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4 Commits
Author SHA1 Message Date
JosephFerano e267992615 Tool art: keep the tier ring and tops inside the deploy card crop 2026-10-19 22:37:26 +07:00
JosephFerano fa5fc46cb8 AGENTS.md: tool art script 2026-10-19 22:34:16 +07:00
JosephFerano 7af1c5a821 Show each tool's tier art in Equipment, deploy cards, drill lines and the API
StoreItem.ImageAt picks <image>-tN, falling back to the base image when a tier has
no file. API: state.tools and equipment rows use it; catalog tiers get an image.
TestAPI checks every tool has an image at every tier.
2026-10-19 22:33:44 +07:00
JosephFerano fcec292660 Tool art: generated drill images per tool and tier
scripts/tool-art.mjs draws each store item as an isometric SVG (own silhouette and
color per tool; tiers grow the rig, add parts, light a ring of tier segments and
strengthen the glow) and rasterizes it to web/static/assets/items. Tier 0 keeps the
existing file names; tier N adds -tN before the extension.
2026-10-19 22:33:44 +07:00
461 changed files with 1458 additions and 34558 deletions

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@@ -7,4 +7,3 @@ node_modules
.DS_Store .DS_Store
web/static/css/app.css web/static/css/app.css
art art
web/static/app
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@@ -1,3 +1,8 @@
# Build output
/bin/
/moonminers
/web/static/css/app.css
# Local env files (never commit) # Local env files (never commit)
.env .env
.env*.local .env*.local
@@ -7,9 +12,14 @@
.DS_Store .DS_Store
# Personal files # Personal files
/sql/create-users.sql
/.dir-locals.el /.dir-locals.el
sql/queries.sql
/project.todo /project.todo
# Blender files # Blender files (generated by art/equipment scripts)
*.blend *.blend
*.blend1 *.blend1
/art/equipment/build/
/art/advisors/build/
/art/attachments/build/
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@@ -1,41 +1,193 @@
# AGENTS.md — Moon Miners # AGENTS.md — Moon Miners
## What this is ## What this is
Moon Miners is an idle/mining game. Players join anonymously: the server creates a Moon Miners is a browser idle/mining game. Players join anonymously: the server creates a
player and keeps its id in the `mm_user` cookie (or `X-MM-User` for the API). Players own player and keeps its id in the `mm_user` cookie. Players own moons ("staking sources") with
moons ("staking sources") with resource wells, buy and upgrade mining tools (store items) resource wells, buy and upgrade mining tools (store items) and stake them on wells. When a
and stake them on wells. When a stake finishes (drill cycles are seconds: stake finishes (drill cycles are seconds: `completionTimeInSecs`, `duration_in_secs`) they
`completionTimeInSecs`, `duration_in_secs`) they claim resources (Sollux, Shadowstone, claim resources (Sollux, Shadowstone, Azurium, Novafor, Nebulance), which
Azurium, Novafor, Nebulance), which they can sell for credits (₥) or refine into refined they can sell for credits (₥) or refine into refined items (Refinery section: timed batches
items (Refinery section: timed batches in slots; refined items sell for more and are parts in slots; refined items sell for more and are parts for higher tool upgrades). Drill
for higher tool upgrades). Drill attachments (bought in the Store, equipped on a drill from attachments (bought in the Store, equipped on a drill from its panel in Equipment) give it
its panel in Equipment) give it a modifier that makes it faster or bigger; advisors a modifier that makes it faster or bigger; advisors (Advisors section, one per seat) boost drill speed, yield, sell prices or the
(Advisors section, one per seat) boost drill speed, yield, sell prices or the refinery for refinery for the whole account. There is also a leaderboard (Leaderboard section, `leaderboard.go`: top miners by credits, banned players left out; also JSON at `/api/leaderboard`).
the whole account. There is also a leaderboard (Leaderboard section: top miners by credits,
banned players left out).
## How the parts fit ## Stack
- `server/`: the Go server (game rules, Postgres, admin pages) and the web client, which it - Go (standard library `net/http` + `html/template`) with `pgx` for Postgres. One `main`
renders as HTML (htmx, three.js moon). The server is the only authority on game state. package at the repo root; templates, static files and SQL are embedded with `go:embed`.
Details: `server/AGENTS.md`. - The interface is server-rendered HTML. htmx swaps it in place, morphing the game's regions
- `client/`: the Defold client (desktop and a WebAssembly build). It talks to the server's (idiomorph extension, vendored in `web/static/vendor/idiomorph`) so elements keep their
JSON API (`/api/state`, `/api/act/<action>`, documented in `server/api.md`) and shows state; Tailwind v4 (standalone CLI) builds the CSS. No bundler, no TypeScript, no Alpine.
what it sends; its moon generator is a port of `server/web/static/js/terrain.js`. - three.js is a plain ES module loaded through an import map (vendored in `web/static/vendor`).
Details: `client/AGENTS.md`. The viewport in the aside shows the selected moon, generated procedurally from its id
- Repo root: `docker-compose.yml` (local Postgres), `docker-compose.prod.yml` (production, (`terrain.js`, run in a worker by `moon-worker.js`; settings tuned on `/utils/moons` and
Dokploy; builds `server/`), `IDEAS.md` (features not built yet), `README.md`. stored in `moon_settings`). The HTML is the interface; the moon is only decoration.
- Postgres 16, stock image. No functions or extensions in the database.
## Workspace ## Layout
- The repo is `game/` in the `MoonMiners/` workspace. Design notes live in the workspace, - The repo is `server/` in the `MoonMiners/` workspace; agent worktrees go next to it
outside git (`../project.todo`, `../FAQ.org`, `../druid-notes.md`). (`git worktree add ../wt-<task> -b <task>`), a Defold client later in `../client`.
- Agent worktrees go in the workspace, next to `game/`: - `main.go`: commands (`serve`, `migrate`, `load-config`, `sim [file]`, `moon-traits`), `.env`
`git -C game worktree add ../wt-<task> -b <task>`. Remove them when merged. loading. `balance.go`: the `sim` command (prints the `sim.go` analysis).
- `.env` (database credentials) is in the repo root or in `server/`. Never read, print or - `game.go`: game rules. Each action is one transaction that locks (`for update`) the rows it
commit it. reads; `check (balance >= 0)` in the schema is the safety net. Rule violations return a
`GameError` (shown to the player as a toast); other errors are 500s. Past moons (wells
empty, nothing unclaimed) are computed (`loadPastMoons`, no column); they still count as
owned for the moon price and well scale, and can't be sold.
- `views.go`: the `View` (section, moon, well, tab; carried in the URL as
`/?s=&moon=&well=`), the `Page` view model, formatting helpers.
- `server.go`: routes and middleware (request log, `nosniff`/`Referrer-Policy` headers, body
limits with forms parsed up front, a per-IP limit on new players). `GET /` renders the page
(htmx requests get every region as an out-of-band swap); `POST /act/<action>` runs an
action and responds the same way.
- `api.go`, `api.md`: JSON API for non-web clients (Defold): `GET /api/state` (the view
models mapped to JSON DTOs; times in unix ms) and `POST /api/act/<action>` (same
`runAction` as `/act/`, gates included; `{ok, error, toast, fx, state}`, rule errors 422).
Player id from `X-MM-User` or the cookie, else a new player (id echoed back).
`api_sections.go`: every section's block (equipment and drill panel, store, refinery,
advisors, leaderboard, help, new-moon teaser, reveal and buy modal in act responses, moon
sale, market chart), plus `rules` (numbers for client prediction), `catalog` (static data,
image URLs, tool codes), `jobs`, `bonuses`, `liveEvents`; blocks come with `s=` or
`include=`; reasons are codes with the web's text beside them (`whyText`, …), confirm dialogs as `confirm`; `catalog=0` or `catalog=<catalogVersion>` skips the catalog; `clientSeq` is echoed. A new section in the API:
map its view model in `addSection`. `api_test.go` (in `make check`) builds every block
for every test view.
- `config/game.json`: the game config (starting credits/resources/tools, moon price, well
supply, `wellCountWeights`, resource prices, store items with upgrade tiers, moon types: a
name, a placeholder description and resource `affinities`, refinery), embedded.
`rollWells` (game.go) rolls a new moon's wells: 2–5 by weight, resources by its type's
affinities, each well's supply rolled in [`wellSupplyMin`, `wellSupplyMax`) (fewer wells
hold less); a first moon
always has every raw input of a recipe. A moon's name comes from `moonNames` (roots and
suffix style weights, `rollMoonName`), never repeated among a player's moons; its type is
`staking_source.kind` (moons from before migration 013 were named after their type).
`config.go` parses it into `game` and syncs store items into `store_item`/`upgrade_item`
(needed for the inventory foreign key and the SQL in game.go). Admins override its
values live on `/utils/economy` (table editor in `economy.js`; `economy.go`: a patch per
save in `config_override`, latest wins; `sim.go`: balance analysis and progression sim). Read config values through
`cfg()` (game.json + override), never `game` directly. `migrate.go`: database setup.
- `db.go`: connections, `inTx`, `GameError`.
- `market.go`: market prices. A unit sells for its config price × a deterministic drift
(name + 5-minute tick, within ±`marketVolatility`) × live price events × the player's
selling pressure (`marketPressure`: their recent sales of the item, in base-price credits,
decaying with a half-life, table `market_pressure`; the factor eases from 1 towards
`floor`, and a sale is priced at its average over the pressure it adds). `marketRate` is
used by `sell`/`sellRefined` and the market view (24h history recomputed, no table);
view model for the Market section (ticker, watchlist, chart, sell ticket; `pick=` in the
URL selects a quote). `web/static/js/market.js`: chart crosshair and ticket estimate.
- `resale.go`: selling a moon back (`moonResale` in game.json): what's left in its wells at
market price (with live events, without selling pressure or advisors) × `factor`, capped
at `maxRatio` × the replacement moon's price (`moonPriceFor(owned-1)`), which it's
compared with. Not the last moon, not within `minHoldSecs` of buying it, not while a
drill on it is running; finished drills are claimed in the sale. Template: `moon-sale`.
Also selling tools and spare attachments for `equipmentResale.factor` (below 1) of their
credit price (a tool: price + its upgrades; refined parts not refunded): only idle
tools with nothing to claim, never the last tool; attachments on it return to the inventory.
- `refinery.go`: refinery config (`refinery` in game.json, `parts` on upgrade tiers), rules
(start batch, collect, buy slot, sell refined, upgrade parts) and its view model. A batch
of n takes `seconds` × n^`bulkExponent` (`batchSecs`). Tables
`refined_account`, `refinery_job`, `users.refinery_slots`. Template: `refinery.html`.
- `bonus.go`: player bonuses. `bonusesFor` combines advisors and a tool's attachments
(multipliers multiply, then each kind is capped by `bonusCaps`); live events multiply on
top, uncapped. `drillStats` turns a tool's cycle and yield into a stake's (used by
`stakeInTx`, the views and the sim); sells and refinery batches use `Bonus.Sell`/`Refine`.
Bonuses are fixed when the action runs (a stake keeps its duration and amount).
- `attachments.go`: attachments config (`attachments` in game.json: `slotsPerTool`, items
with `speed`/`yield` multipliers), buy/equip/unequip rules (one of each per tool; equip
and unequip any time, they count from the next stake), store cards and the drill panel
(`drill=` in the URL, Equipment section, in the aside). Table `attachment`
(`inventory_item_id` null: unequipped).
- `advisors.go`, `web/templates/advisors.html`: advisors config (`advisors`), hire and buy
seat rules, Advisors section. Tables `advisor_hire`, `users.advisor_seats`.
- `onboarding.go`: onboarding by progressive reveal, no tutorial text. `users.onboarding`
holds flags that are only ever added (gates passed, `claimed:<resource>`, `seen:<tab>`,
`all` for players from before it). New players see only the first moon purchase; deploying
reveals Equipment, claiming Market, selling Store (and "+ New moon", Help, upgrades,
attachments, moon sale, Redrill), claiming both raw inputs of a recipe Refinery, buying a
tool or attachment Advisors. Templates ask `.S.Unlocked "<feature>"`; `View.resolve` sends
locked sections to the moon view and `runAction` refuses locked actions (`actionGates`).
A revealed tab shines (`data-shine`) until opened (`markSeen` in `handleIndex`). New
sections and actions need a gate there.
- `players.go`, `web/templates/players.html`: admin Players page at `/utils/players`
(search, detail, grants, finish drills, reset, onboarding reset/unlock all, ban; each logged as `admin_*` in
`event_log`). `notBanned` gives banned players (`users.banned_at`) a suspended page.
`web/templates/admin.html`: the shared admin nav (`{{template "admin-nav" "<page>"}}`, put
it on every `/utils` page) and confirm dialog. `/utils` redirects to `/utils/players`.
- `web/templates/`: `page.html` (page shell, boot page), `app.html` (header, moon
list, sections, side panel).
- `web/static/js/main.js`: glue between htmx and the scene (and what a morph keeps of the JS's
own changes: classes, styles, inserted elements, typed values), and countdowns (`data-ends`)
that enable their Claim button (`data-ready-at`) when due. `scene.js`: the three.js scene.
`tabs.js`: sliding tab highlight (`data-tabs`). `enter.js`: entrance animations on view
changes. `ui.js`: the custom confirm dialog (`hx-confirm`) and toasts, shared by the game
and admin pages.
- `web/static/js/fx.js`: effects per action result (toast `data-fx`). `sfx.js`: sound
(Web Audio; clips in `web/static/assets/sfx`, see CREDITS.txt; synth sounds via vendored
ZzFX). fx.js maps action kinds to sounds; mute is in the header, `window.mmAudio` for
outside control (e.g. ads).
`terrain.js`: moon generation (no imports, also runs in the worker). `moons-admin.js` and
`web/templates/moons.html`: the moon lab. `moons.go`: moon settings endpoints, `isAdmin`.
`moondesc.go`: moon descriptions generated from the look (mirrors terrain.js `moonTraits`;
`scripts/check-moon-traits.mjs` in `make check` keeps them in sync) and the wells.
- `reveal.go`, `web/static/js/reveal.js`: the new-moon section (`s=new-moon`, a teaser with a
shrouded moon in the viewport, `mystery` in the scene data) and the reveal after
`buy-moon` (the response carries `#reveal` with the moon's card; scene.js plays the
burst, fx.js waits for `mm:revealed` before counting the balance down).
`rating.go`: a new moon's rating, the percentile of its base-price value among a cached
sample of `rollWells` (resampled when the config changes), stored in
`staking_source.rating`; tiers Poor/Fair/Good/Great/Exceptional drive the card's verdict
and the star chip in the moon list and header.
- `liveops.go`, `events.go`, `web/templates/liveops.html`, `web/static/js/liveops.js`: live
ops at `/utils/liveops` (dashboard from `event_log`, timed events in `live_event` applied
via `eventMultiplier` in game.go, `announcement`; both shown in the game's `#banner`).
- `scripts/tool-art.mjs`: draws the tool images (`web/static/assets/items`, one per tool and
tier: `<image>-tN`, `StoreItem.ImageAt`); rerun it after adding a tool or tier (needs
rsvg-convert and ImageMagick). A new tool needs a drawing there.
- `web/css/app.css`: Tailwind input (custom HUD styles); builds to `web/static/css/app.css`.
- `sql/tables.sql`, `sql/data.sql`: schema for fresh databases. `sql/migrations/` (001–015):
changes for existing ones, applied on every `migrate`, so each must be idempotent.
- `test-endpoints.restclient`: the up-to-date list of endpoints, in Emacs restclient format.
## Conventions (all parts) ## Commands
- The server is the authority: clients show the state it sends and send actions; no game - `make dev`: server on :3000 that reloads templates/static from disk, with Tailwind watching.
rules on the client side beyond what `server/api.md` "Prediction" allows. - `make build`, `make check` (gofmt, vet, template check, JS syntax of every `web/static/js/*.js`,
- Work in one part at a time: a client task doesn't change `server/`, and the other way moon traits check), `make migrate`, `make load-config`. `go run . sim` prints the economy analysis.
round, unless the task says so. - Template check: `templates_test.go` (`go test -run Templates`, in `make check`) parses the
templates like the server and renders every page and region against in-memory game states;
when you add a page, section or view model branch, make sure its states/views reach it.
- Local DB: `podman-compose up -d db` then `make migrate` (see README).
There is no other test suite, except `wells_test.go` (`go test -run Wells -v`: well roll
distribution, value by well count, resale odds, sim seeds).
## Deployment
- Production uses `docker-compose.prod.yml` (deployed with Dokploy): `app`, `db` (stock
Postgres) and `migrate` (same image as `app`, runs on every deploy before the app starts).
- Schema changes need both an update to `sql/tables.sql` (fresh DBs) and a new idempotent
`sql/migrations/NNN-name.sql` (existing DBs). Check that a fresh DB and one built from the
pre-Go schema (`git show 610d26e:sql/tables.sql`) plus all migrations give the same
`pg_dump --schema-only`.
- Keep `docker-compose.prod.yml` services on the explicit `internal` network (Dokploy adds its own network).
## Environment
Postgres credentials come from `.env`: `DB_USER`, `DB_PASSWORD`, `DB_HOST`, `DB_PORT`,
`DB_DATABASE`, plus `ADMIN_DB_USER`/`ADMIN_DB_PASSWORD` for `migrate`. Never read, print or
commit `.env`. `ADMIN_USER_IDS` (comma-separated player ids) grants access to `/utils`
(unset: nobody); with `MM_DEV=1` everyone is an admin.
## Conventions
- Game rules go in `game.go`, in a transaction, locking what they read. Keep handlers thin.
- Layout: header, moon list, main area (one section at a time), and an aside with the 3D
viewport and the selected well. Links are `<a href hx-get>` to a view URL; main.js keeps
the address bar in sync.
- New section: add it to `sections` and `State.page` (views.go) and a `<name>-section`
template in `app.html`. New action: a case in `server.runAction` (shared by `/act/` and
`/api/act/`) plus a button with `hx-post="/act/<action>"`. The current view (s, moon, well, drill) is sent automatically,
so action parameters must use other names. Give it a sound in fx.js if it needs one.
- Clicks give instant feedback only (busy state + spinner). No client-side game logic or
prediction; the server is the authority. Pages don't reload on timers: countdown labels
(`data-ends`) tick client-side and may enable a Claim button, as display only.
- SQL is lowercase with snake_case identifiers.
- When you add an endpoint, add it to `test-endpoints.restclient`.
- New player action: log it with `logEvent(ctx, tx, userID, "<kind>", data)` inside its
transaction (spends use the key `price`, earnings `credits`; the dashboard sums them).
- Dispose any three.js geometry and materials you create.
- Keep changes small. Don't refactor or move files unless asked. - Keep changes small. Don't refactor or move files unless asked.
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@@ -5,14 +5,10 @@ ARG TAILWIND_VERSION=v4.1.14
RUN curl -fsSL -o /usr/local/bin/tailwindcss \ RUN curl -fsSL -o /usr/local/bin/tailwindcss \
https://github.com/tailwindlabs/tailwindcss/releases/download/${TAILWIND_VERSION}/tailwindcss-linux-x64 \ https://github.com/tailwindlabs/tailwindcss/releases/download/${TAILWIND_VERSION}/tailwindcss-linux-x64 \
&& chmod +x /usr/local/bin/tailwindcss && chmod +x /usr/local/bin/tailwindcss
ARG ESBUILD_VERSION=0.28.2
RUN curl -fsSL https://registry.npmjs.org/@esbuild/linux-x64/-/linux-x64-${ESBUILD_VERSION}.tgz \
| tar xz -C /usr/local/bin --strip-components=2 package/bin/esbuild
COPY go.mod go.sum ./ COPY go.mod go.sum ./
RUN go mod download RUN go mod download
COPY . . COPY . .
RUN tailwindcss -i web/css/app.css -o web/static/css/app.css --minify \ RUN tailwindcss -i web/css/app.css -o web/static/css/app.css --minify \
&& make app ESBUILD=/usr/local/bin/esbuild \
&& CGO_ENABLED=0 go build -trimpath -ldflags="-s -w" -o /moonminers . && CGO_ENABLED=0 go build -trimpath -ldflags="-s -w" -o /moonminers .
FROM scratch FROM scratch
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@@ -0,0 +1,33 @@
TAILWIND_VERSION := v4.1.14
TAILWIND := bin/tailwindcss
CSS := web/static/css/app.css
.PHONY: build dev css migrate load-config check
build: css
go build -o bin/moonminers .
# Server on :3000 that reloads templates and static files from disk; CSS rebuilds on change.
dev: $(TAILWIND)
$(TAILWIND) -i web/css/app.css -o $(CSS) --watch=always & \
trap 'kill $$!' EXIT; MM_DEV=1 go run . serve
css: $(TAILWIND)
$(TAILWIND) -i web/css/app.css -o $(CSS) --minify
migrate:
go run . migrate
load-config:
go run . load-config
check:
test -z "$$(gofmt -l .)" && go vet ./...
go test -run '^(TestTemplates|TestAPI)$$' -count=1 .
for f in web/static/js/*.js; do node --check $$f || exit 1; done
node --no-warnings scripts/check-moon-traits.mjs
$(TAILWIND):
mkdir -p bin
curl -fsSL -o $@ https://github.com/tailwindlabs/tailwindcss/releases/download/$(TAILWIND_VERSION)/tailwindcss-linux-x64
chmod +x $@
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@@ -1,35 +1,252 @@
# Moon Miners # Moon Miners
An idle mining game: own moons, drill their wells, claim resources, sell or refine them. A browser mining game. Players own moons (staking sources) with resource wells, buy and
upgrade mining tools, stake them on wells, claim resources when the stake completes, and sell
resources for credits (₥). Drill cycles last seconds, so play is active. The refinery turns
resources into refined items on a timer; those sell for more and are needed as parts for
higher tool upgrades.
- `server/`: Go server, JSON API (`server/api.md`) and the web client (htmx + three.js). It's a Go server that renders the interface as HTML (with htmx for in-place updates) next to
- `client/`: Defold client, for desktop and the browser (WebAssembly). a three.js view of the selected moon, generated procedurally from its id. Game rules run in
Go, one Postgres transaction per action. The page doesn't reload on timers: countdowns tick
in the browser and enable each Claim button when its drill should be done, and the server
decides what is actually ready when it's clicked.
## Server and web client Players join anonymously: on the first visit the server creates a player and stores its id in
a cookie. No wallet or sign-up needed.
Needs Go 1.25+ and Podman or Docker. Put a `.env` in the repo root (variables in ## Requirements
`server/README.md`).
```bash - Go 1.25+
podman-compose up -d db # or: docker compose up -d db - PostgreSQL 16 (stock image is fine), or Podman/Docker to run it
cd server - Node.js, only for `make check` (syntax-checks the JS)
make migrate
make dev # http://localhost:3000 `make` downloads the Tailwind standalone CLI into `bin/` on first use.
## Environment
The server reads `.env` in the project root (gitignored, never commit it). Real environment
variables take precedence.
```dotenv
DB_USER=moonminers # app user: read/write access to the tables
DB_PASSWORD=moonminers
DB_HOST=localhost
DB_PORT=5432
DB_DATABASE=moonminers
ADMIN_DB_USER=postgres # superuser, only used by `migrate`
ADMIN_DB_PASSWORD=postgres
``` ```
## Defold client Optional: `PORT` (default 3000), `DB_SSLMODE` (default `disable`), `MM_DEV=1` (reload templates
and static files from disk; also makes everyone an admin), `ADMIN_USER_IDS` (comma-separated
player ids allowed on the admin pages; unset means no admins), `TRUST_PROXY=1` (behind a reverse proxy: rate-limit new
players by the last `X-Forwarded-For` address instead of the connection's; new players are
limited to 10 a minute per IP).
Needs Java 21+. The Makefile downloads Defold's command-line builder (`bob.jar`). The editor ## Local development
is optional: https://defold.com/download/
With the server running: 1. Create `.env` as above.
2. Start Postgres and set up the database (roles, schema, migrations, store items from
`config/game.json`):
```bash ```bash
cd client podman-compose up -d db # or: docker compose up -d db
make run # desktop build, plays against http://localhost:3000 make migrate
make web && make serve-web # browser build: open http://localhost:8080 ```
```
## Deploy 3. Run the server and open http://localhost:3000:
Dokploy, Docker Compose with `docker-compose.prod.yml`. Details in `server/README.md`. ```bash
make dev
```
Template, CSS and JS changes show up on reload; Go changes need a restart.
Other commands: `make build` (CSS + `bin/moonminers`), `make check` (gofmt, vet, the template
check in `templates_test.go`, which renders every page against sample game states without a
database, JS syntax, and `scripts/check-moon-traits.mjs`, which checks that `moondesc.go` and
`terrain.js` agree on moon looks), `make load-config` (sync the store items in the database with `config/game.json`).
The binary's commands: `serve` (default), `migrate`, `load-config`, `sim [file]` (print the
economy analysis and a 4-hour greedy-player sim for the game config, or for a config file),
and `moon-traits` (JSON on stdin; used by the moon traits check).
Reset the local database: `podman-compose down -v && podman-compose up -d db && make migrate`.
## Database changes
`migrate` runs on every deploy and must be safe to repeat. It creates the `devs` role and the
app user, creates the schema from `sql/tables.sql` and `sql/data.sql` on an empty database,
applies `sql/migrations/*.sql` in name order, grants the app user access, and syncs the
store items with the game config.
For a schema change, update `sql/tables.sql` (fresh databases) and add an idempotent
`sql/migrations/NNN-name.sql` (existing databases: `if not exists`, `if exists`). A fresh
database and one migrated from the pre-Go schema through every migration must end up with the
same schema (compare `pg_dump --schema-only`). The migrations so far: 001 drops the old config
tables, 002 moon settings, 003 config overrides, 004 live ops, 005 refinery, 006 player
admin, 007 drill cycles in seconds, 008 security fixes (UTC defaults, one claim per stake,
non-negative well supply), 009 schema cleanup (old columns, moon images), 010 drill
attachments and advisors, 011 market pressure, 012 onboarding, 013 moon type
(`staking_source.kind`, now that moons get generated names).
## Game config
`config/game.json` holds the balance numbers (starting credits, resources and tools, moon
price, well supply range, `wellCountWeights`: how many wells a new moon gets, resource prices
in credits per unit), the store items with their
upgrade tiers (tiers can also need refined `parts`; a drill cycle is `completionTimeInSecs`),
the moon types (a name, a placeholder description: the look is procedural and the
description is generated when the moon is bought, see `moondesc.go`, and `affinities`:
weights of the resources its wells hold, 1 if unlisted), moon names (`moonNames`: roots, and
weights for the suffix styles: Roman numeral, Greek letter, catalogue number, letter and
number; a player never gets the same name twice), and the refinery
(`refinery`: slot prices, max batch size, `bulkExponent` (a batch of n takes
seconds × n^bulkExponent, so bigger batches are faster per unit), and the refined items with
their recipe, seconds per unit and sell price). Market prices move: every 5 minutes each resource and refined item
drifts within ±`marketVolatility` (default 15%) of its configured price, from a deterministic
function of name and time (`market.go`), which also gives the 24h charts; sells use it.
A player's own selling lowers their price a little (`marketPressure`): each sale adds its
base value to their pressure on the item, which halves every `halfLifeSecs`, and the price
factor is `floor + (1 − floor) × e^(−pressure / scale)`, so it flattens out at `floor`.
Drill attachments (`attachments`: `slotsPerTool`, and per attachment a `price`, an `image`
and `speed`/`yield` multipliers) are bought in the Store and equipped on a drill from its
panel in Equipment, where idle drills and spare attachments can also be sold back for
`equipmentResale.factor` of their credit price (a drill: its price plus its upgrades; refined
parts aren't refunded). A moon sells back (`moonResale`) for what's left in its wells at market
price × `factor`, at most `maxRatio` × the price of a replacement moon, no sooner than
`minHoldSecs` after buying it, and not while a drill on it is running. Advisors (`advisors`: `seatPrices` for the 2nd, 3rd, ... seat, and per
advisor a hire `price` and `speed`/`yield`/`sell`/`refine` multipliers) boost the whole
account. A player's multipliers multiply together and each kind is capped by `bonusCaps`;
live events multiply on top. They count when an action runs, so a stake keeps the bonuses
it started with (`bonus.go`).
It's embedded in the binary, so changes need a rebuild.
Store items are also kept in the database (`migrate` and `make load-config` sync them;
items removed from the file are deleted unless a player owns one).
Admins can change these numbers without a deploy on `/utils/economy` (see Admin panels).
## Admin panels
Admins are the player ids listed in `ADMIN_USER_IDS` (comma-separated). With `MM_DEV=1`
everyone is an admin, so never set it in production. Other players get a 403 (the admin pages
show "missing permission"). Every admin page
shares one nav: Players · Moons · Economy · Live ops · Game.
| Page | What it's for |
|---|---|
| `/utils` | Redirects to `/utils/players`. |
| `/utils/players` | Find players (id prefix or name), sort by last seen, activity, newest, richest. |
| `/utils/players/{id}` | One player: balance, resources, refined items, moons and wells, tools and drills, event history (older pages at `/utils/players/{id}/events?page=n`). Grant/remove credits, grant resources and tools, finish running drills, reset, ban/unban. |
| `/utils/moons` | Moon lab: live 3D preview with sliders for terrain, craters, colors, bloom, atmosphere and rotation. "Save for the game" applies the look to every moon. |
| `/utils/economy` | Edit the game config without a deploy: tables for equipment (with upgrade tiers), resources, refined items, market, attachments, advisors, moon types and constants, saved together as a draft; live analysis of the draft, version history with revert/reset, raw JSON. |
| `/utils/liveops` | Dashboard, timed events and announcements. |
Actions (all `POST`, confirmed in the page's own dialog):
| Endpoint | Actions |
|---|---|
| `/utils/players/{id}/{action}` | `credits`, `resources`, `tool`, `finish-stakes`, `reset`, `ban`, `unban` |
| `/utils/economy/{action}` | `analyze`, `save`, `revert`, `reset` |
| `/utils/liveops/{what}` | `events/save`, `announcements/save` |
| `/utils/liveops/{what}/{id}/{action}` | toggle or delete an event, delete an announcement |
| `/utils/{action}` | `clear-data`, `load-config` (older endpoints, no page) |
| `/api/moon-settings` | `GET` (public) returns the saved moon look; `POST` (admins) saves it |
Request examples are in `test-endpoints.restclient`.
### Players
Every admin action is logged in `event_log` with the admin's id (`admin_*` kinds, which the
live-ops stats ignore). Banned players see "This account is suspended" and their actions get a
403.
### Moons
Each moon's look is generated from its id (terrain technique, noise, craters, colors). The lab
edits the shared settings that every moon starts from; they're stored as one JSON row in
`moon_settings` and merged over the defaults in `web/static/js/terrain.js`.
### Economy
A form for the constants, resource prices, store items and upgrade tiers (including parts),
and the refinery, plus a raw JSON editor for every field. The analysis updates as you type:
income and payback per tool and upgrade, refining gain per recipe, red flags, and a 72-hour
greedy-player sim. Each save stores the values that differ from `config/game.json` as a new row
in `config_override`; the latest row is in effect (merged over the file, reloaded every 30 s)
and store items are re-synced.
### Live ops
- Dashboard: players, daily actives, D1/D7 retention, actions, credits earned vs spent,
resources claimed. Built from `event_log`, which every game action writes to.
- Timed events: yield, sell price or mining speed multipliers, applied server-side.
- Announcements.
Live events and announcements show in a banner at the top of the game. Times are UTC.
## Interface
Server-rendered regions swapped by htmx, which morphs them into the page with the idiomorph
extension (0BSD, `web/static/vendor/idiomorph`) so elements keep their state; the JS only
adds display: `main.js` (htmx glue,
viewport, countdowns), `fx.js` (effects per action result), `sfx.js` (sound, below),
`tabs.js` (sliding tab highlight), `enter.js` (entrance animations when a view changes),
`market.js` (chart crosshair), `ui.js` (confirm dialog and toasts, shared with the admin
pages), `scene.js`/`terrain.js`/`moon-worker.js` (the moon).
