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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
481 changed files with 19118 additions and 51408 deletions

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.env*
.vscode
.DS_Store
web/static/css/app.css
art
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# Build output
/bin/
/moonminers
/web/static/css/app.css
# Local env files (never commit)
.env
.env*.local
@@ -7,12 +12,14 @@
.DS_Store
# Personal files
/sql/create-users.sql
/.dir-locals.el
sql/queries.sql
/project.todo
# Blender files
# Blender files (generated by art/equipment scripts)
*.blend
*.blend1
# Agent worktree state (scripts/wt)
/.wt/
/art/equipment/build/
/art/advisors/build/
/art/attachments/build/
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# AGENTS.md — Moon Miners
## What this is
Moon Miners is an 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
moons ("staking sources") with resource wells, buy and upgrade mining tools (store items)
and stake them on wells. When a stake finishes (drill cycles are seconds:
`completionTimeInSecs`, `duration_in_secs`) they claim resources (Sollux, Shadowstone,
Azurium, Novafor, Nebulance), which they can sell for credits (₥) or refine into refined
items (Refinery section: timed batches in slots; refined items sell for more and are parts
for the higher upgrades). Each drill has two upgrade tracks of its own (Equipment: one raises
its claim per cycle, the other shortens its cycle, a level at a time, per tool); advisors
(Advisors section, one per seat) boost drill speed, yield, sell prices or the refinery for
the whole account. There is also a leaderboard (Leaderboard section: top miners by credits,
banned players left out).
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. Players own moons ("staking sources") with
resource wells, buy and upgrade mining tools (store items) and stake them on wells. When a
stake finishes (drill cycles are seconds: `completionTimeInSecs`, `duration_in_secs`) they
claim resources (Sollux, Shadowstone, Azurium, Novafor, Nebulance), which
they can sell for credits (₥) or refine into refined items (Refinery section: timed batches
in slots; refined items sell for more and are parts for higher tool upgrades). Drill
attachments (bought in the Store, equipped on a drill from its panel in Equipment) give it
a modifier that makes it faster or bigger; advisors (Advisors section, one per seat) boost drill speed, yield, sell prices or the
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`).
## How the parts fit
- `server/`: the Go server: game rules, Postgres, the JSON API and the admin pages
(`/utils`, server-rendered with htmx, behind `ADMIN_PASSWORD`). The server is the only
authority on game state. Details: `server/AGENTS.md`.
- `client/`: the Defold client (desktop and a WebAssembly build). It talks to the server's
JSON API (`/api/state`, `/api/act/<action>`, documented in `server/api.md`) and shows
what it sends. It is the only game client, and its moon generator
(`client/modules/moon/terrain.lua`, native `mmterrain`) is the only one. Details:
`client/AGENTS.md`.
- Repo root: `docker-compose.yml` (local Postgres), `docker-compose.prod.yml` (production,
Dokploy; builds `server/`), `IDEAS.md` (features not built yet), `README.md`.
## Stack
- Go (standard library `net/http` + `html/template`) with `pgx` for Postgres. One `main`
package at the repo root; templates, static files and SQL are embedded with `go:embed`.
- The interface is server-rendered HTML. htmx swaps it in place, morphing the game's regions
(idiomorph extension, vendored in `web/static/vendor/idiomorph`) so elements keep their
state; Tailwind v4 (standalone CLI) builds the CSS. No bundler, no TypeScript, no Alpine.
- three.js is a plain ES module loaded through an import map (vendored in `web/static/vendor`).
The viewport in the aside shows the selected moon, generated procedurally from its id
(`terrain.js`, run in a worker by `moon-worker.js`; settings tuned on `/utils/moons` and
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
- The repo is `game/` in the `MoonMiners/` workspace. Design notes live in the workspace,
outside git (`../project.todo`, `../FAQ.org`, `../druid-notes.md`).
- Agent worktrees go in the workspace, next to `game/`. Make them with `scripts/wt` (from
the workspace: `game/scripts/wt up <task>`), not by hand: it makes `../wt-<task>` on
branch `<task>`, copies the Defold build cache (no remote engine build) and `.env`,
creates and migrates the database `mm_<task>`, and starts a server (MM_DEV=1) on a free
port; it prints the `MM_API` to test against. `wt status` lists them, `wt restart <task>`
rebuilds the server, `wt down <task>` stops it and drops the database, `wt rm <task>`
also removes the worktree (and the branch if merged). State in `<worktree>/.wt/`.
