable if hz == 'cold' then if tr[1] - t > 7 then urg = 2 end user:alarm(urg, 'freeze', 3) elseif hz == 'hot' then if t - tr[2] > 7 then urg = 2 end user:alarm(urg, 'overheat', 3) end end local insul = 0 local naked = user:naked() local suitDef if not naked then | 
Modified mods/vtlib/math.lua from [43eaf4251e] to [2d47a7e2f1].
| 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 | 
-- 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 hr = math.floor(n / 60)
	local spec = {}
	if hr  ~= 0 then table.insert(spec, string.format("%shr", hr))  end
	if sec ~= 0 then table.insert(spec, string.format("%ss",  sec)) end
	return table.concat(spec, ' ')
end
return fn
 | > | > | 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 | -- 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) 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 | 
Modified mods/vtlib/str.lua from [01c1839f00] to [ded7121fc6].
| 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 | else tbl[#tbl+1] = string.sub(ss,1,d-1) end until i > string.len(str) return tbl end; rand = function(min,max) if not min then min = 16 end if not max then max = min end local str = '' local r_int = 0x39 - 0x30 local r_upper = r_int + (0x5a - 0x41) local r_lower = r_upper + (0x7a - 0x61) for i = 1,math.random(max - min) + min do -- 0x30 -- 0x39 -- 0x41 -- 0x5A -- 0x61 -- 0x71 local codepoint = math.random(r_lower) if codepoint > r_upper then codepoint = (codepoint - r_upper) + 0x61 elseif codepoint > r_int then codepoint = (codepoint - r_int) + 0x41 else codepoint = codepoint + 0x30 end str = str .. string.char(codepoint) end return str end; chop = function(str) if string.sub(str, 1,1) == ' ' then str = string.sub(str, 2) end if string.sub(str, #str,#str) == ' ' then str = string.sub(str, 1, #str - 1) | | | | > > > > | 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 | else tbl[#tbl+1] = string.sub(ss,1,d-1) end until i > string.len(str) return tbl end; rand = function(rng, min,max) if not min then min = 16 end if not max then max = min end local str = '' local r_int = 0x39 - 0x30 local r_upper = r_int + (0x5a - 0x41) local r_lower = r_upper + (0x7a - 0x61) for i = 1,rng:int(min,max) do -- 0x30 -- 0x39 -- 0x41 -- 0x5A -- 0x61 -- 0x71 local codepoint = rng:int(r_lower) if codepoint > r_upper then codepoint = (codepoint - r_upper) + 0x61 elseif codepoint > r_int then codepoint = (codepoint - r_int) + 0x41 else codepoint = codepoint + 0x30 end str = str .. string.char(codepoint) end return str end; htsan = function(str) return str:gsub('([<\\])', '\\%1') end; chop = function(str) if string.sub(str, 1,1) == ' ' then str = string.sub(str, 2) end if string.sub(str, #str,#str) == ' ' then str = string.sub(str, 1, #str - 1) | 
Modified starlit.ct from [8d6b5074b6] to [7cb4085b3b].
| 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 | p11143: https://github.com/minetest/minetest/pull/11143.diff ### shadows i was delighted to see dynamic shadows land in minetest, and i hope the implementation will eventually mature. however, as it stands, there are severe issues with shadows that make them essentially incompatible with complex meshes like the Starlit player character meshes. for the sake of those who don't mind these glitches, Starlit does enable shadows, but i unfortunately have to recommend that you disable them until the minetest devs get their act together on this feature. ## gameplay starlit is somewhat unusual in how it uses the minetest engine. it's a voxel game but not of the minecraft variety. the most important thing to understand about starlit is that is is [*mean], by design. * chance plays an important role. your escape pod might land in the midst of a lush, temperate forest with plenty of nearby shipwrecks to scavenge. or it might land in the exact geographic center of a vast, harsh desert that your suit's cooling systems can't protect you from, ten klicks from anything of value. "unfair", you say? tough. Farthest Shadow doesn't care about your feelings. * death is much worse than a slap on the wrist. when you die, you drop your possessions and your suit, and respawn naked at your spawn point. this is a serious danger, as you might be kilometers away from your spawn point -- and there's no guarantee someone else won't take your suit before you can find your way back to it. good luck crossing long distances without climate control! if you haven't carefully prepared for this eventuality by keeping a spare suit by your spawn point, death can be devastating, to the point of making the game unsurvivable without another player's help. ### scenarios your starting character configuration depends on the scenario you select. (right now this is configured in minetest settings, which is intensely awkward, but i don't have a better solution). the scenario controls your species, sex, and starting inventory. [*neither species nor sex is cosmetic]; e.g. human females are physically weaker but psionically stronged than males. the current playable scenarios are: #### Imperial Expat [*phenotype]: human female [*starting gear]: Commune survival kit > Hoping to escape a miserable life deep in the grinding gears of the capitalist machine for the bracing freedom of the frontier, you sought entry as a colonist to the new Commune world of Thousand Petal. Fate -- which is to say, terrorists -- intervened, and you wound up stranded on Farthest Shadow with little more than the nanosuit on your back, ship blown to tatters and your soul thoroughly mauled by the explosion of a twisted alien artifact -- which SOMEONE neglected to inform you your ride would be carrying. > At least you got some handy psionic powers out of this whole clusterfuck. Hopefully they're safe to use. #### Gentleman Adventurer [!