## Sound
`web/static/js/sfx.js` plays sound effects with the Web Audio API: short clips from Kenney's
CC0 packs (trimmed and loudness-matched, listed in `web/static/assets/sfx/CREDITS.txt`) and
a few sounds synthesized with ZzFX (MIT, `web/static/vendor/zzfx`). The speaker button in the
header mutes them (remembered per browser); they are also muted while the tab is hidden.
`window.mmAudio.mute()` / `unmute()` mute from outside (e.g. during an ad) without touching
the player's setting. Set `localStorage["mm-sfx-debug"] = "1"` to log every sound played.
## Security
- Players are identified only by the `mm_user` cookie (HttpOnly, SameSite=Lax). New players
are rate-limited to 10 a minute per IP (`TRUST_PROXY=1` behind a proxy).
- Request bodies are capped at 64 KB (1 MB for `/utils/economy/*`); forms are parsed up front,
so oversized ones get a 413.
- Every response sets `X-Content-Type-Options: nosniff` and `Referrer-Policy: same-origin`.
- Game actions validate ids, lock what they read and keep balances and supplies at 0 or more
(schema checks back this up); a stake is claimed at most once (unique index).
- Errors that aren't rule violations are logged and answered with a generic 500.
## Deployment (Dokploy)
`docker-compose.prod.yml` runs `db` (Postgres 16, data in the `db-data` volume), `migrate`
(schema and migrations, runs before the app on every deploy) and `app` (port 3000).
First deploy:
1. Dokploy: create a **Docker Compose** service from this repository, compose path
`docker-compose.prod.yml`.
2. **Environment**:
```dotenv
POSTGRES_PASSWORD=... # strong; Postgres superuser, used by migrate
DB_PASSWORD=... # strong; app user "moonminers"
ADMIN_USER_IDS= # fill in at step 5
```
Never set `MM_DEV` in production: it makes every player an admin.
3. **Domains**: your domain → service `app`, port `3000`, HTTPS on.
4. Coming from the old (Next.js) version and want a clean start? Stop the service and delete
the `db-data` volume first. Otherwise `migrate` upgrades the old database in place.
5. Deploy, open the site once, and copy your player id: the value of the `mm_user` cookie
(browser dev tools → Storage/Application → Cookies). Put it in `ADMIN_USER_IDS`
(comma-separate several) and redeploy. The admin pages are at `/utils`.
Updates: push to the branch Dokploy tracks and deploy; `migrate` applies new migrations.
Back up `db-data` with `pg_dump` or Dokploy's volume backups.
To test the production stack locally:
`POSTGRES_PASSWORD=x DB_PASSWORD=y podman-compose -p mmprod -f docker-compose.prod.yml up --build`
(add a `ports: ["3100:3000"]` override for `app` to reach it).
## Endpoints
See `test-endpoints.restclient` (Emacs restclient format).
+186
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@@ -0,0 +1,186 @@
package main
// Advisors: people a player hires once, for credits, who boost the whole operation (drill
// speed, yield, sell prices, refinery speed; bonus.go combines them with drill attachments). Each
// advisor takes a seat: players start with one and buy more (advisors.seatPrices), like
// refinery slots. Tables advisor_hire and users.advisor_seats.
import (
"context"
"fmt"
"strings"
"github.com/jackc/pgx/v5"
"github.com/jackc/pgx/v5/pgxpool"
)
type AdvisorConfig struct {
// Price of the 2nd, 3rd, ... seat. Players start with one; the cap is 1 + len.
SeatPrices []float64 `json:"seatPrices"`
Items []Advisor `json:"items"`
}
type Advisor struct {
Name string `json:"name"`
Title string `json:"title"` // the specialty, e.g. "Commodities Broker"
Description string `json:"description"`
Image string `json:"image"` // portrait, in web/static/assets/advisors
Price float64 `json:"price"` // to hire
Speed float64 `json:"speed,omitempty"` // multipliers; unset is 1
Yield float64 `json:"yield,omitempty"` //
Sell float64 `json:"sell,omitempty"` //
Refine float64 `json:"refine,omitempty"` //
}
func (c *GameConfig) advisor(name string) *Advisor {
for i := range c.Advisors.Items {
if c.Advisors.Items[i].Name == name {
return &c.Advisors.Items[i]
}
}
return nil
}
// Effect describes the bonus, e.g. "+8% sell prices".
func (a *Advisor) Effect() string {
var parts []string
for _, e := range []struct {
m float64
what string
}{{a.Speed, "drill speed"}, {a.Yield, "yield"}, {a.Sell, "sell prices"}, {a.Refine, "refinery speed"}} {
if e.m > 1 {
parts = append(parts, pctText(e.m)+" "+e.what)
}
}
return strings.Join(parts, ", ")
}
// lockAdvisors locks the player's row, which serializes their advisor actions, and returns
// how many seats they own.
func lockAdvisors(ctx context.Context, tx pgx.Tx, userID string) (int, error) {
var seats int
err := tx.QueryRow(ctx,
"select advisor_seats from users where id = $1 for no key update", userID).Scan(&seats)
return seats, err
}
// hireAdvisor hires an advisor into a free seat.
func hireAdvisor(ctx context.Context, db *pgxpool.Pool, userID, name string) error {
a := cfg().advisor(name)
if a == nil {
return gameErr("Unknown advisor")
}
return inTx(ctx, db, func(tx pgx.Tx) error {
seats, err := lockAdvisors(ctx, tx, userID)
if err != nil {
return err
}
var hired int
var already bool
err = tx.QueryRow(ctx, `
select count(*), coalesce(bool_or(advisor = $2), false) from advisor_hire where user_id = $1`,
userID, a.Name).Scan(&hired, &already)
if err != nil {
return err
}
if already {
return gameErr("%s already works for you", a.Name)
}
if hired >= seats {
return gameErr("All advisor seats are taken. Buy another seat first")
}
if err := debit(ctx, tx, userID, a.Price); err != nil {
return err
}
_, err = tx.Exec(ctx, "insert into advisor_hire(user_id, advisor) values ($1, $2)", userID, a.Name)
if err != nil {
return err
}
return logEvent(ctx, tx, userID, "hire_advisor", map[string]any{"advisor": a.Name, "price": a.Price})
})
}
// buyAdvisorSeat adds a seat at the next seat's price.
func buyAdvisorSeat(ctx context.Context, db *pgxpool.Pool, userID string) (int, error) {
var seats int
err := inTx(ctx, db, func(tx pgx.Tx) error {
var err error
if seats, err = lockAdvisors(ctx, tx, userID); err != nil {
return err
}
prices := cfg().Advisors.SeatPrices
if seats-1 >= len(prices) {
return gameErr("You have every seat already")
}
price := prices[seats-1]
if err := debit(ctx, tx, userID, price); err != nil {
return err
}
seats++
_, err = tx.Exec(ctx, "update users set advisor_seats = $2 where id = $1", userID, seats)
if err != nil {
return err
}
return logEvent(ctx, tx, userID, "buy_seat", map[string]any{"seats": seats, "price": price})
})
return seats, err
}
// ------------------------------------------------------------------ view
type AdvisorsPage struct {
Cards []AdvisorCard
Seats, Hired int
MaxSeats int
NextSeat int // number of the next seat to buy
NextSeatPrice float64 // 0 at the cap
CanBuySeat bool
Bonuses []BonusRow // the combined advisor bonus, capped
}
type AdvisorCard struct {
*Advisor
Hired bool
CanAfford bool
}
func (s *State) advisorsPage() *AdvisorsPage {
c := cfg()
p := &AdvisorsPage{Seats: s.AdvisorSeats, Hired: len(s.Advisors), MaxSeats: 1 + len(c.Advisors.SeatPrices),
NextSeat: s.AdvisorSeats + 1,
Bonuses: s.BonusRows()}
if n := s.AdvisorSeats - 1; n >= 0 && n < len(c.Advisors.SeatPrices) {
p.NextSeatPrice = c.Advisors.SeatPrices[n]
p.CanBuySeat = s.Balance >= p.NextSeatPrice
}
for i := range c.Advisors.Items {
a := &c.Advisors.Items[i]
card := AdvisorCard{Advisor: a, CanAfford: s.Balance >= a.Price}
for _, h := range s.Advisors {
card.Hired = card.Hired || h == a.Name
}
p.Cards = append(p.Cards, card)
}
return p
}
// SeatFree reports whether the player has an empty advisor seat.
func (p *AdvisorsPage) SeatFree() bool { return p.Hired < p.Seats }
// SeatConfirm is the question before buying the next seat.
func (p *AdvisorsPage) SeatConfirm() string {
return fmt.Sprintf("Add advisor seat %d for %s?", p.NextSeat, formatCredits(p.NextSeatPrice))
}
// HireWhy is why an advisor can't be hired (the Hire button's tooltip), "" if they can.
func (p *AdvisorsPage) HireWhy(c AdvisorCard, balance float64) string {
switch {
case !p.SeatFree() && p.NextSeatPrice > 0:
return "All seats taken. Buy another seat first"
case !p.SeatFree():
return "All seats taken"
case !c.CanAfford:
return shortBy(c.Price - balance)
}
return ""
}
+39 -94
View File
@@ -40,15 +40,13 @@ type APIState struct {
Idle int `json:"idle"` // tools not mining Idle int `json:"idle"` // tools not mining
NextEnd *int64 `json:"nextEnd"` NextEnd *int64 `json:"nextEnd"`
Moons []APIMoonListItem `json:"moons"` // active moons Moons []APIMoonListItem `json:"moons"` // active moons
Past []APIMoonListItem `json:"past"` // mined-out moons, last finished first: one page (page=) Past []APIMoonListItem `json:"past"` // mined-out moons, last finished first
PastPage APIPastPage `json:"pastPage"`
Tools []APITool `json:"tools"` Tools []APITool `json:"tools"`
Stakes []APIStake `json:"stakes"` // every running or unclaimed drill Stakes []APIStake `json:"stakes"` // every running or unclaimed drill
Moon *APIMoon `json:"moon"` // s=moons with a moon Moon *APIMoon `json:"moon"` // s=moons with a moon
Well *APIWell `json:"well"` // s=moons with a well selected Well *APIWell `json:"well"` // s=moons with a well selected
Market *APIMarket `json:"market"` // once the market is unlocked Market *APIMarket `json:"market"` // once the market is unlocked
Banner []APIBanner `json:"banner"` Banner []APIBanner `json:"banner"`
Admin bool `json:"admin"` // may use admin-grant
// Always present (api_sections.go). // Always present (api_sections.go).
ShowNav bool `json:"showNav"` // the section tabs show (not while Moons would be the only one) ShowNav bool `json:"showNav"` // the section tabs show (not while Moons would be the only one)
@@ -77,17 +75,6 @@ type APIView struct {
Past bool `json:"past"` Past bool `json:"past"`
Pick string `json:"pick"` Pick string `json:"pick"`
Drill string `json:"drill"` Drill string `json:"drill"`
Page int `json:"page"` // the page of past moons (from 1)
Adv string `json:"adv"` // the selected hired advisor (advisors section)
Aside bool `json:"aside"` // the web shows the aside (viewport and side panel)
}
// APIPastPage is the page of past moons in past: request others with page=<n>.
type APIPastPage struct {
Page int `json:"page"` // from 1, most recently finished first
Pages int `json:"pages"` // at least 1
Total int `json:"total"` // past moons in all
PerPage int `json:"perPage"`
} }
type APIAmount struct { type APIAmount struct {
@@ -144,21 +131,19 @@ type APITool struct {
} }
type APIStake struct { type APIStake struct {
ID string `json:"id"` ID string `json:"id"`
MoonID string `json:"moonId"` MoonID string `json:"moonId"`
WellID string `json:"wellId"` // the first well it mines WellID string `json:"wellId"` // the first well it mines
ToolID string `json:"toolId"` ToolID string `json:"toolId"`
Resource string `json:"resource"` Resource string `json:"resource"`
Amount float64 `json:"amount"` Amount float64 `json:"amount"`
Reach int `json:"reach"` Reach int `json:"reach"`
Start int64 `json:"start"` Start int64 `json:"start"`
End int64 `json:"end"` End int64 `json:"end"`
Secs int `json:"durationSecs"` Secs int `json:"durationSecs"`
Ready bool `json:"ready"` Ready bool `json:"ready"`
Take float64 `json:"take"` // what claiming it would get now Take float64 `json:"take"` // what claiming it would get now
// The web's words for its reach: "Mines 3 wells", "Strips the whole moon", "" for one. Covers []string `json:"covers,omitempty"` // multi-well drills: the wells it mines
ReachText string `json:"reachText"`
Covers []string `json:"covers,omitempty"` // multi-well drills: the wells it mines
// Moon detail only (projection, claims oldest first): what it gets in all and from // Moon detail only (projection, claims oldest first): what it gets in all and from
// this well, and whether that is its full amount (ok, short, none). // this well, and whether that is its full amount (ok, short, none).
Gets *float64 `json:"gets,omitempty"` Gets *float64 `json:"gets,omitempty"`
@@ -201,14 +186,6 @@ type APIWellRow struct {
Remain float64 `json:"remain"` Remain float64 `json:"remain"`
DryAfter int `json:"dryAfter"` // the claim that empties it (0: none) DryAfter int `json:"dryAfter"` // the claim that empties it (0: none)
DryAt *int64 `json:"dryAt"` DryAt *int64 `json:"dryAt"`
// Shared supply, as the web's well note: over (drills want more than it holds), full
// (they'll drain it), statusText the note's lead ("Over-drilled — next claims will come
// up short", "Fully committed" or ""), noteText the rest ("47 left · 2 committed · 45
// free after", "" with no demand).
Over bool `json:"over"`
Full bool `json:"full"`
StatusText string `json:"statusText"`
NoteText string `json:"noteText"`
} }
type APIWell struct { type APIWell struct {
@@ -245,7 +222,7 @@ type APIBetterWell struct {
type APIMarket struct { type APIMarket struct {
Quotes []APIQuote `json:"quotes"` Quotes []APIQuote `json:"quotes"`
Selected string `json:"selected"` Selected string `json:"selected"`
Total float64 `json:"total"` // value of everything held, at the quotes Total float64 `json:"total"` // value of everything held
Held int `json:"held"` // kinds held Held int `json:"held"` // kinds held
Best string `json:"best"` // biggest 24h gain Best string `json:"best"` // biggest 24h gain
Worst string `json:"worst"` // biggest 24h loss Worst string `json:"worst"` // biggest 24h loss
@@ -253,43 +230,27 @@ type APIMarket struct {
} }
type APIQuote struct { type APIQuote struct {
Item string `json:"item"` Item string `json:"item"`
Refined bool `json:"refined"` Refined bool `json:"refined"`
Balance float64 `json:"balance"` Balance float64 `json:"balance"`
Price float64 `json:"price"` // the shared quote: rate × boost, the same for every player Price float64 `json:"price"` // one unit sells for now: rate × boost × advisor × factor
Rate float64 `json:"rate"` Rate float64 `json:"rate"`
Boost float64 `json:"boost"` Boost float64 `json:"boost"`
// Personal, on the payout only: the sell bonus (advisors), the selling pressure and its
// factor now.
Advisor float64 `json:"advisor"` Advisor float64 `json:"advisor"`
Pressure float64 `json:"pressure"` Pressure float64 `json:"pressure"`
Factor float64 `json:"factor"` Factor float64 `json:"factor"`
Unit float64 `json:"unit"` // what one unit pays this player now: price × advisor × factor
Open float64 `json:"open"` // market rate 24h ago Open float64 `json:"open"` // market rate 24h ago
Change float64 `json:"change"` // percent over 24h Change float64 `json:"change"` // percent over 24h
High float64 `json:"high"` High float64 `json:"high"`
Low float64 `json:"low"` Low float64 `json:"low"`
Value float64 `json:"value"` // balance × price Value float64 `json:"value"`
// For the sell ticket: what a unit pays this player before selling pressure (price × // For the sell ticket: the price before selling pressure, the base price (pressure is
// advisor), the base price (pressure is counted in base-price credits) and what selling // counted in base-price credits) and what selling everything held pays now.
// everything held pays them now.
Symbol string `json:"symbol"` Symbol string `json:"symbol"`
Unpressed float64 `json:"unpressed"` Unpressed float64 `json:"unpressed"`
Base float64 `json:"base"` Base float64 `json:"base"`
SellAll float64 `json:"sellAll"` SellAll float64 `json:"sellAll"`
Spark []float64 `json:"spark,omitempty"` // s=market: 24h, every 3rd point (15 minutes) and now Spark []float64 `json:"spark,omitempty"` // s=market: 24h, every 3rd point (15 minutes) and now
// The web's texts: up (change >= 0, green ▲), changeText "+1.25%"/"−0.50%"; pressed
// (the player's recent selling lowers their payout noticeably), pressureText "−4%";
// boosted (a live event, on the quote), boostText "×2"; advised (an advisor sell bonus,
// on the payout), advisorText "+8%". Each text is "" when its flag is false.
Up bool `json:"up"`
ChangeText string `json:"changeText"`
Pressed bool `json:"pressed"`
PressureText string `json:"pressureText"`
Boosted bool `json:"boosted"`
BoostText string `json:"boostText"`
Advised bool `json:"advised"`
AdvisorText string `json:"advisorText"`
} }
// APIBanner is a banner line: an announcement or a live event (id matches liveEvents[].id). // APIBanner is a banner line: an announcement or a live event (id matches liveEvents[].id).
@@ -336,7 +297,7 @@ func apiGear(gear []*Attachment) []string {
func apiStake(st StakeRow, projected bool) APIStake { func apiStake(st StakeRow, projected bool) APIStake {
a := APIStake{ID: st.ID, MoonID: st.MoonID, WellID: st.WellID, ToolID: st.ToolID, Resource: st.Resource, a := APIStake{ID: st.ID, MoonID: st.MoonID, WellID: st.WellID, ToolID: st.ToolID, Resource: st.Resource,
Amount: st.Amount, Reach: max(1, st.Reach), Start: st.Start.UnixMilli(), End: st.End().UnixMilli(), Amount: st.Amount, Reach: max(1, st.Reach), Start: st.Start.UnixMilli(), End: st.End().UnixMilli(),
Secs: st.DurationInSecs, Ready: st.Ready, Take: st.Take, Covers: st.Covers, ReachText: st.ReachText()} Secs: st.DurationInSecs, Ready: st.Ready, Take: st.Take, Covers: st.Covers}
if projected { if projected {
gets, here := st.Gets, st.Here gets, here := st.Gets, st.Here
a.Gets, a.Here, a.State, a.Fate = &gets, &here, st.State, st.Fate() a.Gets, a.Here, a.State, a.Fate = &gets, &here, st.State, st.Fate()
@@ -375,13 +336,11 @@ func apiMoonList(rows []MoonListRow) []APIMoonListItem {
func apiState(p *Page, extra ...*Page) *APIState { func apiState(p *Page, extra ...*Page) *APIState {
s, v := p.S, p.V s, v := p.S, p.V
a := &APIState{UserID: s.UserID, Now: s.Now.UnixMilli(), a := &APIState{UserID: s.UserID, Now: s.Now.UnixMilli(),
View: APIView{Section: v.Section, Moon: v.Moon, Well: v.Well, Past: v.Past, Pick: v.Pick, Drill: v.Drill, View: APIView{Section: v.Section, Moon: v.Moon, Well: v.Well, Past: v.Past, Pick: v.Pick, Drill: v.Drill},
Page: v.Page, Adv: v.Adv, Aside: p.Scene.Select != nil}, Credits: s.Balance, Resources: apiAmounts(s.Resources), Refined: []APIAmount{}, MoonPrice: s.MoonPrice(),
PastPage: APIPastPage{Page: s.PastPage, Pages: s.pastPages(), Total: s.PastTotal, PerPage: pastPerPage},
Credits: s.Balance, Resources: apiAmounts(s.Resources), Refined: []APIAmount{}, MoonPrice: s.MoonPrice(),
Unlocked: map[string]bool{}, Shine: []string{}, Ready: p.Ready, Idle: p.Idle, NextEnd: unixMS(p.NextEnd), Unlocked: map[string]bool{}, Shine: []string{}, Ready: p.Ready, Idle: p.Idle, NextEnd: unixMS(p.NextEnd),
Moons: apiMoonList(p.Moons), Past: apiMoonList(p.Past), Tools: []APITool{}, Stakes: []APIStake{}, Moons: apiMoonList(p.Moons), Past: apiMoonList(p.Past), Tools: []APITool{}, Stakes: []APIStake{},
Banner: []APIBanner{}, Admin: p.Admin} Banner: []APIBanner{}}
for _, r := range s.Refined { for _, r := range s.Refined {
a.Refined = append(a.Refined, APIAmount{Name: r.Item, Amount: r.Balance}) a.Refined = append(a.Refined, APIAmount{Name: r.Item, Amount: r.Balance})
} }
@@ -406,7 +365,7 @@ func apiState(p *Page, extra ...*Page) *APIState {
continue continue
} }
tool := APITool{ID: t.ID, StoreItemID: t.StoreItemID, Name: item.Name, Code: toolCode(item.Name), tool := APITool{ID: t.ID, StoreItemID: t.StoreItemID, Name: item.Name, Code: toolCode(item.Name),
Image: itemImages + item.Image, Tier: t.Tier, MaxTier: len(item.Upgrades), Image: itemImages + item.ImageAt(t.Tier), Tier: t.Tier, MaxTier: len(item.Upgrades),
Reach: max(1, item.ToolReach(t.Tier)), Attachments: apiGear(s.gear(t.ID))} Reach: max(1, item.ToolReach(t.Tier)), Attachments: apiGear(s.gear(t.ID))}
tool.CycleSecs, tool.Yield = s.drill(t, item, "") tool.CycleSecs, tool.Yield = s.drill(t, item, "")
if st := s.StakeForTool(t.ID); st != nil { if st := s.StakeForTool(t.ID); st != nil {
@@ -428,8 +387,7 @@ func apiState(p *Page, extra ...*Page) *APIState {
for _, w := range d.Wells { for _, w := range d.Wells {
row := APIWellRow{APIWellSupply: APIWellSupply{ID: w.ID, Resource: w.Resource, Supply: w.Supply}, row := APIWellRow{APIWellSupply: APIWellSupply{ID: w.ID, Resource: w.Resource, Supply: w.Supply},
APIDrillGroup: apiGroup(w.DrillGroup), Wide: []string{}, Selected: w.Selected, Redrill: w.Redrill, APIDrillGroup: apiGroup(w.DrillGroup), Wide: []string{}, Selected: w.Selected, Redrill: w.Redrill,
Demand: w.Demand, Remain: w.Remain, DryAfter: w.DryAfter, DryAt: unixMS(w.DryAt), Demand: w.Demand, Remain: w.Remain, DryAfter: w.DryAfter, DryAt: unixMS(w.DryAt)}
Over: w.Over(), Full: w.Full(), StatusText: w.StatusText(), NoteText: w.NoteText()}
for _, st := range w.Wide { for _, st := range w.Wide {
row.Wide = append(row.Wide, st.ID) row.Wide = append(row.Wide, st.ID)
} }
@@ -529,6 +487,7 @@ func (a *APIState) addSection(p *Page) {
// apiMarket maps the market; full adds the chart and the sparklines. // apiMarket maps the market; full adds the chart and the sparklines.
func apiMarket(trade *MarketPage, full bool) *APIMarket { func apiMarket(trade *MarketPage, full bool) *APIMarket {
c := cfg()
mk := &APIMarket{Quotes: []APIQuote{}, Total: trade.Total, Held: trade.Held} mk := &APIMarket{Quotes: []APIQuote{}, Total: trade.Total, Held: trade.Held}
if trade.Selected != nil { if trade.Selected != nil {
mk.Selected = trade.Selected.Resource mk.Selected = trade.Selected.Resource
@@ -541,20 +500,11 @@ func apiMarket(trade *MarketPage, full bool) *APIMarket {
} }
for _, q := range trade.Quotes { for _, q := range trade.Quotes {
aq := APIQuote{Item: q.Resource, Refined: q.Refined, Balance: q.Balance, aq := APIQuote{Item: q.Resource, Refined: q.Refined, Balance: q.Balance,
Price: q.Price, Rate: q.Rate, Boost: q.Boost, Advisor: q.Advisor, Pressure: q.Pressure, Factor: q.Factor, Unit: q.Unit(), Price: q.Price, Rate: q.Rate, Boost: q.Boost, Advisor: q.Advisor, Pressure: q.Pressure, Factor: q.Factor,
Open: q.Open, Change: q.Change, High: q.High, Low: q.Low, Value: q.Value, Open: q.Open, Change: q.Change, High: q.High, Low: q.Low, Value: q.Value,
Symbol: q.Symbol(), Unpressed: q.Unpressed(), Base: q.Base(), Symbol: q.Symbol(), Unpressed: q.Unpressed(), Base: q.Base()}
Up: q.Up(), ChangeText: q.ChangeText(), Pressed: q.Pressed(), Boosted: q.Boosted(), Advised: q.Advised()} // A sale is priced at the pressure factor averaged over what it adds (sell in game.go).
if aq.Pressed { aq.SellAll = q.Balance * aq.Unpressed * c.MarketPressure.Average(q.Pressure, q.Balance*aq.Base)
aq.PressureText = q.PressureText()
}
if aq.Boosted {
aq.BoostText = q.BoostText()
}
if aq.Advised {
aq.AdvisorText = q.AdvisorText()
}
aq.SellAll = q.SellAll()
if full { if full {
aq.Spark = spark(q.series) aq.Spark = spark(q.series)
} }
@@ -650,11 +600,11 @@ func (s *server) apiUser(w http.ResponseWriter, r *http.Request) (userID string,
// apiPage loads the player's state and builds the state for a view. get reads the // apiPage loads the player's state and builds the state for a view. get reads the
// request's include= and catalog= (see apiStateWith). // request's include= and catalog= (see apiStateWith).
func (s *server) apiPage(ctx context.Context, userID string, v View, get func(string) string) (*APIState, error) { func (s *server) apiPage(ctx context.Context, userID string, v View, get func(string) string) (*APIState, error) {
state, v, err := loadView(ctx, s.db, userID, v) state, err := loadState(ctx, s.db, userID)
if err != nil { if err != nil {
return nil, err return nil, err
} }
page, err := s.apiPageFor(ctx, state, v) page, err := s.apiPageFor(ctx, state, v.resolve(state))
if err != nil { if err != nil {
return nil, err return nil, err
} }
@@ -675,7 +625,6 @@ func (s *server) apiPageFor(ctx context.Context, state *State, v View) (*Page, e
// catalog out, catalog=<catalogVersion> leaves it out while it's unchanged. // catalog out, catalog=<catalogVersion> leaves it out while it's unchanged.
func (s *server) apiStateWith(ctx context.Context, page *Page, get func(string) string) (*APIState, error) { func (s *server) apiStateWith(ctx context.Context, page *Page, get func(string) string) (*APIState, error) {
page.Banner = s.banner(ctx) page.Banner = s.banner(ctx)
page.Admin = s.isAdmin(page.S.UserID)
var extra []*Page var extra []*Page
for _, section := range apiIncludes(get("include")) { for _, section := range apiIncludes(get("include")) {
if section == page.V.Section { if section == page.V.Section {
@@ -767,10 +716,6 @@ func (s *server) handleAPIAction(w http.ResponseWriter, r *http.Request) {
apiError(w, http.StatusNotFound, "Unknown action") apiError(w, http.StatusNotFound, "Unknown action")
return return
} }
if errors.Is(err, errForbidden) {
apiError(w, http.StatusForbidden, "Missing permission")
return
}
if err != nil { if err != nil {
apiServerError(w, err) apiServerError(w, err)
return return
@@ -791,13 +736,13 @@ func (s *server) handleAPIAction(w http.ResponseWriter, r *http.Request) {
created, res.View, res.Message = true, View{}, "New game started" created, res.View, res.Message = true, View{}, "New game started"
} }
state, v, err := loadView(ctx, s.db, userID, res.View) state, err := loadState(ctx, s.db, userID)
if err != nil { if err != nil {
apiServerError(w, err) apiServerError(w, err)
return return
} }
toast := res.toast(state) toast := res.toast(state)
page, err := s.apiPageFor(ctx, state, v) page, err := s.apiPageFor(ctx, state, res.View.resolve(state))
if err != nil { if err != nil {
apiServerError(w, err) apiServerError(w, err)
return return
+31 -65
View File
@@ -27,9 +27,7 @@ Banned players get `403`.
Query params (all optional, same as the web URL): `s` (section: `moons`, `equipment`, Query params (all optional, same as the web URL): `s` (section: `moons`, `equipment`,
`market`, `store`, `refinery`, `advisors`, `leaderboard`, `help`, `new-moon`), `moon`, `market`, `store`, `refinery`, `advisors`, `leaderboard`, `help`, `new-moon`), `moon`,
`well`, `list=past` (show a mined-out moon), `page` (the page of `past`, from 1: 10 past `well`, `list=past` (show a mined-out moon), `pick` (market: selected quote), `drill`.
moons a page, most recently finished first; out-of-range pages are clamped), `pick` (market:
selected quote), `drill`, `adv` (advisors: the hired advisor whose panel the web shows).
`include` (comma-separated sections, or `all`): section blocks to add besides the one for `include` (comma-separated sections, or `all`): section blocks to add besides the one for
`s` (see [Sections](#sections)); locked ones are skipped. Invalid or locked values fall back `s` (see [Sections](#sections)); locked ones are skipped. Invalid or locked values fall back
like the web (`state.view` is the resolved view). Opening a revealed section with `s=` like the web (`state.view` is the resolved view). Opening a revealed section with `s=`
@@ -72,15 +70,10 @@ The other sections' actions:
| `refine` | `recipe` (refined item name), `qty` or `all=1` | `all` makes as many as possible (`maxQty`) | | `refine` | `recipe` (refined item name), `qty` or `all=1` | `all` makes as many as possible (`maxQty`) |
| `collect` | `job` (job id), or none for every finished batch | | | `collect` | `job` (job id), or none for every finished batch | |
| `buy-slot` | – | refinery slot | | `buy-slot` | – | refinery slot |
| `hire` | `advisor` (name) | needs a free seat; takes the lowest one (`freeSeat`) | | `hire` | `advisor` (name) | needs a free seat |
| `buy-seat` | – | advisor seat | | `buy-seat` | – | advisor seat |
| `seat-advisor` | `advisor`, `seat` (from 1) | a hired advisor into an empty seat (moves them if seated) |
| `unseat-advisor` | `advisor` | off their seat: stays hired, no bonus |
| `swap-advisors` | `advisor`, `with` (names) | exchange seats; one of them may be unseated |
| `dismiss-advisor` | `advisor` | frees their seat; nothing is refunded (confirm with `dismiss`) |
| `sell-moon` | `sell-moon` (moon id) | `moon.sale.canSell`; view moves to another moon | | `sell-moon` | `sell-moon` (moon id) | `moon.sale.canSell`; view moves to another moon |
| `new-game` | – | creates a new player and returns its id and state | | `new-game` | – | creates a new player and returns its id and state |
| `admin-grant` | `grant` (`credits`, a resource or a refined item name), `amount` | admins only (`state.admin`), else `403`; logged as `admin_grant` |
Responses: Responses:
- `200` `{ok: true, userId, clientSeq?, toast: {message, error: false, kind}, fx: {kind, finished, credits}, reveal?, buyModal?, state}`. - `200` `{ok: true, userId, clientSeq?, toast: {message, error: false, kind}, fx: {kind, finished, credits}, reveal?, buyModal?, state}`.
@@ -89,7 +82,7 @@ Responses:
(after `buy-tool`) are one-shot results, see below. (after `buy-tool`) are one-shot results, see below.
- `422` rule violation or locked action: `{ok: false, error, toast: {message, error: true, kind: "error"}, state}`. - `422` rule violation or locked action: `{ok: false, error, toast: {message, error: true, kind: "error"}, state}`.
A locked action (its part of the game not revealed yet) says "Not available yet". A locked action (its part of the game not revealed yet) says "Not available yet".