- A worktree's `.env` names its own database (`DB_DATABASE=mm_<task>`), so `migrate`,
tests and servers run there reach only `mm_<task>`. Never point anything at the main
database (`moonminers`): it holds the author's game.
- Never use `git stash` in a worktree: the stash list is shared by every worktree, so a
pop can take another agent's work. Commit on your branch, or save a patch file.
- `.env` (database credentials) is in the repo root or in `server/`. Never read, print or
commit it.
## Layout
- The repo is `server/` in the `MoonMiners/` workspace; agent worktrees go next to it
(`git worktree add ../wt-<task> -b <task>`), a Defold client later in `../client`.
- `main.go`: commands (`serve`, `migrate`, `load-config`, `sim [file]`, `moon-traits`), `.env`
loading. `balance.go`: the `sim` command (prints the `sim.go` analysis).
- `game.go`: game rules. Each action is one transaction that locks (`for update`) the rows 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)
- The server is the authority: clients show the state it sends and send actions; no game
rules on the client side beyond what `server/api.md` "Prediction" allows.
- Work in one part at a time: a client task doesn't change `server/`, and the other way
round, unless the task says so.
## Commands
- `make dev`: server on :3000 that reloads templates/static from disk, with Tailwind watching.
- `make build`, `make check` (gofmt, vet, template check, JS syntax of every `web/static/js/*.js`,
moon traits check), `make migrate`, `make load-config`. `go run . sim` prints the economy analysis.
- 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.
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# Production image: one Go binary with the templates, static files and SQL embedded.
FROM docker.io/library/golang:1.25-bookworm AS build
WORKDIR /src
ARG TAILWIND_VERSION=v4.1.14
RUN curl -fsSL -o /usr/local/bin/tailwindcss \
https://github.com/tailwindlabs/tailwindcss/releases/download/${TAILWIND_VERSION}/tailwindcss-linux-x64 \
&& chmod +x /usr/local/bin/tailwindcss
COPY go.mod go.sum ./
RUN go mod download
COPY . .
RUN tailwindcss -i web/css/app.css -o web/static/css/app.css --minify \
&& CGO_ENABLED=0 go build -trimpath -ldflags="-s -w" -o /moonminers .
FROM scratch
COPY --from=build /moonminers /moonminers
USER 65532:65532
ENV PORT=3000
EXPOSE 3000
ENTRYPOINT ["/moonminers"]
CMD ["serve"]
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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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# 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: the JSON API (`server/api.md`) and the admin pages (`/utils`).
- `client/`: Defold client, for desktop and the browser (WebAssembly).
It's a Go server that renders the interface as HTML (with htmx for in-place updates) next to
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
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
`server/README.md`).
## Requirements
```bash
podman-compose up -d db # or: docker compose up -d db
cd server
make migrate
make dev # http://localhost:3000: the game (once built, below); /utils: the admin
- Go 1.25+
- PostgreSQL 16 (stock image is fine), or Podman/Docker to run it
- Node.js, only for `make check` (syntax-checks the JS)
`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
```
After pulling changes or editing `server/config/game.json`, run `make migrate` again before
starting the server: it applies new migrations and syncs the tools and prices with the
config (the server alone doesn't).
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).
## Defold client
## Local development
Needs the Defold editor (https://defold.com/download/) or Java 21+. The Makefile downloads
Defold's command-line builder (`bob.jar`) and runs it with the Java the editor ships, found
in the usual places on Linux, macOS and Windows (`make DEFOLD=<folder holding its packages>`
for another place, `JAVA=<path>` for your own Java); without an editor, `java` from PATH.
1. Create `.env` as above.
2. Start Postgres and set up the database (roles, schema, migrations, store items from
`config/game.json`):
```bash
cd client
make run # desktop build, plays against http://localhost:3000
make web # browser build into dist/web/MoonMiners/
```
```bash
podman-compose up -d db # or: docker compose up -d db
make migrate
```
The server serves the browser build at http://localhost:3000 (from
`client/dist/web/MoonMiners`, or `MM_WEB_DIR`). It looks for the build when it starts:
after the first `make web`, restart the server; later builds only need a page reload.
