Overview
Comment: | add beginnings of construction system, add cuprite, fix granite, tweak balance, add sane asset management system |
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Downloads: | Tarball | ZIP archive | SQL archive |
Timelines: | family | ancestors | descendants | both | trunk |
Files: | files | file ages | folders |
SHA3-256: |
d831add94c87c5da2d49465d634be7c3 |
User & Date: | lexi on 2024-05-09 15:33:01 |
Other Links: | manifest | tags |
Context
2024-05-15
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15:23 | add basic architecture, rebalance minerals & recipes, fix dumb fab bug check-in: 99aefdbd9e user: lexi tags: trunk | |
2024-05-09
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15:33 | add beginnings of construction system, add cuprite, fix granite, tweak balance, add sane asset management system check-in: d831add94c user: lexi tags: trunk | |
2024-05-07
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23:16 | fix some bugs, start work on actually using the tier system, add usage docs check-in: e905f495dc user: lexi tags: trunk | |
Changes
Added asset.list version [a70ff394cb].
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menu/background.png menu/header.png menu/icon.png mods/starlit-building/textures/starlit-item-hinge.png mods/starlit-building/textures/starlit-item-insulation.png mods/starlit-building/textures/starlit-item-pipe.png mods/starlit-building/textures/starlit-item-panel.png mods/starlit-building/textures/starlit-item-concrete.png mods/starlit-building/textures/starlit-node-concrete.png mods/starlit-building/textures/starlit-node-floor-panel-side.png mods/starlit-building/textures/starlit-node-floor-panel-side-conduit.png mods/starlit-building/textures/starlit-node-floor-panel-top.png mods/starlit-building/textures/starlit-node-floor-panel-top-vent.png mods/starlit-building/textures/starlit-node-insulation-top.png mods/starlit-building/textures/starlit-node-insulation-cable-top.png mods/starlit-eco/textures/starlit-eco-plant-berry-bunch.png mods/starlit-eco/textures/starlit-eco-plant-bloom-leaf.png mods/starlit-eco/textures/starlit-eco-plant-bloom-petal.png mods/starlit-eco/textures/starlit-eco-plant-bloom-stalk.png mods/starlit-eco/textures/starlit-eco-plant-fiber.png mods/starlit-eco/textures/starlit-eco-plant-grass-high.png mods/starlit-eco/textures/starlit-eco-plant-grass-sprig.png mods/starlit-eco/textures/starlit-eco-plant-grass-tall.png mods/starlit-eco/textures/starlit-eco-plant-seeds.png mods/starlit-eco/textures/starlit-eco-plant-stalk-berries.png mods/starlit-eco/textures/starlit-eco-plant-stalk-grow-1.png mods/starlit-eco/textures/starlit-eco-plant-stalk-grow-2.png mods/starlit-eco/textures/starlit-eco-plant-stalk-grow-3.png mods/starlit-eco/textures/starlit-eco-plant-stalk-petals.png mods/starlit-eco/textures/starlit-eco-plant-stalk.png mods/starlit-eco/textures/starlit-eco-tree-lambent-pine-bulb.png mods/starlit-eco/textures/starlit-eco-tree-lambent-pine-needles.png mods/starlit-eco/textures/starlit-eco-tree-lambent-pine-stem.png mods/starlit-eco/textures/starlit-eco-tree-lambent-pine-trunk-top.png mods/starlit-eco/textures/starlit-eco-tree-lambent-pine-trunk.png mods/starlit-eco/textures/starlit-eco-tree-starblossom-leaves.png mods/starlit-eco/textures/starlit-eco-tree-starblossom-shine.png mods/starlit-eco/textures/starlit-eco-tree-starblossom-shine.png~ mods/starlit-eco/textures/starlit-eco-tree-starblossom-trunk-top.png mods/starlit-eco/textures/starlit-eco-tree-starblossom-trunk-top.png~ mods/starlit-eco/textures/starlit-eco-tree-starblossom-trunk.png mods/starlit-eco/textures/starlit-eco-tree-starblossom-trunk.png~ mods/starlit-electronics/textures/starlit-item-battery-box.png mods/starlit-electronics/textures/starlit-item-battery.png mods/starlit-electronics/textures/starlit-item-cable-electric.png mods/starlit-electronics/textures/starlit-item-chip.png mods/starlit-electronics/textures/starlit-item-electrode.png mods/starlit-electronics/textures/starlit-item-heating-element.png mods/starlit-electronics/textures/starlit-item-transformer.png mods/starlit-electronics/textures/starlit-node-device-core-back.png mods/starlit-electronics/textures/starlit-node-device-core-bottom.png mods/starlit-electronics/textures/starlit-node-device-core-front.png mods/starlit-electronics/textures/starlit-node-device-core-side.png mods/starlit-electronics/textures/starlit-node-device-core-top.png mods/starlit-material/textures/starlit-element-aluminum-powder.png