- `400` bad body, `404` unknown action, `429` too many new players, `403` banned or not an admin (`admin-grant`), - `400` bad body, `404` unknown action, `429` too many new players, `403` banned,
`500` `{ok: false, error: "Something went wrong"}`. `500` `{ok: false, error: "Something went wrong"}`.
## GET /api/moon-settings ## GET /api/moon-settings
@@ -105,28 +98,26 @@ session; the web page also reads it once per page load.
| key | | | key | |
|---|---| |---|---|
| `userId`, `now` | | | `userId`, `now` | |
| `view` | `{section, moon, well, past, page, pick, drill, adv, aside}`, resolved (`page` clamped, `adv` only a hired advisor in `s=advisors`); `aside`: the web shows the aside (viewport and side panel): moon view, new-moon teaser, an open drill or advisor panel | | `view` | `{section, moon, well, past, pick, drill}`, resolved |
| `credits` | balance | | `credits` | balance |
| `admin` | the player is an admin (`ADMIN_USER_IDS`, or everyone with `MM_DEV=1`): may use `admin-grant` |
| `resources`, `refined` | `[{name, amount}]` | | `resources`, `refined` | `[{name, amount}]` |
| `moonPrice` | price of the next moon | | `moonPrice` | price of the next moon |
| `unlocked` | `{moons, equipment, market, store, refinery, advisors, leaderboard, help, new-moon, claim-all, redrill, redeploy}`: booleans; hide what is false | | `unlocked` | `{moons, equipment, market, store, refinery, advisors, leaderboard, help, new-moon, claim-all, redrill, redeploy}`: booleans; hide what is false |
| `shine` | revealed sections not opened yet | | `shine` | revealed sections not opened yet |
| `ready`, `idle`, `nextEnd` | finished drills (all moons), idle tools, soonest drill end | | `ready`, `idle`, `nextEnd` | finished drills (all moons), idle tools, soonest drill end |
| `pastPage` | `{page, pages, total, perPage}`: the page of past moons in `past` (`total` in all); ask for others with `page=` | | `moons`, `past` | `[{id, name, kind, rating?, wells: [{id, resource, supply}], drills, ready, over, selected, createdAt, finished, finishedAt, mined?, finishedOn?}]`; `rating` is `{tier, label, stars, pct, top}` as on the reveal card (`label` e.g. "Great", `top` the web's "top N%"); `finishedOn` the web's date of a past moon ("Oct 18") |
| `moons`, `past` | `past` is one page (`pastPage`). `[{id, name, kind, rating?, wells: [{id, resource, supply}], drills, ready, over, selected, createdAt, finished, finishedAt, mined?, finishedOn?}]`; `rating` is `{tier, label, stars, pct, top}` as on the reveal card (`label` e.g. "Great", `top` the web's "top N%"); `finishedOn` the web's date of a past moon ("Oct 18") | | `tools` | every tool: `{id, storeItemId, name, code, image, tier, maxTier, reach, cycleSecs, yield, attachments, stakeId?}` (`stakeId` set while mining; `code` e.g. `"PD-1"`; `image` a static URL, the tool's art at its tier (`shovel-t2.png` at T2; tier 0 and tiers without art use the base image); `cycleSecs`/`yield` with advisors, its attachments and "all" live events) |
| `tools` | every tool: `{id, storeItemId, name, code, image, tier, maxTier, reach, cycleSecs, yield, attachments, stakeId?}` (`stakeId` set while mining; `code` e.g. `"PD-1"`; `image` a static URL; `cycleSecs`/`yield` with advisors, its attachments and "all" live events) | | `stakes` | every running or unclaimed drill: `{id, moonId, wellId, toolId, resource, amount, reach, start, end, durationSecs, ready, take, covers?}` |
| `stakes` | every running or unclaimed drill: `{id, moonId, wellId, toolId, resource, amount, reach, reachText, start, end, durationSecs, ready, take, covers?}`; `reachText` the web's "Mines 3 wells" / "Strips the whole moon" (`""` for one well) | | `moon` | selected moon (`s=moons`): `{id, name, kind, description, rating, finished, finishedOn?, ready, nextEnd, wells, wide}`; each well `{id, resource, supply, drills, ready, readyAmount, nextEnd, cap, label, wide, selected, redrill, demand, remain, dryAfter, dryAt}`; `drills` are stakes with the claim projection `gets`, `here`, `state` (`ok`, `short`, `none`) and `fate`, the web's tooltip line ("Prospector Drone PD-1 T0: +2 of 3, ready"); `label` is the web's compact name of the well's drills ("PD-1 T1", "PD-1 ×3 +1"); `wide` (moon) is the group of multi-well drills (with its own `label`), claimed with `claim-wide`; `sale` is the resale offer (below), once `unlocked.store` |
| `moon` | selected moon (`s=moons`): `{id, name, kind, description, rating, finished, finishedOn?, ready, nextEnd, wells, wide}`; each well `{id, resource, supply, drills, ready, readyAmount, nextEnd, cap, label, wide, selected, redrill, demand, remain, dryAfter, dryAt}`; `drills` are stakes with the claim projection `gets`, `here`, `state` (`ok`, `short`, `none`) and `fate`, the web's tooltip line ("Prospector Drone PD-1 T0: +2 of 3, ready"); `label` is the web's compact name of the well's drills ("PD-1 T1", "PD-1 ×3 +1"); `over` (drills want more than it holds), `full` (they'll drain it), `statusText` the well note's lead ("Over-drilled — next claims will come up short", "Fully committed", `""`) and `noteText` the rest ("47 left · 2 committed · 45 free after", "… · runs dry after 3 claims", `""` without demand); `wide` (moon) is the group of multi-well drills (with its own `label`), claimed with `claim-wide`; `sale` is the resale offer (below), once `unlocked.store` |
| `well` | selected well: `{id, resource, rate, idle: [{toolId, storeItemId, name, tier, count, cycleSecs, yield, reach, here, free, short, attachments}], better: {moonId, wellId, resource, free, toolId}?}` | | `well` | selected well: `{id, resource, rate, idle: [{toolId, storeItemId, name, tier, count, cycleSecs, yield, reach, here, free, short, attachments}], better: {moonId, wellId, resource, free, toolId}?}` |
| `market` | once unlocked: `{quotes: [{item, refined, balance, price, rate, boost, advisor, pressure, factor, unit, open, change, high, low, value, symbol, unpressed, base, sellAll, spark?, up, changeText, pressed, pressureText, boosted, boostText, advised, advisorText}], selected, total, held, best, worst, chart}`; `price` is the shared quote (`rate` × `boost`, the same for every player; ticker, cards, `value` = balance × price, `total`); personal, on the payout only: `advisor` (sell bonus), `pressure` and its `factor` (the player's recent sales of the item), `unit` = price × advisor × factor (what one unit pays them now), `unpressed` = price × advisor, `sellAll` what selling the whole balance pays them (a sale of n pays n × unpressed × the pressure factor averaged over the n × base it adds, see `rules.pressure`); the web's texts: `changeText` "+1.25%"/"−0.50%" (`up`: change ≥ 0), `boostText` "×2" when `boosted` (live event, on the quote), and the ticket's personal lines `advisorText` "+8%" when `advised` ("+8% for you") and `pressureText` "−4%" when `pressed` ("−4% from your recent selling") (each `""` otherwise); `chart` and `spark` only for `s=market` (or `include=market`) | | `market` | once unlocked: `{quotes: [{item, refined, balance, price, rate, boost, advisor, pressure, factor, open, change, high, low, value, symbol, unpressed, base, sellAll, spark?}], selected, total, held, best, worst, chart}`; `price` is what one unit sells for now; `chart` and `spark` only for `s=market` (or `include=market`) |
| `banner` | `[{level, text, left, kind, id, end}]` announcements, then live events: `kind` `announcement` or `event`, `id` the announcement's or live event's id (an event's matches `liveEvents[].id`), `end` when it ends; `left` the web's "3h 20m left" at `now` (events only, else `""`) | | `banner` | `[{level, text, left, kind, id, end}]` announcements, then live events: `kind` `announcement` or `event`, `id` the announcement's or live event's id (an event's matches `liveEvents[].id`), `end` when it ends; `left` the web's "3h 20m left" at `now` (events only, else `""`) |
| `liveEvents` | active live events: `[{id, name, kind, resource, multiplier, start, end, headline}]`, `kind` `price_multiplier`, `cycle_multiplier` or `yield_multiplier` | | `liveEvents` | active live events: `[{id, name, kind, resource, multiplier, start, end, headline}]`, `kind` `price_multiplier`, `cycle_multiplier` or `yield_multiplier` |
| `showNav` | the section tabs show (the web hides them while Moons would be the only one) | | `showNav` | the section tabs show (the web hides them while Moons would be the only one) |
| `jobs` | once the refinery is open: every batch `[{id, slot, item, qty, start, end, ready}]` (the Refinery tab's badge) | | `jobs` | once the refinery is open: every batch `[{id, slot, item, qty, start, end, ready}]` (the Refinery tab's badge) |
| `bonuses` | active advisor bonuses (the web's bonus chips): `[{kind, mult, capped, label, text}]`, `kind` `speed`, `yield`, `sell`, `refine`; `label` and `text` the chip ("Drill speed", "+10%") | | `bonuses` | active advisor bonuses (the web's bonus chips): `[{kind, mult, capped, label, text}]`, `kind` `speed`, `yield`, `sell`, `refine`; `label` and `text` the chip ("Drill speed", "+10%") |
| `rules` | numbers for prediction: `{wellSupplyMax, maxSupply, slotsPerTool, wellsMin, wellsMax, pressure: {floor, scale, halfLifeSecs, cap}, refinery: {bulkExponent, maxBatch, speed}, moonResale: {factor, maxRatio, minHoldSecs}, equipmentResale, bonusCaps: {speed, yield, sell, refine}, bonus: {speed, yield, sell, refine}, boosts: {price, cycle, yield}}`; `maxSupply` is the scale of the web's supply bars (the config max, or the biggest owned well if bigger); `boosts` are live event multipliers by resource or `"all"` | | `rules` | numbers for prediction: `{wellSupplyMax, maxSupply, slotsPerTool, wellsMin, wellsMax, pressure: {floor, scale, halfLifeSecs, cap}, refinery: {bulkExponent, maxBatch, speed}, moonResale: {factor, maxRatio, minHoldSecs}, equipmentResale, bonusCaps: {speed, yield, sell, refine}, bonus: {speed, yield, sell, refine}, boosts: {price, cycle, yield}}`; `maxSupply` is the scale of the web's supply bars (the config max, or the biggest owned well if bigger); `boosts` are live event multipliers by resource or `"all"` |
| `catalog` | static data: `{tools: [{storeItemId, name, code, image, description, price, yield, cycleSecs, reach, tiers: [{tier, price, claimBoost, reach, parts: [{name, amount}]}]}], attachments: [{name, image, description, price, resale, effect: {speed, yield}, effectText}], advisors: [{name, title, image, description, price, effect: {speed, yield, sell, refine}, effectText}], resources: [{name, color, price, symbol}], refined: [{name, tier, color, price, seconds, inputs, description, symbol}], reach: [{reach, label, short, wells}]}`; images are URLs on this server (`/static/assets/...`); `effectText` e.g. "+20% speed"; `reach` the web's words for a reach from 1 to the whole moon (`label` "Mines 3 wells"/"Strips the whole moon" on cards, `short` "3 wells"/"whole moon" on deploy cards, `wells` "1 well"/"whole moon" in the tier ladder; `""` where the web shows nothing; a bigger reach reads as the last entry). Left out with `catalog=` (see GET /api/state) | | `catalog` | static data: `{tools: [{storeItemId, name, code, image, description, price, yield, cycleSecs, reach, tiers: [{tier, price, claimBoost, reach, parts: [{name, amount}], image}]}], attachments: [{name, image, description, price, resale, effect: {speed, yield}, effectText}], advisors: [{name, title, image, description, price, effect: {speed, yield, sell, refine}, effectText}], resources: [{name, color, price, symbol}], refined: [{name, tier, color, price, seconds, inputs, description, symbol}], reach: [{reach, label, short, wells}]}`; images are URLs on this server (`/static/assets/...`; a tool's `image` is its tier 0 art, each tier's `image` its art from that tier on); `effectText` e.g. "+20% speed"; `reach` the web's words for a reach from 1 to the whole moon (`label` "Mines 3 wells"/"Strips the whole moon" on cards, `short` "3 wells"/"whole moon" on deploy cards, `wells` "1 well"/"whole moon" in the tier ladder; `""` where the web shows nothing; a bigger reach reads as the last entry). Left out with `catalog=` (see GET /api/state) |
| `catalogVersion` | a hash of the catalog, for `catalog=` | | `catalogVersion` | a hash of the catalog, for `catalog=` |
Section blocks (`equipment`, `store`, `refinery`, `advisors`, `leaderboard`, `help`, Section blocks (`equipment`, `store`, `refinery`, `advisors`, `leaderboard`, `help`,
@@ -147,6 +138,7 @@ short code, listed with each field, and the web's text next to it.
- Copies of a tool (same type, tier and attachments) are one row: `count` copies, `idle` - Copies of a tool (same type, tier and attachments) are one row: `count` copies, `idle`
of them idle; `id` is the copy shown (the selected one, else an idle one), `stake` its drill. of them idle; `id` is the copy shown (the selected one, else an idle one), `stake` its drill.
- `image`: the tool's art at its tier, like `state.tools`.
- `next`: the next tier, `null` at the max: `{tier, price, parts: [{name, need, have}], - `next`: the next tier, `null` at the max: `{tier, price, parts: [{name, need, have}],
canAfford, blocked, short, blockedText, shortText}`; `blocked` is `credits` or `parts` canAfford, blocked, short, blockedText, shortText}`; `blocked` is `credits` or `parts`
(`""` when it can be bought), `short` the credits missing; `blockedText` the button's (`""` when it can be bought), `short` the credits missing; `blockedText` the button's
@@ -193,7 +185,7 @@ would earn with the player's advisors, `bestRate` the same for their best tool (
`nextSlotPrice` is 0 at the cap. Per recipe: `inputs` per unit, `maxQty` what one batch `nextSlotPrice` is 0 at the cap. Per recipe: `inputs` per unit, `maxQty` what one batch
can make now, `bulkSecs` how long a batch of `bulkQty` takes, `bulkBonus` the percent can make now, `bulkSecs` how long a batch of `bulkQty` takes, `bulkBonus` the percent
saved per unit, `sellPrice` what one unit pays the player now (the market quote's `unit`), `why` `busy` (no saved per unit, `sellPrice` one unit's price now (as the market quote), `why` `busy` (no
free slot), `inputs` or `""`, `whyText` its text ("All slots are busy", "Not enough free slot), `inputs` or `""`, `whyText` its text ("All slots are busy", "Not enough
inputs"). `buySlot` is the buy-slot dialog (`null` at the cap), `buySlotWhyText` why inputs"). `buySlot` is the buy-slot dialog (`null` at the cap), `buySlotWhyText` why
"+ Slot" is disabled. Refined items sell through `sell` like resources. "+ Slot" is disabled. Refined items sell through `sell` like resources.
@@ -201,31 +193,14 @@ inputs"). `buySlot` is the buy-slot dialog (`null` at the cap), `buySlotWhyText`
### advisors (`s=advisors`) ### advisors (`s=advisors`)
``` ```
{seats, hired, benched, maxSeats, nextSeat, nextSeatPrice, canBuySeat, seatFree, freeSeat, seatList: [{n, advisor}], {seats, hired, maxSeats, nextSeat, nextSeatPrice, canBuySeat, seatFree, bonuses, buySeat, buySeatWhyText,
bench, bonuses, buySeat, buySeatWhyText, selected, advisors: [{name, title, image, description, price, effect: {speed, yield, sell, refine}, effectText, hired, canAfford,
advisors: [{name, title, image, description, price, effect: {speed, yield, sell, refine}, effectText, hired, seat, canHire, why, whyText}]}
canAfford, canHire, why, whyText, canSeat, seatWhy, seatWhyText, dismiss, removed}]}
``` ```
Seats are numbered from 1. Only seated advisors give their bonus (`bonuses`); a hired
advisor can be unseated and stays hired. Changes count from the next stake, sale or batch.
`hired` is the seats filled, `benched` the advisors hired but not seated, `seatList` every
seat with the name of who sits there (`""` empty), `bench` the names of the hired advisors
not seated in the web's order (hire order), `freeSeat` the lowest empty seat (0 if
none: where `hire` seats a new one). `selected` is the web's open panel (`view.adv`).
`buySeat` is the buy-seat dialog (`null` at the cap), `buySeatWhyText` why "+ Seat" is `buySeat` is the buy-seat dialog (`null` at the cap), `buySeatWhyText` why "+ Seat" is
disabled. An advisor's `why` (hiring): `hired` ("On your board"), `seats` ("All seats disabled. An advisor's `why`: `hired` ("On your board"), `seats` ("All seats taken. Buy
taken. Buy another seat first"), `credits` ("Need ₥X more") or `""`. For a hired advisor: another seat first"), `credits` ("Need ₥X more") or `""`.
`seat` (0: not seated), `dismiss` the dismiss-advisor dialog (`null` if not hired; nothing
is refunded, hiring them again costs `price`); unseated ones also `canSeat` (a seat is
free: `seat-advisor` with `seat=<freeSeat>`) and `seatWhy` `seats` ("All seats taken.
Unseat someone or buy another seat") or `""`. A hired advisor no longer in the config comes
last with `removed` (no bonus, no card on the web; it shows in its seat or the bench and can be
dismissed).
The web's panel for a hired advisor (any client may do the same): for every other seat,
`seat-advisor` to an empty one or `swap-advisors` with who sits there; when seated, also
`swap-advisors` with each unseated advisor and `unseat-advisor`; and `dismiss-advisor`.
### leaderboard (`s=leaderboard`) ### leaderboard (`s=leaderboard`)
@@ -247,15 +222,12 @@ balance after buying, `need` the credits missing, `whyText` why the button is di
``` ```
{moonId, name, kind, description, rating, headline, sub, {moonId, name, kind, description, rating, headline, sub,
worth, multiple, traits: [string], maxSupply, fullAt, wells: [{id, resource, supply, full}], worth, multiple, traits: [string], maxSupply, fullAt, wells: [{id, resource, supply, full}]}
next: {price, canBuy, why, whyText}}
``` ```
`headline`, `sub` and `traits` are the card's verdict text; `worth` its wells at market `headline`, `sub` and `traits` are the card's verdict text; `worth` its wells at market
prices, `multiple` worth / its price; a well bar is `supply / maxSupply`, `full` from prices, `multiple` worth / its price; a well bar is `supply / maxSupply`, `full` from
`fullAt`. `next` is the card's "Buy another" button (`buy-moon` again): the next moon's `fullAt`.
price, `canBuy`, and `why` `locked` (more moons come with the store: the web hides the
button), `credits` ("Need ₥X more", the button disabled) or `""`.
### buyModal (in the `buy-tool` response) ### buyModal (in the `buy-tool` response)
@@ -286,7 +258,7 @@ is now). Each quote's `spark` is every 3rd point plus the last (the web's sparkl
## Texts ## Texts
Confirm dialogs (`confirm`, `buySlot`, `buySeat`, `dismiss`, `newGame`): `{title, text, ok, danger}`, Confirm dialogs (`confirm`, `buySlot`, `buySeat`, `newGame`): `{title, text, ok, danger}`,
the web's title, question, OK button and whether it's destructive, e.g. the web's title, question, OK button and whether it's destructive, e.g.
`{"title": "Sell drill", "text": "Sell this Prospector Drone PD-1 (T0) for ₥750? Its `{"title": "Sell drill", "text": "Sell this Prospector Drone PD-1 (T0) for ₥750? Its
attachments go back to your inventory.", "ok": "Sell for ₥750", "danger": true}`. Texts with attachments go back to your inventory.", "ok": "Sell for ₥750", "danger": true}`. Texts with
@@ -295,8 +267,11 @@ a time in them (`whyText` of a held moon, a banner's `left`) are as of `state.no
Not sent (the client words them from the numbers, like the web's templates): Not sent (the client words them from the numbers, like the web's templates):
- moon list status: "N drills", "Idle", "Tapped out"; "A well here has more drills than - moon list status: "N drills", "Idle", "Tapped out"; "A well here has more drills than
supply" (`over`). supply" (`over`).
- well note: "Over-drilled — next claims will come up short", "Fully committed", "X left · Y
committed · runs dry after N claims" / "Z free after" (`demand`, `remain`, `dryAfter`).
- deploy card: "Only X left after current drills", "Well spoken for: nothing left after - deploy card: "Only X left after current drills", "Well spoken for: nothing left after
current drills" (`well.idle[].short`, `here`, `free`). current drills" (`well.idle[].short`, `here`, `free`).
- market: change ("+1.25%"), pressure ("−12%"), boost ("×2"), advisor ("+10%").
- upgrade payback ("pays back in 2h 5m"), "Max tier", empty states ("No idle tools."). - upgrade payback ("pays back in 2h 5m"), "Max tier", empty states ("No idle tools.").
The web's formats: The web's formats:
@@ -343,7 +318,7 @@ Content-Type: application/json
"state": { "state": {
"userId": "29dea5d5-709d-4c55-a269-cd90e4379fe9", "userId": "29dea5d5-709d-4c55-a269-cd90e4379fe9",
"now": 1792391815265, "now": 1792391815265,
"view": {"section": "moons", "moon": "54daa782-…", "well": "b9d643c4-…", "past": false, "page": 1, "pick": "", "drill": "", "adv": "", "aside": true}, "view": {"section": "moons", "moon": "54daa782-…", "well": "b9d643c4-…", "past": false, "pick": "", "drill": ""},
"credits": 1644.63, "credits": 1644.63,
"resources": [{"name": "Azurium", "amount": 0}, {"name": "Nebulance", "amount": 0}], "resources": [{"name": "Azurium", "amount": 0}, {"name": "Nebulance", "amount": 0}],
"refined": [], "refined": [],
@@ -357,7 +332,6 @@ Content-Type: application/json
"drills": 1, "ready": 0, "over": false, "selected": true, "createdAt": 1792391738240, "drills": 1, "ready": 0, "over": false, "selected": true, "createdAt": 1792391738240,
"finished": false, "finishedAt": null}], "finished": false, "finishedAt": null}],
"past": [], "past": [],
"pastPage": {"page": 1, "pages": 1, "total": 0, "perPage": 10},
"tools": [{"id": "0fbfcb4f-…", "storeItemId": 1, "name": "Prospector Drone PD-1", "code": "PD-1", "tools": [{"id": "0fbfcb4f-…", "storeItemId": 1, "name": "Prospector Drone PD-1", "code": "PD-1",
"image": "/static/assets/items/shovel.png", "tier": 0, "maxTier": 5, "image": "/static/assets/items/shovel.png", "tier": 0, "maxTier": 5,
"reach": 1, "cycleSecs": 4, "yield": 2, "attachments": [], "stakeId": "efc5071d-…"}], "reach": 1, "cycleSecs": 4, "yield": 2, "attachments": [], "stakeId": "efc5071d-…"}],
@@ -380,7 +354,7 @@ Content-Type: application/json
"showNav": true, "jobs": [], "bonuses": [], "liveEvents": [], "showNav": true, "jobs": [], "bonuses": [], "liveEvents": [],
"rules": {"wellSupplyMax": 90, "maxSupply": 90, "slotsPerTool": 2, "…": "…"}, "rules": {"wellSupplyMax": 90, "maxSupply": 90, "slotsPerTool": 2, "…": "…"},
"catalog": {"tools": ["…"], "attachments": ["…"], "advisors": ["…"], "resources": ["…"], "refined": ["…"], "reach": ["…"]}, "catalog": {"tools": ["…"], "attachments": ["…"], "advisors": ["…"], "resources": ["…"], "refined": ["…"], "reach": ["…"]},
"catalogVersion": "9adb4eabab929f5d" "catalogVersion": "7d983412e77a3dde"
} }
} }
``` ```
@@ -393,7 +367,7 @@ From a live server (long ids and arrays shortened).
```json ```json
{"tools": [{"id": "7e40…", "storeItemId": 1, "name": "Prospector Drone PD-1", "code": "PD-1", {"tools": [{"id": "7e40…", "storeItemId": 1, "name": "Prospector Drone PD-1", "code": "PD-1",
"image": "/static/assets/items/shovel.png", "tier": 1, "maxTier": 5, "count": 1, "idle": 1, "reach": 1, "image": "/static/assets/items/shovel-t1.png", "tier": 1, "maxTier": 5, "count": 1, "idle": 1, "reach": 1,
"cycleSecs": 3, "yield": 3, "attachments": ["Turbo Core"], "slots": 2, "freeSlots": 1, "selected": true, "cycleSecs": 3, "yield": 3, "attachments": ["Turbo Core"], "slots": 2, "freeSlots": 1, "selected": true,
"stake": null, "next": {"tier": 2, "price": 900, "parts": [], "canAfford": true, "blocked": "", "short": 0}, "stake": null, "next": {"tier": 2, "price": 900, "parts": [], "canAfford": true, "blocked": "", "short": 0},
"preview": {"tier": 2, "yieldFrom": 3, "yieldTo": 4, "secsFrom": 3, "secsTo": 3, "reachFrom": 1, "reachTo": 1, "preview": {"tier": 2, "yieldFrom": 3, "yieldTo": 4, "secsFrom": 3, "secsTo": 3, "reachFrom": 1, "reachTo": 1,
@@ -435,19 +409,12 @@ From a live server (long ids and arrays shortened).
`s=advisors`, `state.advisors`: `s=advisors`, `state.advisors`:
```json ```json
{"seats": 2, "hired": 1, "benched": 1, "maxSeats": 4, "nextSeat": 3, "nextSeatPrice": 40000, "canBuySeat": true, {"seats": 1, "hired": 0, "maxSeats": 4, "nextSeat": 2, "nextSeatPrice": 10000, "canBuySeat": true, "seatFree": true,
"seatFree": true, "freeSeat": 2, "seatList": [{"n": 1, "advisor": "Ada Voss"}, {"n": 2, "advisor": ""}], "bench": ["Mira Castellanos"], "bonuses": [],
"bonuses": [{"kind": "speed", "mult": 1.1, "capped": false, "label": "Drill speed", "text": "+10%"}], "selected": "",
"buySeat": {"title": "New seat", "text": "Add advisor seat 3 for ₥40,000?", "ok": "Buy seat", "danger": false},
"buySeatWhyText": "",
"advisors": [{"name": "Ada Voss", "title": "Shift Foreman", "image": "/static/assets/advisors/ada-voss.png", "advisors": [{"name": "Ada Voss", "title": "Shift Foreman", "image": "/static/assets/advisors/ada-voss.png",
"description": "Runs the drill crews in tight shifts. No rig sits idle on her watch.", "price": 8000, "description": "Runs the drill crews in tight shifts. No rig sits idle on her watch.", "price": 8000,
"effect": {"speed": 1.1, "yield": 1, "sell": 1, "refine": 1}, "effectText": "+10% drill speed", "effect": {"speed": 1.1, "yield": 1, "sell": 1, "refine": 1}, "hired": false, "canAfford": true,
"hired": true, "seat": 1, "canAfford": true, "canHire": false, "why": "hired", "whyText": "On your board", "canHire": true}, "…"]}
"canSeat": false, "seatWhy": "", "seatWhyText": "",
"dismiss": {"title": "Dismiss advisor", "text": "Dismiss Ada Voss? The hiring fee isn't refunded: hiring them again costs ₥8,000.",
"ok": "Dismiss", "danger": true}, "removed": false},
{"name": "Mira Castellanos", "…": "…", "hired": true, "seat": 0, "canSeat": true, "seatWhy": ""}, "…"]}
``` ```
`s=leaderboard`: `{"players": 2, "top": [{"rank": 1, "name": "…", "credits": 73579.5, "me": true}, "…"], "you": null, "me": {"rank": 1, "credits": 73579.5}}` `s=leaderboard`: `{"players": 2, "top": [{"rank": 1, "name": "…", "credits": 73579.5, "me": true}, "…"], "you": null, "me": {"rank": 1, "credits": 73579.5}}`
@@ -466,8 +433,7 @@ From a live server (long ids and arrays shortened).
"rating": {"tier": "poor", "label": "Poor", "stars": 1, "pct": 12, "top": 88}, "rating": {"tier": "poor", "label": "Poor", "stars": 1, "pct": 12, "top": 88},
"headline": "Slim pickings", "sub": "Not much down there. Better luck next time.", "worth": 717, "multiple": 1.79, "headline": "Slim pickings", "sub": "Not much down there. Better luck next time.", "worth": 717, "multiple": 1.79,
"traits": [], "maxSupply": 90, "fullAt": 84, "traits": [], "maxSupply": 90, "fullAt": 84,
"wells": [{"id": "92cf…", "resource": "Azurium", "supply": 37, "full": false}, "…"], "wells": [{"id": "92cf…", "resource": "Azurium", "supply": 37, "full": false}, "…"]}
"next": {"price": 550, "canBuy": true, "why": "", "whyText": ""}}
``` ```
`POST /api/act/buy-tool`, `buyModal`: `POST /api/act/buy-tool`, `buyModal`:
+14 -86
View File
@@ -63,6 +63,7 @@ type APITierUp struct {
ClaimBoost float64 `json:"claimBoost"` ClaimBoost float64 `json:"claimBoost"`
Reach int `json:"reach"` // wells per cycle from this tier on Reach int `json:"reach"` // wells per cycle from this tier on
Parts []APIAmount `json:"parts"` // refined items it uses up Parts []APIAmount `json:"parts"` // refined items it uses up
Image string `json:"image"` // the tool's image at this tier
} }
type APIEffect struct { type APIEffect struct {
@@ -147,7 +148,8 @@ func apiCatalog(s *State) *APICatalog {
Reach: max(1, item.ToolReach(0)), Tiers: []APITierUp{}} Reach: max(1, item.ToolReach(0)), Tiers: []APITierUp{}}
for _, u := range item.Upgrades { for _, u := range item.Upgrades {
t.Tiers = append(t.Tiers, APITierUp{Tier: u.Tier, Price: u.Price, ClaimBoost: u.ClaimBoost, t.Tiers = append(t.Tiers, APITierUp{Tier: u.Tier, Price: u.Price, ClaimBoost: u.ClaimBoost,
Reach: max(1, item.ToolReach(u.Tier)), Parts: apiNeed(upgradeParts(item.ID, u.Tier))}) Reach: max(1, item.ToolReach(u.Tier)), Parts: apiNeed(upgradeParts(item.ID, u.Tier)),
Image: itemImages + item.ImageAt(u.Tier)})
} }
cat.Tools = append(cat.Tools, t) cat.Tools = append(cat.Tools, t)
} }
@@ -452,7 +454,7 @@ func apiEquipment(p *Page) *APIEquipment {
for _, row := range p.Equipment { for _, row := range p.Equipment {
b := s.toolBonus(row.ID) b := s.toolBonus(row.ID)
t := APIToolRow{ID: row.ID, StoreItemID: row.StoreItemID, Name: row.Item.Name, Code: toolCode(row.Item.Name), t := APIToolRow{ID: row.ID, StoreItemID: row.StoreItemID, Name: row.Item.Name, Code: toolCode(row.Item.Name),
Image: itemImages + row.Item.Image, Tier: row.Tier, MaxTier: row.MaxTier, Count: row.Count, Idle: row.Idle, Image: itemImages + row.Item.ImageAt(row.Tier), Tier: row.Tier, MaxTier: row.MaxTier, Count: row.Count, Idle: row.Idle,
Reach: max(1, row.Reach), CycleSecs: row.Secs, Yield: row.Yield, Attachments: apiGear(row.Gear), Reach: max(1, row.Reach), CycleSecs: row.Secs, Yield: row.Yield, Attachments: apiGear(row.Gear),
Slots: len(row.Gear) + row.FreeSlots, FreeSlots: row.FreeSlots, Selected: row.Selected, Slots: len(row.Gear) + row.FreeSlots, FreeSlots: row.FreeSlots, Selected: row.Selected,
Ladder: apiTierRows(row.Ladder), Resale: row.Item.ToolResale(row.Tier), NoSale: s.noSale(row), Ladder: apiTierRows(row.Ladder), Resale: row.Item.ToolResale(row.Tier), NoSale: s.noSale(row),
@@ -726,27 +728,16 @@ func apiRefinery(p *Page) *APIRefinery {
type APIAdvisors struct { type APIAdvisors struct {
Seats int `json:"seats"` Seats int `json:"seats"`
Hired int `json:"hired"` // seats filled Hired int `json:"hired"`
Benched int `json:"benched"` // hired, not seated
MaxSeats int `json:"maxSeats"` MaxSeats int `json:"maxSeats"`
NextSeat int `json:"nextSeat"` NextSeat int `json:"nextSeat"`
NextSeatPrice float64 `json:"nextSeatPrice"` // 0 at the cap NextSeatPrice float64 `json:"nextSeatPrice"` // 0 at the cap
CanBuySeat bool `json:"canBuySeat"` CanBuySeat bool `json:"canBuySeat"`
SeatFree bool `json:"seatFree"` SeatFree bool `json:"seatFree"`
FreeSeat int `json:"freeSeat"` // the lowest empty seat, 0 if none
SeatList []APISeat `json:"seatList"` // every seat, from 1
Bench []string `json:"bench"` // hired, not seated, in the web's order (hire order)
Bonuses []APIBonusRow `json:"bonuses"` Bonuses []APIBonusRow `json:"bonuses"`
Advisors []APIAdvisorUp `json:"advisors"` Advisors []APIAdvisorUp `json:"advisors"`
BuySeat *APIConfirm `json:"buySeat"` // before buy-seat; null at the cap BuySeat *APIConfirm `json:"buySeat"` // before buy-seat; null at the cap
BuySeatWhy string `json:"buySeatWhyText"` // why "+ Seat" is disabled, "" if it isn't BuySeatWhy string `json:"buySeatWhyText"` // why "+ Seat" is disabled, "" if it isn't
Selected string `json:"selected"` // the advisor of the web's panel (view.adv), "" if none
}
// APISeat is a seat and who sits in it ("" empty).
type APISeat struct {
N int `json:"n"`
Advisor string `json:"advisor"`
} }
type APIAdvisorUp struct { type APIAdvisorUp struct {
@@ -757,48 +748,26 @@ type APIAdvisorUp struct {
Price float64 `json:"price"` Price float64 `json:"price"`
Effect APIEffect `json:"effect"` Effect APIEffect `json:"effect"`
Hired bool `json:"hired"` Hired bool `json:"hired"`
Seat int `json:"seat"` // hired: their seat, 0 if not seated (no bonus)
CanAfford bool `json:"canAfford"` CanAfford bool `json:"canAfford"`
CanHire bool `json:"canHire"` // not hired, a seat free, affordable CanHire bool `json:"canHire"` // not hired, a seat free, affordable
EffectText string `json:"effectText"` EffectText string `json:"effectText"`
Why string `json:"why"` // hired, seats (none free), credits; "" can hire Why string `json:"why"` // hired, seats (none free), credits; "" can hire
WhyText string `json:"whyText"` WhyText string `json:"whyText"`
// Hired and not seated: whether seat-advisor can seat them now (in freeSeat);
// seatWhy "seats" (none free) or "".