Without a build, `/` goes to the admin. The desktop and browser games keep separate saved
players.
3. Run the server and open http://localhost:3000:
## Deploy
```bash
make dev
```
Dokploy, Docker Compose with `docker-compose.prod.yml`. Details in `server/README.md`.
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
View File
@@ -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 ""
}
+92 -211
View File
@@ -1,6 +1,7 @@
package main
// JSON API for the game client (Defold): the state the views build (views.go) and the actions, run through runAction (server.go). Times are unix
// JSON API for game clients other than the htmx page (a Defold client): the same state the
// views build and the same actions, run through runAction (server.go). Times are unix
// milliseconds (null when unset), durations seconds; the client formats. See api.md.
import (
@@ -33,22 +34,19 @@ type APIState struct {
Resources []APIAmount `json:"resources"`
Refined []APIAmount `json:"refined"`
MoonPrice float64 `json:"moonPrice"`
MoonGrade string `json:"moonGrade"` // the grade buy-moon gets without one (moonPrice is its price)
Unlocked map[string]bool `json:"unlocked"`
Shine []string `json:"shine"` // revealed tabs not opened yet
Ready int `json:"ready"` // finished drills, all moons
Idle int `json:"idle"` // tools not mining
NextEnd *int64 `json:"nextEnd"`
Moons []APIMoonListItem `json:"moons"` // active moons
Past []APIMoonListItem `json:"past"` // mined-out moons, last finished first: one page (page=)
PastPage APIPastPage `json:"pastPage"`
Past []APIMoonListItem `json:"past"` // mined-out moons, last finished first
Tools []APITool `json:"tools"`
Stakes []APIStake `json:"stakes"` // every running or unclaimed drill
Moon *APIMoon `json:"moon"` // s=moons with a moon
Well *APIWell `json:"well"` // s=moons with a well selected
Market *APIMarket `json:"market"` // once the market is unlocked
Banner []APIBanner `json:"banner"`
Admin bool `json:"admin"` // may use admin-grant
// Always present (api_sections.go).
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"`
Pick string `json:"pick"`
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 {
@@ -115,8 +102,6 @@ type APIMoonListItem struct {
ID string `json:"id"`
Name string `json:"name"`
Kind string `json:"kind"`
Grade string `json:"grade"`
MaxSupply float64 `json:"maxSupply"` // the biggest well of its grade: a full bar
Rating *APIRating `json:"rating"`
Wells []APIWellSupply `json:"wells"`
Drills int `json:"drills"`
@@ -131,41 +116,40 @@ type APIMoonListItem struct {
}
type APITool struct {
ID string `json:"id"`
StoreItemID int `json:"storeItemId"`
Name string `json:"name"`
Code string `json:"code"` // model code, e.g. "PD-1"
Image string `json:"image"` // static URL
YieldLevel int `json:"yieldLevel"` // levels on its upgrade tracks (0: base)
CycleLevel int `json:"cycleLevel"`
Reach int `json:"reach"` // wells one cycle mines
CycleSecs float64 `json:"cycleSecs"` // a stake now, with bonuses and live events (tenths)
Yield float64 `json:"yield"`
StakeID string `json:"stakeId,omitempty"` // mining, if set
ID string `json:"id"`
StoreItemID int `json:"storeItemId"`
Name string `json:"name"`
Code string `json:"code"` // model code, e.g. "PD-1"
Image string `json:"image"` // static URL
Tier int `json:"tier"`
MaxTier int `json:"maxTier"`
Reach int `json:"reach"` // wells one cycle mines
CycleSecs int `json:"cycleSecs"` // a stake now, with bonuses and live events
Yield float64 `json:"yield"`
Attachments []string `json:"attachments"`
StakeID string `json:"stakeId,omitempty"` // mining, if set
}
type APIStake struct {
ID string `json:"id"`
MoonID string `json:"moonId"`
WellID string `json:"wellId"` // the first well it mines
ToolID string `json:"toolId"`
Resource string `json:"resource"`
Amount float64 `json:"amount"`
Reach int `json:"reach"`
Start int64 `json:"start"`
End int64 `json:"end"`
Secs float64 `json:"durationSecs"`
Ready bool `json:"ready"`
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.