mods/starlit-material/textures/starlit-element-aluminum.png mods/starlit-material/textures/starlit-element-argon.png mods/starlit-material/textures/starlit-element-beryllium-powder.png mods/starlit-material/textures/starlit-element-beryllium.png mods/starlit-material/textures/starlit-element-brass-powder.png mods/starlit-material/textures/starlit-element-bronze-powder.png mods/starlit-material/textures/starlit-element-calcium.png mods/starlit-material/textures/starlit-element-carbon-powder.png mods/starlit-material/textures/starlit-element-carbon.png mods/starlit-material/textures/starlit-element-cobalt-powder.png mods/starlit-material/textures/starlit-element-copper-powder.png mods/starlit-material/textures/starlit-element-copper.png mods/starlit-material/textures/starlit-element-draconium-powder.png mods/starlit-material/textures/starlit-element-duridium-powder.png mods/starlit-material/textures/starlit-element-electrum-powder.png mods/starlit-material/textures/starlit-element-gold-powder.png mods/starlit-material/textures/starlit-element-gold.png mods/starlit-material/textures/starlit-element-impervium-powder.png mods/starlit-material/textures/starlit-element-iridium-powder.png mods/starlit-material/textures/starlit-element-iridium.png mods/starlit-material/textures/starlit-element-iron-powder.png mods/starlit-material/textures/starlit-element-iron.png mods/starlit-material/textures/starlit-element-lithium-powder.png mods/starlit-material/textures/starlit-element-lithium.png mods/starlit-material/textures/starlit-element-magnesium.png mods/starlit-material/textures/starlit-element-nickel.png mods/starlit-material/textures/starlit-element-osmium.png mods/starlit-material/textures/starlit-element-oxygen.png mods/starlit-material/textures/starlit-element-platinum-powder.png mods/starlit-material/textures/starlit-element-potassium-powder.png mods/starlit-material/textures/starlit-element-potassium.png mods/starlit-material/textures/starlit-element-silicon.png mods/starlit-material/textures/starlit-element-silver-powder.png mods/starlit-material/textures/starlit-element-silver.png mods/starlit-material/textures/starlit-element-steel-powder.png mods/starlit-material/textures/starlit-element-technetium-powder.png mods/starlit-material/textures/starlit-element-technetium.png mods/starlit-material/textures/starlit-element-thorium-powder.png mods/starlit-material/textures/starlit-element-thorium.png mods/starlit-material/textures/starlit-element-tin-powder.png mods/starlit-material/textures/starlit-element-titanium-powder.png mods/starlit-material/textures/starlit-element-titanium.png mods/starlit-material/textures/starlit-element-tyrannium-powder.png mods/starlit-material/textures/starlit-element-uranium-powder.png mods/starlit-material/textures/starlit-element-uranium.png mods/starlit-material/textures/starlit-element-vanadium-powder.png mods/starlit-material/textures/starlit-element-vanadium.png mods/starlit-material/textures/starlit-element-vidrium-powder.png mods/starlit-material/textures/starlit-element-xenon.png mods/starlit-material/textures/starlit-item-brick.png mods/starlit-material/textures/starlit-item-element-canister.png mods/starlit-suit/textures/starlit-suit-survival-lining-human-female.png mods/starlit-suit/textures/starlit-suit-survival-plate-human-female.png mods/starlit-tech/textures/starlit-tech-crate-back.png mods/starlit-tech/textures/starlit-tech-crate-bottom.png mods/starlit-tech/textures/starlit-tech-crate-front.png mods/starlit-tech/textures/starlit-tech-crate-side.png mods/starlit-tech/textures/starlit-tech-crate-top.png mods/starlit-tech/textures/starlit-tech-lamp-glow.png mods/starlit-tech/textures/starlit-tech-lamp.png mods/starlit/models/starlit-body-female.x mods/starlit/models/starlit-body-female.x.nla mods/starlit/sounds/default-dirt-footstep.1.ogg mods/starlit/sounds/default-dirt-footstep.2.ogg mods/starlit/sounds/default-dug-node.1.ogg mods/starlit/sounds/default-dug-node.2.ogg mods/starlit/sounds/default-grass-footstep.1.ogg mods/starlit/sounds/default-grass-footstep.2.ogg mods/starlit/sounds/default-grass-footstep.3.ogg mods/starlit/sounds/default-hard-footstep.1.ogg mods/starlit/sounds/default-hard-footstep.2.ogg mods/starlit/sounds/default-hard-footstep.3.ogg mods/starlit/sounds/default-ice-dig.1.ogg mods/starlit/sounds/default-ice-dig.2.ogg mods/starlit/sounds/default-ice-dig.3.ogg mods/starlit/sounds/default-ice-dug.ogg mods/starlit/sounds/default-ice-footstep.1.ogg