CanSeat bool `json:"canSeat"`
SeatWhy string `json:"seatWhy"`
SeatWhyText string `json:"seatWhyText"`
Dismiss *APIConfirm `json:"dismiss"` // hired: the dismiss-advisor dialog; null otherwise
Removed bool `json:"removed"` // hired but no longer in the config: no card on the web
} }
func apiAdvisors(p *Page) *APIAdvisors { func apiAdvisors(p *Page) *APIAdvisors {
ap := p.Advisors ap := p.Advisors
a := &APIAdvisors{Seats: ap.Seats, Hired: ap.Hired, Benched: ap.Benched, MaxSeats: ap.MaxSeats, NextSeat: ap.NextSeat, a := &APIAdvisors{Seats: ap.Seats, Hired: ap.Hired, MaxSeats: ap.MaxSeats, NextSeat: ap.NextSeat,
NextSeatPrice: ap.NextSeatPrice, CanBuySeat: ap.CanBuySeat, SeatFree: ap.SeatFree(), FreeSeat: ap.FreeSeat, NextSeatPrice: ap.NextSeatPrice, CanBuySeat: ap.CanBuySeat, SeatFree: ap.SeatFree(),
SeatList: []APISeat{}, Bench: []string{}, Bonuses: apiBonusRows(p.S.Bonus()), Advisors: []APIAdvisorUp{}, Selected: p.V.Adv} Bonuses: apiBonusRows(p.S.Bonus()), Advisors: []APIAdvisorUp{}}
for _, slot := range ap.SeatList {
seat := APISeat{N: slot.N}
if slot.Advisor != nil {
seat.Advisor = slot.Advisor.Name
}
a.SeatList = append(a.SeatList, seat)
}
for _, c := range ap.Bench {
a.Bench = append(a.Bench, c.Name)
}
if ap.NextSeatPrice > 0 { if ap.NextSeatPrice > 0 {
a.BuySeat = &APIConfirm{Title: "New seat", Text: ap.SeatConfirm(), OK: "Buy seat"} a.BuySeat = &APIConfirm{Title: "New seat", Text: ap.SeatConfirm(), OK: "Buy seat"}
a.BuySeatWhy = whyShort(ap.CanBuySeat, p.S.Balance, ap.NextSeatPrice) a.BuySeatWhy = whyShort(ap.CanBuySeat, p.S.Balance, ap.NextSeatPrice)
} }
up := func(c AdvisorCard) APIAdvisorUp { for _, c := range ap.Cards {
up := APIAdvisorUp{Name: c.Name, Title: c.Title, Description: c.Description, Price: c.Price, up := APIAdvisorUp{Name: c.Name, Title: c.Title, Image: advisorImages + c.Image,
Effect: effectOf(c.Speed, c.Yield, mult(c.Sell), mult(c.Refine)), Description: c.Description, Price: c.Price, Effect: effectOf(c.Speed, c.Yield, mult(c.Sell), mult(c.Refine)),
Hired: c.Hired, Seat: c.Seat, CanAfford: c.CanAfford, CanHire: !c.Hired && c.CanAfford && ap.SeatFree(), Hired: c.Hired, CanAfford: c.CanAfford, CanHire: !c.Hired && c.CanAfford && ap.SeatFree(), EffectText: c.Advisor.Effect()}
EffectText: c.Advisor.Effect()}
if c.Image != "" {
up.Image = advisorImages + c.Image
}
switch { switch {
case c.Hired: case c.Hired:
up.Why, up.WhyText = "hired", "On your board" up.Why, up.WhyText = "hired", "On your board"
@@ -807,42 +776,11 @@ func apiAdvisors(p *Page) *APIAdvisors {
case !c.CanAfford: case !c.CanAfford:
up.Why, up.WhyText = "credits", ap.HireWhy(c, p.S.Balance) up.Why, up.WhyText = "credits", ap.HireWhy(c, p.S.Balance)
} }
if c.Hired { a.Advisors = append(a.Advisors, up)
up.Dismiss = &APIConfirm{Title: "Dismiss advisor", Text: dismissConfirm(c), OK: "Dismiss", Danger: true}
if c.Seat == 0 {
up.CanSeat = ap.SeatFree()
if !up.CanSeat {
up.SeatWhy, up.SeatWhyText = "seats", ap.SeatWhy()
}
}
}
return up
}
for _, c := range ap.Cards {
a.Advisors = append(a.Advisors, up(c))
}
// Hired advisors no longer in the config (no bonus) come last.
for _, c := range append(seated(ap.SeatList), ap.Bench...) {
if cfg().advisor(c.Name) == nil {
r := up(c)
r.Removed = true
a.Advisors = append(a.Advisors, r)
}
} }
return a return a
} }
// seated lists the advisors in the seats.
func seated(seats []SeatSlot) []AdvisorCard {
var out []AdvisorCard
for _, slot := range seats {
if slot.Advisor != nil {
out = append(out, *slot.Advisor)
}
}
return out
}
// ------------------------------------------------------------------ leaderboard, help, new moon // ------------------------------------------------------------------ leaderboard, help, new moon
type APILeaderboard struct { type APILeaderboard struct {
@@ -942,15 +880,6 @@ type APIReveal struct {
MaxSupply float64 `json:"maxSupply"` // a full bar MaxSupply float64 `json:"maxSupply"` // a full bar
FullAt float64 `json:"fullAt"` // wells from here count as full FullAt float64 `json:"fullAt"` // wells from here count as full
Wells []APIRevealWell `json:"wells"` Wells []APIRevealWell `json:"wells"`
Next APINextMoon `json:"next"` // "Buy another": buy-moon again
}
// APINextMoon is the reveal card's "Buy another" button.
type APINextMoon struct {
Price float64 `json:"price"` // the next moon's price
CanBuy bool `json:"canBuy"` // affordable and available
Why string `json:"why"` // locked (hide the button), credits; "" can buy
WhyText string `json:"whyText"`
} }
type APIRevealWell struct { type APIRevealWell struct {
@@ -967,8 +896,7 @@ func apiReveal(r *MoonReveal) *APIReveal {
a := &APIReveal{MoonID: r.ID, Name: r.Name, Kind: r.Kind, Description: r.Description, a := &APIReveal{MoonID: r.ID, Name: r.Name, Kind: r.Kind, Description: r.Description,
Rating: *apiRating(&r.Rating), Rating: *apiRating(&r.Rating),
Headline: r.Headline, Sub: r.Sub, Worth: r.Worth, Multiple: r.Multiple, Traits: []string{}, MaxSupply: r.MaxSupply, Headline: r.Headline, Sub: r.Sub, Worth: r.Worth, Multiple: r.Multiple, Traits: []string{}, MaxSupply: r.MaxSupply,
FullAt: r.FullAt, Wells: []APIRevealWell{}, FullAt: r.FullAt, Wells: []APIRevealWell{}}
Next: APINextMoon{Price: r.Next.Price, CanBuy: r.Next.CanBuy, Why: r.Next.Why, WhyText: r.Next.WhyText}}
a.Traits = append(a.Traits, r.Traits...) a.Traits = append(a.Traits, r.Traits...)
for _, w := range r.Wells { for _, w := range r.Wells {
a.Wells = append(a.Wells, APIRevealWell{ID: w.ID, Resource: w.Resource, Supply: w.Supply, Full: w.Supply >= r.FullAt}) a.Wells = append(a.Wells, APIRevealWell{ID: w.ID, Resource: w.Resource, Supply: w.Supply, Full: w.Supply >= r.FullAt})
+15 -89
View File
@@ -5,24 +5,27 @@ package main
import ( import (
"encoding/json" "encoding/json"
"math" "io/fs"
"testing" "testing"
) )
func TestAPI(t *testing.T) { func TestAPI(t *testing.T) {
// Every tool has art at every tier (scripts/tool-art.mjs), else its URLs fall back.
for _, item := range game.StoreItems {
for tier := 0; tier <= len(item.Upgrades); tier++ {
name := item.ImageAt(tier)
if _, err := fs.Stat(embedded, "web/static/assets/items/"+name); err != nil || (tier > 0 && name == item.Image) {
t.Errorf("%s: no image for tier %d (run node scripts/tool-art.mjs)", item.Name, tier)
}
}
}
unlocked := newPlayerState() unlocked := newPlayerState()
unlocked.Onboarding = []string{"all"} unlocked.Onboarding = []string{"all"}
asides := map[bool]bool{} for _, s := range []*State{veteranState(), newPlayerState(), unlocked} {
for _, s := range []*State{veteranState(), newPlayerState(), unlocked, fullBoardState()} {
for _, v := range testViews(s) { for _, v := range testViews(s) {
s.pagePastInMemory(v.Page)
p := s.page(v.resolve(s)) p := s.page(v.resolve(s))
testRanking(p) testRanking(p)
p.Admin = len(s.Tools) > 0
a := apiState(p) a := apiState(p)
if a.Admin != p.Admin {
t.Errorf("view %+v: admin %v", v, a.Admin)
}
if _, err := json.Marshal(a); err != nil { if _, err := json.Marshal(a); err != nil {
t.Fatalf("marshal %+v: %v", v, err) t.Fatalf("marshal %+v: %v", v, err)
} }
@@ -43,7 +46,7 @@ func TestAPI(t *testing.T) {
} }
if a.Market != nil { if a.Market != nil {
for _, q := range a.Market.Quotes { for _, q := range a.Market.Quotes {
if q.SellAll > q.Balance*q.Unpressed+1e-6 || q.Value != q.Balance*q.Price || (q.Balance > 0 && q.SellAll <= 0) { if q.SellAll > q.Value+1e-6 || (q.Balance > 0 && q.SellAll <= 0) {
t.Errorf("quote %s: sell all %v, value %v", q.Item, q.SellAll, q.Value) t.Errorf("quote %s: sell all %v, value %v", q.Item, q.SellAll, q.Value)
} }
} }
@@ -59,8 +62,7 @@ func TestAPI(t *testing.T) {
} }
if p.Moon != nil { if p.Moon != nil {
// The reveal card and the buy modal, as an action response maps them. // The reveal card and the buy modal, as an action response maps them.
if r := apiReveal(p.moonReveal()); r == nil || len(r.Wells) != len(p.Moon.Wells) || r.Headline == "" || if r := apiReveal(p.moonReveal()); r == nil || len(r.Wells) != len(p.Moon.Wells) || r.Headline == "" {
r.Next.Price != s.MoonPrice() || r.Next.CanBuy != (r.Next.Why == "") || (r.Next.Why == "") != (r.Next.WhyText == "") {
t.Errorf("view %+v: reveal %+v", v, r) t.Errorf("view %+v: reveal %+v", v, r)
} }
} }
@@ -88,13 +90,6 @@ func TestAPI(t *testing.T) {
if _, err := json.Marshal(all); err != nil { if _, err := json.Marshal(all); err != nil {
t.Fatalf("marshal %+v with every section: %v", v, err) t.Fatalf("marshal %+v with every section: %v", v, err)
} }
// The aside: the moon view, the new-moon teaser, an open drill or advisor panel.
aside := p.Moon != nil || p.V.Section == "new-moon" || p.Drill != nil ||
p.Advisors != nil && p.Advisors.Panel != nil
if a.View.Aside != aside || aside != (p.Scene.Select != nil) {
t.Errorf("view %+v: aside %v, want %v", p.V, a.View.Aside, aside)
}
asides[a.View.Aside] = true
if a.View.Section != p.V.Section || a.View.Moon != p.V.Moon || a.View.Well != p.V.Well { if a.View.Section != p.V.Section || a.View.Moon != p.V.Moon || a.View.Well != p.V.Well {
t.Errorf("view %+v: state has %+v", p.V, a.View) t.Errorf("view %+v: state has %+v", p.V, a.View)
} }
@@ -109,18 +104,11 @@ func TestAPI(t *testing.T) {
if (a.Moon != nil) != (p.Moon != nil) || (a.Well != nil) != (p.Well != nil) { if (a.Moon != nil) != (p.Moon != nil) || (a.Well != nil) != (p.Well != nil) {
t.Errorf("view %+v: moon or well missing", v) t.Errorf("view %+v: moon or well missing", v)
} }
if pp := a.PastPage; len(a.Past) > pp.PerPage || pp.Page < 1 || pp.Page > pp.Pages || pp.Total != s.PastTotal ||
a.View.Page != pp.Page || pp.Page < pp.Pages && len(a.Past) != pp.PerPage {
t.Errorf("view %+v: past page %+v with %d moons", v, pp, len(a.Past))
}
if (a.Market != nil) != s.Unlocked("market") { if (a.Market != nil) != s.Unlocked("market") {
t.Errorf("view %+v: market is %v, unlocked %v", v, a.Market != nil, s.Unlocked("market")) t.Errorf("view %+v: market is %v, unlocked %v", v, a.Market != nil, s.Unlocked("market"))
} }
} }
} }
if !asides[true] || !asides[false] {
t.Errorf("views with and without the aside: %v", asides)
}
a := apiState(newPlayerState().page(View{}.resolve(newPlayerState()))) a := apiState(newPlayerState().page(View{}.resolve(newPlayerState())))
if a.Unlocked["market"] || !a.Unlocked["new-moon"] || a.View.Section != "new-moon" { if a.Unlocked["market"] || !a.Unlocked["new-moon"] || a.View.Section != "new-moon" {
t.Errorf("new player: unlocked %v, section %q", a.Unlocked, a.View.Section) t.Errorf("new player: unlocked %v, section %q", a.Unlocked, a.View.Section)
@@ -162,11 +150,8 @@ func checkAPITexts(t *testing.T, v View, a *APIState) {
if len(w.Drills) > 0 && w.Label == "" { if len(w.Drills) > 0 && w.Label == "" {
fail("well label", w) fail("well label", w)
} }
if (w.Over || w.Full) != (w.StatusText != "") || (w.Demand > 0) != (w.NoteText != "") {
fail("well note", w)
}
for _, d := range w.Drills { for _, d := range w.Drills {
if d.Fate == "" || (d.Reach > 1) != (d.ReachText != "") { if d.Fate == "" {
fail("drill fate", d) fail("drill fate", d)
} }
} }
@@ -175,13 +160,6 @@ func checkAPITexts(t *testing.T, v View, a *APIState) {
fail("moon sale", sale) fail("moon sale", sale)
} }
} }
if a.Market != nil {
for _, q := range a.Market.Quotes {
if q.ChangeText == "" || q.Pressed != (q.PressureText != "") || q.Boosted != (q.BoostText != "") || q.Advised != (q.AdvisorText != "") {
fail("quote texts", q)
}
}
}
for _, b := range a.Bonuses { for _, b := range a.Bonuses {
if b.Label == "" || b.Text == "" { if b.Label == "" || b.Text == "" {
fail("bonus", b) fail("bonus", b)
@@ -239,10 +217,6 @@ func checkAPITexts(t *testing.T, v View, a *APIState) {
if (up.Why != "") != (up.WhyText != "") || up.Why == "" && !up.CanHire { if (up.Why != "") != (up.WhyText != "") || up.Why == "" && !up.CanHire {
fail("advisor texts", up) fail("advisor texts", up)
} }
if up.Hired != (up.Dismiss != nil) || up.Dismiss != nil && up.Dismiss.Text == "" ||
(up.SeatWhy != "") != (up.SeatWhyText != "") || up.CanSeat && (up.Seat != 0 || ad.FreeSeat == 0) {
fail("advisor seat texts", up)
}
} }
} }
if h := a.Help; h != nil && h.NewGame.Text != newGameConfirm { if h := a.Help; h != nil && h.NewGame.Text != newGameConfirm {
@@ -280,15 +254,9 @@ func checkAPISections(t *testing.T, s *State, v View, a *APIState) {
t.Errorf("view %+v: refinery %+v", v, a.Refinery) t.Errorf("view %+v: refinery %+v", v, a.Refinery)
} }
case "advisors": case "advisors":
if a.Advisors == nil || len(a.Advisors.Advisors) < len(cfg().Advisors.Items) || len(a.Advisors.SeatList) != s.AdvisorSeats || if a.Advisors == nil || len(a.Advisors.Advisors) != len(cfg().Advisors.Items) {
a.Advisors.Hired+a.Advisors.Benched != len(s.Hires) || a.Advisors.Selected != v.Adv || len(a.Advisors.Bench) != a.Advisors.Benched {
t.Errorf("view %+v: advisors %+v", v, a.Advisors) t.Errorf("view %+v: advisors %+v", v, a.Advisors)
} }
for _, h := range s.Hires {
if h.Seat > 0 && a.Advisors.SeatList[h.Seat-1].Advisor != h.Name {
t.Errorf("view %+v: seat %d has %q, not %s", v, h.Seat, a.Advisors.SeatList[h.Seat-1].Advisor, h.Name)
}
}
case "leaderboard": case "leaderboard":
if a.Leaderboard == nil || a.Leaderboard.Me == nil || a.Leaderboard.Me.Rank != 12 { if a.Leaderboard == nil || a.Leaderboard.Me == nil || a.Leaderboard.Me.Rank != 12 {
t.Errorf("view %+v: leaderboard %+v", v, a.Leaderboard) t.Errorf("view %+v: leaderboard %+v", v, a.Leaderboard)
@@ -307,45 +275,3 @@ func checkAPISections(t *testing.T, s *State, v View, a *APIState) {
} }
} }
} }
// TestSharedQuotes: two players with different selling pressure and advisors see the same
// quotes (and 24h history) but get different payouts.
func TestSharedQuotes(t *testing.T) {
c := cfg()
item := sortedKeys(c.ResourcePrices)[0]
var sellAdvisor string
for _, a := range c.Advisors.Items {
if a.Sell > 1 {
sellAdvisor = a.Name
break
}
}
if sellAdvisor == "" {
t.Skip("no advisor with a sell bonus in the config")
}
boosts := PriceBoosts{item: 1.5}
a, b := newPlayerState(), newPlayerState()
b.UserID = testID("u", 9)
b.Now = a.Now
a.PriceBoosts, b.PriceBoosts = boosts, boosts
b.Pressure = map[string]float64{item: c.MarketPressure.Scale}
b.Advisors = []string{sellAdvisor}
rows := []MarketRow{{ResourceBalance: ResourceBalance{Resource: item, Balance: 100}}}
qa, qb := a.marketPage(rows, View{Section: "market"}).Quotes[0], b.marketPage(rows, View{Section: "market"}).Quotes[0]
if qa.Price != qb.Price || qa.Value != qb.Value || qa.Change != qb.Change || qa.High != qb.High || qa.Low != qb.Low {
t.Errorf("quotes differ: %+v vs %+v", qa, qb)
}
if want := marketQuote(item, a.Now, 1.5); qa.Price != want {
t.Errorf("quote %v, want rate × boost %v", qa.Price, want)
}
if qa.Unit() != qa.Price || qa.SellAll() > qa.Balance*qa.Price {
t.Errorf("no modifiers, but unit %v / sellAll %v differ from quote %v", qa.Unit(), qa.SellAll(), qa.Price)
}
if !qb.Advised() || !qb.Pressed() || qb.Unit() == qa.Unit() || qb.SellAll() == qa.SellAll() {
t.Errorf("payouts should differ: %+v vs %+v", qa, qb)
}
want := sellPayout(qb.Balance, qb.Price, b.Bonus().Sell, c.MarketPressure.Average(qb.Pressure, qb.Balance*qb.Base()))
if math.Abs(qb.SellAll()-want) > 1e-9 {
t.Errorf("sellAll %v, want %v", qb.SellAll(), want)
}
}
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+7 -16
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@@ -114,12 +114,12 @@ func (cfg *GameConfig) validateBonuses() error {
// ------------------------------------------------------------------ in a transaction // ------------------------------------------------------------------ in a transaction
// loadBonus reads the player's seated advisors and, with a tool id, the tool's attachments, and // loadBonus reads the player's advisors and, with a tool id, the tool's attachments, and
// combines them. Callers that pass a tool have locked its row; the advisor rows are // combines them. Callers that pass a tool have locked its row; the advisor rows are
// share-locked so a hire can't change them halfway through the action. // share-locked so a hire can't change them halfway through the action.
func loadBonus(ctx context.Context, tx pgx.Tx, userID, toolID string) (Bonus, error) { func loadBonus(ctx context.Context, tx pgx.Tx, userID, toolID string) (Bonus, error) {
rows, err := tx.Query(ctx, ` rows, err := tx.Query(ctx, `
select advisor from advisor_hire where user_id = $1 and seat is not null order by advisor for share`, userID) select advisor from advisor_hire where user_id = $1 order by advisor for share`, userID)
if err != nil { if err != nil {
return noBonus, err return noBonus, err
} }
@@ -143,28 +143,20 @@ func loadBonus(ctx context.Context, tx pgx.Tx, userID, toolID string) (Bonus, er
// ------------------------------------------------------------------ state // ------------------------------------------------------------------ state
// loadBonusState loads the player's attachments, advisors (hired, and the seated ones) and // loadBonusState loads the player's attachments, advisors and advisor seats into the state.
// advisor seats into the state.
func loadBonusState(ctx context.Context, db querier, s *State) error { func loadBonusState(ctx context.Context, db querier, s *State) error {
err := db.QueryRow(ctx, "select advisor_seats from users where id = $1", s.UserID).Scan(&s.AdvisorSeats) err := db.QueryRow(ctx, "select advisor_seats from users where id = $1", s.UserID).Scan(&s.AdvisorSeats)
if err != nil { if err != nil {
return err return err
} }
rows, err := db.Query(ctx, ` rows, err := db.Query(ctx, `
select advisor, coalesce(seat, 0) from advisor_hire where user_id = $1 select advisor from advisor_hire where user_id = $1 order by hired_at, advisor`, s.UserID)
order by seat nulls last, hired_at, advisor`, s.UserID)
if err != nil { if err != nil {
return err return err
} }
if s.Hires, err = pgx.CollectRows(rows, pgx.RowToStructByPos[AdvisorHire]); err != nil { if s.Advisors, err = pgx.CollectRows(rows, pgx.RowTo[string]); err != nil {
return err return err
} }
s.Advisors = nil
for _, h := range s.Hires {
if h.Seat > 0 {
s.Advisors = append(s.Advisors, h.Name)
}
}
rows, err = db.Query(ctx, ` rows, err = db.Query(ctx, `
select coalesce(inventory_item_id::text, ''), item from attachment select coalesce(inventory_item_id::text, ''), item from attachment
where user_id = $1 order by item`, s.UserID) where user_id = $1 order by item`, s.UserID)
@@ -198,10 +190,9 @@ func (s *State) drill(t Tool, item *StoreItem, resource string) (int, float64) {
s.CycleBoosts.For("all"), s.YieldBoosts.For(resource)) s.CycleBoosts.For("all"), s.YieldBoosts.For(resource))
} }
// sellPrice is what one unit pays the player now, before selling pressure: the shared // sellPrice is what one unit sells for now: market rate × live events × advisors.
// quote × their advisors.
func (s *State) sellPrice(name string) float64 { func (s *State) sellPrice(name string) float64 {
return marketQuote(name, s.Now, s.PriceBoosts.For(name)) * s.Bonus().Sell return marketRate(name, s.Now) * s.PriceBoosts.For(name) * s.Bonus().Sell
} }
// BonusRow is one active bonus, for display. // BonusRow is one active bonus, for display.
-7
View File
@@ -1,7 +0,0 @@
build/
tools/
.internal/
*.der
.DS_Store
dist/
__pycache__/
-637
View File
@@ -1,637 +0,0 @@
# AGENTS.md — Moon Miners client (Defold)
## What this is
A native client for Moon Miners, the idle mining game whose rules and state live in the Go
server (`../server`, see `../server/AGENTS.md`; the whole repo: `../AGENTS.md`). Same layout and HUD look as the web build
(header with sections, resources and credits; moon list on the left; the current section
in the middle; aside with the moon viewport and the selected well), made game-native.
Target: 16:10 at 1280x800 (Steam Deck); bigger windows show the UI at native pixel size
with more room, smaller ones rearrange (see Scaling); mouse now, gamepad focus later.
The server is the authority. The client shows the state the server sends and sends
actions. It may show an action's result before the answer (prediction, see Conventions),
computed only from numbers the server sent (`take`, the tool's `cycleSecs`/`yield`, quotes,
`rules`; `../server/api.md` "Prediction"); the next response replaces it. No other game
rules in Lua. Countdowns may tick locally as display only.
## Stack
- Defold 1.14.0 beta (editor in `/opt/Defold`, engine sha1
`6823d775883a04f4210bf04cd54cbffc468ac0ad`; `bob.jar` of the same sha in `tools/`).
- Dependencies in `game.project`, pinned release zips: Druid 1.4.1 (UI components),
Monarch 6.0.3 (the screen), Defold Event 21 (required by Druid). Defold Event has a
native extension, so a build sends the engine to Defold's build server once (needs
network; later builds reuse it until the dependencies change). Dependencies are fetched
only when `game.project` changes (`make resolve` forces it).
- Input: `/builtins/input/all.input_binding` (what Druid expects: `touch`, `key_esc`, ...).
The game screen takes its input focus once in `init`; Druid never touches it (`[druid]
no_auto_input = 1`): a Druid instance's `final()` would post `release_input_focus` for
the whole gui script, so closing a dialog (its own instance) left the game deaf to mouse
and keys until the next rebuild. Don't post acquire/release_input_focus anywhere else.
- Druid and Defold GUI findings (Layout, Data List, hover, limits, markup):
`../../druid-notes.md` (in the workspace, outside the repo). Druid source: `~/Development/Refold/druid`, Defold source:
`~/Development/Refold/Defold` (read-only).
## Game screen: core, regions, sections
`screens/game/game.gui_script` only forwards the lifecycle to `screens/game/core/main.lua`
(and on a hot reload re-requires it, see Fast iteration). The screen is rebuilt from the
state: every new state (a response, a prediction) or a window/UI-scale change sets
`g.dirty`, and the next update builds again what changed. The regions (banner, header,
moon list, main panel, aside) and costly parts inside them (the market's ticker, chart and
sparklines; Store, Equipment and Advisors cards through `card.grid`'s `key`/`sig`) are
blocks (`modules/blocks.lua`): one whose signature (a serialization of everything it
shows: its state keys, the view, busy buttons, ready counts on our clock) is unchanged
keeps its nodes and Druid components. A full rebuild (drops the Druid instance and every
layout node) happens on the first state, a size change, the narrow layout and
`g.dirty_all` (theme, reduced motion, mute, scroll offsets set by code, hot reload). What
a region shows from the state is listed in `core/main.lua` (`SECTION_KEYS`, `ASIDE_KEYS`,
the header's and moon list's sigs): a section that reads a new state key must add it
there, or it won't update. `g` is the gui script's `self`.
Core (`screens/game/core/`):
- `main.lua`: init (layers, session, helpers, autoplay), update (rebuild when dirty,
tickers, effects, dialog, Druid, module `update`s, the test hook), input (a dialog takes
all input while open; mouse moves are replayed after a rebuild so hover shows at once),
the build orchestration (banner, header, moon list, main panel, aside; widths from
`theme.size`), entrances (below) and `on_reload`. Section modules: `M.SECTIONS`.
The aside shows only when the view selects something for it (`M.aside_shown`, the
web's `Scene.Select`: a moon, the teaser, the drill panel, an advisor's panel);
otherwise the main panel takes its width. The start screen (`g.boot` from session.lua:
the web's boot and suspended pages) shows until the first state.
- `ready.lua`: ready counts on our clock (the web's data-pending): badges, Claim all,
moon rows, "Claim N drills" and "Claim <amount>" count up as drills and batches finish
before the refetch; `header.lua`'s `update` rebuilds when the next end passes.
- `session.lua`: the state and the server: `g.base`, `g.pending`, `g.state`, `g.view`,
the one-at-a-time request queue `g.outbox`, prediction hookup, `fetch`, `navigate`,
`act`, the refetch when `nextEnd` is due, the server clock `now`. Errors in the web's
words ("Something went wrong", "Can't reach the server") with the error sound; a
failing fetch retries (3 s doubling to 30 s; at start as `g.boot` says); a 403 is the
suspended screen.
- `ticks.lua`: display-only values that change between responses: `tick_text` (countdown,
optional `on_done` at zero), `tick_bar` (timer bar, optional `on_full`), `tick_num`
(eased number); keyed so values carry over a rebuild.
- `keys.lua`: Tab / Shift+Tab focus (modules/focus), Enter / Space press the focused
element, Enter in a field with a submit (`g.inputs`, made by `modules/field` with
`on_submit` and the refinery's quantity; reset every build), back / forward
(`session.go`: mouse buttons 4/5, Alt+Left/Right, Backspace outside fields; silent);
arrows, Page Up/Down, Home/End, and Space / Shift+Space with no focus ring, scroll the
scroll area under the mouse (else the focused one's, else the biggest;
`g.scroll_areas[].scroll`); in a number field (digits only) Up/Down step it like
type=number (`step = { min, max }` on its `g.inputs` entry; `field.new` opts `min`,
`max`), Esc empties a field made with `esc_clears` (the moon search); F11 fullscreen;
Ctrl +/-/0 the UI scale.