ReachText string `json:"reachText"`
Covers []string `json:"covers,omitempty"` // multi-well drills: the wells it mines
ID string `json:"id"`
MoonID string `json:"moonId"`
WellID string `json:"wellId"` // the first well it mines
ToolID string `json:"toolId"`
Resource string `json:"resource"`
Amount float64 `json:"amount"`
Reach int `json:"reach"`
Start int64 `json:"start"`
End int64 `json:"end"`
Secs int `json:"durationSecs"`
Ready bool `json:"ready"`
Take float64 `json:"take"` // what claiming it would get now
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
// this well, and whether that is its full amount (ok, short, none).
Gets *float64 `json:"gets,omitempty"`
Here *float64 `json:"here,omitempty"`
State string `json:"state,omitempty"`
Fate string `json:"fate,omitempty"` // the web's tooltip line, e.g. "Prospector Drone PD-1 Y1 C2: +2"
Fate string `json:"fate,omitempty"` // the web's tooltip line, e.g. "Prospector Drone PD-1 T0: +2"
}
type APIDrillGroup struct {
@@ -181,8 +165,6 @@ type APIMoon struct {
ID string `json:"id"`
Name string `json:"name"`
Kind string `json:"kind"`
Grade string `json:"grade"`
MaxSupply float64 `json:"maxSupply"` // the biggest well of its grade: a full bar
Description string `json:"description"`
Rating *APIRating `json:"rating"`
Finished bool `json:"finished"`
@@ -204,17 +186,6 @@ type APIWellRow struct {
Remain float64 `json:"remain"`
DryAfter int `json:"dryAfter"` // the claim that empties it (0: none)
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"`
// FullyCommitted: its drills will take all it has left (remain 0); a one-well drill
// can't be deployed on it (stake refused, "Nothing left to mine on this well").
FullyCommitted bool `json:"fullyCommitted"`
StatusText string `json:"statusText"`
NoteText string `json:"noteText"`
}
type APIWell struct {
@@ -226,19 +197,18 @@ type APIWell struct {
}
type APIToolGroup struct {
ToolID string `json:"toolId"` // send as tool= to stake (an idle copy is picked)
StoreItemID int `json:"storeItemId"`
Name string `json:"name"`
YieldLevel int `json:"yieldLevel"`
CycleLevel int `json:"cycleLevel"`
Count int `json:"count"`
CycleSecs float64 `json:"cycleSecs"`
Yield float64 `json:"yield"`
Reach int `json:"reach"`
Here float64 `json:"here"` // what a cycle here gets after the drills already on the moon
Free float64 `json:"free"`
Short bool `json:"short"`
Blocked bool `json:"blocked"` // here is 0: the stake is refused
ToolID string `json:"toolId"` // send as tool= to stake (an idle copy is picked)
StoreItemID int `json:"storeItemId"`
Name string `json:"name"`
Tier int `json:"tier"`
Count int `json:"count"`
CycleSecs int `json:"cycleSecs"`
Yield float64 `json:"yield"`
Reach int `json:"reach"`
Here float64 `json:"here"` // what a cycle here gets after the drills already on the moon
Free float64 `json:"free"`
Short bool `json:"short"`
Attachments []string `json:"attachments"`
}
type APIBetterWell struct {
@@ -252,7 +222,7 @@ type APIBetterWell struct {
type APIMarket struct {
Quotes []APIQuote `json:"quotes"`
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
Best string `json:"best"` // biggest 24h gain
Worst string `json:"worst"` // biggest 24h loss
@@ -260,43 +230,27 @@ type APIMarket struct {
}
type APIQuote struct {
Item string `json:"item"`
Refined bool `json:"refined"`
Balance float64 `json:"balance"`
Price float64 `json:"price"` // the shared quote: rate × boost, the same for every player
Rate float64 `json:"rate"`
Boost float64 `json:"boost"`
// Personal, on the payout only: the sell bonus (advisors), the selling pressure and its
// factor now.