mods/starlit/sounds/default-ice-footstep.2.ogg mods/starlit/sounds/default-ice-footstep.3.ogg mods/starlit/sounds/default-metal-footstep.1.ogg mods/starlit/sounds/default-metal-footstep.2.ogg mods/starlit/sounds/default-metal-footstep.3.ogg mods/starlit/sounds/default-sand-footstep.1.ogg mods/starlit/sounds/default-sand-footstep.2.ogg mods/starlit/sounds/default-sand-footstep.3.ogg mods/starlit/sounds/default-snow-footstep.1.ogg mods/starlit/sounds/default-snow-footstep.2.ogg mods/starlit/sounds/default-snow-footstep.3.ogg mods/starlit/sounds/default-snow-footstep.4.ogg mods/starlit/sounds/default-snow-footstep.5.ogg mods/starlit/sounds/default-water-footstep.1.ogg mods/starlit/sounds/default-water-footstep.2.ogg mods/starlit/sounds/default-water-footstep.3.ogg mods/starlit/sounds/default-wood-footstep.1.ogg mods/starlit/sounds/default-wood-footstep.2.ogg mods/starlit/sounds/default_dig_grab.ogg mods/starlit/sounds/default_dig_looseClump.ogg mods/starlit/sounds/default_dig_pickup.ogg mods/starlit/sounds/default_dig_plant.ogg mods/starlit/sounds/starlit-alarm-urgent.ogg mods/starlit/sounds/starlit-alarm.ogg mods/starlit/sounds/starlit-configure.ogg mods/starlit/sounds/starlit-error.ogg mods/starlit/sounds/starlit-insert-snap.ogg mods/starlit/sounds/starlit-mode-nano.ogg mods/starlit/sounds/starlit-mode-off.ogg mods/starlit/sounds/starlit-mode-psi.1.ogg mods/starlit/sounds/starlit-mode-psi.2.ogg mods/starlit/sounds/starlit-mode-psi.3.ogg mods/starlit/sounds/starlit-mode-psi.4.ogg mods/starlit/sounds/starlit-mode-weapon.ogg mods/starlit/sounds/starlit-nano-heal.ogg mods/starlit/sounds/starlit-nano-shred.1.ogg mods/starlit/sounds/starlit-nano-shred.2.ogg mods/starlit/sounds/starlit-nano-shred.3.ogg mods/starlit/sounds/starlit-nano-shred.4.ogg mods/starlit/sounds/starlit-nav.ogg mods/starlit/sounds/starlit-power-down.ogg mods/starlit/sounds/starlit-power-up.1.ogg mods/starlit/sounds/starlit-power-up.2.ogg mods/starlit/sounds/starlit-power-up.3.ogg mods/starlit/sounds/starlit-power-up.4.ogg mods/starlit/sounds/starlit-power-up.5.ogg mods/starlit/sounds/starlit-power-up.6.ogg mods/starlit/sounds/starlit-power-up.7.ogg mods/starlit/sounds/starlit-quit.ogg mods/starlit/sounds/starlit-success.ogg mods/starlit/sounds/starlit-suit-battery-in.ogg mods/starlit/sounds/starlit-suit-chip-in.ogg mods/starlit/sounds/starlit-suit-don.ogg mods/starlit/textures/starlit-body-eye.png mods/starlit/textures/starlit-body-hair.png mods/starlit/textures/starlit-body-skin.png mods/starlit/textures/starlit-fx-nano-spark-big.png mods/starlit/textures/starlit-fx-nano-spark-small.png mods/starlit/textures/starlit-fx-nanocloud.png mods/starlit/textures/starlit-fx-nanospark.png mods/starlit/textures/starlit-item-chip.png mods/starlit/textures/starlit-item-soil.png mods/starlit/textures/starlit-item-suit.png mods/starlit/textures/starlit-sun-tones.png mods/starlit/textures/starlit-sun.png mods/starlit/textures/starlit-terrain-feldspar.png mods/starlit/textures/starlit-terrain-granite.png mods/starlit/textures/starlit-terrain-greengraze-overlay.png mods/starlit/textures/starlit-terrain-greengraze.png mods/starlit/textures/starlit-terrain-greengraze.png~ mods/starlit/textures/starlit-terrain-lifesilt.png mods/starlit/textures/starlit-terrain-sand.png mods/starlit/textures/starlit-terrain-soil.png mods/starlit/textures/starlit-terrain-undergloam-overlay.png mods/starlit/textures/starlit-terrain-cuprite.png mods/starlit/textures/starlit-terrain-undergloam.png mods/starlit/textures/starlit-ui-alert-bg-hot.png mods/starlit/textures/starlit-ui-alert-bg-hydration.png mods/starlit/textures/starlit-ui-alert-bg-nutrition.png mods/starlit/textures/starlit-ui-alert-bg-rad.png mods/starlit/textures/starlit-ui-alert-bg-success.png mods/starlit/textures/starlit-ui-alert-bg-temp-cold.png mods/starlit/textures/starlit-ui-alert-bg-temp-rad.png mods/starlit/textures/starlit-ui-alert-hydration.png mods/starlit/textures/starlit-ui-alert-item.png mods/starlit/textures/starlit-ui-alert-nutrition.png mods/starlit/textures/starlit-ui-alert-rad.png mods/starlit/textures/starlit-ui-alert-temp-cold.png mods/starlit/textures/starlit-ui-alert-temp-hot.png mods/starlit/textures/starlit-ui-alert.png mods/starlit/textures/starlit-ui-bar.png mods/starlit/textures/starlit-ui-bg-digital.png mods/starlit/textures/starlit-ui-bg-panel.png mods/starlit/textures/starlit-ui-button-hw-hover.png mods/starlit/textures/starlit-ui-button-hw-press.png mods/starlit/textures/starlit-ui-button-hw.png mods/starlit/textures/starlit-ui-button-sw-hover.png