| Comment: | complete (-ish) matter compiler UI (power drain still missing), add printable chemical light |
|---|---|
| Downloads: | Tarball | ZIP archive | SQL archive |
| Timelines: | family | ancestors | descendants | both | trunk |
| Files: | files | file ages | folders |
| SHA3-256: |
3df08bd5acd80fe29755ad29b44b1aa4 |
| User & Date: | lexi on 2024-05-06 16:20:04 |
| Other Links: | manifest | tags |
|
2024-05-06
| ||
| 20:58 | add storage crate & generic interface for, add LED for print completion, add program tooltips, disfuckulate some longstanding idiot bugs check-in: 4b3aa092f8 user: lexi tags: trunk | |
| 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 | |
Modified mods/starlit-electronics/init.lua from [d82ba893dd] to [6d0114ddbf].
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'blob'; -- opaque binary blob, so 3d-pty mods can use the
-- file mechanism to store arbirary data.
};
drm = T.u8; -- inhibit copying
name = T.str;
body = T.text;
}, function(file) -- enc
local b = E.chip.file[file.kind].enc(file.body)
return {
kind = file.kind;
drm = file.drm;
name = file.name;
body = b;
}
................................................................................
end;
__index = {
read = function(self)
local dat = E.chip.read(self.chip)
return dat.files[self.inode]
end;
write = function(self,data)
-- print('writing', self.chip, self.inode)
return E.chip.fileWrite(self.chip, self.inode, data)
end;
erase = function(self)
local dat = E.chip.read(self.chip)
table.remove(dat.files, self.inode)
E.chip.write(self.chip, dat)
self.inode = nil
................................................................................
then
for fl, inode in E.chip.files(e) do
if fl.kind == 'sw' then
local s = starlit.item.sw.db[fl.body.pgmId]
table.insert(sw, {
sw = s, chip = e, chipSlot = i;
file = fl, inode = inode;
})
end
end
end
end
end
for _, s in pairs(sw) do
if s.sw.cost.ram <= comp.ram and pred(s) then
table.insert(r, {
sw = s.sw;
chip = s.chip, chipSlot = s.chipSlot;
file = s.file;
fd = E.chip.fileHandle(s.chip, s.inode);
speed = s.sw.cost.cycles / comp.cycles;
powerCost = s.sw.cost.cycles / comp.powerEfficiency;
comp = comp;
|
> < > > |
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'blob'; -- opaque binary blob, so 3d-pty mods can use the
-- file mechanism to store arbirary data.
};
drm = T.u8; -- inhibit copying
name = T.str;
body = T.text;
}, function(file) -- enc
assert(E.chip.file[file.kind], string.format('invalid file kind "%s"', file.kind))
local b = E.chip.file[file.kind].enc(file.body)
return {
kind = file.kind;
drm = file.drm;
name = file.name;
body = b;
}
................................................................................
end;
__index = {
read = function(self)
local dat = E.chip.read(self.chip)
return dat.files[self.inode]
end;
write = function(self,data)
return E.chip.fileWrite(self.chip, self.inode, data)
end;
erase = function(self)
local dat = E.chip.read(self.chip)
table.remove(dat.files, self.inode)
E.chip.write(self.chip, dat)
self.inode = nil
................................................................................
then
for fl, inode in E.chip.files(e) do
if fl.kind == 'sw' then
local s = starlit.item.sw.db[fl.body.pgmId]
table.insert(sw, {
sw = s, chip = e, chipSlot = i;
file = fl, inode = inode;
id = fl.body.pgmId;
})
end
end
end
end
end
for _, s in pairs(sw) do
if s.sw.cost.ram <= comp.ram and pred(s) then
table.insert(r, {
id = s.id;
sw = s.sw;
chip = s.chip, chipSlot = s.chipSlot;
file = s.file;
fd = E.chip.fileHandle(s.chip, s.inode);
speed = s.sw.cost.cycles / comp.cycles;
powerCost = s.sw.cost.cycles / comp.powerEfficiency;
comp = comp;
|
Modified mods/starlit-electronics/sw.lua from [da2672ba3c] to [1f9bdf2a9e].
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cost = {
cycles = 100e6;
ram = 500e6;
};
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;
................................................................................
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.";
................................................................................
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
runState.flags.compiled = true
local time = minetest.get_gametime()
local cyclesLeft = ctx.comp.cycles * interval
................................................................................
else
e.value = J.enc(t)
end
if not cyclesLeft > 0 then break end
end
end
ctx.saveConf()
end;
})
end
local function pasv_heal(effect, energy, lvl, pgmId)
return function(user, ctx, interval, runState)
if runState.flags.healed == true then return false end
-- competing nanosurgical programs?? VERY bad idea
|
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cost = {
cycles = 100e6;
ram = 500e6;
};
run = shredder{range=3, powerDraw=200};
})
local function matterCompiler(desc)
return {
name = desc.name;
kind = 'suitPower', powerKind = 'direct';
desc = desc.desc;
size = desc.size;
cost = desc.cost;
ui = 'starlit:compile-matter-component';
bgProc = function(user, ctx, interval, runState)
if runState.flags.compiled == true then return false end
-- only so many nanides to go around
runState.flags.compiled = true
local conf = ctx.file.body.conf
local job_t = starlit.store.compilerJob
local job, jobSlot
for i, v in ipairs(conf) do
if v.key == 'job' then
job = job_t.dec(v.value)
jobSlot = i
goto found
end
end
::notfound:: do
return
end
::found::
local scm = starlit.item.sw.db[job.schematic]
job.cyclesLeft = math.max(0, job.cyclesLeft - ctx.comp.cycles)
if job.cyclesLeft == 0 then
job.timeLeft = math.max(0, job.timeLeft - interval)
end
if job.timeLeft == 0 and job.cyclesLeft == 0 then
table.remove(conf, jobSlot)
user:give(scm.output)
else
conf[jobSlot].value = job_t.enc(job)
end
ctx.saveConf()
end;
}
end
starlit.item.sw.link('starlit_electronics:compile_commune', matterCompiler {
name = 'Compile Matter';
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;
};
})
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;
................................................................................
ram = 1e9;
};
ui = 'starlit:compile-matter-block';
run = function(user, ctx)
end;
})
starlit.item.sw.link('starlit_electronics:compile_imperial', matterCompiler {
name = 'Genesis Deluxe';
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;
};
})
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.";
................................................................................