Item string `json:"item"`
Refined bool `json:"refined"`
Balance float64 `json:"balance"`
Price float64 `json:"price"` // one unit sells for now: rate × boost × advisor × factor
Rate float64 `json:"rate"`
Boost float64 `json:"boost"`
Advisor float64 `json:"advisor"`
Pressure float64 `json:"pressure"`
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
Change float64 `json:"change"` // percent over 24h
High float64 `json:"high"`
Low float64 `json:"low"`
Value float64 `json:"value"` // balance × price
// For the sell ticket: what a unit pays this player before selling pressure (price ×
// advisor), the base price (pressure is counted in base-price credits) and what selling
// everything held pays them now.
Value float64 `json:"value"`
// For the sell ticket: the price before selling pressure, the base price (pressure is
// counted in base-price credits) and what selling everything held pays now.
Symbol string `json:"symbol"`
Unpressed float64 `json:"unpressed"`
Base float64 `json:"base"`
SellAll float64 `json:"sellAll"`
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).
@@ -332,10 +286,18 @@ func apiAmounts(rows []ResourceBalance) []APIAmount {
return out
}
func apiGear(gear []*Attachment) []string {
out := []string{}
for _, a := range gear {
out = append(out, a.Name)
}
return out
}
func apiStake(st StakeRow, projected bool) APIStake {
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(),
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 {
gets, here := st.Gets, st.Here
a.Gets, a.Here, a.State, a.Fate = &gets, &here, st.State, st.Fate()
@@ -355,7 +317,7 @@ func apiGroup(g DrillGroup) APIDrillGroup {
func apiMoonList(rows []MoonListRow) []APIMoonListItem {
out := []APIMoonListItem{}
for _, r := range rows {
m := APIMoonListItem{ID: r.ID, Name: r.Name, Kind: r.Kind, Grade: r.Grade, MaxSupply: r.GradeConfig().WellSupplyMax, Rating: apiRating(r.Rating), Wells: []APIWellSupply{},
m := APIMoonListItem{ID: r.ID, Name: r.Name, Kind: r.Kind, Rating: apiRating(r.Rating), Wells: []APIWellSupply{},
Drills: r.Drills, Ready: r.Ready, Over: r.Over, Selected: r.Selected, CreatedAt: r.CreatedAt.UnixMilli(),
Finished: r.Finished, FinishedAt: unixMS(r.FinishedAt)}
for _, w := range r.Wells {
@@ -374,13 +336,11 @@ func apiMoonList(rows []MoonListRow) []APIMoonListItem {
func apiState(p *Page, extra ...*Page) *APIState {
s, v := p.S, p.V
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,
Page: v.Page, Adv: v.Adv, Aside: p.Scene.Select != nil},
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(), MoonGrade: s.MoonGrade().Grade,
View: APIView{Section: v.Section, Moon: v.Moon, Well: v.Well, Past: v.Past, Pick: v.Pick, Drill: v.Drill},
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),
Moons: apiMoonList(p.Moons), Past: apiMoonList(p.Past), Tools: []APITool{}, Stakes: []APIStake{},
Banner: []APIBanner{}, Admin: p.Admin}
Banner: []APIBanner{}}
for _, r := range s.Refined {
a.Refined = append(a.Refined, APIAmount{Name: r.Item, Amount: r.Balance})
}
@@ -405,8 +365,8 @@ func apiState(p *Page, extra ...*Page) *APIState {
continue
}
tool := APITool{ID: t.ID, StoreItemID: t.StoreItemID, Name: item.Name, Code: toolCode(item.Name),
Image: itemImages + item.Image, YieldLevel: t.YieldLevel, CycleLevel: t.CycleLevel,
Reach: item.ToolReach()}
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))}
tool.CycleSecs, tool.Yield = s.drill(t, item, "")
if st := s.StakeForTool(t.ID); st != nil {
tool.StakeID = st.ID
@@ -418,7 +378,7 @@ func apiState(p *Page, extra ...*Page) *APIState {
}