mods/starlit/textures/starlit-ui-button-sw-press.png mods/starlit/textures/starlit-ui-button-sw.png mods/starlit/textures/starlit-ui-crosshair-nano.png mods/starlit/textures/starlit-ui-crosshair-psi.png mods/starlit/textures/starlit-ui-crosshair-weapon.png mods/starlit/textures/starlit-ui-crosshair.png mods/starlit/textures/starlit-ui-hud-bg.png mods/starlit/textures/starlit-ui-icon-ability-sprint.png mods/starlit/textures/starlit-ui-icon-element.png mods/starlit/textures/starlit-ui-icon-fabricate.png mods/starlit/textures/starlit-ui-icon-nano.png mods/starlit/textures/starlit-ui-icon-psi-cfg.png mods/starlit/textures/starlit-ui-icon-psi.png mods/starlit/textures/starlit-ui-icon-self.png mods/starlit/textures/starlit-ui-icon-shred.png mods/starlit/textures/starlit-ui-icon-stat-numina.png mods/starlit/textures/starlit-ui-icon-stat-power.png mods/starlit/textures/starlit-ui-icon-weapon.png mods/starlit/textures/starlit-ui-meter-hl.png mods/starlit/textures/starlit-ui-meter-readout.png mods/starlit/textures/starlit-ui-meter.png mods/starlit/textures/starlit-ui-slot-physical.png mods/starlit/textures/starlit-ui-slot.png mods/starlit/textures/starlit-water.png |
Added makefile version [ebfb2ead99].
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all: asset-sync doc-sync starlit.html: starlit.ct cortav -y html:fossil-uv "$<" -o "$@" .PHONY: doc-sync doc-sync: starlit.html fossil uv add "$<" fossil uv sync asset.cpxz: asset.list $(cat asset.list) cpio -o <"$<" | xz >"$@" .PHONY: asset-sync asset-sync: asset.cpxz fossil uv add "$<" fossil uv sync |
Modified mods/starlit-building/init.lua from [35031ce713] to [76e0104e11].
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allow = function(node, tool) ... end; handle = function(node, tool) ... end; }; }; } ]] -- it should only be written by special accessor functions! B.stage = lib.registry.mk 'starlit_building:stage' -- a stage consists of a list of pieces and maps from possible materials -- / tool usages to succeeding stages in the build tree. note that all -- used pieces must be defined before a stage is defined currently, due -- to a lack of cross-registry dependency mechanisms. i will hopefully -- improve vtlib to handle this condition eventually. --[[ starlit.mod.building.stage.link(id, { pieces = { 'starlit_building:foundation'; 'starlit_building:insulation'; -- offset ofsFac {'starlit_building:pipe', vector.new(-.5, 0, 0), 0};-- {'starlit_building:pipe', vector.new(-.5, 0, 0), 1}; 'starlit_building:insulation'; 'starlit_building:panel'; }; }) ]] B.piece = lib.registry.mk 'starlit_building:piece' -- a piece is used to produce stage definitions, by means of appending -- nodeboxes with appropriate offsets. it also lists the recoverable -- materials which can be obtained by destroying a stage containing -- this piece using nano. part IDs should correspond with piece IDs -- where possible --[[ starlit.mod.building.piece.link(id, { tex = 'myMod_part.png'; height = 0.1; -- used for auto-offset fab = { element = {iron=10}; }; shape = { type = "fixed"; fixed = { ... }; }; }) ]] B.part = lib.registry.mk 'starlit_building:part' -- a part is implemented as a special craftitem with the proper callbacks -- to index the registries and place/replace nodes by reference to the ................................................................................ short_description = e.name; description = starlit.ui.tooltip { title = e.name; desc = e.desc; props = props; }; inventory_image = e.img; _starlit = { mass = e.mass; reverseEngineer = rev; recover = e.recover or e.fab; }; }) if e.fab then ................................................................................ }; rarity = e.rarity or 0; }) end end) B.stage.foreach('starlit:stageGen', {}, function(id, e) local box = {type = 'fixed', fixed = {}} local tex = {} local ofs = vector.new(0,0,0) for idx, p in ipairs(e.pieces) do local ho, pieceID, pos if type(p) == 'string' then pieceID, pos, ho = p, vector.zero(), 1.0 else pieceID, pos, ho = pc[1],pc[2],pc[3] end local pc = B.piece.db[pieceID] pos = pos + ofs if ho ~= 0.0 then ofs = vector.offset(ofs, 0, pc.height) end local sh = lib.node.boxwarped(pc.shape, function(b) -- { -x, -y, -z; -- +x, +y, +z } b[1] = b[1] + ofs.x b[4] = b[4] + ofs.x b[2] = b[2] + ofs.y b[5] = b[5] + ofs.y b[3] = b[3] + ofs.z b[6] = b[6] + ofs.z end) table.insert(box, sh) if type(pc.tex) == 'string' then table.insert(tex, pc.tex) else for i,t in ipairs(pc.tex) do table.insert(tex, t or '') end end end minetest.register_node(id, { description = 'Construction'; drawtype = 'nodebox'; paramtype = 'light'; paramtype2 = e.stateful or 'none'; textures = tex; node_box = box; group = { stage = 1 }; _starlit = { stage = id; }; }) end) function B.pathLink(from, kind, what, to) if not B.path[from] then B.path[from] = {part={}, tool={}} end local k = B.path[from][kind] assert(k[what] == nil) k[what] = to end function B.pathFind(from, kind, what) if not B.path[from] then return nil end return B.path[from][kind][what] end starlit.include 'parts' |