(unimplemented)] [*phenotype]: human male [*starting gear]: Imperial survival kit > Tired of the same-old-same-old, sick of your idiot contemporaries, exasperated with the shallow soul-rotting luxury of life as landless lordling, and earnestly eager to enrage your father, you resolved to see the Reach in all her splendor. Deftly evading the usual tourist traps, you finagled your way into the confidence of the Commune ambassador with a few modest infusions of Father's money -- now [!that] should pop his monocle -- and secured yourself a seat on a ride to their brand-new colony at Thousand Petal. How exciting -- a genuine frontier outing! #### Terrorist Tagalong [*phenotype]: human female [*starting gear]: star merc combat kit > It turns out there's a *reason* Crown jobs pay so well. #### Tradebird Bodyguard [!(unimplemented)] | | | | | > | 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 | p11143: https://github.com/minetest/minetest/pull/11143.diff ### shadows i was delighted to see dynamic shadows land in minetest, and i hope the implementation will eventually mature. however, as it stands, there are severe issues with shadows that make them essentially incompatible with complex meshes like the Starlit player character meshes. for the sake of those who don't mind these glitches, Starlit does enable shadows, but i unfortunately have to recommend that you disable them until the minetest devs get their act together on this feature. ## gameplay starlit is somewhat unusual in how it uses the minetest engine. it's a voxel game but not of the minecraft variety. you do have some control over your environment, but it's limited and exerting it is much more expensive than you might be used to -- the focus of the game is figuring out how to work with nature, not against it. Farthest Shadow has little patience for those who do not show her the respect a living world is due, and she is unconcerned with human virtues like "mercy" or "fairness" or "proportionate retribution". this is to say, starlit is [*mean], by design. * chance plays an important role. your escape pod might land in the midst of a lush, temperate forest with plenty of nearby shipwrecks to scavenge. or it might land in the exact geographic center of a vast, harsh desert that your suit's cooling systems can't protect you from, ten klicks from anything of value. "unfair", you say? tough. Farthest Shadow doesn't care about your feelings. * death is much worse than a slap on the wrist. when you die, you drop your possessions and your suit, and respawn naked at your spawn point. this is a serious danger, as you might be kilometers away from your spawn point -- and there's no guarantee someone else won't take your suit before you can find your way back to it. good luck crossing long distances without climate control! if you haven't carefully prepared for this eventuality by keeping a spare suit by your spawn point, death can be devastating, to the point of making the game unsurvivable without another player's help. ### scenarios your starting character configuration depends on the scenario you select. (right now this is configured in minetest settings, which is intensely awkward, but i don't have a better solution). the scenario controls your species, sex, and starting inventory. [*neither species nor sex is cosmetic]; e.g. human females are physically weaker but psionically stronger than males. the current playable scenarios are: #### Imperial Expat [*phenotype]: human female [*starting gear]: Commune survival kit > Hoping to escape a miserable life deep in the grinding gears of the capitalist machine for the bracing freedom of the frontier, you sought entry as a colonist to the new Commune world of Thousand Petal. Fate -- which is to say, terrorists -- intervened, and you wound up stranded on Farthest Shadow with little more than the nanosuit on your back, ship blown to tatters and your soul thoroughly mauled by the explosion of a twisted alien artifact -- which SOMEONE neglected to inform you your ride would be carrying. > At least you got some handy psionic powers out of this whole clusterfuck. Hopefully they're safe to use. #### Gentleman Adventurer [!(unimplemented)] [*phenotype]: human male [*starting gear]: Imperial survival kit > Tired of the same-old-same-old, sick of your idiot contemporaries, exasperated with the shallow soul-rotting luxury of life as landless lordling, and earnestly eager to enrage your father, you resolved to see the Reach in all her splendor. Deftly evading the usual tourist traps, you finagled your way into the confidence of the Commune ambassador with a few modest infusions of Father's money -- now [!that] should pop his monocle! -- and secured yourself a seat on a ride to their brand-new colony at Thousand Petal. > How exciting -- a genuine frontier outing! #### Terrorist Tagalong [*phenotype]: human female [*starting gear]: star merc combat kit > It turns out there's a *reason* Crown jobs pay so well. #### Tradebird Bodyguard [!(unimplemented)] |