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
runState.flags.compiled = true
local time = minetest.get_gametime()
local cyclesLeft = ctx.comp.cycles * interval
................................................................................
else
e.value = J.enc(t)
end
if not cyclesLeft > 0 then break end
end
end
ctx.saveConf()
end;]]
})
end
local function pasv_heal(effect, energy, lvl, pgmId)
return function(user, ctx, interval, runState)
if runState.flags.healed == true then return false end
-- competing nanosurgical programs?? VERY bad idea
|
Modified mods/starlit-material/elements.lua from [fb5dcf0ef1] to [81b3a1522a].
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color = lib.color(1,.8,0.1);
};
calcium = {
name = 'calcium', sym = 'Ca', n = 20; density = 1.55;
metal = true;
color = lib.color(1,1,0.7);
};
aluminum = {
name = 'aluminum', sym = 'Al', n = 13; density = 2.7;
metal = true;
color = lib.color(0.9,.95,1);
};
iron = {
name = 'iron', sym = 'Fe', n = 26; density = 7.874;
metal = true;
color = lib.color(.3,.3,.3);
};
copper = {
|
> > > > > | |
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color = lib.color(1,.8,0.1);
};
calcium = {
name = 'calcium', sym = 'Ca', n = 20; density = 1.55;
metal = true;
color = lib.color(1,1,0.7);
};
magnesium = {
name = 'magnesium', sym = 'Mg', n = 12, density = 1.738;
metal = true;
color = lib.color(0.7, 0.7, 0.7);
};
aluminum = {
name = 'aluminum', sym = 'Al', n = 13; density = 2.7;
metal = true;
color = lib.color(0.5,.55,.6);
};
iron = {
name = 'iron', sym = 'Fe', n = 26; density = 7.874;
metal = true;
color = lib.color(.3,.3,.3);
};
copper = {
|
Modified mods/starlit-scenario/init.lua from [a805932fc9] to [98f93d94ac].
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{'starlit_electronics:shred', 0};
--{'starlit_electronics:compile_empire', 0};
{'starlit_electronics:autodoc_deluxe', 1};
--{'starlit_electronics:driver_compiler_empire', 0};
});
survivalware = makeChip('Emergency Survivalware', {
{'starlit_electronics:battery_chemical_commune_small', 0};
}, {
{'starlit_electronics:shred', 0};
{'starlit_electronics:compile_commune', 0};
{'starlit_electronics:nanomed', 0};
{'starlit_electronics:driver_compiler_commune', 0};
});
misfortune = makeChip("Sold1er0fMisf0rtune TOP Schematic Crackz REPACK", {
|
> |
42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 |
{'starlit_electronics:shred', 0};
--{'starlit_electronics:compile_empire', 0};
{'starlit_electronics:autodoc_deluxe', 1};
--{'starlit_electronics:driver_compiler_empire', 0};
});
survivalware = makeChip('Emergency Survivalware', {
{'starlit_electronics:battery_chemical_commune_small', 0};
{'starlit_tech:chem_lamp', 0};
}, {
{'starlit_electronics:shred', 0};
{'starlit_electronics:compile_commune', 0};
{'starlit_electronics:nanomed', 0};
{'starlit_electronics:driver_compiler_commune', 0};
});
misfortune = makeChip("Sold1er0fMisf0rtune TOP Schematic Crackz REPACK", {
|
Added mods/starlit-tech/init.lua version [2a09a8ef6e].
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local lib = starlit.mod.lib do -- chemlamp local burnTime = 60*60 local maxBright = 12 local stages = maxBright local stageTimeout = burnTime / stages local function chemLampID(n) if n == stages then return 'starlit_tech:chem_lamp' end return string.format('starlit_tech:chem_lamp_%s',n) end local fab = starlit.type.fab { element = { carbon = 8, magnesium = 2 }; cost = { power = 100 }; flag = { print = true }; time = { print = 5 }; reverseEngineer = { complexity = 1; sw = 'starlit_tech:schematic_chem_lamp'; }; }; for i = stages, 0, -1 do minetest.register_node(chemLampID(i), { short_description = 'Chem Lamp'; description = starlit.ui.tooltip { title = 'Chem Lamp'; desc = "A simple carbon-frame chemical light source powered by ambient oxygen. Cheap, quick to print, and biodedragable, without any need for an electric grid or complex power storage mechanism. However, the light only lasts a few days, after which the lamp must be recycled or discarded."; color = lib.color(1,.4,.1); props = { {title = 'Burn Remaining', desc=lib.math.timespec(stageTimeout * i), affinity=i > 4 and 'good' or 'bad'}; {title = 'Mass', desc='10g', affinity='info'}; }; }; drawtype = 'nodebox'; groups = { object = 2; attached_node = 1; }; node_box = { type = 'fixed'; fixed = { -.4, -.5, -.20; .4, -.3, .20; }; }; tiles = { lib.image 'starlit-tech-lamp-glow.png' :fade(1 - i/stages) :blit(lib.image 'starlit-tech-lamp.png') :render(); }; paramtype = 'light'; paramtype2 = 'wallmounted'; wallmounted_rotate_vertical = true; light_source = math.floor(lib.math.lerp(i/stages, 0, maxBright)); on_construct = i ~= 0 and function(pos) local t = minetest.get_node_timer(pos) t:start(stageTimeout) end or nil; on_timer = i ~= 0 and function(pos) local me = minetest.get_node(pos) minetest.swap_node(pos, {name=chemLampID(i-1), param2=me.param2}) return i > 1 end or nil; _starlit = { mass = 10; fab = fab; recover = starlit.type.fab { element = { carbon = 8; magnesium = math.floor(lib.math.lerp(i/stages, 0, 2)); }; time = { shred = .5; shredPower = 2; }; }; }; }) end starlit.item.sw.link('starlit_tech:schematic_chem_lamp', { name = 'Chem Lamp Schematic'; kind = 'schematic'; input = fab; output = chemLampID(stages); size = 32e6; cost = { cycles = 8e9; ram = 16e6; }; rarity = 1; }) end |
Added mods/starlit-tech/mod.conf version [4aaf988ed1].
> > > |
1 2 3 |
name = starlit_tech title = starlit tech depends = vtlib, starlit, starlit_material, starlit_electronics |
Added mods/starlit/compile.lua version [8a9b22510e].