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allow = function(node, tool) ... end; handle = function(node, tool) ... end; }; }; } ]] -- it should only be written by special accessor functions! B.begin = {part = {}, tool = {}} -- this maps parts/tools to the new nodes they create --[[ part = { ['starlit_building:concrete'] = 'starlit_building:stage_foundation'; -- or function(...) }; tool = { -- for consistency's sake -- can't quite imagine a valid use -- for this but im sure it'll bite me eventually if i leave it out }; ]] B.stage = lib.registry.mk 'starlit_building:stage' -- a stage consists of a node definition and maps from possible materials -- / tool usages to succeeding stages in the build tree --[[ starlit.mod.building.stage.link(id, { tex = { ... }; box = { ... }; -- nodebox def, or mesh = '...'; -- mesh name begin = { part = {...}; tool = {...}; } build = { part = { ['starlit_building:insulation'] = 'starlit_building:foundation_with_insulation'; }; tool = { ['starlit_building:screwdriver'] = {id = 'air', drop = 'starlit_building:foundation'}; }; }; }) ]] B.part = lib.registry.mk 'starlit_building:part' -- a part is implemented as a special craftitem with the proper callbacks -- to index the registries and place/replace nodes by reference to the ................................................................................ short_description = e.name; description = starlit.ui.tooltip { title = e.name; desc = e.desc; props = props; }; inventory_image = e.img; on_place = function(stack, luser, point) local node = minetest.get_node(point.under) local function tryBuild() local p = B.path[node.name] if not p then return nil end if (not p.part) or (not p.part[id]) then return nil end local n = p.part[id] local obj if type(n) == 'function' then obj = n(stack, node, point) if obj == nil then return nil end else obj = ItemStack(n) stack:take_item(1) end local pname = obj:get_name() local stg = B.stage.db[pname] node.name = pname minetest.swap_node(point.under, node) -- TODO make a noise if stg.onBuild then stg.onBuild(point.under, luser, stack) end return stack end local function tryBegin() local p = B.begin.part[stack:get_name()] if not p then return nil end if type(p) == 'function' then p = p(stack, node, point) if p == nil then return nil end else stack:take_item(1) end minetest.rotate_and_place(ItemStack(p), luser, point, true) -- TODO make a noise return stack end return tryBuild() or tryBegin() or stack end; _starlit = { mass = e.mass; reverseEngineer = rev; recover = e.recover or e.fab; }; }) if e.fab then ................................................................................ }; rarity = e.rarity or 0; }) end end) function B.pathLink(from, kind, what, to) if not B.path[from] then B.path[from] = {part={}, tool={}} end local k = B.path[from][kind] assert(k[what] == nil, 'attempted to overwrite an existing build path') k[what] = to end function B.pathFind(from, kind, what) if not B.path[from] then return nil end return B.path[from][kind][what] end B.stage.foreach('starlit:stageGen', {}, function(id, e) local grp = e.groups and table.copy(e.groups) or {} grp.stage = 1 minetest.register_node(id, { description = 'Construction'; drawtype = (e.box and 'nodebox') or (e.mesh and 'mesh') or 'regular'; paramtype = (e.box or e.mesh or e.light) and 'light' or nil; paramtype2 = e.stateful or 'none'; tiles = e.tex; node_box = e.box; mesh = e.mesh; groups = grp; _starlit = { stage = id; }; }) if e.begin then for _, kind in ipairs {'part', 'tool'} do for i, v in ipairs(e.begin[kind] or {}) do assert(B.begin[kind][v] == nil, 'attempted to overwrite buildpath beginning') B.begin[kind][v] = id end end end if e.build then for _, kind in ipairs {'part', 'tool'} do for what, to in pairs(e.build[kind] or {}) do B.pathLink(id, kind, what, to) end end end end) starlit.include 'parts' starlit.include 'stages' |
Modified mods/starlit-building/parts.lua from [01ffc64dd2] to [d434edb6db].
