| Comment: | add storage crate & generic interface for, add LED for print completion, add program tooltips, disfuckulate some longstanding idiot bugs |
|---|---|
| Downloads: | Tarball | ZIP archive | SQL archive |
| Timelines: | family | ancestors | descendants | both | trunk |
| Files: | files | file ages | folders |
| SHA3-256: |
4b3aa092f85aebb8f99a8b846efc0ce4 |
| User & Date: | lexi on 2024-05-06 20:58:38 |
| Other Links: | manifest | tags |
|
2024-05-06
| ||
| 21:29 | fix image regression check-in: 108df84ed3 user: lexi tags: trunk | |
| 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 | |
Modified mods/starlit-electronics/init.lua from [6d0114ddbf] to [6f6bfb54e1].
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--[[if not how.gift then -- cheap hack to make starting batteries fully charged
E.battery.setCharge(st, 0)
end]]
E.battery.update(st)
end;
};
fab = def.fab;
dynamo = {
vtable = E.dynamo.kind.battery;
};
battery = def;
};
})
end)
................................................................................
return fab.size and fab.size.print or 1
else
return bType[s] * (bTier[s] or 1) * (bSize[s] or 1)
end
end
local swID = 'starlit_electronics:schematic_'..baseID
fab.reverseEngineer = {
complexity = bTier.complexity * bSize.complexity * bType.complexity;
sw = swID;
}
fab.flag = {print=true}
starlit.item.battery.link(id, {
name = name;
desc = table.concat({
bType.desc or '';
bTier.desc or '';
bSize.desc or '';
}, ' ');
fab = fab;
capacity = batStat 'capacity';
dischargeRate = batStat 'dischargeRate';
leak = batStat 'leak';
decay = batStat 'decay';
})
................................................................................
-- chips --
-----------
E.sw = {}
function E.sw.findSchematicFor(item)
local id = ItemStack(item):get_name()
local fm = minetest.registered_items[id]._starlit
if not (fm and fm.fab and fm.fab.reverseEngineer) then return nil end
local id = fm.fab.reverseEngineer.sw
return id, starlit.item.sw.db[id]
end
E.chip = { file = {} }
do local T,G = lib.marshal.t, lib.marshal.g
-- love too reinvent unions from first principles
E.chip.data = G.struct {
................................................................................
elseif file.kind == 'note' then
local sz = 0x10 + #file.body.author
for _, e in pairs(file.body.entries) do
sz = sz + #e.title + #e.body + 0x10 -- header overhead
end
return sz
elseif file.kind == 'research' then
local re = assert(minetest.registered_items[file.body.itemId]._starlit.fab.reverseEngineer)
return starlit.item.sw.db[re.sw].size * file.body.progress
elseif file.kind == 'sw' then
return starlit.item.sw.db[file.body.pgmId].size
elseif file.kind == 'genome' then
return 0 -- TODO
end
end
................................................................................