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local lib = starlit.mod.lib local recentJobs do local T,G = lib.marshal.t, lib.marshal.g recentJobs = G.array(8, T.str) end local function getRecentJobs(state) for i,v in ipairs(state.pgm.file.body.conf) do if v.key == 'recent' then return recentJobs.dec(v.value), i end end return {} end local function buyPrintJob(state, invs, cost, scm) -- consume consumables -- FIXME handle cost.leftovers from partially-consumed items for _, v in pairs(cost.consume) do -- assert(v.inv == 1, 'impossible condition (wrong inventory ID)') local i = invs[v.inv] i.hnd:set_stack(i.list, v.slot, v.remain) end local output = ItemStack(scm.sw.output):get_definition() local fab = scm.sw.input local job_t = starlit.store.compilerJob local conf = state.pgm.file.body.conf table.insert(conf, { key='job', value=job_t.enc { schematic = scm.id; cyclesLeft = scm.sw.cost and scm.sw.cost.cycles or 0; timeLeft = (fab.time and fab.time.print or 0); } }) end local function compilerCanPrint(user, cpl, scm) local E = starlit.mod.electronics local output = ItemStack(scm.sw.output):get_definition() local fab = scm.sw.input local sw = scm.sw local ok, consume, unsat, leftover, itemSpec = fab:seek { user.entity:get_inventory():get_list 'main'; } local cost = { fab = fab, output = output; 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 = E.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 starlit.alg.compilerCanPrint = compilerCanPrint -- TODO destroy suit interfaces when power runs out or suit/chip is otherwise disabled starlit.interface.install(starlit.type.ui { id = 'starlit:compile-matter-component'; sub = { suit = function(state, user, evt) if evt.kind == 'disrobe' then state:close() elseif evt.kind == 'power' and evt.mode == 'off' then state:close() end end; playerInventory = function(state,user) -- refresh end; }; pages = { index = { setupState = function(state, user, ctx) local E = starlit.mod.electronics state.pgm = ctx.program state.ctx = ctx state.select = {} 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; refresh = true; handle = function(state, user, q) local E = starlit.mod.electronics if not state.ctx.verify() then state.close() end local inv = user.entity:get_inventory() local sel = state.select state.fetch() local chips = state.select.chips local function chirp() user:suitSound 'starlit-nav' end -- are we signalling a reprint? for k in next, q do local idx = k:match'^recent_(%d+)$' if idx then local jobs = getRecentJobs(state) local scmid = jobs[tonumber(idx)] if not scmid then return false end -- get list of available schematics and make sure this is on it local cst = inv:get_list 'starlit_suit_chips' local all = E.chip.usableSoftware(cst, nil, function(s) return s.sw.kind == 'schematic' end) local scm for i, s in ipairs(all) do if s.id == scmid then scm = s goto found end end ::fail:: do user:suitSound 'starlit-error' return false end ::found:: local ok,cost = compilerCanPrint(user, state.pgm, scm) if not ok then goto fail end user:suitSound 'starlit-configure' buyPrintJob(state, {{hnd=inv,list='main'}}, cost, scm) state.ctx.saveConf() return true end end local function trySelection(id) if sel[id] == nil then for k in next, q do local pat = "^"..id.."_(%d+)$" -- 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' buyPrintJob(state, {{hnd=inv,list='main'}}, cost, scm) -- add recent print local rctList, pairIdx = getRecentJobs(state) if #rctList >= 30 then table.remove(rctList) end if not lib.tbl.has(rctList, scm.id) then table.insert(rctList,1,scm.id) end local conf = state.pgm.file.body.conf local encoded = recentJobs.enc(rctList) if pairIdx then conf[pairIdx].value = encoded else table.insert(conf, {key='recent', value=encoded}) end -- write chip state.ctx.saveConf() -- clear selection 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() state.ctx.pullConf() local function pushSelector(id, item, label, desc, req) local rh = .5 local label = {kind = 'text', w = 10-1.5, h=1.5; text = '<global valign=middle>'..lib.str.htsan(label) } if req then label.h = label.h - rh - .2 local imgs = {} for ci,c in ipairs(req) do for ei, e in ipairs(c.list) do table.insert(imgs, {kind = 'img', w=rh, h=rh, img=e.img}) end end label = {kind = 'vert', w = 10-1.5, h=1.5; label; {kind ='hztl', w=10-1.5, h=rh; unpack(imgs); } } end table.insert(pgmSelector, {kind = 'hztl', w=10,h=1.5; {kind = 'contact', id=id, w=1.5, h=1.5; item = item; color = {hue=220, sat=0, lum=0}; desc = desc; }; label; }) end local back = {kind = 'button', id='back', label = '<- Back', w=10,h=1.2} if sel.chips == nil then table.insert(pgmSelector, {kind = 'img', img = 'starlit-ui-alert.png', w=2, h=2}) elseif sel.chip == nil then for i, c in ipairs(sel.chips.order) do -- TODO filter out chips without schematics? pushSelector('chip_' .. c.data.uuid, c.stack, c.data.label) end if next(sel.chips.order) then table.insert(pgmSelector, {kind = 'hztl', w=10,h=1.5; {kind = 'button', w=5,h=1.5; id='showAll', label='Show All'}; {kind = 'button', w=5,h=1.5; id='find', label='Find'}; }) end else if sel.scm == nil then for idx, ent in ipairs(sel.scms) do local fab = ItemStack(ent.sw.output):get_definition()._starlit.fab if fab.flag and 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 = scm.sw.input 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, commitLabel = 120 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 local rec = getRecentJobs(state) local recentList = {kind = 'hwrap', cols=3} if rec then for i,id in ipairs(rec) do local out = ItemStack(starlit.item.sw.db[id].output) table.insert(recentList, {kind='contact',w=1.5,h=1.5,id=string.format('recent_%s',i), item = out}) end end local queue = {kind='pane', w=5, h=9.5} for i,v in ipairs(state.pgm.file.body.conf) do if v.key == 'job' then local job = starlit.store.compilerJob.dec(v.value) local scm = starlit.item.sw.db[job.schematic] local cycTotal = (scm.cost and scm.cost.cycles or 0) local secTotal = (scm.input.time and scm.input.time.print or 0) local cycPct = cycTotal == 0 and 1 or (1 - job.cyclesLeft/cycTotal) local secPct = secTotal == 0 and 1 or (1 - job.timeLeft/secTotal) local out = ItemStack(scm.output) local cycBar = {kind = 'hbar', fac = cycPct, w=5-1.5, h = .5; color={hue=150,sat=0,lum=0}; text=string.format("Compute %s%%", math.floor(cycPct*100)); } local secBar = {kind = 'hbar', fac = secPct, w=5-1.5, h = .5; color={hue=50,sat=0,lum=0}; text=string.format("Assemble %s%%", math.floor(secPct*100)); } table.insert(queue, {kind='hztl'; w=5, h=1.5; {kind = 'contact', w=1.5,h=1.5, id=string.format('cancel_%s', i), item = out}; {kind = 'vert', w=5-1.5, h=1.5; {kind = 'label', text=out:get_definition().short_description, w=5-1.5, h=.75}; (cycPct < 1 and cycBar or secBar); } }) end end return starlit.ui.build { kind = 'hztl', padding = 0.5; w = 20, h = 10, mode = 'sw'; {kind = 'vert', w = 5, h = 5; {kind = 'hbar', fac=0, w = 5, h = .5, text = '<b><left>Recent Prints</left></b>'}; recentList; }; {kind = 'vert', w = 10, h = 10; {kind = 'hbar', fac=0, w = 10, h = .5, text = '<b>Program Select</b>'}; {kind = 'pane', w = 10, h = 9.5, id='pgmSelect'; unpack(pgmSelector) }; }; {kind = 'vert', w = 5, h = 10; {kind = 'hbar', fac=0, w = 5, h = .5, text = '<b><right>Print Queue</right></b>'}; queue; }; } end; }; }; }) |
Modified mods/starlit/fab.lua from [a2443e45a4] to [f85992f960].