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cost = {power = 500}; flag = {print=true}; time = {print=20}; }; mass = 24; rarity = 1; }) |
> > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > |
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cost = {power = 500}; flag = {print=true}; time = {print=20}; }; mass = 24; rarity = 1; }) B.part.link('starlit_building:concrete', { name = 'Concrete'; desc = 'A sturdy base for modular construction units.'; img = 'starlit-item-concrete.png'; fab = starlit.type.fab { element = { calcium = 1; carbon = 4; }; cost = {power = 200}; flag = {print=true}; time = {print=5}; }; mass = 5; rarity = 1; }) B.part.link('starlit_building:insulation', { name = 'Insulation'; desc = 'An aerogel that traps heat very effectively.'; img = 'starlit-item-insulation.png'; fab = starlit.type.fab { element = { silicon = 4; }; cost = {power = 100}; flag = {print=true}; time = {print=5}; }; mass = 4; rarity = 1; }) B.part.link('starlit_building:panel', { name = 'Panel'; desc = 'A sheet of aluminum suitable for use as a wall or floor panel.'; img = 'starlit-item-panel.png'; fab = starlit.type.fab { element = { aluminum = 8; }; cost = {power = 300}; flag = {print=true}; time = {print=15}; }; mass = 8; rarity = 1; }) B.part.link('starlit_building:pipe', { name = 'Pipe'; desc = 'A pipe suitable for conveying liquids or gasses.'; img = 'starlit-item-pipe.png'; fab = starlit.type.fab { element = { aluminum = 4; }; cost = {power = 300}; flag = {print=true}; time = {print=15}; }; mass = 4; rarity = 1; }) |
Added mods/starlit-building/stages.lua version [3af63c8d88].
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local lib = starlit.mod.lib local B = starlit.mod.building B.stage.link('starlit_building:stage_foundation', { tex = { 'starlit-node-concrete.png'; }; begin = { part = { 'starlit_building:concrete'; }; }; build = { part = { ['starlit_building:insulation'] = 'starlit_building:stage_foundation_insulation'; }; }; box = { type = 'fixed'; fixed = { -.5, -.5, -.5; .5, -.5 + (2/16), .5; }; }; }) B.stage.link('starlit_building:stage_foundation_insulation', { tex = { 'starlit-node-insulation-top.png'; 'starlit-node-concrete.png'; 'starlit-node-floor-panel-side.png'; }; build = { part = { ['starlit_building:insulation'] = 'starlit_building:stage_foundation_insulation_x2'; ['starlit_building:cable_electric'] = 'starlit_building:stage_foundation_insulation_conduit'; }; }; box = { type = 'fixed'; fixed = { -.5, -.5, -.5; .5, -.5 + (6/16), .5; }; }; }) B.stage.link('starlit_building:stage_foundation_insulation_x2', { tex = { 'starlit-node-insulation-top.png'; 'starlit-node-concrete.png'; 'starlit-node-floor-panel-side.png'; }; build = { part = { ['starlit_building:panel'] = 'starlit_building:floor'; }; }; box = { type = 'fixed'; fixed = { -.5, -.5, -.5; .5, -.5 + (14/16), .5; }; }; }) B.stage.link('starlit_building:stage_foundation_insulation_conduit', { tex = { 'starlit-node-insulation-cable-top.png'; 'starlit-node-concrete.png'; 'starlit-node-floor-panel-side-conduit.png'; }; groups = { conduit = 1; }; build = { part = { ['starlit_building:insulation'] = 'starlit_building:stage_foundation_insulated_conduit'; }; }; box = { type = 'fixed'; fixed = { -.5, -.5, -.5; .5, -.5 + (8/16), .5; }; }; }) B.stage.link('starlit_building:stage_foundation_insulated_conduit', { tex = { 'starlit-node-insulation-top.png'; 'starlit-node-concrete.png'; 'starlit-node-floor-panel-side-conduit.png'; }; build = { part = { ['starlit_building:panel'] = 'starlit_building:conduit'; }; }; groups = { conduit = 1; }; box = { type = 'fixed'; fixed = { -.5, -.5, -.5; .5, -.5 + (14/16), .5; }; }; }) B.stage.link('starlit_building:conduit', { tex = { 'starlit-node-floor-panel-top.png'; 'starlit-node-concrete.png'; 'starlit-node-floor-panel-side-conduit.png'; }; groups = { conduit = 1; }; }) B.stage.link('starlit_building:floor', { tex = { 'starlit-node-floor-panel-top.png'; 'starlit-node-concrete.png'; 'starlit-node-floor-panel-side.png'; }; }) |
Modified mods/starlit-electronics/init.lua from [edafa25ca2] to [668ccf7fa8].