}
local n = 0
for _, e in pairs(chips) do
n = n + 1
if not e:is_empty() then
local ch = e:get_definition()._starlit.chip
c.cycles = c.cycles + ch.clockRate
c.ram = c.ram + ch.clockRate
c.flashFree = c.flashFree + E.chip.freeSpace(e)
c.powerEfficiency = c.powerEfficiency + ch.powerEfficiency
end
end
if n > 0 then c.powerEfficiency = c.powerEfficiency / n end
return c
end
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--[[if not how.gift then -- cheap hack to make starting batteries fully charged E.battery.setCharge(st, 0) end]] E.battery.update(st) end; }; fab = def.fab; reverseEngineer = def.reverseEngineer; dynamo = { vtable = E.dynamo.kind.battery; }; battery = def; }; }) end) ................................................................................ return fab.size and fab.size.print or 1 else return bType[s] * (bTier[s] or 1) * (bSize[s] or 1) end end local swID = 'starlit_electronics:schematic_'..baseID fab.flag = {print=true} starlit.item.battery.link(id, { name = name; desc = table.concat({ bType.desc or ''; bTier.desc or ''; bSize.desc or ''; }, ' '); fab = fab; reverseEngineer = { complexity = bTier.complexity * bSize.complexity * bType.complexity; sw = swID; }; capacity = batStat 'capacity'; dischargeRate = batStat 'dischargeRate'; leak = batStat 'leak'; decay = batStat 'decay'; }) ................................................................................ -- chips -- ----------- E.sw = {} function E.sw.findSchematicFor(item) local id = ItemStack(item):get_name() local fm = minetest.registered_items[id]._starlit if not (fm and fm.reverseEngineer) then return nil end local id = fm.reverseEngineer.sw return id, starlit.item.sw.db[id] end E.chip = { file = {} } do local T,G = lib.marshal.t, lib.marshal.g -- love too reinvent unions from first principles E.chip.data = G.struct { ................................................................................ elseif file.kind == 'note' then local sz = 0x10 + #file.body.author for _, e in pairs(file.body.entries) do sz = sz + #e.title + #e.body + 0x10 -- header overhead end return sz elseif file.kind == 'research' then local re = assert(minetest.registered_items[file.body.itemId]._starlit.reverseEngineer) return starlit.item.sw.db[re.sw].size * file.body.progress elseif file.kind == 'sw' then return starlit.item.sw.db[file.body.pgmId].size elseif file.kind == 'genome' then return 0 -- TODO end end ................................................................................ } local n = 0 for _, e in pairs(chips) do n = n + 1 if not e:is_empty() then local ch = e:get_definition()._starlit.chip c.cycles = c.cycles + ch.clockRate c.ram = c.ram + ch.ram c.flashFree = c.flashFree + E.chip.freeSpace(e) c.powerEfficiency = c.powerEfficiency + ch.powerEfficiency end end if n > 0 then c.powerEfficiency = c.powerEfficiency / n end return c end |
Modified mods/starlit-electronics/sw.lua from [1f9bdf2a9e] to [f5ad2a2c21].
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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;
}
................................................................................
size = 1e9;
cost = {
cycles = 700e6;
ram = 1e9;
};
run = pasv_heal(4, 50, .7);
})
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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) user:alarm(-2, 'item') else conf[jobSlot].value = job_t.enc(job) end ctx.saveConf() end; } ................................................................................ size = 1e9; cost = { cycles = 700e6; ram = 1e9; }; run = pasv_heal(4, 50, .7); }) starlit.item.sw.link('starlit_electronics:battle_buddy_extreme', { name = 'BattleBuddy XTREME'; kind = 'suitPower', powerKind = 'passive'; desc = "Who needs a unit medic when you've got BattleBuddy XTREME Edition! BattleBuddy XTREME Edition is fully loaded with emergency response protocols for wounds of every caliber, and is GUARANTEED* to keep you alive as long as you can still crawl to safety. BattleBuddy XTREME is not intended for civilian use. By using BattleBuddy XTREME, you commit to unbind House Vacsatar, its subcontractors, and cadet houses from all liability for product failure, intracellular mutilation, transcription drift, runaway prion cascades, or military defeat.\n*Guarantees not legally binding."; size = 4e9; cost = { cycles = 2000e6; ram = 8e9; }; run = pasv_heal(4, 50, .7); }) |
Modified mods/starlit-scenario/init.lua from [98f93d94ac] to [739d68f851].