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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]
................................................................................
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
|
|
>
|
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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]
................................................................................
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)
table.insert(consumed, sv)
end
if amtFound >= amt then goto suffice end
end
end
end
end
|
Modified mods/starlit/init.lua from [aee56c43bb] to [a5bde19f07].
54 55 56 57 58 59 60 61 62 63 64 65 66 67 ... 275 276 277 278 279 280 281 282 283 284 285 286 287 288 ... 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 ... 392 393 394 395 396 397 398 399 400 401 402 403 404 405 |
};
interface = lib.registry.mk 'starlit:interface';
item = {
food = lib.registry.mk 'starlit:food';
seed = lib.registry.mk 'starlit:seed';
};
region = {
radiator = {
store = AreaStore();
emitters = {};
};
};
................................................................................
starlit.include 'fx/nano'
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 --
................................................................................
return starlit.ui.userMenuDispatch(user,fields)
end
local ui = starlit.interface.db[formid]
local state = starlit.activeUI[name] or {}
if formid == '__builtin:help_cmds'
or formid == '__builtin:help_privs'
then return false end
assert(state.form == formid) -- sanity check
user:onRespond(ui, state, fields)
if fields.quit then
starlit.activeUI[name] = nil
end
return true
end)
................................................................................
})
minetest.register_item("starlit:_hand_dig", {
type = "none",
wield_image = "wieldhand.png",
wield_scale = {x=1,y=1,z=2.5},
tool_capabilities = {
groupcaps = {
plant = {maxlevel=1, times = {.50}};
-- sand, dirt, gravel
looseClump = {maxlevel=1, times = {1.5, 2.5}};
};
}
})
|
> > > > | > > > > |
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};
interface = lib.registry.mk 'starlit:interface';
item = {
food = lib.registry.mk 'starlit:food';
seed = lib.registry.mk 'starlit:seed';
};
-- complex algorithms that cut across namespaces or don't belong anywhere else
alg = {};
region = {
radiator = {
store = AreaStore();
emitters = {};
};
};
................................................................................
starlit.include 'fx/nano'
starlit.include 'element'
starlit.include 'terrain'
starlit.include 'interfaces'
starlit.include 'compile'
starlit.include 'suit'
-- minetest.settings:set('movement_gravity', starlit.world.planet.gravity) -- ??? seriously???
-- THIS OVERRIDES THE GLOBAL SETTING *AND PERSISTS IT* WHAT IN THE SATANIC FUCK
---------------
-- callbacks --
................................................................................
return starlit.ui.userMenuDispatch(user,fields)
end
local ui = starlit.interface.db[formid]
local state = starlit.activeUI[name] or {}
if formid == '__builtin:help_cmds'
or formid == '__builtin:help_privs'
then return false end
if not (state.form == formid) then -- sanity check
log.warn('user %s attempted to send form %s while %s was active', name, formid, state.form)
return false
end
user:onRespond(ui, state, fields)
if fields.quit then
starlit.activeUI[name] = nil
end
return true
end)
................................................................................
})
minetest.register_item("starlit:_hand_dig", {
type = "none",
wield_image = "wieldhand.png",
wield_scale = {x=1,y=1,z=2.5},
tool_capabilities = {
groupcaps = {
object = {maxlevel=1, times = {.20,.10}};
plant = {maxlevel=1, times = {.50}};
-- sand, dirt, gravel
looseClump = {maxlevel=1, times = {1.5, 2.5}};
};
}
})
|
Modified mods/starlit/interfaces.lua from [c1a1690c3b] to [ddaa1e9478].
12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 .. 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 ... 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 ... 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 ... 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 ... 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 |
img='starlit-ui-icon-nano.png', close=true, color = cmode'nano'};
{kind = 'contact', w=1.5,h=1.5, id = 'mode_weapon',
img='starlit-ui-icon-weapon.png', close=true, color = cmode'weapon'};
{kind = 'contact', w=1.5,h=1.5, id = 'mode_psi',
img='starlit-ui-icon-psi.png', close=true, color = cmode'psi'};
};
{kind = 'hztl';
{kind = 'contact', w=1.5,h=1.5, id = 'open_elements',
img='starlit-ui-icon-element.png'};
{kind = 'contact', w=1.5,h=1.5, id = 'open_suit',
img='starlit-item-suit.png^[hsl:200:-.7:0'};
{kind = 'contact', w=1.5,h=1.5, id = 'open_psi',
img='starlit-ui-icon-psi-cfg.png'};
{kind = 'contact', w=1.5,h=1.5, id = 'open_body',
img='starlit-ui-icon-self.png'};
................................................................................
else
setSuitMode(e)
end
return true
end
end
if fields.open_elements then
user:openUI('starlit:user-menu', 'compiler')
return true
elseif fields.open_psi then
user:openUI('starlit:user-menu', 'psi')
return true
elseif fields.open_suit then
if not user:naked() then
user:openUI('starlit:user-menu', 'suit')
................................................................................