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-- makeshift: cheap, weak, low quality
-- imperial ("da red wunz go fasta"): powerful, low quality
-- commune ("snooty sophisticates"): limited power, high quality, expensive
-- usukwinya ("value engineering"): high power, mid quality, affordable
-- eluthrai ("uncompromising"): high power, high quality, wildly expensive
-- firstborn ("god-tier"): exceptional
print(dump(starlit.world.tier.fabsum('commune', 'battery')))
local batteryTiers = {
makeshift = {
name = 'Makeshift'; capacity = .5, decay = 3, leak = 2, dischargeRate = 1,
-- fab = starlit.type.fab {
-- element = {copper=10};
-- cost = {power = 0.3};
-- time = {print = .25};
|
< |
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-- makeshift: cheap, weak, low quality -- imperial ("da red wunz go fasta"): powerful, low quality -- commune ("snooty sophisticates"): limited power, high quality, expensive -- usukwinya ("value engineering"): high power, mid quality, affordable -- eluthrai ("uncompromising"): high power, high quality, wildly expensive -- firstborn ("god-tier"): exceptional local batteryTiers = { makeshift = { name = 'Makeshift'; capacity = .5, decay = 3, leak = 2, dischargeRate = 1, -- fab = starlit.type.fab { -- element = {copper=10}; -- cost = {power = 0.3}; -- time = {print = .25}; |
Modified mods/starlit-scenario/init.lua from [ad44a3c89f] to [d2f3af923b].
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{'starlit_tech:chem_lamp', 0}; {'starlit_tech:crate', 0}; {'starlit_building:battery_box', 0}; {'starlit_building:heating_element', 0}; {'starlit_building:electrode', 0}; {'starlit_building:cable_electric', 0}; {'starlit_building:transformer', 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}; |
> > > |
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{'starlit_tech:chem_lamp', 0}; {'starlit_tech:crate', 0}; {'starlit_building:battery_box', 0}; {'starlit_building:heating_element', 0}; {'starlit_building:electrode', 0}; {'starlit_building:cable_electric', 0}; {'starlit_building:transformer', 0}; {'starlit_building:concrete', 0}; {'starlit_building:insulation', 0}; {'starlit_building:panel', 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}; |
Modified mods/starlit-tech/init.lua from [4840721039] to [de8d4eba0f].
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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 }; }; for i = stages, 0, -1 do minetest.register_node(chemLampID(i), { short_description = 'Chem Lamp'; |
| |
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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 = 4, magnesium = 1 }; cost = { power = 100 }; flag = { print = true }; time = { print = 5 }; }; for i = stages, 0, -1 do minetest.register_node(chemLampID(i), { short_description = 'Chem Lamp'; |
Modified mods/starlit/interfaces.lua from [461714c4c0] to [42263b381c].
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pnan.primary = nil elseif pptrMatch(ptr, pnan.secondary) then pnan.secondary = nil else pnan.secondary = ptr end user:suitSound 'starlit-configure' elseif pgm.sw.powerKind == 'direct' then local ctx = suitCtx(pgm) if pgm.sw.ui then user:openUI(pgm.sw.ui, 'index', ctx) return false else pgm.sw.run(user, ctx) |
> > > |
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pnan.primary = nil elseif pptrMatch(ptr, pnan.secondary) then pnan.secondary = nil else pnan.secondary = ptr end user:suitSound 'starlit-configure' if user.actMode == 'off' then user:actModeSet 'nano' end elseif pgm.sw.powerKind == 'direct' then local ctx = suitCtx(pgm) if pgm.sw.ui then user:openUI(pgm.sw.ui, 'index', ctx) return false else pgm.sw.run(user, ctx) |
Modified mods/starlit/terrain.lua from [18098e5201] to [5c8125f149].