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end)))
local r = E.chip.read(chip)
r.label = label
r.files = files
E.chip.write(chip, r)
return chip
end
local chipLibrary = {
compendium = makeChip('The Gentleman Adventurer\'s Compleat Wilderness Compendium', {
{'starlit_electronics:battery_chemical_imperial_small', 0};
}, {
{'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", {
{'starlit_electronics:battery_chemical_usukwinya_mid', 0};
{'starlit_electronics:battery_hybrid_imperial_small', 0};
-- ammunition
}, {});
}
local battery = function(name)
local s = ItemStack(name)
starlit.mod.electronics.battery.setChargeF(s, 1.0)
return s
end
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end))) local r = E.chip.read(chip) r.label = label r.files = files E.chip.write(chip, r) return chip end local survivalBasics = { {'starlit_tech:chem_lamp', 0}; {'starlit_tech:crate', 0}; } local chipLibrary = { compendium = makeChip('The Gentleman Adventurer\'s Compleat Wilderness Compendium', lib.tbl.append(survivalBasics, { {'starlit_electronics:battery_chemical_imperial_small', 0}; }), { {'starlit_electronics:shred', 0}; {'starlit_electronics:compile_imperial', 0}; {'starlit_electronics:autodoc_deluxe', 1}; --{'starlit_electronics:driver_compiler_empire', 0}; }); survivalware = makeChip('Emergency Survivalware', lib.tbl.append(survivalBasics, { {'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", { {'starlit_tech:chem_lamp', 0}; {'starlit_electronics:battery_chemical_usukwinya_mid', 0}; {'starlit_electronics:battery_hybrid_imperial_small', 0}; -- ammunition }, { {'starlit_electronics:battle_buddy_extreme', 1}; -- }); } local battery = function(name) local s = ItemStack(name) starlit.mod.electronics.battery.setChargeF(s, 1.0) return s end |
Modified mods/starlit-scenario/mod.conf from [8a1ae19f59] to [6a41220601].
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name = starlit_scenario title = starlit scenarios description = built-in scenarios for Starsoul depends = starlit, starlit_suit, starlit_electronics, starlit_building, starlit_material # be sure to add any mods from which you list new starting items! |
| |
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name = starlit_scenario title = starlit scenarios description = built-in scenarios for Starsoul depends = vtlib, starlit, starlit_suit, starlit_electronics, starlit_building, starlit_material, starlit_tech # be sure to add any mods from which you list new starting items! |
Modified mods/starlit-tech/init.lua from [2a09a8ef6e] to [c5d4cbc341].
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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.";
................................................................................
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;
................................................................................
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;
................................................................................
cost = {
cycles = 8e9;
ram = 16e6;
};
rarity = 1;
})
end
|
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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 };
};
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.";
................................................................................
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 = 1;
attached_node = 1;
};
node_box = {
type = 'fixed';
fixed = {
-.4, -.5, -.20;
.4, -.3, .20;
................................................................................
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;
reverseEngineer = {
complexity = 1;
sw = 'starlit_tech:schematic_chem_lamp';
};
recover = starlit.type.fab {
element = {
carbon = 8;
magnesium = math.floor(lib.math.lerp(i/stages, 0, 2));
};
time = {
shred = .5;
................................................................................
cost = {
cycles = 8e9;
ram = 16e6;
};
rarity = 1;
})
end
minetest.register_node('starlit_tech:crate', {
short_description = 'Crate';
description = starlit.ui.tooltip {
title = 'Crate';
desc = 'A sturdy but lightweight storage crate made from solid carbon polymer.';
props = { {title='Mass', affinity='info', desc='100g'} };
};
drawtype = 'nodebox';
node_box = {
type = 'fixed';
fixed = {
.4, .2, .4;
-.4, -.5, -.2;
};
};
groups = {
object = 3;
attached_node = 3;
};
paramtype2 = 'facedir';
tiles = {
'starlit-tech-crate-top.png';
'starlit-tech-crate-bottom.png';
'starlit-tech-crate-side.png^[transformFX';
'starlit-tech-crate-side.png';
'starlit-tech-crate-back.png';
'starlit-tech-crate-front.png';
};
_starlit = {
mass = 100;
reverseEngineer = {
complexity = 1;
sw = 'starlit_tech:schematic_crate';
};
recover = starlit.type.fab {
element = { carbon = 100; };
time = {
shred = 1;
shredPower = 3;
};
};
};
on_construct = function(pos)
local m = minetest.get_meta(pos)
local inv = m:get_inventory()
inv:set_size('starlit:contents', 12)
end;
on_rightclick = function(pos, node, luser)
if not luser then return end
local user = starlit.activeUsers[luser:get_player_name()]
user:openUI('starlit:box', 'index', {
inv={
{id = 'starlit:contents', pos=pos};
};
})
end;
})
starlit.item.sw.link('starlit_tech:schematic_crate', {
name = 'Crate Schematic';
kind = 'schematic';
input = starlit.type.fab {
element = { carbon = 100; };
flag = {print = true};
time = {print = 25};
cost = {power = 250};
};
output = 'starlit_tech:crate';
size = 48e6;
cost = {
cycles = 12e9;
ram = 16e6;
};
rarity = 1;
})
|
Modified mods/starlit/compile.lua from [8a9b22510e] to [5db02bfe42].