`session.lua` keeps the view history (`g.history`, like the web's pushState).
- `hooks.lua`: the helpers modules get as `H` (= `g.h`): `action`, `link`, `claim_wait`,
`navigate`, `act`, `now`, `text_link` (cyan text that links to a view), `para`, `heading`, `fact`, `tick_text`, `tick_bar`, `tick_num`,
`badge` (a gold count badge inside a button, the web's Claim all `.badge`).
Every enabled Claim button (`H.action` "claim") breathes (gold ring and glow, 1.8 s,
clock-driven so rebuilds don't restart it). `claim_wait(..., {params, moon, done})`
turns into the enabled Claim at its countdown's zero (our clock, before the refetch):
pop .6→1.12, gold burst, ready sound (`fx:ready`); the refetch's button continues the
pop (`g.ready_at`). It is clickable from its first frame: an unscaled box takes the
clicks while it pops, and the claim predictor counts a drill whose end has passed on
our clock as ready. `opts.also = {label, params}`: a second claim beside it (the well
panel's Claim and redeploy). The waiting button has test id `wait:<action key>`.
Regions (one module each, so agents can work on them separately): `banner.lua`,
`header.lua` (tabs with the ink, badges, Claim all, display settings, reduced motion,
theme and mute toggles, wallet counted by fx), `banner.lua` (wraps; an event's time left
in the server's words, counted from its `end`),
`moonlist.lua` (Active/Past tabs, Find a moon, the virtualized rows, the Past list a page
at a time with Newer / Older (`pastPage`, `page=` in the view), "+ New moon"),
`aside.lua` (viewport; the well panel, scrolling; or the section's aside; `row`: the
narrow layout's row, viewport left), `settings.lua` (the display dialog: UI scale,
fullscreen),
`modules/toasts.lua` (toasts, on their own layer). Sections: `moons.lua` (the moon, wells
table, past moon, first-moon pitch; well helpers `supply_bar`/`supply_max`/`tool_name`),
`market.lua`, `refinery.lua`, `leaderboard.lua`, `help.lua`, `equipment.lua`, `store.lua`,
`advisors.lua`, the new-moon teaser in `reveal.lua`.
**Module contract** (regions and sections):
- `M.build(g, root, x, y, w, h, H)`: build everything under `root`, top-left based
(`ui.*` helpers: x right, y down). Sections get the main panel's body as `root`, its
padding as `(x, y)` (= `main_pad_x`, `main_pad_y`) and the panel size `w x h`; they
center their own capped content. Regions get their box; the header and banner return
their height. `H` = `g.h`.
- optional `M.aside(g, root, w, h, H)` (section): fills the aside instead of the moon
viewport, return true when it did; or `M.aside_below(g, root, pad, cy, inner, limit, H)`
for content under the viewport.
- optional `M.update(g, dt)`: every frame. optional `M.teardown(g)`: before its region is
built again and when the screen goes away (cancel timers, drop references to nodes).
- What a module gets on `g`: `state`, `view`, `size` ({W, H, ui scale}), `druid` (made
again by a full rebuild), `fx`, `toasts`, `reveal`, `dialog`, `tween`, `fields` (text field
state), `scroll_pos` (scroll offsets by key), `pointers` (mouse-move handlers, reset
every build), `frames` (cards for the main panel's staggered entrance), `moon_nodes`,
`well_nodes`, `tab_nodes` (for effects), `busy`, `inflight`.
- What must survive a rebuild lives on `g` (offsets, fields, eased values) or on a layer
outside `g.layout` (toasts, reveal, dialog, effects). Never keep a layout node across
builds outside its block.
- Per-build registries (test ids and focus, tooltips, tickers, `g.inputs`,
`g.scroll_areas`, `g.pointers`, fx anchors, autoplay) are reset by every build; a kept
block makes its registrations again from a journal: a new registry must note them
(`blocks.note(fn, ...)`, or `blocks.push`/`blocks.put` for a list or map on g). Code
that builds outside a build (a list making rows as it scrolls, a field's on_change)
runs through `blocks.bound(fn)` so what it makes belongs to its block. A kept block
moved under another parent finds its buttons' clip stencil again.
- A new section: a module in `screens/game/`, an entry in `M.SECTIONS`
(`core/main.lua`), and a tab name in `header.lua` `SECTIONS` if it has one.
Entrances (enter.js): the main panel enters when the section or moon changes, the aside
when the well or drill changes, both on the first state and after the reveal closes
(`g.enter_all`); cards registered in `g.frames` (components/card) follow,
staggered. Not on other rebuilds. While the reveal card flies into the moon list (Start
mining) a new state waits for it to land.
## Components (`components/`)
Build new UI from these instead of coordinate math. Each file's header documents its API.
- `button.lua`: variants `primary`, `secondary` (default), `redrill`, `danger`, `ghost`
(dashed "+ New moon" look, `on` lights it), color overrides (`fill`, `edge`, `text`);
eased hover and press, disabled, busy (dimmed + spinner). `ui.button(...)` draws it
(variants in `theme.button`), `button.bind(g, root, nodes, {on_click, id})` gives it
behavior, `button.new` does both. `H.action`/`H.link` bind through it, so every action
or link button has hover and a test id. After a rebuild the button under the mouse
shows its hover at once, and a press the rebuild interrupted carries over (any Druid
button with a test id: `button.carry`, the one with the same id under the pointer is
pressed in the new build), so the release still clicks it.
- `dialog.lua`: the modal (`g.dialog:open({title, message, ok = {label, price, danger,
act, params | on_ok}, cancel, w, h, build})`), in the game gui with its own Druid
instance: survives rebuilds, runs actions in the game script, drops page hovers
(`reset_hovers`) and restores them. Open/close animation, scan line, staggered content,
sounds, Esc/backdrop cancel. `cards.confirm`/`cards.confirm_button` use it. This is the
only way to show a dialog (the Monarch popup screen is gone). Input invariant
(`dialog:check`, every frame from core/main.lua `check_input`): the backdrop and the
dialog's Druid exist only while it is open or closing, and a close ends within 1 s; a
break is repaired and logged as `ERROR:MM: input invariant broken: ...` (check.py fails
a log with `ERROR:MM`).
- `screens/game/grant.lua`: the quick grant dialog for admins (`state.admin`: header "+"
button, G key): item and amount pickers, then `admin-grant`.
- `panel.lua`: the `.frame` panel with a body group and the entrance (`p:enter`).
- `card.lua`: image column + text column laid out with flex (below; measured text, `title`,
`text`, `para`, `block` (fixed height, or measured: `block(fn)` with fn returning its
height), `gap`, `footer` pinned to the bottom, `after_bind` for links inside a card), `card.grid` (columns,
equal row heights, hover edge, entrance stagger; `selected`, `edge_color` for a hired
advisor). Store, Equipment and Advisors.
- `tabs.lua`: tab strips with the sliding ink (`tabs.revealed`/`tabs.reveal`: a tab
revealed after load enters once) (`tabs.ink(g, parent, key)` before the
tabs, `ink:to(x, y, w, h)` on the active one) and `tabs.tab` (hover, click, test id).
Header and moon list.
- `list.lua`: long lists on Druid Data List (only rows in view exist; fixed row height;
offset kept per key). The moon list. Use it for any list that can grow (leaderboard,
history).
- `scroll.lua`: a scrolling area for variable content (`scroll.area(g, parent, x, y, w,
h, key)`, build into `.content`, `:finish(height)`); thin bar, thumb lights on hover.
Card sections, drill panel, well panel. An eased key scroll (Page, Home, End) that a
rebuild cuts short lands at its goal (`g.scroll_goal`). Keys and tooltips find what's
under the mouse with `ui.shown_at` (pick_node that respects the parents' stencils).
- `bar.lua`: timer bar (`bar.timer`: fills to its end, then the ready glow), static bar,
`bar.ready_label` (gold "Ready" with a pulsing glow).
- `chip.lua` (badges, tier chips, tags), `stat.lua` (`stat.inline` "YIELD 3", `stat.row`
label/value across a width = `H.fact`), `row.lua` (list rows: hover wash, selection
bar, click; wells table; `row.fresh`/`mark`/`enter`: a new row's entrance, kept by id
and time on g so it picks up on the rebuilt row).
- `modules/tooltip.lua`: the web's `title`: `tooltip.add(node, text)` while building
(any node, widgets too; `\n` for lines); shows after a 0.5 s rest, kept inside the
window, hidden by a click or a dialog; on its own layer. Give information-only text a
tooltip like the web does.
- `modules/focus.lua`: keyboard focus over everything registered with the test hook
(`test.register` forwards), in build order; the ring shows after a key; Enter/Space
press through Druid at the element's center. Scopes: page, dialog, reveal (the new-moon
card once complete). A long list (components/list with `focus_id`) is walked item by
item, scrolling, since its rows out of view don't exist. So anything interactive must register
(button.bind, tabs.tab, row, field do); a raw `druid:new_button` is mouse-only.
- Lower level, still the base of all of these: `modules/ui.lua` (`ui.clone`, `ui.text`,
`ui.rect`, `ui.outline`, `ui.panel`, `ui.button`, `ui.credits`, `ui.label`/`ui.rich`/
`ui.wrap` for text with `₥`, `★`, Greek, `ui.fit_text`, `ui.runs`, formats).
Druid Layout patterns (druid-notes.md §2): the layout node is an invisible box (no
slice9: its slice9 would become padding), pivot NW; Layout never sizes children (set
widths yourself); refresh innermost layouts first, synchronously, after building
(`refresh_layout(true)`); text nodes are measured by their text; a hugging layout reports
its size with `get_size()`. Data List for long lists, Druid hover (`button.hover.
on_mouse_hover`) for hover looks; Druid gives the last created component input first,
so make a clickable container before the buttons on it.
## Layout (flex) (`modules/flex.lua`, `modules/flex_gui.lua`)
Prefer it to coordinate math (`26 + ui.text_width(name) + 7`) for new or reworked UI.
Every section, the aside (well panel, drill panel, advisor panel), header, moon list,
banner, toasts, dialogs (and the buy modal), the new-moon teaser and the reveal card are
laid out with it; component internals (chips, stat rows, charts, moon rows) still place
their own parts.
- `flex.lua` is a pure solver (no Defold calls; unit tests `scripts/flex_test.lua`, in
`make check`): a tree of `{ style, children, measure = fn(avail_w) -> w, h, node, id }`;
CSS names in snake_case (`direction`, `gap`/`row_gap`/`column_gap`, `padding`,
`justify`, `align`/`align_self`, `grow`/`shrink`/`basis`, `width`/`height` px, "N%",
"auto", `min_*`/`max_*`, `wrap`, `display = "none"`). `flex.solve(tree, x, y, w, h)`
sets absolute `x, y, w, h` on every box: top-left origin, y down (like `ui.*` calls);
`flex.gui_pos(box, pivot)` gives the GUI position. Deviations from CSS (border-box, min
sizes 0, auto = fit-content, no margins) are at the top of the file.
- `flex.apply(tree, nodes, { glide = secs })` (flex_gui) sets position (by the node's
pivot) and size (unless `box.size == false`; divided by scale) on each box's `node`,
relative to the nearest ancestor box with a node, only when it changed; it never
creates, deletes or reparents. `glide` tweens moved nodes (FLIP), off under reduced
motion; default snap. `flex_gui.text_measure(node[, lh])` measures a text node.
- Rule: layout owns an outer slot node per box (an `anim.group`, a card's root, a label);
animations own what's inside (like CSS transform vs layout). Never give a box a node
that something animates by position or size. Kept blocks (modules/blocks) aren't
re-laid out: solve only what you build.
- Widgets whose look is built at a size (ui.button, bars, dashed edges) are built after
the solve, at their box's rect (`{ style = { grow = 1 } }` without a node, then read
`box.x/w`); text is cut (`ui.fit_text(node, box.w)`) after it.
- New or reworked UI is flex-first; don't add hand-placed coordinates. When you touch a
hand-placed section, port it. The point is fewer layout bugs and less rework, not fewer lines.
- Flex-first (the Refinery): describe the whole section as one tree with
`flex_gui.label`/`para` leaves and boxes with `make = fn(parent, x, y, w, h)` for what is
built at a size, `flex.grid` for card grids, then `flex_gui.build(flex.solve(tree, x, y),
parent)` makes the nodes in tree order (= focus order).
- flex_gui tree pieces: `box/row/col/space/fill/made`; `label` (rich text when it has
symbols), `text_para` (H.para's leading), `node_label` (an existing text node);
`button` (a ui.button box, width from a probe, then `bind(b, nodes, w)`); `inline(parent,
h, fn)` for one-line components that return their width (chips, ui.credits, stat
rows: fn(probe, 0, 0, true) must register nothing); `measured(parent, fn)` for one that
returns its height; `flow(parent, x, y, w, parts)` mixes trees with components that lay
themselves out in place (card.grid's kept cards). `H.claim_wait_w` gives a claim
countdown's width. `make` rects are whole pixels; leaves aren't rounded.
- Beyond flexbox (flex.lua header): `columns = {...}` makes a box a CSS grid (tracks px,
"N%", "auto", "Nfr"; `span`, `rows`, `justify_items`/`justify_self`; row height from
the tallest cell): tables. `position = "absolute"` with `left/right/top/bottom` and
`translate = {fx, fy}` places a child over its parent's box; `flex.anchor(rect, box)`
places a box that way against any solved rect (badges, floating numbers, bursts).
`aspect_ratio` (image boxes). `overflow = "scroll"` (children don't shrink) and
`flex.content_size(box)` for a scroll area's content size.
- Patterns: a label is a leaf of its line-box height (pivot W lands on its middle); a
pinned footer is a `grow = 1` spacer before it; equal-height card rows are `wrap = true`
with the default `align = "stretch"`; grid columns: give items the column width.
## Animation (`modules/anim.lua`)
Easing curves matching the web (`anim.ease.out` = enter.js `cubic-bezier(.2,.8,.2,1)`,
`overshoot` = dialog-in `(.2,.9,.3,1.2)`, `ink` = tabs `(.3,1.25,.5,1)`, `toast`, `pop`,
`ease_in`, `ease_out`, `back`, `sine`, `linear`, `toast_in`, `ready_pop`, `gain`;
`anim.fn.*` the same as Lua functions), `keys` (CSS keyframe tracks, eased per segment),
`scale_about` (scale a pivot-NW node about its middle, like CSS),
`anim.to`, `anim.set` (any property incl. `color.w`), frame-driven `anim.tween` (stepped
by `anim.update`, called from core), `enter_frame`/`enter` (brackets spread, unclip,
content fades in from under a veil and rises, stagger), `group` (invisible container),
`veil`, `rise`, `breathe` (pingpong forever), `pulse`, `pop`, `shake`, `noise_shake`
(decaying value noise: the reveal burst shakes the aside and header), `flash`, `sweep`
(scan line), `count`.
- GUI nodes don't pass alpha to children (inherit_alpha is off and most containers are
translucent fills), so content fades in from under a veil (a box in the background
color, `theme.color.veil` for panels) instead of fading a subtree.
- Reduced motion: `anim.reduced` (the header toggle, or `--config=mm.reduced_motion=1|0`,
which forces it and keeps the toggle from saving; `anim.set_reduced_motion(on, save)`,
saved in the settings file unless save is false): every helper skips movement and keeps
short fades; fx has no sparks, flashes, motes or coins (numbers land at once, no counter
ticks); the reveal skips the charge and shows the card complete; the ticker stands
still. New animations must honor it.
- Effects for action results stay in `modules/fx.lua` (particles, floating numbers:
quick repeats of the same gain merge into one number; others stack past it; wallet
numbers pop as their count starts: gain 1.35 white + cyan glow, loss 2 px down red; an
error shakes the button it came from, found after the rebuild by its test id
(`fx:button`, registered by `H.action`)).
- Toasts (`modules/toasts.lua`): slide in from -60 px with squash, overshoot and a flash,
scan line, fade + slide out; their nodes inherit alpha (`ui.collect` gathers what a
build cloned); a claim's toast takes the resource color (`fx:take_claim_color`).
## Text and markup
GUI text nodes parse the engine's markup (`<color=#rrggbb>`, `<outline>`, `<shadow>`,
`<shake>`, `<wave>`, `<link>`, `<size>`, entities `&lt;` `&amp;`). `ui.style_text` (so
every `ui.text`) escapes the text (`ui.esc`) unless the style has `markup = true`; server
text is always safe to pass. For colored runs in one node use `ui.runs({ {text, color},
... })` with a style `{ ..., color = "white", markup = true }` (the node color multiplies
the markup colors). Fields refuse `<` and `&`. Measuring (`ui.text_width`,
`resource.get_text_metrics`) understands markup.
## Layout
- `game.project`: settings; `[mm]` holds the client's own config (see below).
- `main/main.collection`: bootstrap object (`main.script`) plus the Monarch screen proxy
of `game`; `main.script` shows it, applies the saved fullscreen and listens to the
window (focus lost or minimized: `sfx.set_hidden`). The `sfx` object holds the sound
components.
- `mmwindow/`: our native extension, `mmwindow.set_fullscreen(on)` / `is_fullscreen()`
(the engine's GLFW window to its monitor and back; Defold has no runtime fullscreen).
On desktop it also makes the window's mouse buttons and keys sticky (GLFW), so a click
or key press shorter than a frame isn't lost (the engine polls their states once a frame).
Changing it rebuilds the engine on the build server. On the web it builds as stubs; the
browser's Fullscreen API is used instead (`modules/screen.lua`).
- `mmterrain/`: native extension, the moon generator in C (`src/terrain.c`, a port of
terrain.js's generation, same doubles in the same order; there is no Lua generator).
User rule: C only (`.c`, Lua C API); C++ only where the dmSDK forces it,
as a C-style shim (free functions and plain structs only: no classes, methods,
templates, STL, references, own namespaces, exceptions or RTTI; `src/buffer_shim.cpp`:
the buffer API). The extender compiles `.c`
files as C++ ("treating 'c' input as 'c++'"), so the C must also be valid C++ and
what links across files is `extern "C"`; the registration (`DM_DECLARE_EXTENSION` is
C++) is written out in `mmterrain.c`. Lua: `mmterrain.new(terrain.native_params(p))`,
`start` (a thread of its own where there are threads: desktop), `step(gen, secs)` (the
web: no threads), `done`, `vertices`, `fill(gen, buf[, from, to])` (the triangle strip
straight into the mesh buffer's streams), `result` (the flat arrays), `free` (header of
`mmterrain.c`). `moon.script` makes every moon mesh with it.
- `web/index.html`: the web build's page (`[html5] htmlfile`; see Web build).
- `screens/game/`: the game screen (above). Also `market.lua` (`ticker.lua` (pauses on hover; items not in the Tab order: `test.register(..., no_focus)`), `sale.lua` (the sell power-down, kept
by time on g and rebound every build; fx.lua asks `g.on_sale` for the coins' origin),
`chart.lua`
with crosshair and event spans), `moon_sale.lua` (the sell-moon offer and its confirm),
`refinery.lua` (refined stock chips, slots, recipes, quantity field; `next_end`
makes the state refetch), `leaderboard.lua`, `help.lua` (Start a new game asks through
the dialog), `equipment.lua` (tool cards, the drill panel in the aside for `drill=`),
`store.lua` (cards, the buy modal), `advisors.lua` (numbered seats, the hired-not-seated
list, cards; a hired advisor's panel in the aside for `adv=`: move, swap, give the seat,
unseat, dismiss; an unhired one's details on a card click),
`cards.lua` (what the card sections share: text formats, stat_up, pips, parts, confirm),
`reveal.lua` (the new-moon teaser and the reveal after `buy-moon`: charge, burst, card,
flight into the list; `g.reveal:hiding()` while it plays; "Buy another" from
`reveal.next`; the card's buttons take focus in scope "reveal"), `autoplay.lua`,
`autoplay_refinery.lua`, `predict_demo.lua` (scripted runs, below).
- `modules/fx.lua`: effects per action result (a port of the web's fx.js; `fx:on_response`
whenever the shown state changes: at the click for a predicted action, in the request
callback for an answer (`quiet` when it was predicted)), sparks, rings, motes into the
wallet, coins, floating numbers, sweeps, pulses; wallet counters (`fx:text`, `fx:bind`;
hold until particles land); the onboarding reticle on shining tabs. Sweeps cover the
clicked button's box (fx.js `closest(".card, .line, tr, ...")`): cards, rows and the
moon sale register with `fx:box(node)` while built; give a new card-like container one.
- `modules/sfx.lua`: sounds (the web's sfx.js): `sfx.play(name, {rate, gain, delay})`,
mute (saved), `mute()/unmute()` for ads, `set_hidden` (window unfocused). Files in `assets/sfx/` (`CREDITS.txt`); ZzFX
sounds pre-rendered by `node scripts/zzfx-render.mjs`.
- The last moon shown is saved per server with its player (`moon-<server>`, session.lua)
and asked for on start (the web keeps it in the URL; a fresh web start opens the first
moon). View links carry the current moon like the web's (`View.ToSection`): without
one the server picks the first moon.
- `modules/settings.lua`: the one settings file (`moonminers/settings`: mute, volume,
theme, reduced motion; reduced motion moves over once from the old `MoonMiners` folder).
- `modules/`: `theme.lua` (colors from app.css, resource colors, fonts, text styles,
sizes, button variants), `ui.lua` (above), `api.lua` (server API), `field.lua` (text
fields whose text and focus survive rebuilds), `screen.lua` (layout size, UI scale, display scale, fullscreen; saved in the settings
file),
`toasts.lua`, `predict.lua`, `tween_numbers.lua`, `images.lua` (server images on box
nodes, one texture per URL per scene), `anim.lua`, `test.lua` (test hook), `hot.lua`
(hot reload).
- `gui/templates/*.gui`: the building blocks (panel, rect, label, button, tab, chip,
moon_row, well_row), instanced once under the screen's disabled `protos` node; code
clones them (`ui.clone`).
- `widgets/moon_row.lua`: the moon list row (Druid widget).
- `assets/fonts/`: Rajdhani (sans), Oxanium (numbers), Inter SemiBold (`sym`: symbols the
other two lack: `₥`, `★`, `◆`, `▲`, `▼`, `●`, `›`, `≈`, Greek); distance field, built
at 40px and scaled. OFL 1.1. `assets/ui.atlas`: white, frame, outline, sphere, glow,
fade, ring, spark, speaker, sun and moon icons; tinted per node.
- The moon viewport: `modules/moon/terrain.lua` ports the settings side of the server's
`terrain.js` (defaults, resolve, traits, colors, the cube-sphere and its strip), and
`mmterrain/` the generation, in C (`scripts/moon-check.mjs` compares them with
terrain.js, many ids and settings; in `make check`), `modules/moon/moon.lua` is the API
(`moon.show(id, node)`, `hide`, `mystery`, `reveal`, `skip_reveal`, `revealing`,
`prefetch`: reveal.lua starts a bought moon's mesh as the buy-moon answer arrives),
`moon/moon.collection` (`moon.script`: meshes, spin, drag, zoom, shroud, reveal),
`moon/materials` (port of scene.js). `render/mm.render_script` draws the moon into an
HDR target with bloom; the viewport node shows it through the `moon` gui material.
View-vector lighting: `moon_glow` (atmosphere rim) and the halo compute it in view space
(`-mv.xyz`); `moon_surface` uses the `cam_pos` constant, verified to match the view
matrix (a debug render of |V(cam_pos) − V(view matrix)| was 0 over the whole moon).
- `scripts/`: `shot.sh` (headless screenshot), `views.sh` (every section, any build),
`fixture.py` (a test player), `drive.py` + `scenarios/` (test driver), `dev.py` (hot
reload), `check.py` (make check), `refinery-play.sh`, `moon-check.mjs`,
`zzfx-render.mjs`, `serve-web.py` and `web-shots.mjs` (Web build).
## Web build
`make web` bundles for the browser (`wasm-web`, release; `WEB_VARIANT=debug` keeps logs
and the test hook) into `dist/web/MoonMiners/` (release ~4.3 MB, ~2.4 MB gzipped: engine wasm 2.9 MB,
archive 1.1 MB, page and loader).
`make serve-web` (`scripts/serve-web.py`, `UPSTREAM=` default http://localhost:3000,
`WEB_PORT=` 8080) serves it and proxies `/api/*` and `/static/*` (everything the client
fetches) to the server, so the game talks to its own origin; the server stays unchanged.
- The page (`web/index.html`): the canvas fills the window in device pixels and follows
its size (the layout is native-pixel like desktop); dark loading screen; "WebGL 2
needed" without WebGL 2 (the moon's shaders don't build for WebGL 1). `[html5]` in
game.project: `stretch`, no Defold buttons or banner, heap 256 MB.
- On html5 (`if html5 then`): `api.base` is the page's origin (`?api=<url>` picks another
server, which must allow CORS); the player id and settings are saved with sys.save
(IndexedDB), X-MM-User sent as on desktop (the cookie works too, same origin).
Fullscreen (F11, display dialog) through the browser's Fullscreen API, not saved or
restored (the browser allows it only after a click or key). Moon generation is the
mmterrain extension in wasm (no threads there): stepped with a share of each frame
(30% of the frame time, 2–12 ms: ~2 ms at 144 Hz), the buffer filled over the next
frames, grid capped at 128 (`WEB_RESOLUTION` in moon.script). Moon targets fall back to 8 bits without EXT_color_buffer_float.
Variable frame rate there (`sys.set_update_frequency(0)` in main.script): the browser's
requestAnimationFrame paces at the display's rate; `display.update_frequency = 60`
(desktop's timer pacing) made the engine skip callbacks: 60 fps in a 2/3 cadence on
120/144 Hz displays, dropped frames on jittery 60 Hz ones. Use dt or the clock for motion.
- WebGL: every sampler of a bound program must not be the framebuffer being drawn
("feedback loop", the draw is dropped), and Firefox aborts on resizing a target with a
depth buffer: the render script binds every bloom sampler and makes targets again at a
new size. Check the console after render changes.
- Test: `make web WEB_VARIANT=debug`, `scripts/serve-web.py --port 8161 --upstream <dev
server>`, then `node scripts/web-shots.mjs http://127.0.0.1:8161/ fx.json <out>
[chromium|firefox] [WxH]` (Playwright; fx.json from `scripts/fixture.py`): every section
by real mouse clicks (element rects from the test hook: the page pushes commands onto
`window.mmTestQueue`, replies are `mm-test` console lines), the fullscreen button, a
claim; fails on console errors.
## Commands
- `make build`: `bob build bundle` (debug) into `dist/x86_64-linux/MoonMiners/` (`build/` is
bob's output; `build/x86_64-linux/dmengine` is the engine with our extensions).
- `make run ARGS="--config=mm.api_base=http://localhost:3001"`: build and start.
- `make web`, `make serve-web`: the browser build (Web build).
- `make shot`: run under `xvfb-run` at 1280x800, save `dist/shot.png`, quit. `SHOT=`,
`POPUP=1` (a dialog open), `SETTLE=5`, `SCREEN=1920x1080 make shot
ARGS="--config=mm.window=1920x1080"`. Log in `dist/shot.log`. Give 2560x1600
`SETTLE=15` (software GL). Silent unless `SOUND=1`.
- `make play`: the scripted play-through as a new player (`mm.autoplay`), a shot per
stage in `dist/play/`. `make play ARGS="--config=mm.api_base=http://localhost:3102"`.
- `make drive SCENARIO=<name> MM_API=<server> DRIVE="--fixture"`: a test-driver scenario
(below). `make dev`, `make reload`, `make dev-stop`: hot reload (below).
- `make check`: checks (below).
- Before/after screenshots of every section (works on any build, also one from before a
change): `scripts/fixture.py <api> > fx.json`, then
`MM_API=<api> scripts/views.sh <binary> <out dir> fx.json [WxH]` for each binary (keep
the old bundle: `cp -a dist/x86_64-linux/MoonMiners dist/baseline/`). Run both soon
after each other (the fixture's drills and market move on).
- Prediction check: see `predict_demo.lua` (`mm.predict_demo=1`, `mm.fake_latency_ms`,
`mm.fake_reject`, shots via `SHOTS_DIR`).
- Never kill processes by name (scripts stop the game by its pid).
## Test driver (`modules/test.lua`, `scripts/drive.py`)
The engine's debug HTTP service (debug builds; port from the log line `Engine service
started on port N`, `DM_SERVICE_PORT=dynamic`) runs Lua sent as `@system run_script`
(POST `/post/@system/run_script`, body: the `RunScript` protobuf, at most 1 KB). That Lua
runs in the same Lua state as the gui script but outside it, so it only pushes commands
onto the global `mm_test_queue`; the game screen runs them in its update (gui context)
and prints `mm-test <id> <json>` (long replies in `mm-test-part` lines first). drive.py
passes `mm.test_dir=<out>`: replies go to `<out>/mm-test-<id>.json` and the line says `@`.
The game it starts saves its files under `<out>/data` (XDG_DATA_HOME, or
`$MM_DRIVE_DATA`), never the player's own settings.
- Elements: every interactive component registers a stable id while it's built:
`act:<action>?<sorted params>` (H.action), `nav:<section>[/<moon>][/<well>]...`
(H.link), `tab:<section>`, `list:active|past`, `moon:<id>`, `well:<id>`,
`field:<key>`, `drill:<tool id>` (equipment cards), `confirm:<action>` (buttons that
ask first), `dialog:ok`, `dialog:cancel`, `dialog:<...>` (custom dialog buttons),
`mute`, `theme`, `motion`, `idle-copy`, `better-well`. A component given `id` uses it; give new interactive things an id.
- Commands (`drive.py` methods): `click(id | prefix | "label=<text>")` (press and release
over three frames through Druid: real input, hover included), `hover(id)`,
`scroll_to(id)`, `key("key_esc")`, `type(text)` (into the focused field),
`navigate("{section='market', pick='Sollux'}")`, `wait_for(lua expr, timeout)` (env:
`g`, `st`, `view`, `busy`, `el(id)`), `idle()` (no request in flight, built),
`eval(expr)`, `elements()`, `state()`, `set("reduced_motion", "1")`,
`set("scroll:<key>", px)`, `shot(name)`, `log_has(regex)`, `expect(cond, msg)`,
`restart()` (quit and start the game again, same options and saved files),
`cmd("frames", "reset")` (frame times since the last reset: fps, dt, the game screen's
update and its rebuilds in ms; the web harness reads it the same way). F3 in a debug
build shows the engine's profiler.
Those go through the test hook, which calls the screen's input function directly, so
they work even when the engine sends the game no input. Real input through the X server
(xdotool on the driver's Xvfb, its own display from `Xvfb -displayfd`: `xvfb-run -a` raced
when two runs started together; key and button held 80 ms like a hand; the engine polls
once a frame, and mmwindow's sticky keys and buttons keep a press shorter than a frame): `os_click(id | prefix)`, `os_move(x, y)`, `os_key("Escape")`, `os_point(id)`.
`g.engine_inputs` counts the engine's own `on_input` calls, `g.builds` the rebuilds.
- Run: `scripts/drive.py --api <server> [--fixture | --fixture-file fx.json] [--size
2560x1600] [--config mm.x=y] <scenario> [args]`. It starts the engine from
`build/default` (`--bundle`: the bundle) under its own Xvfb (silent), drives it, and
writes screenshots and `game.log` to `dist/drive/<scenario>/`. `--attach $(cat
dist/dev/port)` drives the `make dev` game instead (screenshots from its display).