end
local function abilityMenu(a)
-- select primary/secondary abilities or activate ritual abilities
local p = {kind = 'vert'}
for _, o in ipairs(a.order) do
local m = a.menu[o]
table.insert(p, {kind='hbar', fac=0.5, text=string.format("<b>%s</b>",m.label), w=a.w, h = .5})
table.insert(p, wrapMenu(a.w, a.h, 1.2, 2, m.opts))
end
return p
end
local function pptrMatch(a,b)
if a == nil or b == nil then return false end
................................................................................
return (a.chipID ~= nil and (a.chipID == b.chipID and a.pgmIndex == b.pgmIndex))
or (a.ref ~= nil and a.ref == b.ref)
end
starlit.interface.install(starlit.type.ui {
id = 'starlit:user-menu';
pages = {
compiler = {
setupState = function(state, user)
-- nanotech/suit software menu
local chips = user.entity:get_inventory():get_list 'starlit_suit_chips' -- FIXME need better subinv api
local sw = starlit.mod.electronics.chip.usableSoftware(chips)
state.suitSW = {}
local dedup = {}
for i, r in ipairs(sw) do if
................................................................................
end
end
if not pgm then return false end -- HAX
-- kind=active programs must be assigned to a command slot
-- kind=direct programs must open their UI
-- kind=passive programs must toggle on and off
local function suitCtx(pgm)
local chips = user.entity:get_inventory():get_list 'starlit_suit_chips'
local pgmctx = starlit.mod.electronics.chip.usableSoftware(chips, {pgm})[1]
return {
context = 'suit';
program = pgmctx;
}
end
if pgm.sw.powerKind == 'active' then
if cfg then
user:openUI(pgm.sw.ui, 'index', {
context = 'suit';
................................................................................
if q.powerMode_off then suitMode = 'off'
elseif q.powerMode_save then suitMode = 'powerSave'
elseif q.powerMode_on then suitMode = 'on' end
if suitMode then
user:suitPowerStateSet(suitMode)
return true
end
end;
};
};
})
local function compilerCanPrint(user, cpl, scm)
local output = ItemStack(scm.sw.output):get_definition()
local fab = output._starlit.fab
local sw = scm.sw
local ok, consume, unsat, leftover, itemSpec = fab:seek {
user.entity:get_inventory():get_list 'main';
}
local cost = {
consume = consume, unsat = unsat, leftover = leftover, itemSpec = itemSpec;
runtimeEstimate = scm.speed + cpl.speed + (fab.time and fab.time.print or 0);
power = cpl.powerCost + scm.powerCost;
ram = (cpl.cost and cpl.cost.ram or 0)
+ (scm.cost and scm.cost.ram or 0);
cycles = (cpl.cost and cpl.cost.cycles or 0)
+ (scm.cost and scm.cost.cycles or 0);
}
local userComp = starlit.mod.electronics.chip.sumCompute(
user.entity:get_inventory():get_list 'starlit_suit_chips'
)
if ok and cost.power <= user:suitCharge() and cost.ram <= userComp.ram then
return true, cost
else return false, cost end
end
-- TODO destroy suit interfaces when power runs out or suit/chip is otherwise disabled
starlit.interface.install(starlit.type.ui {
id = 'starlit:compile-matter-component';
sub = {
suit = function(state, user, evt)
if evt.kind == 'disrobe' then state:close()
elseif evt.kind == 'power' and evt.mode == 'off' then state:close() end
end;
playerInventory = function(state,user)
-- refresh
end;
};
pages = {
index = {
setupState = function(state, user, ctx)
state.pgm = ctx.program
state.select = {}
local E = starlit.mod.electronics
if ctx.context == 'suit' then
state.fetch = function()
local cst = user.entity:get_inventory():get_list 'starlit_suit_chips'
local cl = {order={}, map={}, slot={}}
for i, c in ipairs(cst) do
if not c:is_empty() then
local d = E.chip.read(c)
local co = {
stack = c;
data = d;
}
table.insert(cl.order, co)
cl.map[d.uuid] = co
cl.slot[i] = co
end
end
-- kill me fam
if ( state.select.chip
and state.select.chip ~= true
and not cl.map[state.select.chip])
or (state.select.scm
and not state.select.scms[state.select.scm])
then
-- chip or pgm no longer available
user:suitSound 'starlit-error'
state.select = {}
end
state.select.chips = cl
state.select.scms = {}
if state.select.chip then
state.select.scms = E.chip.usableSoftware(cst,nil, function(s)
if state.select.chip ~= true then
if cl.slot[s.chipSlot].data.uuid ~= state.select.chip then
return false
end
end
return s.sw.kind == 'schematic'
end)
end
end
end
end;
onClose = function(state, user)
user:suitSound 'starlit-quit'
end;
handle = function(state, user, q)
local sel = state.select
state.fetch()
local chips = state.select.chips
local function chirp()
user:suitSound 'starlit-nav'
end
local function trySelection(id)
if sel[id] == nil then
for k in next, q do
local pat = "^"..id.."_(%d+)$" -- ew
local idx = k:match(pat)
if idx then
local cm = tonumber(idx)
if cm then
chirp()
sel[id] = cm
return true
end
end
end
end
end
if sel.chip == nil then
if q.showAll then
chirp()
sel.chip = true
return true
elseif q.find then
chirp()
-- TODO
return true
end
end
if trySelection('chip') then
return true
elseif trySelection('scm') then
return true
else
if q.back then
chirp()
if sel.input then
sel.input = nil
elseif sel.scm then
sel.scm = nil
elseif sel.chip then
sel.chip = nil
end
return true
elseif q.commit then
if not sel.input then
chirp()
sel.input = true
return true
else
local scm = sel.scms[sel.scm]
local ok, cost = compilerCanPrint(user, state.pgm, scm)
if ok then
user:suitSound 'starlit-configure'
-- consume consumables
-- add print job
state.select = {}
return true
else
user:suitSound 'starlit-error'
end
end
end
end
end;
render = function(state, user)
local sel, pgmSelector = state.select, {}
state.fetch()
local function pushSelector(id, item, label, desc, req)
local rh = .5
local label = {kind = 'text', w = 10-1.5, h=1.5;
text = '<global valign=middle>'..lib.str.htsan(label) }
if req then
label.h = label.h - rh - .2
local imgs = {}
for ci,c in ipairs(req) do
for ei, e in ipairs(c.list) do
table.insert(imgs, {kind = 'img', w=rh, h=rh, img=e.img})
end
end
label = {kind = 'vert', w = 10-1.5, h=1.5;
label;
{kind ='hztl', w=10-1.5, h=rh; unpack(imgs); }
}
end
table.insert(pgmSelector, {kind = 'hztl', w=10,h=1.5;
{kind = 'contact', id=id, w=1.5, h=1.5;
item = item;
color = {hue=220, sat=0, lum=0};
desc = desc;
};
label;
})
end
local back = {kind = 'button', id='back', label = '<- Back', w=10,h=1.2}
if sel.chips == nil then
table.insert(pgmSelector, {kind = 'img', img = 'starlit-ui-alert.png', w=2, h=2})
elseif sel.chip == nil then
for i, c in ipairs(sel.chips.order) do
-- TODO filter out chips without schematics?