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{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
|
| |
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{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 = ent.sw.input
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
|
Modified mods/starlit/init.lua from [a5bde19f07] to [df4ee2ddd8].
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})
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}};
};
}
})
|
| |
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})
minetest.register_item("starlit:_hand_dig", {
type = "none",
wield_image = "wieldhand.png",
wield_scale = {x=1,y=1,z=2.5},
tool_capabilities = {
groupcaps = {
object = {maxlevel=1, times = {.10,.20,.40}};
plant = {maxlevel=1, times = {.50}};
-- sand, dirt, gravel
looseClump = {maxlevel=1, times = {1.5, 2.5}};
};
}
})
|
Modified mods/starlit/interfaces.lua from [ddaa1e9478] to [39c7d68ac6].
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kind = i.img and 'contact' or 'button', close = i.close;
color = i.color;
fg = i.fg;
label = i.label;
img = i.img;
id = i.id;
w = bw, h = rh;
})
if i.cfg then
table.insert(bar, {
kind = 'button';
color = i.color;
fg = i.fg;
label = "CFG";
................................................................................
if e.key == 'disable' and e.value == 'yes' then
color.lum = -.2
fg = lib.color {hue=color.hue,sat=0.7,lum=0.7}
break
end
end
end
if tbl then table.insert(tbl, {
color = color, fg = fg;
label = r.sw.label or r.sw.name;
id = string.format('suit_pgm_%s_', id);
cfg = cfg, close = close;
}) end
end
end
local menu = { kind = 'vert', mode = 'sw', padding = 0.5 }
if swm then table.insert(menu, abilityMenu(swm)) end
local inv = user.entity:get_inventory()
--[[
................................................................................
user:suitPowerStateSet(suitMode)
return true
end
end;
};
};
})
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kind = i.img and 'contact' or 'button', close = i.close; color = i.color; fg = i.fg; label = i.label; img = i.img; id = i.id; w = bw, h = rh; desc = i.desc; }) if i.cfg then table.insert(bar, { kind = 'button'; color = i.color; fg = i.fg; label = "CFG"; ................................................................................ if e.key == 'disable' and e.value == 'yes' then color.lum = -.2 fg = lib.color {hue=color.hue,sat=0.7,lum=0.7} break end end end if tbl then local props = { {title = "Size", desc=lib.math.siUI('B', r.sw.size), affinity='info'}; } if r.sw.cost and r.sw.cost.ram then table.insert(props, {title = "Memory Usage", desc=lib.math.siUI('B', r.sw.cost.ram), affinity='info'}) end if r.sw.cost and r.sw.cost.cycles then table.insert(props, {title = "Compute Usage", desc=lib.math.siUI('cycles',r.sw.cost.cycles,true), affinity='info'}) end if r.powerCost then table.insert(props, {title = "Power Draw", desc=lib.math.siUI('W', r.powerCost), affinity='info'}) end if r.speed then table.insert(props, {title = "Minimum Runtime", desc=lib.math.timespec(r.speed), affinity='info'}) end table.insert(tbl, { color = color, fg = fg; label = r.sw.label or r.sw.name; id = string.format('suit_pgm_%s_', id); desc = starlit.ui.tooltip { title = r.sw.name; desc = r.sw.desc; color = lib.color(1,0,.8); props = props; }; cfg = cfg, close = close; }) end end end local menu = { kind = 'vert', mode = 'sw', padding = 0.5 } if swm then table.insert(menu, abilityMenu(swm)) end local inv = user.entity:get_inventory() --[[ ................................................................................ user:suitPowerStateSet(suitMode) return true end end; }; }; }) starlit.interface.install(starlit.type.ui { id = 'starlit:box'; pages = { index = { setupState = function(state, user, ctx) state.ctx = ctx end; handle = function(state, user, q) if q.quit then user:suitSound 'starlit-quit' -- TODO better sound end end; render = function(state, user) local body = {kind='vert', w=6; mode='hw', spacing=.5, padding=1 } for i, l in ipairs(state.ctx.inv) do local inv = minetest.get_meta(l.pos):get_inventory() local w = l.w or 6 if l.label then table.insert(body, {kind = 'hbar'; text = l.label, w=w+.5, h = .5}) end table.insert(body, {kind = 'list'; w = w, h = inv:get_size(l.id)/w; node = l.pos, inv = l.id; spacing = .1; }) end table.insert(body, {kind = 'list'; target = 'current_player', inv = 'main'; w = 6, h = 1, spacing = 0.1; }) return starlit.ui.build(body) end; } } }) |
Modified mods/starlit/ui.lua from [16bf595c8c] to [5149fd5b74].
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return climg('', 'starlit-ui-button-sw.png') ..
climg(':hovered', 'starlit-ui-button-sw-hover.png') ..
climg(':pressed', 'starlit-ui-button-sw-press.png')
end
local function widget(...)
table.insert(lines, string.format(...))
end
if def.kind == 'vert' then
for _, w in ipairs(def) do
local src, st = starlit.ui.build(w, state)
widget('container[%s,%s]%scontainer_end[]', state.x, state.y, src)
state.y=state.y + state.spacing + st.h
state.w = math.max(state.w, st.w)
end
state.w = state.w + state.padding
state.h = state.y + state.padding/2
elseif def.kind == 'hztl' then
for _, w in ipairs(def) do
local src, st = starlit.ui.build(w, state)
widget('container[%s,%s]%scontainer_end[]', state.x, state.y, src)
-- TODO alignments
................................................................................
def.id)
end
state.w = state.w + state.padding
state.h = state.h + state.padding/2
elseif def.kind == 'list' then
local slotTypes = {
plain = {hue = 200, sat = -.1, lum = 0};
element = {hue = 20, sat = -.3, lum = 0};
chip = {hue = 0, sat = -1, lum = 0};
psi = {hue = 300, sat = 0, lum = 0};
power = {hue = 50, sat = 0, lum = .2};
}
local img
if state.mode == 'hw' then
img = lib.image('starlit-ui-slot-physical.png');
else
img = lib.image('starlit-ui-slot.png'):shift(slotTypes[def.listContent or 'plain']);
end
local spac = state.spacing
widget('style_type[list;spacing=%s,%s]',spac,spac)
assert(def.w and def.h, 'ui-lists require a fixed size')
for lx = 0, def.w-1 do
for ly = 0, def.h-1 do
local ox, oy = state.x + lx*(1+spac), state.y + ly*(1+spac)
table.insert(lines, string.format('image[%s,%s;1.1,1.1;%s]', ox-0.05,oy-0.05, img:render()))
end end
table.insert(lines, string.format('listcolors[#00000000;#ffffff10]')) -- FIXME
table.insert(lines, string.format('list[%s;%s;%s,%s;%s,%s;%s]',
E(def.target), E(def.inv),
state.x, state.y,
def.w, def.h,
def.idx))
local sm = 1
state.w = def.w * sm + (spac * (def.w - 1))
state.h = def.h * sm + (spac * (def.h - 1))
elseif def.kind == 'contact' then
................................................................................