- Scenarios (`scripts/scenarios/*.py`, `run(game, args)`): `smoke` (clicks: tab, moon
rows, well, a predicted claim, Esc), `sections` (a shot of every section and panel),
`dialog` (confirm: open, Esc, OK), `shot` (one screenshot), `feedback` (with
`--config mm.fake_reject=claim:1`: error shake and toast, claim toast and wallet pop,
a spend, Claim ready at zero, reduced motion), `keys` (Tab focus and Enter, history
keys, Enter in the sell and refine fields, tooltips, the drill panel under the
viewport), `cards` (tool card opens the drill panel, advisor card the aside, hover),
`texts` (the server's confirms: sell attachment, buy seat, buy slot, new game; the theme
toggle), `lists` (depleted and past rows, mined-out collapse, new rows, deploy cards;
changes its own dev database through podman: `MM_DB`), `sell` (power-down;
`reduced`), `tabreveal` (a `--plain` fixture file), `wellpanel`, `polish` (wells table bars and "+N",
well panel order, local ready counts with `--config mm.fake_latency_ms=4000` and arg
`ready`, the reduced-motion toggle and reveal, links, market hover, recipes), `aside`
(where the aside shows; keys scroll the Store), `small` (`--size 1024x640`: the aside's
row, the page scroll, banner wrap), `display` (the display dialog, Ctrl zoom keys, F11,
saved settings, silent while hidden), `errors` (through `scripts/errproxy.py`, a proxy
that fails on demand: boot 500/429, a 500 and a timeout in play, a ban), `boot` (the
start screen: suspended, rate limited, no server), `advisors` (seats, panel, swap,
unseat, seat, dismiss), `buyanother` (the reveal card's Buy another, by keyboard;
disabled when short), `pastpage` (Tab through a long Active list, past pages; `MM_DB`),
`servertexts` (well note, reach, market texts), `shell` (Claim all badge, rating chips,
search kept and Esc, wrapping toast, warning banner, Up/Down in the sell amount, ticker
out of the Tab order, Space scroll, silent back), `moonview` (wells table bars and Manage,
drills that get nothing, a tapped-out well, the moon sale opened; `MM_DB`), `finalcheck`
(market chart labels, stats, Max, the selling note; refinery ready slot; leaderboard;
buy modal; confirm OK focus; new game without effects), `inputlock` (every way a dialog,
the buy modal, the reveal card or a tooltip goes away, then a real click must reach the
page at once; the invariant's repair; args `reduced`, and run it with `--config
mm.fake_latency_ms=1500`), `navmemory` (a market pick lights one card, no entrance, same
moon; the Moons tab returns to the last moon after other sections, back / forward, a
refetch and a restart), `clickfast` (real clicks at 0–500 ms after Claim, Claim all,
Claim N drills, Claim and redeploy, Redrill and Collect turn on: sent and predicted at
once; a rebuild between press and release; args: cases, `reduced`, `edge`; run it also
with `--config mm.fake_latency_ms=1500`). drive.py runs save under their output
folder (`<out>/data`), never the real settings file. Run with `--config
mm.theme=light` for the light theme (forced: not saved). Add one per feature.
- `scripts/fixture.py <api>` makes a player with every section filled (MM_DEV=1 server:
grants through `/utils/players`); prints its ids as JSON.
## Fast iteration (hot reload)
`make dev` builds once and starts the game from the build folder (engine
`build/x86_64-linux/dmengine`, `--config=resource.uri=build/default`: loose files, not the
bundle's archive) in the background (`HEADLESS=1` under its own Xvfb, silent;
`ARGS="--config=mm.api_base=... --config=mm.player=..."`). State in `dist/dev/` (pid,
port, display, game.log). Then edit and `make reload`: `bob build` (no bundle, ~5 s) and
`scripts/dev.py reload` posts every changed file to the engine's resource reload (what
the editor does: `/post/@resource/reload`, one path per message): new Lua modules are
registered first (a `run_script` listing them), then `.luac` files, then the game's
`.gui_scriptc`, whose chunk runs again: `modules/hot.lua` drops our modules from
`package.loaded`, so its requires load the new code, and `on_reload` rebinds `g.fx`,
`g.toasts`, `g.tween`, `g.reveal`, `g.dialog` to the new module tables, makes missing
layers (`ensure`) and rebuilds. The screen keeps its state (player, view, scroll offsets).
- Stays loaded across a reload (module state shared with other scripts): `modules.moon.*`,
`modules.api`, `modules.sfx`, `modules.images`, `modules.screen`, `modules.hot`. Changes
to those, to collections, game objects, `main.script`, materials, shaders or the render
script need a restart: `make dev-stop dev` (reload says so).
- New fields that `init` sets on `g` don't exist after a reload; make them in `ensure`
(core/main.lua) or lazily.
- `make reload` fails loudly on a compile error (and keeps the old code running).
- Look with `scripts/drive.py --attach $(cat dist/dev/port) --out dist/dev shot <name>`.
## Checks (`make check`, scripts/check.py)
Fails on: the flex solver's unit tests (`luajit scripts/flex_test.lua`); Lua syntax errors (every `.lua`, `.script`, `.gui_script`, `.render_script`,
luajit); stale debug flags (`[mm]` keys or values in `game.project` other than the shipped
defaults, `DEBUG`/`XXX`/`HACK` markers in sources and shaders); characters the fonts lack
(non-ASCII in Lua string literals: in the sym font or in the text fonts; server texts of
a fixture player in every section: symbols in sym, the rest in the text fonts); the moon
generator (`node scripts/moon-check.mjs [resolution] [seeds...]`:
`mmterrain/src/terrain.c`, built for the host with `cc` and loaded into luajit through the
FFI, and terrain.lua's settings side, against terrain.js; needs node, luajit, cc); and engine warnings in a `sections` scenario log (font batches, characters, text entries,
nodes, animations, stencil, invalid markup tags, script errors). The scenario runs
against `MM_API` (required, no default: the checks make a fixture player there, so use a test server, never the dev one) when it answers; otherwise the newest
`dist/drive/*/game.log` is checked. `scripts/check.py --static` skips it.
## Config (`[mm]` in game.project, or `--config=mm.<key>=<value>` at launch)
- `api_base`: server URL (default `http://localhost:3000`; on the web the page's origin). The player id is saved per
server.
- `new_player`: `1` forgets the saved player on start. `player`: play as this id.
- `autoplay`: `1` runs the scripted play-through (`make play`); `autoplay_script=refinery`.
- `quit_after`: exit after N seconds. `popup`: `1` opens a dialog on start (screenshots).
- `moon_id`: show this moon in the viewport; `moon_spin`: `0` stops the spin.
- `window`: `WxH` resizes the window on start. Don't change `display.width/height`.
- `view`: the view to open, `key=value&...` of `state.view` keys
(`section=equipment&drill=<id>`).
- `reduced_motion`: `1` on, `0` off (default: the saved setting).
- `theme`: `light` or `dark` (default: the saved setting, else dark).
- `test`: `0` turns the test hook off in a debug build (it's never in release).
- Debug, prediction: `fake_latency_ms`, `fake_reject=<action>[:n]`, `predict_skew`,
`tween_ms`, `predict_demo`. `reveal_freeze`, `sfx_debug`.
- `ui_scale`: force the UI scale (window pixels per layout unit, times the display's
scale; not saved). Default: the saved setting (the display dialog), else 1.
- `display_scale`: pretend the display has this scale (HiDPI checks: `--size 2560x1600
--config mm.display_scale=2` looks like 1280x800).
Only the keys listed in `scripts/check.py` `MM_DEFAULTS` belong in `game.project`; pass
the others on the command line.
## Conventions
- The game is one Monarch screen (`game`). Dialogs are `g.dialog` (components/dialog),
not screens.
- Every gui_script uses one Druid instance (`druid.new(self)` and the
final/update/on_message/on_input forwarding); the dialog has its own. Use Druid for
interaction (buttons, hover, scroll, input, layout, data list) through the components.
- Build from templates cloned at runtime (`ui.clone`), not hand-placed nodes. A new kind
of element: a template in `gui/templates/`, instanced under `protos` in `game.gui`.
- Template roots are pivot NW; layout code is top-left based (x right, y down). Sizes and
colors come from `theme.lua`.
- Scaling (`modules/screen.lua`): the layout size is the window size / (UI scale x the
display's scale) (a 2560x1600 window gets a 2560x1600 layout: same-size text, more
room; on a 2x display, 1280x800); below 960x600 it scales down. Below 1250 wide
(app.css's breakpoint) the aside, when shown, gets its own row under the moon list and
main panel (viewport left, side panel right) and the page scrolls (`page` scroll area;
picking a well or drill scrolls to it). Card grids: 250 px columns like the web; cards
narrower than `card_min_w` put the image on top. Moon list 15% within `moonlist_w`..`moonlist_w_max` (`moonlist_w_min` when narrow), aside 33%
within `aside_w_min`..`aside_w_max`, main panel the rest; content capped
(`content_max`, `market_max`, `market_panel_max`, `text_max`, `cards_max`,
`refinery_max`, `leaderboard_max`) and centered; lists show more rows when taller. At
1280x800 every cap is above what fits; keep it that way (compare shots).
- Theme: dark and light palettes (`theme.palettes`, from app.css); `theme.set` changes the
`theme.color` vectors in place and the header toggle saves it (settings file). Every color
is a token: no hex or vector colors in code (template node colors via `theme.template`,
config colors via `theme.item`, glows via `theme.glow_blend()`: additive on dark, paint
on light). The moon viewport stays dark (`viewport`, `space_*` tokens).
- Text: styles from `theme.text`; `₥`, `★` and the other symbols through the `sym` font
(`ui.credits`, `ui.label`). Add characters to a `.font`'s `characters` (make check
tells you which).
- Node budget: `max_nodes: 4096` in `game.gui`, `graphics.max_font_batches` and
`max_characters` raised in `game.project`. Text past the font batch limit silently
doesn't render (make check catches the warning); stencils (scroll areas, lists, the
dialog) and images split font batches.
- Outline textures use slice9 2 (not 1).
- `api.lua`: `api.get_state(params, cb)`, `api.act(name, params, cb)`; `cb(err, data,
status)`. The player id travels in `X-MM-User`. API: `../server/api.md`.
- The server is the only source of truth: every response's `state` replaces ours and
`state.view` becomes our view; actions send the current view plus their params and
`clientSeq`. Action buttons go through `H.action(g, b, nodes, name, params, on_done,
predictor, id)`. Countdowns tick locally (display only); the state is fetched again
when `nextEnd` is due.
- Prediction: `g.base` + `g.pending` re-applied in order (`predict.apply`); requests go
out one at a time in click order. Predicted: claim (incl. redeploy; a drill counts as
ready once its end passed on our clock; claim-well leaves multi-well drills alone, like
the server; a plain claim raises the well's Redrill count), stake, redrill, sell,
refine, collect. Others (and predictors that return false) show a busy button.
A predictor: `predict.register("<action>", function(st, params, ctx) ... end)`, using
`ctx.now`, the helpers in `predict.lua`, only numbers the server sent.
- Numbers that change ease (`H.tick_num`, keyed `tick_bar`/`tick_text`); the wallet
counts through fx.
- After a visual change, look at it: `make drive SCENARIO=sections MM_API=...` (or
`views.sh` against a baseline) at 1280x800 and 2560x1600, and the dialog when you touch
it. Run `make check` before calling it done.
- Keep changes small; don't touch the server (`../server`) from here.
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# Flex layout: notes from the first port
Solver `modules/flex.lua` (430 lines incl. docs), apply helper `modules/flex_gui.lua` (96),
tests `scripts/flex_test.lua` (53 checks, in `make check`).
## Lines, before -> after
| File | Lines | Hand-placed offsets (`x + `, `y + `, `+ 8`, `set_position`) |
|---|---|---|
| `screens/game/refinery.lua` | 524 -> 595 | 35 -> 10 |
| `components/card.lua` | 298 -> 325 | Druid Layout gone; one tree replaces three branches of padding math |
| `screens/game/header.lua` (wallet only) | 243 -> 256 | running `cx` cursor gone |
The code is longer, not shorter: every text is now a box with its line-box height, and
the tree literals add structure lines. What it gains: no running cursors, no "measure, then
come back and move it" (`gui.set_position(mx, vec(w - mw, -fy))`, the slot label's probe
node, the Collect all offset `67.9 - 44`). Spacing is in one place per container, and the
heading and stock now grow with their content (before: fixed 67.9 px, chips wrapped by
hand).
Screenshots (`shots/c-flex/before|after`, 1280x800 dark and light, 1024x640): Refinery
(ready, idle, running slots, buy slot, recipe footers), Store, Equipment, Advisors and the
header match pixel for pixel. The only differences are animations caught at another
moment (Claim all, Ready glow, pulsing buttons) and fixture data. Scenarios smoke, cards,
keys and finalcheck pass (keys timed out once on the Market tab, then passed; the baseline
passes too).
## Easier
- Rows with something pinned right (time left, "have" counts, Max button), centered
labels, and footers pinned to the bottom: `justify`, a `grow = 1` spacer.
- Wrapping chips and equal-height slot rows: `wrap = true` plus the default stretch.
- Text cut to the space left: a shrinking leaf, then `ui.fit_text(node, box.w)`.
## Harder
- Matching the old pixel offsets exactly. The old code centers text at hand-picked middles
(12 for one label, 11 for the one beside it), so some rows need leaves of different
heights inside a fixed-height row. A new screen built with flex from the start won't
have this.
- Widgets built at a size (ui.button, the cell bar, dashed edges, the quantity field):
solve with an empty box, then build at its rect. Fine, but it splits a component in two.
- Creation order is focus and Druid input order, so nodes must still be built in the old
order; only their placement moves to the end.
- bob follows `require` strings, and flex.apply -> flex_gui -> flex is a cycle; it uses a
non-literal name.
## What the solver does that CSS doesn't (or does differently)
- border-box sizes, `min-width: 0` by default (CSS's auto min size would stop labels from
being cut), auto size = fit-content even at the root, align-content always start, no
margins (spacer boxes), no baseline alignment.
- No pixel snapping. One label (buy slot) is solved, then placed on a whole pixel by hand,
as the old code did; a `round` option could do it.
- CSS grid's `minmax(200px, 1fr)` isn't flex: the columns are computed (as before) and
given to wrapped items as widths. A small `grid` helper would cover card.grid and the
slots.
## Also fixed
- `card.grid` rebuilt a kept card whose row height changed without the card options
(a recipe card would have gotten an image column).
## Recommendation for the rest
Port section by section when a section is touched anyway, not as one sweep: equipment's
tool cards and the drill panel, store and advisors (already on Card), market's ticket and
stats, the header's tab row (it has a "second row when it doesn't fit" rule, which is a
wrap). Keep kept blocks as they are: solve what a build makes. Leave lists (Data List)
and the scroll areas alone. Add a `grid` helper and rounding before the next big port.
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# Moon Miners Defold client. Needs Java 21+ (bob.jar); xvfb-run, Xvfb, ImageMagick, xdotool,
# python3 and luajit for shot, play, drive, dev and check.
BOB_SHA := 6823d775883a04f4210bf04cd54cbffc468ac0ad
BOB_URL := https://d.defold.com/archive/beta/$(BOB_SHA)/bob/bob.jar
BOB := tools/bob.jar
PLATFORM := x86_64-linux
VARIANT ?= debug
BUNDLE := dist/$(PLATFORM)/MoonMiners
BIN := $(BUNDLE)/MoonMiners.x86_64
SHOT ?= dist/shot.png
# Extra engine args, e.g. ARGS="--config=mm.api_base=http://localhost:3001"
ARGS ?=
.PHONY: build run shot play clean resolve dev reload dev-stop drive check web serve-web
$(BOB):
mkdir -p tools
curl -fL -o $@.tmp $(BOB_URL) && mv $@.tmp $@
resolve: $(BOB)
java -jar $(BOB) --platform $(PLATFORM) resolve
# Dependencies are fetched again only when game.project changes (`make resolve` forces it).
.internal/lib/dependencies.json: game.project | $(BOB)
java -jar $(BOB) --platform $(PLATFORM) resolve
touch $@
build: $(BOB) .internal/lib/dependencies.json
java -jar $(BOB) --platform $(PLATFORM) --architectures $(PLATFORM) --variant $(VARIANT) \
--archive --bundle-output dist/$(PLATFORM) build bundle
# Web build (WebAssembly) into dist/web/MoonMiners/ (index.html + engine + archive). Release
# by default; WEB_VARIANT=debug keeps logs and the test hook (window.mmTestQueue).
# `make serve-web` serves it on :8080 with /api and /static proxied to UPSTREAM.
WEB_VARIANT ?= release
UPSTREAM ?= http://localhost:3000
WEB_PORT ?= 8080
web: $(BOB) .internal/lib/dependencies.json
java -jar $(BOB) --platform wasm-web --architectures wasm-web --variant $(WEB_VARIANT) \
--archive --bundle-output dist/web build bundle
serve-web:
scripts/serve-web.py --port $(WEB_PORT) --upstream $(UPSTREAM)
# Hot reload loop: `make dev` starts the game from build/default (once), `make reload`
# rebuilds (no bundle) and posts what changed to the running engine. HEADLESS=1 make dev
# runs it under Xvfb. See AGENTS.md "Fast iteration".
dev: build
scripts/dev.py start $(ARGS)
reload: $(BOB)
@mkdir -p dist/dev
@java -jar $(BOB) --platform $(PLATFORM) --variant $(VARIANT) build >dist/dev/bob.log 2>&1 \
|| { grep -E "ERROR|error" dist/dev/bob.log || tail -30 dist/dev/bob.log; exit 1; }
scripts/dev.py reload
dev-stop:
scripts/dev.py stop
# A scenario through the test hook (scripts/drive.py, AGENTS.md "Test driver") on a fresh
# build/default, e.g. make drive SCENARIO=smoke MM_API=http://localhost:3118 DRIVE=--fixture
SCENARIO ?= smoke
DRIVE ?= --fixture
drive: $(BOB) .internal/lib/dependencies.json
@mkdir -p dist
@java -jar $(BOB) --platform $(PLATFORM) --variant $(VARIANT) build >dist/bob-drive.log 2>&1 \
|| { grep -E "ERROR|error" dist/bob-drive.log || tail -30 dist/bob-drive.log; exit 1; }
scripts/drive.py $(DRIVE) $(SCENARIO)
# Checks (scripts/check.py): Lua syntax, debug flags, font coverage, and the log of a
# scenario run (sections) against MM_API (required: a test server) if it answers.
check: $(BOB) .internal/lib/dependencies.json
@mkdir -p dist
@java -jar $(BOB) --platform $(PLATFORM) --variant $(VARIANT) build >dist/bob-check.log 2>&1 \
|| { grep -E "ERROR|error" dist/bob-check.log || tail -30 dist/bob-check.log; exit 1; }
scripts/check.py
run: build
$(BIN) $(ARGS)
# Screenshot of the running game at 1280x800 under Xvfb (POPUP=1 opens the modal too).
shot: build
scripts/shot.sh $(BIN) $(SHOT) $(ARGS) $(if $(POPUP),--config=mm.popup=1)
# Scripted play-through as a new player (mm.autoplay), a screenshot per stage in dist/play/.
play: build
SHOTS_DIR=$(abspath dist/play) scripts/shot.sh $(BIN) dist/play/last.png --config=mm.autoplay=1 --config=mm.new_player=1 $(ARGS)
clean:
rm -rf build dist .internal/cache
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@@ -1,92 +0,0 @@
Copyright (c) 2016 The Inter Project Authors (https://github.com/rsms/inter)
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION AND CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.
-93
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@@ -1,93 +0,0 @@
Copyright 2019 The Oxanium Project Authors (https://github.com/sevmeyer/oxanium)
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
https://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.
-93
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@@ -1,93 +0,0 @@
Copyright (c) 2014, Indian Type Foundry (info@indiantypefoundry.com).
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.
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-9
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font: "/assets/fonts/Oxanium-Medium.ttf"
material: "/builtins/fonts/font-df.material"
size: 40
outline_alpha: 0.0
outline_width: 0.0
shadow_alpha: 0.0
output_format: TYPE_DISTANCE_FIELD
render_mode: MODE_SINGLE_LAYER
characters: " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~\302\267\303\227\342\200\224\342\200\223\342\200\246\342\200\242\342\200\231\342\200\234\342\200\235\342\210\222\342\200\271\342\200\272"
-9
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@@ -1,9 +0,0 @@
font: "/assets/fonts/Oxanium-SemiBold.ttf"
material: "/builtins/fonts/font-df.material"
size: 40
outline_alpha: 0.0
outline_width: 0.0
shadow_alpha: 0.0
output_format: TYPE_DISTANCE_FIELD
render_mode: MODE_SINGLE_LAYER
characters: " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~\302\267\303\227\342\200\224\342\200\223\342\200\246\342\200\242\342\200\231\342\200\234\342\200\235\342\210\222\342\200\271\342\200\272"
-9
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@@ -1,9 +0,0 @@
font: "/assets/fonts/Rajdhani-Medium.ttf"
material: "/builtins/fonts/font-df.material"
size: 40
outline_alpha: 0.0
outline_width: 0.0
shadow_alpha: 0.0
output_format: TYPE_DISTANCE_FIELD
render_mode: MODE_SINGLE_LAYER
characters: " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~\302\267\303\227\342\200\224\342\200\223\342\200\246\342\200\242\342\200\231\342\200\234\342\200\235\342\210\222\342\200\271\342\200\272"
-9
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@@ -1,9 +0,0 @@
font: "/assets/fonts/Rajdhani-Bold.ttf"
material: "/builtins/fonts/font-df.material"
size: 40
outline_alpha: 0.0
outline_width: 0.0
shadow_alpha: 0.0
output_format: TYPE_DISTANCE_FIELD
render_mode: MODE_SINGLE_LAYER
characters: " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~\302\267\303\227\342\200\224\342\200\223\342\200\246\342\200\242\342\200\231\342\200\234\342\200\235\342\210\222\342\200\271\342\200\272"
-9
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@@ -1,9 +0,0 @@
font: "/assets/fonts/Rajdhani-SemiBold.ttf"
material: "/builtins/fonts/font-df.material"
size: 40
outline_alpha: 0.0
outline_width: 0.0
shadow_alpha: 0.0
output_format: TYPE_DISTANCE_FIELD
render_mode: MODE_SINGLE_LAYER
characters: " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~\302\267\303\227\342\200\224\342\200\223\342\200\246\342\200\242\342\200\231\342\200\234\342\200\235\342\210\222\342\200\271\342\200\272"
-9
View File
@@ -1,9 +0,0 @@
font: "/assets/fonts/Inter-SemiBold.ttf"
material: "/builtins/fonts/font-df.material"
size: 40
outline_alpha: 0.0
outline_width: 0.0
shadow_alpha: 0.0
output_format: TYPE_DISTANCE_FIELD
render_mode: MODE_SINGLE_LAYER
characters: "\342\211\210 !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~\302\267\303\227\342\200\224\342\200\223\342\200\246\342\200\242\342\200\231\342\200\234\342\200\235\342\202\245\342\230\205\342\230\206\342\227\206\342\226\262\342\226\274\342\200\272\342\227\217\342\227\257\316\221\316\222\316\223\316\224\316\225\316\226\316\227\316\230\316\231\316\232\316\233\316\234\316\235\316\236\316\237\316\240\316\241\316\243\316\244\316\245\316\246\316\247\316\250\316\251\316\261\316\262\316\263\316\264\316\265\316\266\316\267\316\270\316\271\316\272\316\273\316\274\316\275\316\276\316\277\317\200\317\201\317\202\317\203\317\204\317\205\317\206\317\207\317\210\317\211"
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-33
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@@ -1,33 +0,0 @@
Moon Miners sound effects (Defold client)
Clips in this folder are built (trimmed, pitched down, filtered, layered with synth tones
made in SoX, loudness-matched, re-encoded) from Kenney's audio packs, www.kenney.nl.
License: Creative Commons Zero (CC0), http://creativecommons.org/publicdomain/zero/1.0/
(credit not required, given anyway).
nav.wav Interface Sounds switch_007
toggle.wav Interface Sounds switch_005
open.wav Sci-Fi Sounds doorOpen_001 + synth servo tone
close.wav Sci-Fi Sounds doorClose_001 + synth servo tone
buy.ogg Sci-Fi Sounds impactMetal_000 + Impact Sounds impactMetal_medium_001
+ synth beep
upgrade.ogg Sci-Fi Sounds forceField_000 + Impact Sounds impactMetal_heavy_002
+ synth sweep
moon.ogg Sci-Fi Sounds lowFrequency_explosion_001 + forceField_003 + synth ping
deploy.ogg Impact Sounds impactMining_004 + Sci-Fi Sounds engineCircular_002
refine.ogg Sci-Fi Sounds forceField_001 + computerNoise_000
collect.ogg Sci-Fi Sounds doorOpen_002 + impactMetal_004 + synth beeps
modal.wav, confirm.ogg, error.wav and ready.wav are synthesized with SoX (no samples).
Packs: https://kenney.nl/assets/interface-sounds, https://kenney.nl/assets/sci-fi-sounds,
https://kenney.nl/assets/impact-sounds
The claim whir, counter ticks, claim blips, credit blips and the moon reveal sounds
(harvest.wav, tick.wav, arrive.wav, coin.wav, charge.wav, burst.wav, powerdown.wav,
shimmer.wav) are synthesized with ZzFX by Frank Force (MIT, LICENSE-ZzFX.txt),
https://github.com/KilledByAPixel/ZzFX, pre-rendered by scripts/zzfx-render.mjs with the
web build's parameters (server/web/static/js/sfx.js).
Copied from the web build (server/web/static/assets/sfx); the .mp3 clips were re-encoded
to Ogg Vorbis (Defold plays .wav and .ogg) with ffmpeg -c:a libvorbis -q:a 6.
-21
View File
@@ -1,21 +0,0 @@
MIT License
Copyright (c) 2019 Frank Force
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
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-45
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@@ -1,45 +0,0 @@
images {
image: "/assets/images/white.png"
}
images {
image: "/assets/images/frame.png"
}
images {
image: "/assets/images/outline.png"
}
images {
image: "/assets/images/sphere.png"
}
images {
image: "/assets/images/glow.png"
}
images {
image: "/assets/images/fade.png"
}
images {
image: "/assets/images/ring.png"
}
images {
image: "/assets/images/speaker.png"
}
images {
image: "/assets/images/speaker_off.png"
}
images {
image: "/assets/images/spark.png"
}
images {
image: "/assets/images/sun.png"
}
images {
image: "/assets/images/moon.png"
}
images {
image: "/assets/images/pentagon.png"
}
images {
image: "/assets/images/pentagon_rim.png"
}
margin: 2
extrude_borders: 2
inner_padding: 0
-85
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@@ -1,85 +0,0 @@
-- Progress and timer bars (the web's .drill-bar / .bar): a track and a fill. A timer bar
-- fills from start to end (ms, server clock) as display only, easing corrections (core
-- ticks, keyed); once full it takes the ready look: a soft glow in its color that breathes
-- (app.css .drill-bar.is-ready). A static bar shows a fraction.
--
-- bar.timer(g, parent, x, y, w, h, { start, ends, ready, color, none, key })
-- bar.value(parent, x, y, w, h, fraction, { color, track })
-- bar.ready_label(parent, text, x, y, pivot) -- "READY" in gold, its glow pulsing
-- -- (app.css .ready, 1.8 s)
local ui = require("modules.ui")
local anim = require("modules.anim")
local ticks = require("screens.game.core.ticks")
local M = {}
local function vec(x, y)
return vmath.vector3(x, y, 0)
end
-- The ready look on a fill: full, in its own color (cyan, amber when short), with a glow
-- under it that breathes (app.css .drill-bar.is-ready). A drill that gets nothing has no
-- glow (.is-none.is-ready).
local function ready_look(parent, fill, x, y, w, h, color, none)
if none then
return
end
local glow = ui.rect(parent, x - 4, y - 4, w + 8, h + 8, color, 0.25)
gui.play_flipbook(glow, "glow")
gui.move_below(glow, fill)
anim.breathe(glow, "color.w", 0.35, 0.12, 1.8)
end
-- A timer bar. opts: start, ends (ms), ready (already done: full, glowing), color (default
-- "cyan"), track (default "line"), none (the drill gets nothing: an amber dashed track, a
-- muted fill, no glow; app.css .drill-bar.is-none), key (eases corrections; core ticks).
-- Returns the fill node.
function M.timer(g, parent, x, y, w, h, opts)
local color = opts.color or "cyan"
if opts.none then
color = "muted"
for dx = 0, w - 1, 4 do
ui.rect(parent, x + dx, y, math.min(2, w - dx), h, "ready", 0.45)
end
else
ui.rect(parent, x, y, w, h, opts.track or color, opts.track and 1 or 0.16)
end
local fill = ui.rect(parent, x, y, w, h, color, opts.none and 0.7 or 1)
if opts.ready then
ticks.tick_bar(g, fill, 0, 0, w, opts.key)
ready_look(parent, fill, x, y, w, h, color, opts.none)
else
ticks.tick_bar(g, fill, opts.start, opts.ends, w, opts.key, function()
-- Full at the local zero (display only; the server says when it's claimable).
ready_look(parent, fill, x, y, w, h, color, opts.none)
end)
end
return fill
end
-- A static bar showing `fraction` (0..1). opts: color, track, min (smallest fill width).
function M.value(parent, x, y, w, h, fraction, opts)
opts = opts or {}
ui.rect(parent, x, y, w, h, opts.track or "line")
local fw = math.floor(w * math.max(0, math.min(1, fraction)))
if fw > 0 then
return ui.rect(parent, x, y, math.max(opts.min or 0, fw), h, opts.color or "cyan")
end
end
-- "Ready" in gold whose glow pulses (a soft glow sprite behind it, breathing like the
-- web's text-shadow). x, y, pivot like ui.text.
function M.ready_label(parent, text, x, y, pivot, px)
local style = { font = "sans_semi", px = px or 13, color = "ready", tracking = 0.1, upper = true }
local t = ui.text(parent, text or "Ready", style, x, y, pivot)
local w = ui.text_width(t)
local left = (pivot == gui.PIVOT_E and x - w) or (pivot == gui.PIVOT_CENTER and x - w / 2) or x
local glow = ui.rect(parent, left - 12, y - 11, w + 24, 22, "ready", 0)
gui.play_flipbook(glow, "glow")
gui.move_below(glow, t)
anim.breathe(glow, "color.w", 0, 0.3, 1.8)
return t
end
return M
-213
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@@ -1,213 +0,0 @@
-- Button (the web's .btn): a filled box with an edge and an uppercase label, optional
-- price ("· ₥1,234"). Variants: "secondary" (default, .btn), "primary" (.btn-primary),
-- "redrill" (.btn-redrill, violet), "danger" (.btn-danger), "ghost" (.btn-dashed: faint,
-- for "+ New moon"; opts.on lights it). States, eased like a CSS transition (120 ms):
-- hover (mouse over), press (held down), disabled (dimmed, no clicks), busy (the web's
-- aria-busy: dimmed, label hidden, a spinner; set by core/hooks while an unpredicted
-- action waits for the server).
--
-- local b = button.new(g, parent, "Sell", x, y, { variant = "danger", small = true,
-- on_click = fn, id = "sell-moon" }) -- draw + behavior; b.root, b.w, b.h
-- button.draw(parent, label, x, y, opts) -- just the nodes (root, nodes, w)
-- button.bind(g, root, nodes, opts) -- behavior on drawn nodes (what
-- -- H.action and H.link use)
--
-- opts (draw): variant, small, w, h, price, accent (the price's color), disabled, on;
-- fill / edge / text ({ color, alpha } or a color name) override the variant's colors
-- (hover then brightens the given fill).
-- opts (bind): on_click, id (test id, modules/test), label (for the test hook; default
-- the label text), zone (stencil node clipping it, when not under a scroll's view), druid
-- (another Druid instance than g.druid: the dialog's).
-- After a rebuild the button under the mouse shows its hover at once (core/main replays
-- the last pointer position; M.instant makes that skip the easing). A press that a rebuild
-- interrupts carries over, for every Druid button with a test id: the one with the same
-- id under the pointer is pressed in the new build, so the release still clicks it
-- (M.carry). opts.hit: a node to take the clicks instead of root (a Claim button popping
-- in is scaled down: core/hooks).
local theme = require("modules.theme")
local ui = require("modules.ui")
local anim = require("modules.anim")
local test = require("modules.test")
local druid_button = require("druid.base.button")
local S = theme.size
local M = {}
local FADE = 0.12
-- What ui.button drew, by root node (variant, disabled, parts).
local looks = ui.button_looks
local function vec(x, y)
return vmath.vector3(x, y, 0)
end
local col = ui.color_spec
-- Ease (or set, when M.instant or reduced motion) a node's color.
local function tint(node, c, instant)
gui.cancel_animations(node, "color")
if instant or M.instant or anim.reduced then
gui.set_color(node, c)
else
gui.animate(node, "color", c, gui.EASING_OUTQUAD, FADE)
end
end
-- Draw a button (ui.button). Returns root, nodes, width.