pushSelector('chip_' .. c.data.uuid, c.stack, c.data.label)
end
if next(sel.chips.order) then
table.insert(pgmSelector, {kind = 'hztl', w=10,h=1.5;
{kind = 'button', w=5,h=1.5; id='showAll', label='Show All'};
{kind = 'button', w=5,h=1.5; id='find', label='Find'};
})
end
else
if sel.scm == nil then
for idx, ent in ipairs(sel.scms) do
local fab = ItemStack(ent.sw.output):get_definition()._starlit.fab
if fab.flag.print then
local req = fab:visualize()
pushSelector('scm_' .. idx, ent.sw.output, ent.sw.name, nil, req)
end
end
table.insert(pgmSelector, back)
else
local scm = sel.scms[sel.scm]
local output = ItemStack(scm.sw.output):get_definition()
local fab = output._starlit.fab
local sw = scm.sw
local function unmet(str)
return lib.color(1,.3,.3):fmt(str)
end
table.insert(pgmSelector, {kind = 'hztl', w=10, h=1.2;
{kind = 'img', item = sw.output, w=1.2, h=1.2, desc=output.description};
{kind = 'text', text = string.format('<global valign=middle><b>%s</b>', lib.str.htsan(sw.name)), w=10-1.2,h=1.2};
})
local inputTbl = {kind = 'vert', w=5,h=0;
{kind = 'hbar', w=5, h=.5, text=sel.input and 'Input Plan' or 'Input'}};
local costTbl = {kind = 'vert', w=5,h=0;
{kind = 'hbar', w=5, h=.5, text=sel.input and 'Process Plan' or 'Process'}};
local reqPane = {kind = 'pane', id='reqPane', w=10, h=7;
{kind = 'hztl', w=10,h=0; inputTbl, costTbl}
}
local function pushCost(x, t, val)
table.insert(costTbl, {kind='label', w=4.5,h=.5,x=x;
text=string.format('%s: %s',t,val);
})
end
local function pushComputeCosts(header, p)
if p then
table.insert(costTbl, {kind = 'label', w=5, h=.5, x=0; text=header});
if p.cycles then
pushCost(.5, 'Compute', lib.math.siUI({'cycle','cycles'}, p.cycles, true))
end
if p.power then
local str = lib.math.siUI('J', p.power)
if p.power > user:suitCharge() then str = unmet(str) end
pushCost(.5, 'Power', str)
end
if p.ram then
local str = string.format("%s / %s",
lib.math.siUI('B', p.ram),
lib.math.siUI('B', state.pgm.comp.ram))
if p.ram > state.pgm.comp.ram then str = unmet(str) end
pushCost(.5, 'Memory', str)
end
end
end
local function fabToUI(x, inputTbl, req)
for ci,c in ipairs(req) do
table.insert(inputTbl, {kind = 'label', w=5-x, h=.5, x=x;
text=lib.str.capitalize(c.header)});
for ei,e in ipairs(c.list) do
table.insert(inputTbl, {kind = 'hztl', w=4.5-x, h=.5, x=x+.5;
{kind='img', w=.5,h=.5, img=e.img};
{kind='label', w=3.3,h=.5,x=.2, text=lib.str.capitalize(e.label)};
});
end
end
end
local commitHue=120, commitLabel
if not sel.input then
commitLabel = 'Plan'
fabToUI(0, inputTbl, fab:visualize())
local function pushComputeCostsSw(header, p)
if p.sw.cost then
pushComputeCosts(header, {
cycles = p.sw.cost.cycles;
power = p.powerCost;
ram = p.sw.cost.ram;
})
end
end
pushComputeCostsSw('Schematic', scm)
pushComputeCostsSw('Compiler', state.pgm)
else
commitLabel = 'Commit'
pushComputeCosts('Total', {
cycles = (scm.sw.cost and scm.sw.cost.cycles or 0)
+ (state.pgm.sw.cost and state.pgm.sw.cost.cycles or 0);
power = (scm.powerCost or 0)
+ (state.pgm.powerCost or 0)
+ (fab.cost and fab.cost.power or 0);
ram = (scm.sw.cost and scm.sw.cost.ram or 0)
+ (state.pgm.sw.cost and state.pgm.sw.cost.ram or 0);
})
if fab.time and fab.time.print then
pushCost(0, 'Job Runtime', lib.math.timespec(fab.time.print + scm.speed))
pushCost(.5, 'Print Time', lib.math.timespec(fab.time.print))
pushCost(.5, 'CPU Time', lib.math.timespec(scm.speed + state.pgm.speed))
end
local ok, compileCost = compilerCanPrint(user, state.pgm, scm)
fabToUI(0, inputTbl, compileCost.itemSpec:visualize())
if next(compileCost.unsat) then
local vis = compileCost.unsat:visualize()
for si, s in ipairs(vis) do
s.header = 'Missing ' .. s.header
for ei, e in ipairs(s.list) do
e.label = lib.color(1,.2,.2):fmt(e.label)
end
end
fabToUI(0, inputTbl, vis)
end
if not ok then commitHue = 0 end
end
table.insert(pgmSelector, reqPane)
table.insert(pgmSelector, {kind = 'hztl', w=10,h=1.2;
{kind = 'button', id='back', label = '← Back', w=5,h=1.2};
{kind = 'button', id='commit', label = commitLabel .. ' →', w=5,h=1.2, color={hue=commitHue,sat=0,lum=0}};
})
end
end
return starlit.ui.build {
kind = 'hztl', padding = 0.5; w = 20, h = 10, mode = 'sw';
{kind = 'vert', w = 5, h = 5;
{kind = 'hbar', fac=0, w = 5, h = .5, text = '<b><left>Recent Prints</left></b>'};
};
{kind = 'vert', w = 10, h = 10;
{kind = 'hbar', fac=0, w = 10, h = .5, text = '<b>Program Select</b>'};
{kind = 'pane', w = 10, h = 9.5, id='pgmSelect';
unpack(pgmSelector)
};
};
{kind = 'vert', w = 5, h = 10;
{kind = 'hbar', fac=0, w = 5, h = .5, text = '<b><right>Print Queue</right></b>'};
};
}
end;
};
};
})
|
| | | | | > < | | > > > > > > > > > > > > > > > > | < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < |
12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 .. 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 ... 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 ... 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 ... 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 ... 511 512 513 514 515 516 517 518 519 520 521 |
img='starlit-ui-icon-nano.png', close=true, color = cmode'nano'};
{kind = 'contact', w=1.5,h=1.5, id = 'mode_weapon',
img='starlit-ui-icon-weapon.png', close=true, color = cmode'weapon'};
{kind = 'contact', w=1.5,h=1.5, id = 'mode_psi',
img='starlit-ui-icon-psi.png', close=true, color = cmode'psi'};
};
{kind = 'hztl';
{kind = 'contact', w=1.5,h=1.5, id = 'open_nano',
img='starlit-ui-icon-element.png'};
{kind = 'contact', w=1.5,h=1.5, id = 'open_suit',
img='starlit-item-suit.png^[hsl:200:-.7:0'};
{kind = 'contact', w=1.5,h=1.5, id = 'open_psi',
img='starlit-ui-icon-psi-cfg.png'};
{kind = 'contact', w=1.5,h=1.5, id = 'open_body',
img='starlit-ui-icon-self.png'};
................................................................................
else
setSuitMode(e)
end
return true
end
end
if fields.open_nano then
user:openUI('starlit:user-menu', 'nano')
return true
elseif fields.open_psi then
user:openUI('starlit:user-menu', 'psi')
return true
elseif fields.open_suit then
if not user:naked() then
user:openUI('starlit:user-menu', 'suit')
................................................................................
end
local function abilityMenu(a)
-- select primary/secondary abilities or activate ritual abilities
local p = {kind = 'vert'}
for _, o in ipairs(a.order) do
local m = a.menu[o]
table.insert(p, {kind='hbar', fac=0, text=string.format("<b>%s</b>",m.label), w=a.w, h = .5})
table.insert(p, wrapMenu(a.w, a.h, 1.2, 2, m.opts))
end
return p
end
local function pptrMatch(a,b)
if a == nil or b == nil then return false end
................................................................................
return (a.chipID ~= nil and (a.chipID == b.chipID and a.pgmIndex == b.pgmIndex))
or (a.ref ~= nil and a.ref == b.ref)
end
starlit.interface.install(starlit.type.ui {
id = 'starlit:user-menu';
pages = {
nano = {
setupState = function(state, user)
-- nanotech/suit software menu
local chips = user.entity:get_inventory():get_list 'starlit_suit_chips' -- FIXME need better subinv api
local sw = starlit.mod.electronics.chip.usableSoftware(chips)
state.suitSW = {}
local dedup = {}
for i, r in ipairs(sw) do if
................................................................................
end
end
if not pgm then return false end -- HAX
-- kind=active programs must be assigned to a command slot
-- kind=direct programs must open their UI
-- kind=passive programs must toggle on and off
local inv = user.entity:get_inventory()
local function suitCtx(pgm)
local uuid = starlit.mod.electronics.chip.read(pgm.chip).uuid
return {
context = 'suit';
program = pgm;
verify = function() -- ew!!
local chipInSlot = inv:get_stack('starlit_suit_chips', pgm.chipSlot)
local csd = starlit.mod.electronics.chip.read(chipInSlot)
return csd.uuid == uuid
end;
saveConf = function(cfg) cfg = cfg or pgm.file.body.conf
pgm.file.body.conf = cfg
pgm.fd:write(pgm.file)
inv:set_stack('starlit_suit_chips', pgm.chipSlot, pgm.fd.chip)
user:reconfigureSuit()
end;
pullConf = function()
local stack = inv:get_stack('starlit_suit_chips', pgm.chipSlot)
pgm.fd.chip=stack
pgm.file = pgm.fd:read()
end;
}
end
if pgm.sw.powerKind == 'active' then
if cfg then
user:openUI(pgm.sw.ui, 'index', {
context = 'suit';
................................................................................
if q.powerMode_off then suitMode = 'off'
elseif q.powerMode_save then suitMode = 'powerSave'
elseif q.powerMode_on then suitMode = 'on' end
if suitMode then
user:suitPowerStateSet(suitMode)
return true
end
end;
};
};
})
|
Modified mods/starlit/store.lua from [9cc49bcaa7] to [ac25f2dec5].
20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 |
for k,v in pairs(starlit.world.stats) do
statStructFields[k] = v.srzType or (
(v.base == true or v.base > 0) and T.s16 or T.u16
)
end
starlit.store.compilerJob = G.struct {
schematic = T.str;
progress = T.clamp;
}
starlit.store.persona = G.struct {
name = T.str;
species = T.str;
speciesVariant = T.str;
background = T.str;
|
| | > |
20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 |
for k,v in pairs(starlit.world.stats) do
statStructFields[k] = v.srzType or (
(v.base == true or v.base > 0) and T.s16 or T.u16
)
end
starlit.store.compilerJob = G.struct {
schematic = T.str;
cyclesLeft = T.u64;
timeLeft = T.decimal;
}
starlit.store.persona = G.struct {
name = T.str;
species = T.str;
speciesVariant = T.str;
background = T.str;
|
Modified mods/starlit/suit.lua from [8324bad06e] to [f9e736d40a].