if def.color then table.insert(lines, btnColorDef(def.id)) end
local img = def.img
local desc
if def.item then
img = ItemStack(def.item):get_name()
desc = ItemStack(def.item):get_description()
end
widget('%simage_button%s[%s,%s;%s,%s;%s;%s;%s]',
def.item and 'item_' or '',
def.close and '_exit' or '',
state.x, state.y, def.w, def.h,
E(img), E(def.id), E(def.label or ''))
if desc and not def.desc then
widget('tooltip[%s;%s]', E(def.id), E(desc))
end
elseif def.kind == 'button' then
if def.color then table.insert(lines, btnColorDef(def.id)) end
local label = E(def.label or '')
if state.fg then label = lib.color(state.fg):fmt(label) end
widget('button%s[%s,%s;%s,%s;%s;%s]',
def.close and '_exit' or '',
state.x, state.y, def.w, def.h,
E(def.id), label)
elseif def.kind == 'img' then
widget('%s[%s,%s;%s,%s;%s]',
def.item and 'item_image' or 'image',
state.x, state.y, def.w, def.h, E(def.item or def.img))
elseif def.kind == 'label' then
local txt = E(def.text)
if state.fg then txt = lib.color(state.fg):fmt(txt) 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
if def.desc then
local coord
if def.id then
coord = E(def.id)
else
coord = string.format("%s,%s;%s,%s", state.x, state.y, def.w, def.h)
end
widget('tooltip[%s;%s;#000000;#ffffff]', coord, E(def.desc))
|
> > | | > > > > | > | > > > > > | |
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return climg('', 'starlit-ui-button-sw.png') ..
climg(':hovered', 'starlit-ui-button-sw-hover.png') ..
climg(':pressed', 'starlit-ui-button-sw-press.png')
end
local function widget(...)
table.insert(lines, string.format(...))
end
local specializedTooltip = false
if def.kind == 'vert' then
for _, w in ipairs(def) do
local src, st = starlit.ui.build(w, state)
widget('container[%s,%s]%scontainer_end[]', state.x, state.y, src)
state.y=state.y + state.spacing + st.h
state.w = math.max(state.w, st.w)
end
state.y = state.y - state.spacing
state.w = state.w + state.padding
state.h = state.y + state.padding/2
elseif def.kind == 'hztl' then
for _, w in ipairs(def) do
local src, st = starlit.ui.build(w, state)
widget('container[%s,%s]%scontainer_end[]', state.x, state.y, src)
-- TODO alignments
................................................................................
def.id)
end
state.w = state.w + state.padding
state.h = state.h + state.padding/2
elseif def.kind == 'list' then
local slotTypes = {
plain = {hue = 200, sat = -.1, lum = 0};
-- element = {hue = 20, sat = -.3, lum = 0};
chip = {hue = 0, sat = -1, lum = 0};
-- psi = {hue = 300, sat = 0, lum = 0};
power = {hue = 50, sat = 0, lum = .2};
}
local img
if state.mode == 'hw' then
img = lib.image('starlit-ui-slot-physical.png');
else
img = lib.image('starlit-ui-slot.png'):shift(slotTypes[def.listContent or 'plain']);
end
local spac = state.spacing
local target = def.target
if not target and def.node then
target=string.format('nodemeta:%s,%s,%s', def.node.x,def.node.y,def.node.z)
end
widget('style_type[list;spacing=%s,%s]',spac,spac)
assert(def.w and def.h, 'ui-lists require a fixed size')
for lx = 0, def.w-1 do
for ly = 0, def.h-1 do
local ox, oy = state.x + lx*(1+spac), state.y + ly*(1+spac)
table.insert(lines, string.format('image[%s,%s;1.1,1.1;%s]', ox-0.05,oy-0.05, img:render()))
end end
table.insert(lines, string.format('listcolors[#00000000;#ffffff10]')) -- FIXME
table.insert(lines, string.format('list[%s;%s;%s,%s;%s,%s;%s]',
E(target), E(def.inv),
state.x, state.y,
def.w, def.h,
def.idx))
local sm = 1
state.w = def.w * sm + (spac * (def.w - 1))
state.h = def.h * sm + (spac * (def.h - 1))
elseif def.kind == 'contact' then
................................................................................