109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 ... 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 ... 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 ... 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 |
def.img .. '.png'; 'starlit-terrain-soil.png'; { name = 'starlit-terrain-soil.png^' .. def.img ..'-overlay.png'; tileable_vertical = false; }; }; groups = {looseClump = 2, grass = 1, soil = 1, sub_walk = 1}; drop = soilDrop; sounds = grassSounds; _starlit = { recover = def.recover; recover_vary = def.recover_vary; }; }) ................................................................................ drowning = 40; post_effect_color = {a=103, r=10, g=40, b=70}; groups = {water = 3, liquid = 3}; }); end starlit.world.mineral.foreach('starlit:mineral_generate', {}, function(name,m) local node = string.format('starlit:mineral_%s', name) local grp = {mineral = 1} minetest.register_node(node, { short_description = m.name; description = starlit.ui.tooltip { title = m.name; desc = m.desc; color = m.tone; ................................................................................ seed = seed*50 + string.byte(m.name, i) end minetest.register_ore { ore = node; ore_type = m.dist.kind; wherein = m.dist.among; clust_scarcity = m.dist.rare; y_max = m.dist.height[1], y_min = m.dist.height[2]; column_height_min = m.dist.sheetCols and m.dist.sheetCols[1] or nil; column_height_max = m.dist.sheetCols and m.dist.sheetCols[2] or nil; noise_params = m.dist.noise or { scale = 1; spread = vector.new(128,128,128); seed = seed; octaves = 2; }; } end end) starlit.world.mineral.link('feldspar', { name = T 'Feldspar'; tiles = {'starlit-terrain-feldspar.png'}; excludeOre = true; recover = starlit.type.fab { time = { shred = 3; }; cost = { shredPower = 3; }; }; ................................................................................ potassium = rng:int(0,2); calcium = rng:int(0,2); } }; end; }) starlit.world.mineral.link('granite', { name = T 'Granite'; tiles = {'starlit-terrain-granite.png'}; dist = { kind = 'sheet'; among = 'starlit:feldspar'; height = {-200,30}; sheetCols = {1, 16}; }; recover = starlit.type.fab { time = { shred = 4; }; cost = { shredPower = 8; }; }; 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); } }; end; }) -- map generation minetest.register_alias('mapgen_stone', 'starlit:mineral_feldspar') minetest.register_alias('mapgen_water_source', 'starlit:liquid_water') minetest.register_alias('mapgen_river_water_source', 'starlit:liquid_water') |
| | < > > | | | | | | < | | | > > > > > > > > > > > > > > > > > > > > > > > > > |
109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 ... 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 ... 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 ... 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 |
def.img .. '.png'; 'starlit-terrain-soil.png'; { name = 'starlit-terrain-soil.png^' .. def.img ..'-overlay.png'; tileable_vertical = false; }; }; groups = {looseClump = 2, grass = 1, soil = 1}; drop = soilDrop; sounds = grassSounds; _starlit = { recover = def.recover; recover_vary = def.recover_vary; }; }) ................................................................................ drowning = 40; post_effect_color = {a=103, r=10, g=40, b=70}; groups = {water = 3, liquid = 3}; }); end starlit.world.mineral.foreach('starlit:mineral-generate', {}, function(node,m) local grp = {mineral = 1} minetest.register_node(node, { short_description = m.name; description = starlit.ui.tooltip { title = m.name; desc = m.desc; color = m.tone; ................................................................................ seed = seed*50 + string.byte(m.name, i) end minetest.register_ore { ore = node; ore_type = m.dist.kind; wherein = m.dist.among; clust_scarcity = m.dist.rare; clust_num_ores = m.dist.ores; clust_size = m.dist.clust; y_min = m.dist.height[1], y_max = m.dist.height[2]; column_height_min = m.dist.sheetCols and m.dist.sheetCols[1] or nil; column_height_max = m.dist.sheetCols and m.dist.sheetCols[2] or nil; noise_params = m.dist.noise or { scale = 1; spread = vector.new(16,16,16); seed = seed; octaves = 2; }; } end end) starlit.world.mineral.link('starlit:mineral_feldspar', { name = T 'Feldspar'; tiles = {'starlit-terrain-feldspar.png'}; excludeOre = true; recover = starlit.type.fab { time = { shred = 3; }; cost = { shredPower = 3; }; }; ................................................................................ potassium = rng:int(0,2); calcium = rng:int(0,2); } }; end; }) starlit.world.mineral.link('starlit:mineral_granite', { name = T 'Granite'; tiles = {'starlit-terrain-granite.png'}; dist = { kind = 'sheet'; among = 'starlit:mineral_feldspar'; height = {-200,30}; sheetCols = {1, 16}; }; recover = starlit.type.fab { time = { shred = 3.5; }; cost = { shredPower = 8; }; }; recover_vary = function(rng, ctx) return starlit.type.fab { element = { iron = rng:int(0,4); magnesium = rng:int(0,2); titanium = rng:int(0,1); } }; end; }) starlit.world.mineral.link('starlit:mineral_cuprite', { name = T 'Cuprite'; dist = { kind = 'blob'; among = 'starlit:mineral_feldspar'; height = {-20,20}; clust = 8; ores = 1; rare = 1000; color = lib.color(.5,.2,.1); noise = { scale = 1; spread = vector.new(5,5,5); seed = 0x1faf7e1; octaves = 1 } }; tiles = {'starlit-terrain-cuprite.png'}; recover = starlit.type.fab { element = { copper = 10 }; time = { shred = 3; }; cost = { shredPower = 3; }; }; }) -- map generation minetest.register_alias('mapgen_stone', 'starlit:mineral_feldspar') minetest.register_alias('mapgen_water_source', 'starlit:liquid_water') minetest.register_alias('mapgen_river_water_source', 'starlit:liquid_water') |
Modified mods/starlit/ui.lua from [a436d8c893] to [01dfc2a3de].
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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 local top = state.y widget('scroll_container[%s,%s;%s,%s;%s;vertical]', state.x, state.y, state.w, state.h, |
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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 if idx > cols or (def.w and (state.x + state.spacing + st.w > def.w)) then totalH = totalH + rowH state.x = startX state.y = state.y + state.spacing + rowH rowH,idx = 0,0 end rowH = math.max(rowH, st.h) 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.y = state.y + 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 local top = state.y widget('scroll_container[%s,%s;%s,%s;%s;vertical]', state.x, state.y, state.w, state.h, |