427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 |
break
end
end
local fn if s.powerKind == 'passive'
then fn = s.run
else fn = s.bgProc
end
function prop.saveConf(cfg) cfg = cfg or conf
prop.fd:write(cfg)
inv:set_stack('starlit_suit_chips', prop.chipSlot, prop.fd.chip)
reconfSuit = true
end
function prop.giveItem(st)
u:thrustUpon(st)
end
if enabled and fn(u, prop, suitInterval, runState) then
runState.pgmsRun[s] = true
end
|
| > > > > > |
427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 |
break end end local fn if s.powerKind == 'passive' then fn = s.run else fn = s.bgProc end function prop.saveConf(cfg) cfg = cfg or prop.file prop.fd:write(cfg) inv:set_stack('starlit_suit_chips', prop.chipSlot, prop.fd.chip) reconfSuit = true end function prop.pullConf() local stack = inv:get_stack('starlit_suit_chips', suitprog.chipSlot) prop.fd.chip=stack prop.file = prop.fd:read() end function prop.giveItem(st) u:thrustUpon(st) end if enabled and fn(u, prop, suitInterval, runState) then runState.pgmsRun[s] = true end |
Modified mods/starlit/terrain.lua from [4e1556f916] to [e1d816e7a5].
240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 |
tiles = {'starlit-terrain-feldspar.png'};
excludeOre = true;
recover = starlit.type.fab {
time = { shred = 3; };
cost = { shredPower = 3; };
};
recover_vary = function(rng, ctx)
-- print('vary!', rng:int(), rng:int(0,10))
return starlit.type.fab {
element = {
aluminum = rng:int(0,4);
potassium = rng:int(0,2);
calcium = rng:int(0,2);
}
};
|
< |
240 241 242 243 244 245 246 247 248 249 250 251 252 253 |
tiles = {'starlit-terrain-feldspar.png'};
excludeOre = true;
recover = starlit.type.fab {
time = { shred = 3; };
cost = { shredPower = 3; };
};
recover_vary = function(rng, ctx)
return starlit.type.fab {
element = {
aluminum = rng:int(0,4);
potassium = rng:int(0,2);
calcium = rng:int(0,2);
}
};
|
Modified mods/starlit/ui.lua from [08cb8bbbbd] to [16bf595c8c].
150 151 152 153 154 155 156 157 158 159 160 161 162 163 |
widget('container[%s,%s]%scontainer_end[]', state.x, state.y, src)
-- TODO alignments
state.x=state.x + state.spacing + st.w
state.h = math.max(state.h, st.h)
end
state.h = state.h + state.padding
state.w = state.x + state.padding/2
elseif def.kind == 'pane' then
widget('scroll_container[%s,%s;%s,%s;%s;vertical]',
state.x, state.y, state.w, state.h,
def.id)
local y = 0
for _, w in ipairs(def) do
local src, st = starlit.ui.build(w, state)
|
> > > > > > > > > > > > > > > > > > > > > > > |
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 |
widget('container[%s,%s]%scontainer_end[]', state.x, state.y, src)
-- TODO alignments
state.x=state.x + state.spacing + st.w
state.h = math.max(state.h, st.h)
end
state.h = state.h + state.padding
state.w = state.x + state.padding/2
elseif def.kind == 'hwrap' then
local idx, rowH, totalH = 0,0,0
local cols = def.cols or math.huge
local startX = state.x
local maxX = startX
for _, w in ipairs(def) do idx = idx + 1
local src, st = starlit.ui.build(w, state)
-- TODO alignments
rowH = math.max(rowH, st.h)
if idx > cols or def.w and (state.x + state.spacing + st.w > def.w) then
totalH = totalH + rowH
state.x = startX
rowH,idx = 0,0
state.y = state.y + state.spacing + st.h
end
widget('container[%s,%s]%scontainer_end[]', state.x, state.y, src)
state.x=state.x + state.spacing + st.w
maxX = math.max(state.x, maxX)
end
totalH = totalH + rowH
state.h = math.max(state.h, totalH) + state.padding
state.w = state.x + state.padding/2
state.x = maxX
elseif def.kind == 'pane' then
widget('scroll_container[%s,%s;%s,%s;%s;vertical]',
state.x, state.y, state.w, state.h,
def.id)
local y = 0
for _, w in ipairs(def) do
local src, st = starlit.ui.build(w, state)
|
Modified mods/starlit/user.lua from [c928629a64] to [aa3a95c242].
1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 .... 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 .... 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 |
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 ................................................................................ return true; -- TODO end; --------------- -- inventory -- --------------- give = function(self, item) local inv = self.entity:get_inventory() local function is(grp) return minetest.get_item_group(item:get_name(), grp) ~= 0 end -- TODO notif popups if is 'specialInventory' then --[[ ................................................................................ } local 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 |
| > > > > > > > |
1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 .... 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 .... 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 |
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 = { [-2] = {sound = 'starlit-success'}; [-1] = {sound = 'starlit-nav'}; [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 ................................................................................ return true; -- TODO end; --------------- -- inventory -- --------------- give = function(self, item) item = ItemStack(item) local inv = self.entity:get_inventory() local function is(grp) return minetest.get_item_group(item:get_name(), grp) ~= 0 end -- TODO notif popups if is 'specialInventory' then --[[ ................................................................................ } local 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() local ui = starlit.activeUI[u.name] if ui and (ui.self.refresh or ui.self.pages[ui.page].refresh) then ui.self:show(u) end 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 |
Modified mods/starlit/world.lua from [822a964373] to [d1f4916ac1].
115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 |
attached_node = 3;
};
drop = st.drop;
_starlit = {
plant = {
id = id, stage = n;
};
recover = starlit.type.fab {
time = { shred = .3; };
cost = { shredPower = 1; };
};
recover_vary = function(rng, ctx)
return starlit.type.fab {
element = {
carbon = rng:int(0,1);
potassium = rng:int(0,1);
}
};
end;
};
}
if st.swap then
base.node_dig_prediction = ""
|
| | | > |
115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 |
attached_node = 3;
};
drop = st.drop;
_starlit = {
plant = {
id = id, stage = n;
};
recover = b.recover or starlit.type.fab {
time = { shred = .3; };
cost = { shredPower = 1; };
};
recover_vary = b.recover_vary or function(rng, ctx)
return starlit.type.fab {
element = {
carbon = rng:int(0,2);
potassium = rng:int(0,1);
magnesium = rng:int(0,b.biolum and 2 or 1);
}
};
end;
};
}
if st.swap then
base.node_dig_prediction = ""
|
Modified mods/vtlib/math.lua from [2d47a7e2f1] to [557fe13815].
158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 |
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
|
> |
158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 |
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)
min = 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
|