if def.color then table.insert(lines, btnColorDef(def.id)) end
local img = def.img
local desc
if def.item then
img = ItemStack(def.item):get_name()
desc = ItemStack(def.item):get_description()
end
desc = def.desc or desc
widget('%simage_button%s[%s,%s;%s,%s;%s;%s;%s]',
def.item and 'item_' or '',
def.close and '_exit' or '',
state.x, state.y, def.w, def.h,
E(img), E(def.id), E(def.label or ''))
if desc then
widget('tooltip[%s;%s]', E(def.id), E(desc))
specializedTooltip = true
end
elseif def.kind == 'button' then
if def.color then table.insert(lines, btnColorDef(def.id)) end
local label = E(def.label or '')
if state.fg then label = lib.color(state.fg):fmt(label) end
widget('button%s[%s,%s;%s,%s;%s;%s]',
def.close and '_exit' or '',
state.x, state.y, def.w, def.h,
E(def.id), label)
if def.desc then
widget('tooltip[%s;%s]', E(def.id), E(def.desc))
specializedTooltip = true
end
elseif def.kind == 'img' then
widget('%s[%s,%s;%s,%s;%s]',
def.item and 'item_image' or 'image',
state.x, state.y, def.w, def.h, E(def.item or def.img))
elseif def.kind == 'label' then
local txt = E(def.text)
if state.fg then txt = lib.color(state.fg):fmt(txt) 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
if def.desc and not specializedTooltip then
local coord
if def.id then
coord = E(def.id)
else
coord = string.format("%s,%s;%s,%s", state.x, state.y, def.w, def.h)
end
widget('tooltip[%s;%s;#000000;#ffffff]', coord, E(def.desc))
|
Modified mods/starlit/user.lua from [aa3a95c242] to [d58ed76b59].
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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
................................................................................
local v,txt,color,txtcolor,hl,hlcolor = def.measure(luser,def)
v = math.max(0, math.min(1, v))
local n = math.floor(v*16) + 1
local function adjust(img)
return hudAdjustBacklight(lib.image(img)):shift(color or def.color)
end
local img = adjust 'starlit-ui-meter.png'
if def.flipX then
img = img:transform 'FX'
end
img = img:render()
img = img .. '^[verticalframe:17:' .. tostring(17 - n)
if hl then
hl = math.floor(hl*16) + 1
local hi = hudAdjustBacklight(lib.image 'starlit-ui-meter-hl.png')
:shift(hlcolor or def.color)
:render()
hi = hi .. '^[verticalframe:17:' .. tostring(17 - hl)
img = string.format('%s^(%s)', img, hi)
end
img = string.format('%s^(%s)', img, adjust 'starlit-ui-meter-readout.png':render())
luser:hud_change(m.meter, 'text', img)
if txt then
luser:hud_change(m.readout, 'text', txt)
end
if txtcolor then
luser:hud_change(m.readout, 'number', txtcolor:hex())
end
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side = 'right';
};
fatigue = {
icon = lib.image('starlit-ui-alert-fatigue.png');
bg = lib.image('starlit-ui-alert-bg-fatigue.png');
side = 'right';
};
item = {
icon = lib.image('starlit-ui-alert-item.png');
bg = lib.image('starlit-ui-alert-bg-success.png');
side = 'right';
};
}
starlit.type.user = lib.class {
name = 'starlit:user';
leds = leds;
construct = function(ident)
local name, luser
................................................................................