M.draw = ui.button
-- The state look: "normal", "hover", "press".
local function show(root, state, instant)
local look = looks[root]
if not look or look.disabled or look.busy then
return
end
local function c_of(x)
return type(x) == "userdata" and x or col(x)
end
local c = state == "press" and c_of(look.v.press) or (state == "hover" and c_of(look.v.hover) or look.fill)
tint(root, c, instant)
end
-- Behavior on a drawn button (or any node: then only clicks, no looks). Returns the Druid
-- button.
function M.bind(g, root, nodes, opts)
opts = opts or {}
local look = looks[root]
local b = (opts.druid or g.druid):new_button(opts.hit or root, function()
if opts.on_click and not (look and look.busy) then
opts.on_click()
end
end):set_animations_disabled()
if opts.hit then
test.name(opts.hit, opts.id)
end
if opts.zone then
b:set_click_zone(opts.zone)
end
if look and not look.disabled then
b.hover.on_mouse_hover:subscribe(function(_, on)
look.hovered = on
show(root, on and "hover" or "normal")
end)
b.hover.on_hover:subscribe(function(_, down)
show(root, down and "press" or (look.hovered and "hover" or "normal"), down)
end)
end
local label = opts.label
if not label and look then
label = gui.get_text(look.text)
end
test.register(opts.id, root, opts.kind or (look and "button" or "link"), label, opts.zone)
return b
end
---------------------------------------------------------------- a press across a rebuild
-- Every Druid button (these, tabs, rows, the moon list's widgets, raw ones), wherever it
-- is made: the ones made since the build began, and the one the mouse went down on, by
-- its test id (modules/test id_of). A rebuild drops the pressed Druid button, so the
-- release would click nothing (the web's element survives an htmx morph); M.carry
-- presses its successor instead.
local carry = { made = {}, pressed = nil }
druid_button.mm_hook = function(b)
carry.made[#carry.made + 1] = b
b.on_pressed:subscribe(function()
carry.pressed = { node = b.node, t = socket.gettime() }
end)
end
if not druid_button.mm_init then -- (once: the class outlives a hot reload of this file)
druid_button.mm_init = druid_button.init
druid_button.init = function(self, ...)
druid_button.mm_init(self, ...)
if druid_button.mm_hook then
druid_button.mm_hook(self)
end
end
end
-- A build begins (core/main): buttons made from now on are its.
function M.begin_build()
if carry.pressed and not carry.pressed.id then
carry.pressed.id = test.id_of(carry.pressed.node) -- (before the old nodes go)
end
carry.made = {}
end
-- The mouse went down (before Druid sees it) or up: no press to carry.
function M.release()
carry.pressed = nil
end
-- before: press the new button(s) with its id, so the release clicks it (Druid checks the pointer then).
-- before: press the new button with its id under the pointer, so the release clicks it.
function M.carry(x, y)
local p = carry.pressed
if not p or not p.id then
return
end
-- (not only one under the pointer now: a full build plays the page's entrance, so the
-- new button may be elsewhere this frame; Druid checks the pointer at the release)
local found
for _, b in ipairs(carry.made) do
if test.id_of(b.node) == p.id and gui.is_enabled(b.node, true) then
b.can_action = true
b.last_pressed_time = p.t
b.hover:set_hover(true)
found = b
end
end
if found then
carry.pressed = { node = found.node, id = p.id, t = p.t }
return true
end
end
-- Draw and bind. Returns { root, nodes, w, h, button }.
function M.new(g, parent, label, x, y, opts)
opts = opts or {}
local root, nodes, w = M.draw(parent, label, x, y, opts)
local b = { root = root, nodes = nodes, w = w, h = gui.get_size(root).y }
if not opts.disabled then
b.button = M.bind(g, root, nodes, opts)
end
return b
end
-- Busy (the web's aria-busy + spinner): dimmed, label hidden, a rotating square.
function M.set_busy(root)
local look = looks[root]
local size = gui.get_size(root)
if look then
look.busy = true
for _, p in ipairs(look.parts) do
local c = gui.get_color(p[1])
gui.set_color(p[1], vmath.vector4(c.x, c.y, c.z, 0.2))
end
local f = gui.get_color(root)
gui.set_color(root, vmath.vector4(f.x, f.y, f.z, f.w * 0.6))
local e = gui.get_color(look.edge)
gui.set_color(look.edge, vmath.vector4(e.x, e.y, e.z, e.w * 0.6))
end
local spin = look and look.variant == "primary" and "on_cyan" or "cyan_hi"
local sp = ui.outline(root, size.x / 2 - 7, size.y / 2 - 7, 14, 14, spin)
gui.set_pivot(sp, gui.PIVOT_CENTER)
gui.set_position(sp, vec(size.x / 2, -size.y / 2))
gui.animate(sp, "euler.z", -360, gui.EASING_LINEAR, 0.9, 0, nil, gui.PLAYBACK_LOOP_FORWARD)
end
-- Whether draw() made this node (a button with looks).
function M.is_button(root)
return looks[root] ~= nil
end
-- Error feedback on a button (the web's fx-shake: 0.4 s).
function M.shake(root)
anim.shake(root, 6, 0.4)
end
return M
-325
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-- Card (the web's .card / .store-card): an image column on the left and a text column
-- that hugs its content, laid out with modules/flex (a column of boxes, measured text: a
-- paragraph's height comes from its wrapped lines), with an optional footer block pinned to the
-- bottom so buttons line up across a row; a card narrower than card_min_w puts the image
-- on top instead (the web's card). card.grid lays cards out in columns (as many as
-- card_col_min allows, like the web's grid; centered and capped by the caller), equal
-- heights per row, and
-- registers them for the panel entrance (g.frames, staggered). Store, Equipment and
-- Advisors use it; the Refinery's recipes too (opts media = 0: no image).
--
-- y = card.grid(g, parent, x, y, inner, items, function(c, item)
-- c:image(item.image)
-- c:title(item.name)
-- c:para(item.description)
-- c:text("+3 per cycle", "small")
-- c:footer(52, function(f, w) ... build into f (0..w wide, 52 tall) ... end)
-- c.click = fn -- (optional) a click anywhere on the card; c.id its test id
-- c.selected = true -- (optional) cyan edge and inner line
-- c.edge_color = { "ready", 0.45 } -- (optional) another edge (a hired advisor), and
-- c.edge_hover = { "ready", 0.7 } -- its hover
-- end)
--
-- Layout: c:tree(h) is the card as a flex tree; refresh solves it at its content height,
-- set_height at the row's. Slots (anim.group) and NW paragraphs are the boxes' nodes;
-- what's inside a slot is placed by hand, relative to it.
local theme = require("modules.theme")
local ui = require("modules.ui")
local images = require("modules.images")
local anim = require("modules.anim")
local button = require("components.button")
local panel = require("components.panel")
local blocks = require("modules.blocks")
local flex = require("modules.flex")
local flex_gui = require("modules.flex_gui")
local S = theme.size
local M = {}
M.__index = M
local PAD = 14
local function vec(x, y)
return vmath.vector3(x, y, 0)
end
-- Columns for a width, like the web's grid (minmax(250px, 1fr)): count and card width.
-- Cards at least card_min_w wide keep the image column on the left; narrower ones put the
-- image on top (the web's .card: a 200 px media strip, then the body).
function M.columns(inner)
local cols = math.max(1, math.floor((inner + S.gap) / (S.card_col_min + S.gap)))
return cols, math.floor((inner - (cols - 1) * S.gap) / cols)
end
local STACK_MEDIA = 200 -- the image strip's height on a stacked card (app.css .card-media)
-- Image column width for a card width.
function M.media_size(cw)
return math.max(120, math.min(156, math.floor(cw * 0.3)))
end
-- A card at (x, y) of parent, w wide. opts: media (image column width, 0 for none: just
-- the text column), pad (the text column's padding on every side; default 14 across,
-- 12 above, 14 below).
function M.new(g, parent, x, y, w, opts)
opts = opts or {}
local stacked = opts.media == nil and w < S.card_min_w
local m = stacked and STACK_MEDIA or (opts.media or M.media_size(w))
local c = setmetatable({ g = g, x = x, y = y, w = w, m = m, footer_h = 0, stacked = stacked, pad = opts.pad, items = {} }, M)
c.root = ui.rect(parent, x, y, w, 1, "panel")
if m > 0 then
c.media = ui.rect(c.root, 0, 0, stacked and w or m, stacked and m or 1, "bg")
end
c.edge = ui.outline(c.root, 0, 0, w, 1, "edge")
-- The text column's padding (top, right, bottom, left) and width.
if m == 0 then
local side = opts.pad or PAD
c.padding = { opts.pad or 12, side, opts.pad or 14, side }
c.bw = w - side * 2
elseif stacked then
c.padding = { 14, PAD, 14, PAD }
c.bw = w - PAD * 2
else
c.padding = { 12, PAD, 14, PAD }
c.bw = w - m - PAD * 2
end
c.body = anim.group(c.root, 0, 0, c.bw, 1)
return c
end
-- The image (a catalog URL) in the image column, square at the top (stacked: square in
-- the middle of the strip).
function M:image(url)
local node = ui.rect(self.media, self.stacked and math.floor((self.w - self.m) / 2) or 0, 0, self.m, self.m, "none")
images.set(node, url)
self.image_node = node
end
-- A box in the text column (flex: modules/flex.lua).
local function add(self, box, gap)
if gap and gap > 0 then
self:gap(gap)
end
self.items[#self.items + 1] = box
return box.node
end
-- Vertical space.
function M:gap(px)
self.items[#self.items + 1] = { style = { height = px } }
end
-- One line of text in a slot h tall (default 18; its middle 8 px down, like the web's
-- line boxes), cut with ... to the column. style: theme.text name or table.
function M:text(str, style, h)
local slot = anim.group(self.body, 0, 0, self.bw, h or 18)
local t = ui.label(slot, str, style or "body", 0, 8)
if not ui.needs_rich(str) then
ui.fit_text(t, self.bw)
end
add(self, { node = slot, style = { width = self.bw, height = h or 18 } })
return t
end
-- The card's title (uppercase, semibold; a 22 px slot).
function M:title(str)
return self:text(str, { font = "sans_semi", px = 15, color = "text", tracking = 0.1, upper = true }, 22)
end
-- A paragraph that wraps at the column width (its height measured).
function M:para(str, style, gap)
style = type(style) == "string" and theme.text[style] or style or { font = "sans", px = 13, color = "text_2" }
local n = ui.text(self.body, str, style, 0, 0, gui.PIVOT_NW)
gui.set_line_break(n, true)
local s = gui.get_scale(n).x
gui.set_size(n, vec(self.bw / s, 10))
return add(self, { node = n, size = false, style = { width = self.bw }, measure = flex_gui.text_measure(n) }, gap)
end
-- Any node (its size, or a text's metrics, is what counts; pivot NW or W).
function M:node(n, gap)
gui.set_parent(n, self.body, false)
local measure
if gui.get_text(n) then
measure = flex_gui.text_measure(n)
else
measure = function()
local sz, sc = gui.get_size(n), gui.get_scale(n)
return sz.x * sc.x, sz.y * sc.y
end
end
return add(self, { node = n, size = false, style = { align_self = "start" }, measure = measure }, gap)
end
-- A block built by fn(parent, w) (stat rows, chips), top-left based: of fixed height h,
-- or c:block(fn, gap) where fn returns the height it used.
function M:block(h, fn, gap)
if type(h) == "function" then
h, fn, gap = nil, h, fn
end
local n = anim.group(self.body, 0, 0, self.bw, h or 1)
local used = fn(n, self.bw)
return add(self, { node = n, style = { width = self.bw, height = h or used or 0 } }, gap)
end
-- Something clickable inside the card's text (a link): fn runs once the card's own click
-- is bound, so it gets its clicks first.
function M:after_bind(fn)
self.late = self.late or {}
self.late[#self.late + 1] = fn
end
-- The bottom block (buttons): h tall, built by fn(parent, w) once the row's height is
-- known; it sits at the bottom of the card.
function M:footer(h, fn)
self.footer_h, self.footer_fn = h, fn
end
-- The card as a flex tree (modules/flex): the image column (or strip) and the text
-- column, whose items stack from the top and whose footer a growing spacer pushes to the
-- bottom; h: the card's height (nil: its content's, at least the image column's).
function M:tree(h)
local kids = {}
for i, b in ipairs(self.items) do
kids[i] = b
end
kids[#kids + 1] = { style = { grow = 1 } }
self.footer_box = { style = { width = self.bw, height = self.footer_h } }
kids[#kids + 1] = self.footer_box
local body = { node = self.body, style = { direction = "column", align = "start", grow = 1, padding = self.padding }, children = kids }
local root = { node = self.root, style = { width = self.w, height = h }, children = { body } }
if self.stacked then
root.style.direction = "column"
table.insert(root.children, 1, { node = self.media, style = { height = self.m } })
elseif self.m > 0 then
root.style.min_height = self.m
table.insert(root.children, 1, { node = self.media, style = { width = self.m } })
else
root.style.direction = "column"
end
return flex.solve(root, self.x, self.y)
end
-- Lay out the text column; returns the card's natural height.
function M:refresh()
local t = self:tree()
flex.apply(t)
self.natural = t.h
return self.natural
end
-- The card's final height (the tallest in its row): sizes the box and places the footer.
function M:set_height(h)
self.h = h
local t = self:tree(h)
flex.apply(t)
gui.set_size(self.edge, vec(self.w, h))
if self.stacked then
ui.rect(self.root, 0, self.m, self.w, 1, "line")
elseif self.m > 0 then
ui.rect(self.root, self.m, 0, 1, h, "line")
end
if self.selected then
gui.set_color(self.edge, ui.color("cyan"))
ui.outline(self.root, 1, 1, self.w - 2, h - 2, "cyan", 0.6)
elseif self.edge_color then
gui.set_color(self.edge, ui.color_spec(self.edge_color))
end
-- Hover: the edge brightens (app.css .card:hover, 0.15 s). Bound before the footer's
-- buttons: Druid gives the last made input first, so they get their clicks.
local edge = self.edge
local base = gui.get_color(edge)
local b = button.bind(self.g, self.root, nil, { id = self.id, on_click = self.click })
b.hover.on_mouse_hover:subscribe(function(_, on)
gui.cancel_animations(edge, "color")
local lit = self.selected and ui.color("cyan") or (self.edge_color and ui.color_spec(self.edge_hover or self.edge_color)) or ui.color("line_hi")
gui.animate(edge, "color", on and lit or base, gui.EASING_OUTQUAD, 0.15)
end)
for _, fn in ipairs(self.late or {}) do
fn()
end
if self.footer_fn then
local fb = self.footer_box
local f = anim.group(self.root, fb.x - self.x, fb.y - self.y, fb.w, fb.h)
self.footer_fn(f, self.bw)
end
end
-- A grid of cards from y; returns the y under it. make(c, item) fills one card. opts: the
-- cards' (M.new); opts.key(item): keep the card (modules/blocks) while opts.sig(item) (what
-- make shows besides the item; default the item alone) and its place stay the same.
function M.grid(g, parent, x, y, inner, items, make, opts)
local cols, cw = M.columns(inner)
local keyed = opts and opts.key
local i = 1
while i <= #items do
local row = {}
for col = 1, cols do
local item = items[i]
if not item then
break
end
local r = { item = item, x = x + (col - 1) * (cw + S.gap) }
if keyed then
r.key = opts.key(item)
r.sig = blocks.sig(r.x, y, cw, item, opts.sig and opts.sig(item) or false)
r.old = blocks.peek(g, r.key, r.sig) -- (kept, if its row's height stays the same)
end
if r.old then
r.natural = r.old.card.natural
else
if r.key then
r.blk = blocks.open(g, r.key, r.sig, parent)
end
r.c = M.new(g, r.blk and r.blk.root or parent, r.x, y, cw, opts)
make(r.c, item)
r.natural = r.c:refresh()
if r.blk then
r.blk.card = r.c
blocks.close(g, r.blk)
end
end
row[#row + 1] = r
i = i + 1
end
local rh = 0
for _, r in ipairs(row) do
rh = math.max(rh, r.natural)
end
for _, r in ipairs(row) do
if r.old and r.old.card.h == rh then
r.blk = blocks.open(g, r.key, r.sig, parent) -- (kept)
r.c = r.blk.card
else
if r.old then
-- The row's height changed: made again at it.
blocks.drop(g, r.old)
r.blk = blocks.open(g, r.key, r.sig, parent)
r.c = M.new(g, r.blk.root, r.x, y, cw, opts)
make(r.c, r.item)
r.c:refresh()
r.blk.card = r.c
elseif r.blk then
blocks.reopen(g, r.blk) -- (its hover and footer are the card's)
end
r.c:set_height(rh)
if r.blk then
blocks.close(g, r.blk)
end
end
local c = r.c
if g.frames then
g.frames[#g.frames + 1] = panel.frame(c.root, c.edge, cw, rh) -- staggered entrance
end
if g.fx then
g.fx:box(c.root) -- (an action's sweep covers the card)
end
end
y = y + rh + S.gap
end
return y
end
return M
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-- Chip / badge (the web's .badge, tier chips, attachment tags): a 1 px outlined box with
-- a short label, optionally filled. Returns the box node and its width.
--
-- chip.new(parent, "T2/5", x, y, { color = "line_hi", text = "text_2", font = "mono" })
-- chip.new(parent, 3, x, y, { color = "ready", font = "mono", px = 12, min_w = 22 })
-- chip.new(parent, "Turbo core", x, y, { color = "violet", text = "violet_hi", upper = true })
--
-- y is the chip's middle; opts: color (edge; the text too unless opts.text), alpha (edge
-- alpha), text, fill (fill alpha, in the edge color), font, px, tracking, upper, h (18),
-- pad (6 each side), min_w, right (x is the right edge).
local ui = require("modules.ui")
local M = {}
function M.new(parent, label, x, y, opts)
opts = opts or {}
local color = opts.color or "line_hi"
local style = { font = opts.font or "sans_semi", px = opts.px or 11, color = opts.text or color,
tracking = opts.tracking or (opts.font == "mono" and 0 or 0.12), upper = opts.upper }
local h = opts.h or 18
local pad = opts.pad or 6
local probe = ui.text(parent, label, style, 0, 0)
local w = math.max(opts.min_w or 0, math.floor(ui.text_width(probe) + pad * 2))
gui.delete_node(probe)
local left = opts.right and (x - w) or x
local box = ui.outline(parent, left, y - h / 2, w, h, color, opts.alpha)
if opts.fill then
local f = ui.rect(box, 0, 0, w, h, color, opts.fill)
gui.move_below(f, box)
end
ui.text(box, label, style, w / 2, h / 2, gui.PIVOT_CENTER)
return box, w
end
return M
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-- Dialog (the web's .dialog): a modal panel over the game screen, in the same gui (on its
-- own layer, with its own Druid instance), so a confirmed action runs in the game
-- script and a page rebuild doesn't touch it. One at a time: g.dialog (core/main.lua).
--
-- g.dialog:open({ title, message, w, h,
-- ok = { label, price, danger, act = "<action>", params = {...} } or { label, on_ok = fn },
-- cancel = "Cancel" (the other button; "Close" without ok),
-- build = function(d, box, w, h) ... end, -- custom content instead of the message
-- title_x = 24 }) -- the title's x (room for an image left of it)
-- g.dialog:close("ok" | "cancel")
-- g.dialog:is_open()
--
-- In build, d.reply(action, params) closes and runs an action (effects start from the
-- clicked button); d:button(parent, label, x, y, opts) makes a button (components/button
-- opts plus on_click / id). The message wraps (ui.wrap, may hold ₥); the panel grows to
-- fit it. Test ids: "dialog:ok", "dialog:cancel".
--
-- Motion (app.css dialog-in/-out, ui.js): the backdrop fades in (0.28 s); the panel
-- scales up from .94, rises 8 px and unclips from its middle (0.28 s overshoot); a cyan
-- scan line sweeps down it; title, message and buttons rise in, 60 ms apart. Closing:
-- fade, scale .97, clip to the middle (0.18 s). Sounds: open (a confirm) or modal (custom
-- content, after the action's own), confirm on OK, close otherwise. While open the page
-- gets no input and its hovers are dropped (druid:reset_hovers); they come back on close.
local druid = require("druid.druid")
local theme = require("modules.theme")
local ui = require("modules.ui")
local anim = require("modules.anim")
local sfx = require("modules.sfx")
local button = require("components.button")
local test = require("modules.test")
local flex = require("modules.flex")
local fg = require("modules.flex_gui")
local S = theme.size
local M = {}
M.__index = M
local W0, H0 = 460, 230
local SCRIM = theme.color.scrim
local function vec(x, y)
return vmath.vector3(x, y, 0)
end
-- g: the game screen; layer: a node over the page (top-left = page top-left).
function M.new(g, layer)
return setmetatable({ g = g, layer = layer }, M)
end
function M:is_open()
return self.root ~= nil and not self.closing
end
-- A button inside the dialog (its own Druid instance). opts: components/button draw
-- options plus on_click, id.
function M:button(parent, label, x, y, opts)
opts = opts or {}
local root, nodes, w = ui.button(parent, label, x, y, opts)
local d = self
if not opts.disabled then
button.bind(self.g, root, nodes, { id = opts.id, druid = self.druid, on_click = function()
d.last_button = root
if opts.on_click then
opts.on_click()
end
end })
end
return root, nodes, w
end
-- Close and run an action on the game screen (its effects start at `from`, a node, or
-- at the page button that opened the dialog: ok.from, a rect from fx:rect_of with its
-- test id). quiet: close without the confirm sound (the buy modal's buttons, main.js).
function M:act(name, params, from, quiet)
local g = self.g
local opener = self.opts and self.opts.ok and self.opts.ok.from
if opener then
g.fx.last_origin = { x = opener.x, y = opener.y, w = opener.w, h = opener.h, id = opener.id }
else
g.fx:origin(from)
end
self:close(quiet and "quiet" or "ok")
require("screens.game.core.session").act(g, name, params or {})
end
function M:open(opts)
if self.root then
self:remove()
end
local g = self.g
opts = opts or {}
self.opts = opts
self.closing = false
self.druid = druid.new(g)
test.begin_build("dialog")
test.set_scope("dialog")
g.druid:reset_hovers()
local W, H = g.size[1], g.size[2]
local w = opts.w or W0
local d = self
self.reply = function(name, params)
d:act(name, params, d.last_button, true)
end
-- Backdrop (a click on it cancels), then the panel in a clip that unclips from its middle.
local root = ui.rect(self.layer, 0, 0, W, H, "none")
self.root = root
local scrim = ui.rect(root, 0, 0, W, H, SCRIM)
self.scrim = scrim
local probe, msg_h = ui.wrap(root, opts.message or "", { font = "sans", px = 15, color = "text_2" }, 0, 0, w - 48)
gui.delete_node(probe)
local h = math.max(opts.h or H0, 64 + msg_h + 24 + 44 + 24)
local holder = anim.group(root, W / 2, H / 2, 1, 1)
gui.set_pivot(holder, gui.PIVOT_CENTER)
self.holder = holder
local clip = ui.rect(holder, -w / 2, -h / 2, w, h, "text")
gui.set_position(clip, vec(0, 0))
gui.set_pivot(clip, gui.PIVOT_CENTER)
gui.set_clipping_mode(clip, gui.CLIPPING_MODE_STENCIL)
gui.set_clipping_visible(clip, false)
self.clip, self.w, self.h = clip, w, h
local box = ui.panel(clip, -w / 2, -h / 2, w, h)
gui.set_color(box, ui.color("field", 0.96))
self.box = box
-- Input: Druid gives the last created component input first, so: the backdrop (a
-- click on it cancels), then a blocker over the panel, then the panel's buttons.
self.druid:new_button(scrim, function()
d:close("cancel")
end):set_animations_disabled()
self.druid:new_blocker(clip)
-- (Druid's back handler takes key_back only: Esc is a hotkey.)
self.druid:new_back_handler(function()
d:close("cancel")
end)
self.druid:new_hotkey("key_esc", function()
d:close("cancel")
end)
-- Title, message (or custom content), buttons: three groups that rise in turn.
local g_title = anim.group(box, 0, 0)
local g_body = anim.group(box, 0, 0)
local g_actions = anim.group(box, 0, 0)
-- The panel's layout (geometry only: each group builds into its own part): the title
-- (its middle 34 down), the message from 58, the buttons at the bottom right, OK
-- left of Cancel (Cancel is made first).
local cancel_label = opts.cancel or (opts.ok and "Cancel" or "Close")
local ok = opts.ok
local danger = ok and ok.danger
local ok_opts = ok and { price = ok.price, variant = danger and "danger" or "primary" }
local cancel_box = { style = { width = fg.button_w(root, cancel_label, {}), height = S.button_h, shrink = 0 } }
local ok_box = ok and { style = { width = fg.button_w(root, ok.label or "OK", ok_opts), height = S.button_h, shrink = 0 } }
local tree = flex.box({ direction = "column", width = w, height = h, padding = { 24, 24, 24, opts.title_x or 24 } }, {
{ style = { height = 20 }, id = "title" },
flex.box({ grow = 1 }),
flex.box({ justify = "end", gap = 10 }, ok_box and { ok_box, cancel_box } or { cancel_box }),
})
flex.solve(tree, 0, 0)
local title = tree.children[1]
ui.label(g_title, opts.title or "Notice", "h2", title.x, title.y + title.h / 2)
if opts.build then
opts.build(self, g_body, w, h)
else
ui.wrap(g_body, opts.message or "", { font = "sans", px = 15, color = "text_2" }, 24, title.y + title.h + 14, w - 48)
end
local by = cancel_box.y
self:button(g_actions, cancel_label, cancel_box.x, cancel_box.y, {
id = "dialog:cancel", on_click = function() d:close("cancel") end,
})
if ok then
local ob
ob = self:button(g_actions, ok.label or "OK", ok_box.x, ok_box.y, {
id = "dialog:ok", price = ok.price,
variant = danger and "danger" or "primary",
fill = danger and { "danger", 0.16 } or nil, edge = danger and { "danger", 1 } or nil,
accent = danger and "danger" or nil,
on_click = function()
if ok.on_ok then
d:close("ok")
ok.on_ok()
elseif ok.act then
d:act(ok.act, ok.params, ob)
else
d:close("ok")
end
end,
})
end
self.by = by
test.set_scope("page")
self:animate_in(g_title, g_body, g_actions)
if opts.build then
sfx.play("modal", { delay = 150 })
else
sfx.play("open")
end
end
function M:animate_in(...)
local groups = { ... }
local holder, clip, scrim = self.holder, self.clip, self.scrim
gui.set_color(scrim, vmath.vector4(SCRIM.x, SCRIM.y, SCRIM.z, 0))
gui.animate(scrim, "color.w", SCRIM.w, anim.ease.ease_out, 0.28)
-- Content fades in from under veils in the panel's color (anim.veil): title, message,
-- buttons in turn.
local field = ui.color("field")
local w, h, by = self.w, self.h, self.by
local regions = { { 2, 48 }, { 50, by - 60 }, { by - 10, h - by + 8 } } -- (the edge stays)
for i, r in ipairs(regions) do
anim.veil(self.box, 2, r[1], w - 4, r[2], field, (i - 1) * 0.06, anim.reduced and 0.12 or 0.35)
end
if anim.reduced then
return
end
local p = gui.get_position(holder)
gui.set_scale(holder, vmath.vector3(0.94, 0.94, 1))
gui.animate(holder, "scale", vmath.vector3(1, 1, 1), anim.ease.overshoot, 0.28)
gui.set_position(holder, vec(p.x, p.y - 8))
gui.animate(holder, "position.y", p.y, anim.ease.overshoot, 0.28)
local size = gui.get_size(clip)
gui.set_size(clip, vec(size.x, size.y * 0.04))
gui.animate(clip, "size", size, anim.ease.overshoot, 0.28)
anim.sweep(self.box, self.w, self.h, ui.color("cyan"), 0.7, 0.05)
for i, grp in ipairs(groups) do
anim.rise(grp, (i - 1) * 0.06, 6, 0.35) -- rise-in: 0.35 s, 60 ms apart
end
end
-- value: "ok" (the confirm sound), "quiet" (none: the action makes its own) or "cancel".
function M:close(value)
if not self.root or self.closing then
return
end
self.closing = true
self.closing_at = socket.gettime()
if value ~= "quiet" then
sfx.play(value == "ok" and "confirm" or "close")
end
local d = self
local function done()
d:remove()
end
local dur = anim.reduced and 0.12 or 0.18
gui.animate(self.scrim, "color.w", 0, anim.ease.ease_in, dur, 0, done)
anim.veil(self.box, 2, 2, self.w - 4, self.h - 4, ui.color("field"), 0, dur, true)
if not anim.reduced then
gui.animate(self.holder, "scale", vmath.vector3(0.97, 0.97, 1), anim.ease.ease_in, 0.18)
local size = gui.get_size(self.clip)
gui.animate(self.clip, "size", vec(size.x, size.y * 0.04), anim.ease.ease_in, 0.18)
end
self.g.rehover = true -- the page's hover comes back under the pointer
end
-- Gone at once (a new dialog, the screen going away).
function M:remove()
if self.druid then
-- A dialog gone in the frame it opened (another one replacing it): Druid's late
-- init (a timer.delay(0)) would still run on its deleted nodes.
if self.druid._late_init_timer_id then
timer.cancel(self.druid._late_init_timer_id)
self.druid._late_init_timer_id = nil
end
self.druid:final()
self.druid = nil
end
if self.root then
gui.delete_node(self.root)
end
test.begin_build("dialog")
self.root, self.closing, self.opts, self.closing_at = nil, false, nil, nil
end
-- How long a close may take before its end is forced (the close animation is 0.18 s; its
-- callback is what removes the backdrop, and while the backdrop exists the page gets no
-- input).
local CLOSE_LIMIT = 1
-- The input invariants (checked every frame by core/main.lua): what blocks the page's
-- input exists only while a dialog is open or closing, and a close finishes. Returns a
-- description of what was wrong (and is now repaired), or nil.
function M:check()
if not self.root then
if self.druid then
self.druid:final()
self.druid = nil
return "a dialog's Druid instance outlived it"
end
return nil
end
if not self.druid then
self:remove()
return "a dialog backdrop without its input"
end
if self.closing and socket.gettime() - (self.closing_at or 0) > CLOSE_LIMIT then
self:remove()
return "a dialog close never finished"
end
return nil
end
-- The page was resized: keep the backdrop full and the panel centered.
function M:layout(W, H)
if not self.root then
return
end
gui.set_size(self.root, vec(W, H))
gui.set_size(self.scrim, vec(W, H))
gui.cancel_animations(self.holder, "position.y")
gui.set_position(self.holder, vec(W / 2, -H / 2))
end
function M:update(dt)
if self.druid then
self.druid:update(dt)
end
end
-- Returns true while open (the page gets no input then).
function M:on_input(action_id, action)
if not self.root then
return false
end
if self.druid and not self.closing then
self.druid:on_input(action_id, action)
end
return true
end
function M:on_message(message_id, message, sender)
if self.druid then
self.druid:on_message(message_id, message, sender)
end
end
return M
-96
View File
@@ -1,96 +0,0 @@
-- A long list (Druid Data List over Scroll + Static Grid, druid-notes.md 2.3): only the
-- rows in view exist, made by create() as they scroll in and deleted as they leave, so
-- hundreds of moons cost a screenful of nodes. Fixed row height; the scroll offset is kept
-- per key on g (g.scroll_pos) so it survives rebuilds; wheel and drag scroll.