local v,txt,color,txtcolor,hl,hlcolor = def.measure(luser,def)
v = math.max(0, math.min(1, v))
local n = math.floor(v*16) + 1
local function adjust(img)
return hudAdjustBacklight(lib.image(img)):shift(color or def.color)
end
local img = adjust 'starlit-ui-meter.png'
img = img:render()
img = img .. '^[verticalframe:17:' .. tostring(17 - n)
if hl then
hl = math.floor(hl*16) + 1
local hi = hudAdjustBacklight(lib.image 'starlit-ui-meter-hl.png')
:shift(hlcolor or def.color)
:render()
hi = hi .. '^[verticalframe:17:' .. tostring(17 - hl)
img = string.format('%s^(%s)', img, hi)
end
img = string.format('%s^(%s)', img, adjust 'starlit-ui-meter-readout.png':render())
if def.flipX then
img = img .. '^[transformFX'
end
luser:hud_change(m.meter, 'text', img)
if txt then
luser:hud_change(m.readout, 'text', txt)
end
if txtcolor then
luser:hud_change(m.readout, 'number', txtcolor:hex())
end
|
Modified mods/vtlib/image.lua from [33182947e9] to [a9a0d17ab5].
11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 |
local bracket = false
if self.combine then
str = string.format('[combine:%sx%s', self.w, self.h)
for _,i in pairs(self.atop) do
str = str .. string.format(':%s,%s=(%s)', i.at.x, i.at.y, i.img:render())
end
else
for _,i in pairs(self.atop) do
str = '(' .. i.img:render() .. ')^' .. str
end
if str ~= '' then
str = str .. '('
bracket = true
end
str = str .. self.string
end
for _,e in pairs(self.fx) do
str = str .. '^[' .. e
-- be sure to escape ones that take arguments
-- correctly!
end
|
< < < > > > |
11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 |
local bracket = false
if self.combine then
str = string.format('[combine:%sx%s', self.w, self.h)
for _,i in pairs(self.atop) do
str = str .. string.format(':%s,%s=(%s)', i.at.x, i.at.y, i.img:render())
end
else
if str ~= '' then
str = str .. '('
bracket = true
end
for _,i in pairs(self.atop) do
str = '(' .. i.img:render() .. ')^' .. str
end
str = str .. self.string
end
for _,e in pairs(self.fx) do
str = str .. '^[' .. e
-- be sure to escape ones that take arguments
-- correctly!
end
|
Modified mods/vtlib/math.lua from [557fe13815] to [276f7a5d6e].
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return string.format("%s%s%s",
vd, (full and (' ' .. pmin) or smin), unitForAmt(vd))
end
end
end
end
return string.format("%s%s", val, unitForAmt(val))
end
function fn.siUI(u,v,f,us,...) return fn.si(u,v,f,us,2,...) end
function fn.lerp(t, a, b) return (1-t)*a + t*b end
function fn.gradient(grad, pos)
local n = #grad
................................................................................
end;
}
-- 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)
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
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return string.format("%s%s%s",
vd, (full and (' ' .. pmin) or smin), unitForAmt(vd))
end
end
end
end
if prec then val = lib.math.trim(val,prec) end
return string.format("%s%s", val, unitForAmt(val))
end
function fn.siUI(u,v,f,us,...) return fn.si(u,v,f,us,2,...) end
function fn.lerp(t, a, b) return (1-t)*a + t*b end
function fn.gradient(grad, pos)
local n = #grad
................................................................................
end;
}
-- function fn.vlerp
function fn.timespec(n)
if n == 0 then return '0s' end
if n < 0 then return '-' .. fn.timespec(n*-1) end
if n < 1 then return fn.siUI('s', n) 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
|