--
-- local l = list.new(g, parent, x, y, w, h, {
-- key = "moons", row_h = 64, -- the row's slot (gap included)
-- create = function(item, index) ... return root[, druid component] end,
-- focus_id = function(item) return "moon:" .. item.id end }) -- (optional) the test
-- -- id its row registers: Tab walks
-- -- every row, scrolling (modules/focus)
-- l:set_data(items) -- (again with a filtered list: the rows are made again)
--
-- create() builds a row (pivot NW, w wide) under l.content and returns its root; the grid
-- places it. A Druid component returned with it (a widget) is removed with the row.
local ui = require("modules.ui")
local blocks = require("modules.blocks")
local M = {}
M.__index = M
local function vec(x, y)
return vmath.vector3(x, y, 0)
end
function M.new(g, parent, x, y, w, h, opts)
local l = setmetatable({ g = g, parent = parent, x = x, y = y, w = w, h = h, key = opts.key, create = blocks.bound(opts.create), -- (rows made as it scrolls are its block's)
focus_id = opts.focus_id, row_h = opts.row_h, items = {} }, M)
g.scroll_pos = g.scroll_pos or {}
l.view = ui.rect(parent, x, y, w, h, "text")
gui.set_clipping_mode(l.view, gui.CLIPPING_MODE_STENCIL)
gui.set_clipping_visible(l.view, false)
l.content = ui.rect(l.view, 0, 0, w, h, "none")
-- The grid's prefab: a node of the row's slot size (never shown).
l.prefab = ui.rect(l.view, 0, 0, w, opts.row_h, "none")
gui.set_enabled(l.prefab, false)
l.scroll = g.druid:new_scroll(l.view, l.content)
l.scroll:set_horizontal_scroll(false)
l.scroll:set_extra_stretch_size(0)
l.scroll.style.WHEEL_SCROLL_SPEED = 48
l.grid = g.druid:new_grid(l.content, l.prefab, 1)
l.data = g.druid:new_data_list(l.scroll, l.grid, function(_, item, index)
return l.create(item, index)
end)
l.scroll.on_scroll:subscribe(function(_, pos)
if g.tearing_down then
return -- (the old list emptying itself during a rebuild: keep the offset)
end
g.scroll_pos[l.key] = pos.y
l:place_thumb(pos.y)
end)
blocks.push(g, "scroll_areas", { view = l.view, content = l.content, key = l.key, max = 0, h = h, list = l, scroll = l.scroll })
return l
end
function M:set_data(items)
local saved = self.g.scroll_pos[self.key] or 0 -- (setting the data scrolls to the top)
self.items = items
self.data:set_data(items)
-- Back to the saved offset (Druid clamps it to the rows; the data list follows the
-- scroll event).
local s = self.scroll
s.target_position.y = saved
s:_set_scroll_position(s.position.x, saved)
s.target_position.y = s.position.y
local max = math.max(0, #items * gui.get_size(self.prefab).y - self.h)
for _, a in ipairs(self.g.scroll_areas) do
if a.list == self then
a.max = max
end
end
-- A thin bar at the right edge (like components/scroll) when it overflows.
if self.track then
gui.delete_node(self.track)
gui.delete_node(self.thumb)
self.track, self.thumb = nil, nil
end
self.max = max
if max > 0 then
local track_h = self.h - 8
self.thumb_h = math.max(28, math.floor(track_h * self.h / (self.h + max)))
self.track = ui.rect(self.parent, self.x + self.w + 4, self.y + 4, 1, track_h, "line")
self.thumb = ui.rect(self.parent, self.x + self.w + 3, self.y + 4, 3, self.thumb_h, "cyan", 0.55)
end
self:place_thumb(self.scroll.position.y)
end
function M:place_thumb(pos_y)
if self.thumb then
local f = math.max(0, math.min(1, pos_y / self.max))
gui.set_position(self.thumb, vec(self.x + self.w + 3, -(self.y + 4 + (self.h - 8 - self.thumb_h) * f)))
end
end
return M
-47
View File
@@ -1,47 +0,0 @@
-- Panel (the web's .frame): a translucent box with a thin edge and cyan corner brackets
-- (gui/templates/panel.gui), and a body group the content goes in. enter() plays the
-- web's entrance (enter.js): the brackets spread from the middle, the content fades in
-- from under a veil and rises 6 px; frames nested in it (cards) follow, staggered.
--
-- local p = panel.new(parent, x, y, w, h) -- p.root (the fill), p.frame, p.body
-- ... build into p.body (top-left based, like any parent) ...
-- p:enter({ delay = 0, nested = { frames } }) -- once it's built (core/main.lua calls
-- -- it when the view changes)
-- panel.frame(node, edge, w, h) -- a nested frame (a card) for `nested`
local theme = require("modules.theme")
local ui = require("modules.ui")
local anim = require("modules.anim")
local M = {}
M.__index = M
function M.new(parent, x, y, w, h)
local root, nodes = ui.panel(parent, x, y, w, h)
local p = setmetatable({ root = root, frame = ui.part(nodes, "panel", "frame"), w = w, h = h }, M)
p.body = anim.group(root, 0, 0, w, h)
return p
end
-- A nested frame: a card (fill node holding its content, pivot NW) and its edge (an
-- outline over it). For enter's `nested` list.
function M.frame(node, edge, w, h)
return { node = node, edge = edge, w = w, h = h }
end
-- The entrance. opts: delay, clip (false: the box doesn't unclip; the aside, which holds
-- the 3D viewport), nested (frames inside, staggered after this one).
function M:enter(opts)
opts = opts or {}
local delay = opts.delay or 0
local veil = theme.color.veil
anim.enter_frame({ frame = self.frame, body = self.body, veil = { parent = self.root, color = veil },
x = 1, y = 1, w = self.w - 2, h = self.h - 2 }, { delay = delay, clip = false })
local frames = {}
for _, f in ipairs(opts.nested or {}) do
frames[#frames + 1] = { frame = f.edge, veil = { parent = f.node, color = veil }, x = 0, y = 0, w = f.w, h = f.h }
end
anim.enter(frames, { nested = true, delay = delay })
end
return M
-151
View File
@@ -1,151 +0,0 @@
-- List row (wells table rows, the moon list's rows): a full-width row that lights up
-- under the mouse (cyan wash, eased), shows its selection (wash and a 2 px cyan bar on
-- the left) and runs on_click. Buttons on the row made after it take their clicks first.
--
-- row.bind(g, node, w, h, { selected = true, on_click = fn, id = "well:<id>", label })
--
-- A new row's entrance (app.css fx-new: a moon just bought, a drill just deployed): it
-- slides in from 28 px right and fades in over a cyan wash (.35, .2 at 40%, then the
-- row's own fill), with a 3 px cyan bar on its left until halfway (0.9 s). Rows are
-- rebuilt with every state, so the entrance is kept by id and time on g and picks up
-- where it was on the rebuilt row.
--
-- local new = row.fresh(g, "moons", scope, ids) -- ids not there last build (same scope)
-- row.mark(g, id) -- start an entrance for id now
-- row.enter(g, id, node, w, h, { base = fill, slide = node, fade = fn, veil = color })
local ui = require("modules.ui")
local anim = require("modules.anim")
local button = require("components.button")
local M = {}
M.HOVER, M.SELECTED = 0.05, 0.08
function M.bind(g, node, w, h, opts)
opts = opts or {}
local base = ui.color("cyan", opts.selected and M.SELECTED or 0)
gui.set_color(node, base)
if g.fx then
g.fx:box(node) -- (an action's sweep covers the row its button is on)
end
if opts.selected then
ui.rect(node, 0, 0, 2, h - 1, "cyan")
end
local b = button.bind(g, node, nil, { id = opts.id, label = opts.label, on_click = opts.on_click })
b.hover.on_mouse_hover:subscribe(function(_, on)
gui.cancel_animations(node, "color")
local c = on and ui.color("cyan", opts.selected and M.SELECTED or M.HOVER) or base
if button.instant then
gui.set_color(node, c)
else
gui.animate(node, "color", c, gui.EASING_OUTQUAD, 0.12)
end
end)
return b
end
---------------------------------------------------------------- new rows
M.ENTER = 0.9
local function clock()
return socket.gettime()
end
-- Which of ids weren't there the last time fresh() ran for key (as a set), when scope
-- (e.g. the moon shown) is the same; nothing the first time or after scope changes.
function M.fresh(g, key, scope, ids)
g.row_known = g.row_known or {}
local was = g.row_known[key]
local now_set = {}
for _, id in ipairs(ids) do
now_set[id] = true
end
g.row_known[key] = { scope = scope, ids = now_set }
local new = {}
if was and was.scope == scope then
for _, id in ipairs(ids) do
if not was.ids[id] then
new[id] = true
end
end
end
return new, was and was.scope == scope and was.ids or nil
end
-- Start an entrance for id (at = when; default now).
function M.mark(g, id, at)
g.row_new = g.row_new or {}
g.row_new[id] = at or clock()
end
-- Play (or pick up) id's entrance on node (a row, w x h, pivot NW). opts: base (the
-- row's resting fill color, vector4; default transparent), slide (the node that slides;
-- default node), fade (fade(e): shows the content at e, 0..1, e.g. through the row's own veil), veil (without
-- fade: the background color a veil over the row fades from; default the panel's), bar
-- (false: no left bar).
function M.enter(g, id, node, w, h, opts)
local t0 = g.row_new and g.row_new[id]
if not t0 then
return
end
local age = clock() - t0
if age >= M.ENTER then
g.row_new[id] = nil
return
end
opts = opts or {}
local base = opts.base or ui.color("cyan", 0)
local cyan = ui.color("cyan")
local slide = opts.slide or node
local p0 = gui.get_position(slide)
local veil
if not opts.fade then
veil = ui.rect(node, 0, 0, w, h, opts.veil or "veil")
end
local bar = opts.bar ~= false and ui.rect(node, 0, 0, 3, h, "cyan") or nil
local ease = anim.fn.out
local function step(k)
local t = k * M.ENTER
local a = math.min(1, t / (M.ENTER * 0.4)) -- 0..40%: in
local e = ease(a)
-- The wash: .35 -> .2 (40%) -> the row's fill.
local wash
if a < 1 then
wash = vmath.lerp(e, ui.color("cyan", 0.35), ui.color("cyan", 0.2))
else
wash = vmath.lerp(ease((t - M.ENTER * 0.4) / (M.ENTER * 0.6)), ui.color("cyan", 0.2), base)
end
gui.set_color(node, wash)
if not anim.reduced then
gui.set_position(slide, vmath.vector3(p0.x + 28 * (1 - e), p0.y, p0.z))
end
if opts.fade then
opts.fade(e)
elseif veil then
anim.set(veil, "color.w", 1 - e)
end
if bar then
local b = k < 0.5 and 1 or 1 - ease((k - 0.5) / 0.5)
gui.set_color(bar, vmath.vector4(cyan.x, cyan.y, cyan.z, b))
gui.set_size(bar, vmath.vector3(3 * b, h, 0))
end
end
step(age / M.ENTER)
anim.tween(node, M.ENTER, step, -age, function()
pcall(gui.set_color, node, base)
pcall(gui.set_position, slide, p0)
if veil then
pcall(gui.delete_node, veil)
end
if bar then
pcall(gui.delete_node, bar)
end
if opts.fade then
pcall(opts.fade, 1)
end
end)
end
return M
-94
View File
@@ -1,94 +0,0 @@
-- A vertically scrolling area (Druid scroll in a stencil-clipped view) for content taller
-- than its panel: cards in the Store, Equipment and Advisors, the drill panel.
--
-- local area = scroll.area(self, parent, x, y, w, h, "store")
-- ... build into area.content (top-left based, like any parent) ...
-- area:finish(content_height)
--
-- A section built again makes its scroll area again, so the offset is kept per key in
-- self.scroll_pos and restored on the next build. Buttons inside take the view as their
-- click zone (Druid does that for nodes under a stencil), so hidden parts can't be
-- clicked. Mouse wheel and drag scroll; a thin bar on the right shows where you are; its
-- thumb lights up under the mouse (the web's scrollbar hover). Areas register on
-- g.scroll_areas (the test hook's scroll_to brings an element into view).
local ui = require("modules.ui")
local blocks = require("modules.blocks")
local M = {}
local WHEEL = 48 -- pixels per wheel step
local BAR_W = 3
local function vec(x, y)
return vmath.vector3(x, y, 0)
end
local Area = {}
Area.__index = Area
function M.area(self, parent, x, y, w, h, key)
local view = ui.rect(parent, x, y, w, h, "text")
gui.set_clipping_mode(view, gui.CLIPPING_MODE_STENCIL)
gui.set_clipping_visible(view, false)
local content = ui.rect(view, 0, 0, w, h, "none")
self.scroll_pos = self.scroll_pos or {}
return setmetatable({ self = self, parent = parent, view = view, content = content,
x = x, y = y, w = w, h = h, key = key }, Area)
end
-- Call once the content is built: content_h is its height. Returns the Druid scroll (nil
-- when everything fits).
function Area:finish(content_h)
local self_, w, h = self.self, self.w, self.h
content_h = math.max(h, math.ceil(content_h))
gui.set_size(self.content, vec(w, content_h))
local max = content_h - h
if max <= 0 then
self_.scroll_pos[self.key] = 0
return nil
end
-- An eased key scroll that a rebuild cut short (core/keys) lands where it was going.
local goal = self_.scroll_goal
if goal and goal.key == self.key and socket.gettime() - goal.t < 1 then
self_.scroll_pos[self.key] = goal.y
self_.scroll_goal = nil
end
local y0 = math.max(0, math.min(self_.scroll_pos[self.key] or 0, max))
gui.set_position(self.content, vec(0, y0))
-- The bar sits outside the clipped view (on the parent), at the view's right edge.
local track_h = h - 8
local thumb_h = math.max(28, math.floor(track_h * h / content_h))
ui.rect(self.parent, self.x + w - BAR_W, self.y + 4, 1, track_h, "line")
local thumb = ui.rect(self.parent, self.x + w - BAR_W - 1, self.y + 4, BAR_W, thumb_h, "cyan", 0.55)
local function place(pos_y)
local f = math.max(0, math.min(1, pos_y / max))
gui.set_position(thumb, vec(self.x + w - BAR_W - 1, -(self.y + 4 + (track_h - thumb_h) * f)))
end
place(y0)
-- Hover: a wider invisible strip over the bar lights the thumb.
local hot = ui.rect(self.parent, self.x + w - 10, self.y + 4, 10, track_h, "none")
local hover = self_.druid:new_hover(hot)
hover.on_mouse_hover:subscribe(function(_, on)
gui.cancel_animations(thumb, "color")
gui.animate(thumb, "color", ui.color("cyan", on and 1 or 0.55), gui.EASING_OUTQUAD, 0.12)
gui.animate(thumb, "size.x", on and BAR_W + 2 or BAR_W, gui.EASING_OUTQUAD, 0.12)
end)
local s = self_.druid:new_scroll(self.view, self.content)
blocks.push(self_, "scroll_areas", { view = self.view, content = self.content, key = self.key, max = max, h = h, scroll = s })
s:set_horizontal_scroll(false)
s:set_extra_stretch_size(0)
s.style.WHEEL_SCROLL_SPEED = WHEEL
s.on_scroll:subscribe(function(_, pos)
if self_.tearing_down then
return -- (a rebuild dropping the old scroll: keep the offset)
end
self_.scroll_pos[self.key] = pos.y
place(pos.y)
end)
return s
end
return M
-31
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@@ -1,31 +0,0 @@
-- Stat lines: a cap label with its value.
--
-- stat.inline(parent, "Yield", "+3", x, y, color) "YIELD +3" (y the middle); returns
-- its width (cards.stat)
-- stat.row(parent, "Supply left", "75", x, y, w, opts) label left, value right across
-- w (y the top); returns the y under
-- it (H.fact). opts: credits (₥ before
-- the value), suffix, color
local ui = require("modules.ui")
local M = {}
function M.inline(parent, label, value, x, y, color)
local l = ui.text(parent, label, "cap", x, y)
local lw = ui.text_width(l)
local v = ui.text(parent, value, { font = "mono", px = 14, color = color or "text" }, x + lw + 6, y)
return lw + 6 + ui.text_width(v)
end
function M.row(parent, label, value, x, y, w, opts)
ui.text(parent, label, "cap", x, y + 8)
if opts and opts.credits then
ui.credits(parent, value, x + w, y + 8, { pivot = gui.PIVOT_E, suffix = opts.suffix })
else
ui.text(parent, value, { font = "mono", px = 13, color = opts and opts.color or "text" }, x + w, y + 8, gui.PIVOT_E)
end
return y + 20
end
return M
-193
View File
@@ -1,193 +0,0 @@
-- Tabs: the web's nav tabs and their sliding ink (tabs.js, app.css "tab ink"). A strip's
-- ink is a highlight (transparent to cyan .1, top to bottom) with a glowing 2 px
-- underline under the active tab; when the active tab changes it slides from the old
-- one (220 ms, a slight overshoot). Its spot is kept per strip key on g (g.inks), so it
-- slides across the rebuild a navigation causes; a layout resize makes it jump.
--
-- local ink = tabs.ink(g, parent, "nav") -- before the tabs (it draws under them)
-- ... place the tabs ...
-- tabs.tab(g, root, text_node, { active = true, on_click = fn, id = "tab:market" })
-- ink:to(x, y, w, h) -- the active tab's box in parent
-- ink:none() -- no active tab (the ink goes)
--
-- tabs.tab: hover lights the label (nav -> text, eased), a click runs on_click; the label
-- keeps opts.color (default "nav", active "cyan").
--
-- A tab revealed after the page loaded (onboarding) enters once (app.css tab-reveal, 0.7 s
-- overshoot): it fades in, drops 8 px into place and grows from .9 about its middle, out
-- of a soft glow (the web's blur); kept by name and time on g across rebuilds.
-- tabs.revealed(g, "nav", names) -- once per build: which names are new
-- tabs.reveal(g, name, root, text, w, h) -- play / pick up its entrance
local ui = require("modules.ui")
local anim = require("modules.anim")
local test = require("modules.test")
local M = {}
local SLIDE = 0.22
local REVEAL = 0.7
local function vec(x, y)
return vmath.vector3(x, y, 0)
end
local Ink = {}
Ink.__index = Ink
function M.ink(g, parent, key)
g.inks = g.inks or {}
local root = anim.group(parent, 0, 0)
-- Highlight: the fade texture flipped (transparent at the top).
local hl = gui.new_box_node(vec(0, 0), vec(1, 1))
gui.set_parent(hl, root, false)
gui.set_texture(hl, "ui")
gui.play_flipbook(hl, "fade")
gui.set_pivot(hl, gui.PIVOT_CENTER)
gui.set_rotation(hl, vmath.vector3(0, 0, 180))
gui.set_color(hl, ui.color("cyan", 0.1))
local glow = gui.new_box_node(vec(0, 0), vec(1, 1))
gui.set_parent(glow, root, false)
gui.set_texture(glow, "ui")
gui.play_flipbook(glow, "glow")
gui.set_pivot(glow, gui.PIVOT_CENTER)
gui.set_color(glow, ui.color("cyan", 0.45))
local line = ui.rect(root, 0, 0, 1, 2, "cyan")
gui.set_enabled(root, false)
return setmetatable({ g = g, key = key, root = root, hl = hl, glow = glow, line = line }, Ink)
end
local function place(self, r)
gui.set_position(self.root, vec(r.x, -r.y))
gui.set_size(self.hl, vec(r.w, r.h))
gui.set_position(self.hl, vec(r.w / 2, -r.h / 2))
gui.set_size(self.glow, vec(r.w + 16, 18))
gui.set_position(self.glow, vec(r.w / 2, -(r.h - 1)))
gui.set_size(self.line, vec(r.w, 2))
gui.set_position(self.line, vec(0, -(r.h - 2)))
end
-- Show the ink on the active tab's box (x, y, w, h in the strip's parent).
function Ink:to(x, y, w, h)
local g = self.g
local to = { x = x, y = y, w = w, h = h, layout = g.size and (g.size[1] .. "x" .. g.size[2]) }
local from = g.inks[self.key]
g.inks[self.key] = to
gui.set_enabled(self.root, true)
if not from or from.layout ~= to.layout or anim.reduced
or (from.x == x and from.y == y and from.w == w and from.h == h) then
place(self, to)
return
end
-- Slide: from the old spot to the new one, a frame-driven tween (box sizes and
-- positions together).
place(self, from)
local ease = anim.fn.ink
anim.tween(self.root, SLIDE, function(k)
local e = ease(k)
place(self, { x = from.x + (x - from.x) * e, y = from.y + (y - from.y) * e,
w = from.w + (w - from.w) * e, h = from.h + (h - from.h) * e })
end)
end
-- No active tab: the ink goes (and comes back without a slide).
function Ink:none()
self.g.inks[self.key] = nil
gui.set_enabled(self.root, false)
end
-- Names not shown in the last build of this strip start their entrance now (none the
-- first time: what's there on load doesn't enter).
function M.revealed(g, key, names)
g.tabs_known = g.tabs_known or {}
g.tab_reveal = g.tab_reveal or {}
local known = g.tabs_known[key]
local now = socket.gettime()
local set = {}
for _, n in ipairs(names) do
set[n] = true
if known and not known[n] then
g.tab_reveal[key .. ":" .. n] = now
end
end
g.tabs_known[key] = set
end
-- The entrance of a revealed tab (root: pivot NW, w x h; text: its label), if it is
-- still playing. extra: more nodes that fade in with the label (a button's edge, price).
function M.reveal(g, key, name, root, text, w, h, extra)
local t0 = g.tab_reveal and g.tab_reveal[key .. ":" .. name]
if not t0 then
return
end
local age = socket.gettime() - t0
if age >= REVEAL then
g.tab_reveal[key .. ":" .. name] = nil
return
end
local p, s = gui.get_position(root), gui.get_scale(root)
local fill, tc = gui.get_color(root), gui.get_color(text)
local glow = gui.new_box_node(vec(w / 2, -h / 2), vec(w + 20, h))
local more = {}
for _, n in ipairs(extra or {}) do
more[#more + 1] = { n, gui.get_color(n) }
end
gui.set_parent(glow, root, false)
gui.set_texture(glow, "ui")
gui.play_flipbook(glow, "glow")
gui.move_below(glow, text)
local function step(k)
local a = anim.fn.out(math.min(1, k / 0.5)) -- (opacity: most of it early)
for _, m in ipairs(more) do
local c = m[2]
gui.set_color(m[1], vmath.vector4(c.x, c.y, c.z, c.w * a))
end
if anim.reduced then
gui.set_color(text, vmath.vector4(tc.x, tc.y, tc.z, tc.w * a))
gui.set_color(root, vmath.vector4(fill.x, fill.y, fill.z, fill.w * a))
return
end
local e = anim.fn.overshoot(k)
anim.scale_about(root, vmath.vector3(p.x, p.y + 8 * (1 - e), p.z), s, w / 2, -h / 2, 0.9 + 0.1 * e)
gui.set_color(text, vmath.vector4(tc.x, tc.y, tc.z, tc.w * a))
gui.set_color(root, vmath.vector4(fill.x, fill.y, fill.z, fill.w * a))
gui.set_color(glow, ui.color("cyan_hi", 0.35 * a * (1 - k)))
end
step(age / REVEAL)
anim.tween(root, REVEAL, step, -age, function()
pcall(gui.set_position, root, p)
pcall(gui.set_scale, root, s)
pcall(gui.set_color, root, fill)
pcall(anim.set, text, "color.w", tc.w)
for _, m in ipairs(more) do
pcall(gui.set_color, m[1], m[2])
end
pcall(gui.delete_node, glow)
end)
end
-- A tab's behavior: hover lights its label, a click runs opts.on_click. opts: active,
-- color (the label's color when not hovered), on_click, id (test id), label.
function M.tab(g, root, text, opts)
opts = opts or {}
local base = ui.color(opts.color or (opts.active and "cyan" or "nav"))
local lit = ui.color(opts.active and "cyan" or "text")
local b = g.druid:new_button(root, function()
if opts.on_click then
opts.on_click()
end
end):set_animations_disabled()
b.hover.on_mouse_hover:subscribe(function(_, on)
gui.cancel_animations(text, "color")
local c = on and lit or base
if anim.reduced or require("components.button").instant then
gui.set_color(text, c)
else
gui.animate(text, "color", c, gui.EASING_OUTQUAD, 0.12)
end
end)
test.register(opts.id, root, "tab", opts.label or gui.get_text(text))
return b
end
return M
-66
View File
@@ -1,66 +0,0 @@
[project]
title = MoonMiners
version = 0.1.0
dependencies#0 = https://github.com/Insality/defold-event/archive/refs/tags/21.zip
dependencies#1 = https://github.com/Insality/druid/archive/refs/tags/1.4.1.zip
dependencies#2 = https://github.com/britzl/monarch/archive/refs/tags/6.0.3.zip
[bootstrap]
main_collection = /main/main.collectionc
render = /render/mm.renderc
[display]
width = 1280
height = 800
high_dpi = 1
update_frequency = 60
vsync = 1
[render]
clear_color_red = 0.0157
clear_color_green = 0.0392
clear_color_blue = 0.0863
clear_color_alpha = 1
[input]
game_binding = /builtins/input/all.input_bindingc
[script]
shared_state = 1
[graphics]
max_font_batches = 1024
default_texture_min_filter = linear
default_texture_mag_filter = linear
max_characters = 32768
[gui]
max_count = 2048
[event]
use_xpcall = 1
[druid]
no_auto_input = 1
[mm]
api_base = http://localhost:3000
quit_after = 0
popup = 0
window =
ui_scale =
moon_id =
moon_spin = 1
player =
view =
[sound]
max_component_count = 64
[html5]
htmlfile = /web/index.html
scale_mode = stretch
show_fullscreen_button = 0
show_made_with_defold = 0
show_console_banner = 0
heap_size = 256
-79
View File
@@ -1,79 +0,0 @@
fonts {
name: "sans_semi"
font: "/assets/fonts/sans_semi.font"
}
textures {
name: "ui"
texture: "/assets/ui.atlas"
}
nodes {
position {
x: 0.0000
y: 0.0000
}
size {
x: 160.0000
y: 44.0000
}
color {
x: 0.3725
y: 0.8314
z: 1.0000
}
type: TYPE_BOX
texture: "ui/white"
id: "root"
pivot: PIVOT_NW
alpha: 0.1
}
nodes {
position {
x: 0.0000
y: 0.0000
}
size {
x: 160.0000
y: 44.0000
}
color {
x: 0.3725
y: 0.8314
z: 1.0000
}
type: TYPE_BOX
texture: "ui/outline"
id: "edge"
pivot: PIVOT_NW
parent: "root"
slice9 {
x: 2.0000
y: 2.0000
z: 2.0000
w: 2.0000
}
}
nodes {
position {
x: 80.0000
y: -22.0000
}
size {
x: 150.0000
y: 24.0000
}
color {
x: 0.8745
y: 0.9647
z: 1.0000
}
type: TYPE_TEXT
text: "Button"
font: "sans_semi"
id: "text"
pivot: PIVOT_CENTER
parent: "root"
outline_alpha: 0.0
shadow_alpha: 0.0
}
material: "/builtins/materials/gui.material"
adjust_reference: ADJUST_REFERENCE_PARENT
-73
View File
@@ -1,73 +0,0 @@
fonts {
name: "mono"
font: "/assets/fonts/mono.font"
}
textures {
name: "ui"
texture: "/assets/ui.atlas"
}
nodes {
position {
x: 0.0000
y: 0.0000
}
size {
x: 80.0000
y: 20.0000
}
color {
x: 0.3725
y: 0.8314
z: 1.0000
}
type: TYPE_BOX
texture: "ui/white"
id: "root"
pivot: PIVOT_NW
alpha: 0.0
}
nodes {
position {
x: 0.0000
y: -6.0000
}
size {
x: 8.0000
y: 8.0000
}
color {
x: 1.0000
y: 1.0000
z: 1.0000
}
type: TYPE_BOX
texture: "ui/white"
id: "dot"
pivot: PIVOT_NW
parent: "root"
}
nodes {
position {
x: 14.0000
y: -10.0000
}
size {
x: 70.0000
y: 20.0000
}
color {
x: 0.8745
y: 0.9647
z: 1.0000
}
type: TYPE_TEXT
text: "0"
font: "mono"
id: "text"
pivot: PIVOT_W
parent: "root"
outline_alpha: 0.0
shadow_alpha: 0.0
}
material: "/builtins/materials/gui.material"
adjust_reference: ADJUST_REFERENCE_PARENT
-32
View File
@@ -1,32 +0,0 @@
fonts {
name: "sans"
font: "/assets/fonts/sans.font"
}
textures {
name: "ui"
texture: "/assets/ui.atlas"
}
nodes {
position {
x: 0.0000
y: 0.0000
}
size {
x: 200.0000
y: 24.0000
}
color {
x: 0.8745
y: 0.9647
z: 1.0000
}
type: TYPE_TEXT
text: "Label"
font: "sans"
id: "root"
pivot: PIVOT_W
outline_alpha: 0.0
shadow_alpha: 0.0
}
material: "/builtins/materials/gui.material"
adjust_reference: ADJUST_REFERENCE_PARENT
-180
View File
@@ -1,180 +0,0 @@
fonts {
name: "mono"
font: "/assets/fonts/mono.font"
}
fonts {
name: "sans"
font: "/assets/fonts/sans.font"
}
fonts {
name: "sans_semi"
font: "/assets/fonts/sans_semi.font"
}
textures {
name: "ui"
texture: "/assets/ui.atlas"
}
nodes {
position {
x: 0.0000
y: 0.0000
}
size {
x: 242.0000
y: 58.0000
}
color {
x: 0.3725
y: 0.8314
z: 1.0000
}
type: TYPE_BOX
texture: "ui/white"
id: "root"
pivot: PIVOT_NW
alpha: 0.0
}
nodes {
position {
x: 0.0000
y: 0.0000
}
size {
x: 242.0000
y: 58.0000
}
color {
x: 0.3725
y: 0.8314
z: 1.0000
}
type: TYPE_BOX
texture: "ui/outline"
id: "edge"
pivot: PIVOT_NW
parent: "root"
alpha: 0.0
slice9 {
x: 2.0000
y: 2.0000
z: 2.0000
w: 2.0000
}
}
nodes {
position {
x: 10.0000
y: -11.0000
}
size {
x: 36.0000
y: 36.0000
}
color {
x: 1.0000
y: 1.0000
z: 1.0000
}
type: TYPE_BOX
texture: "ui/sphere"
id: "planet"
pivot: PIVOT_NW
parent: "root"
}
nodes {
position {
x: 58.0000
y: -20.0000
}
size {
x: 150.0000
y: 20.0000
}
color {
x: 0.8745
y: 0.9647
z: 1.0000
}
type: TYPE_TEXT
text: "Moon"
font: "sans_semi"
id: "name"
pivot: PIVOT_W
parent: "root"
outline_alpha: 0.0
shadow_alpha: 0.0
}
nodes {
position {
x: 58.0000
y: -39.0000
}
size {
x: 150.0000
y: 18.0000
}
color {
x: 0.4980
y: 0.6078
z: 0.7216
}
type: TYPE_TEXT
text: "Idle"
font: "sans"
id: "sub"
pivot: PIVOT_W
parent: "root"
outline_alpha: 0.0
shadow_alpha: 0.0
}
nodes {
position {
x: 232.0000
y: -29.0000
}
size {
x: 22.0000
y: 18.0000
}
color {
x: 1.0000
y: 0.8196
z: 0.4000
}
type: TYPE_BOX
texture: "ui/outline"
id: "badge"
pivot: PIVOT_E
parent: "root"
slice9 {
x: 2.0000
y: 2.0000
z: 2.0000
w: 2.0000
}
}
nodes {
position {
x: -11.0000
y: 0.0000
}
size {
x: 22.0000
y: 18.0000
}
color {
x: 1.0000
y: 0.8196
z: 0.4000
}
type: TYPE_TEXT
text: "1"
font: "mono"
id: "badge_text"
pivot: PIVOT_CENTER
parent: "badge"
outline_alpha: 0.0
shadow_alpha: 0.0
}
material: "/builtins/materials/gui.material"
adjust_reference: ADJUST_REFERENCE_PARENT
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