if d := p.Moon; d != nil {
m := &APIMoon{ID: d.ID, Name: d.Name, Kind: d.Kind, Grade: d.Grade, MaxSupply: d.GradeConfig().WellSupplyMax, Description: d.Description, Rating: apiRating(d.Rating),
m := &APIMoon{ID: d.ID, Name: d.Name, Kind: d.Kind, Description: d.Description, Rating: apiRating(d.Rating),
Finished: d.Finished, FinishedOn: d.FinishedOn(), Ready: d.Ready, NextEnd: unixMS(d.NextEnd), Wells: []APIWellRow{}}
if d.Wide != nil {
g := apiGroup(*d.Wide)
@@ -427,8 +387,7 @@ func apiState(p *Page, extra ...*Page) *APIState {
for _, w := range d.Wells {
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,
Demand: w.Demand, Remain: w.Remain, DryAfter: w.DryAfter, DryAt: unixMS(w.DryAt),
Over: w.Over(), Full: w.Full(), FullyCommitted: w.FullyCommitted(), StatusText: w.StatusText(), NoteText: w.NoteText()}
Demand: w.Demand, Remain: w.Remain, DryAfter: w.DryAfter, DryAt: unixMS(w.DryAt)}
for _, st := range w.Wide {
row.Wide = append(row.Wide, st.ID)
}
@@ -443,8 +402,8 @@ func apiState(p *Page, extra ...*Page) *APIState {
well := &APIWell{ID: w.ID, Resource: w.Resource, Rate: w.Rate, Idle: []APIToolGroup{}}
for _, g := range w.Idle {
well.Idle = append(well.Idle, APIToolGroup{ToolID: g.ID, StoreItemID: g.StoreItemID, Name: g.Item.Name,
YieldLevel: g.YieldLevel, CycleLevel: g.CycleLevel, Count: g.Count, CycleSecs: g.Secs, Yield: g.Yield,
Reach: max(1, g.Reach), Here: g.Here, Free: g.Free, Short: g.Short(), Blocked: g.Blocked()})
Tier: g.Tier, Count: g.Count, CycleSecs: g.Secs, Yield: g.Yield, Reach: max(1, g.Reach), Here: g.Here,
Free: g.Free, Short: g.Short(), Attachments: apiGear(g.Gear)})
}
if b := w.Better; b != nil {
well.Better = &APIBetterWell{MoonID: b.MoonID, WellID: b.WellID, Resource: b.Resource, Free: b.Free}
@@ -528,6 +487,7 @@ func (a *APIState) addSection(p *Page) {
// apiMarket maps the market; full adds the chart and the sparklines.
func apiMarket(trade *MarketPage, full bool) *APIMarket {
c := cfg()
mk := &APIMarket{Quotes: []APIQuote{}, Total: trade.Total, Held: trade.Held}
if trade.Selected != nil {
mk.Selected = trade.Selected.Resource
@@ -540,20 +500,11 @@ func apiMarket(trade *MarketPage, full bool) *APIMarket {
}
for _, q := range trade.Quotes {
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,
Symbol: q.Symbol(), Unpressed: q.Unpressed(), Base: q.Base(),
Up: q.Up(), ChangeText: q.ChangeText(), Pressed: q.Pressed(), Boosted: q.Boosted(), Advised: q.Advised()}
if aq.Pressed {
aq.PressureText = q.PressureText()
}
if aq.Boosted {
aq.BoostText = q.BoostText()
}
if aq.Advised {
aq.AdvisorText = q.AdvisorText()
}
aq.SellAll = q.SellAll()
Symbol: q.Symbol(), Unpressed: q.Unpressed(), Base: q.Base()}
// A sale is priced at the pressure factor averaged over what it adds (sell in game.go).
aq.SellAll = q.Balance * aq.Unpressed * c.MarketPressure.Average(q.Pressure, q.Balance*aq.Base)
if full {
aq.Spark = spark(q.series)
}
@@ -580,32 +531,17 @@ type APIResponse struct {
Reveal *APIReveal `json:"reveal,omitempty"`
BuyModal *APIBuyModal `json:"buyModal,omitempty"`
ClientSeq any `json:"clientSeq,omitempty"` // the request's clientSeq, echoed (a number if it is an integer)
SaveCode *APISaveCode `json:"saveCode,omitempty"` // save-code: the new code (shown once)
Notice *APINotice `json:"notice,omitempty"` // a one-time announcement besides the toast
State *APIState `json:"state,omitempty"`
}
// APISaveCode is a player's save code (savecode.go). Code is only set when it was just
// made; madeAt is unix ms (0: the player has none).
type APISaveCode struct {
Code string `json:"code,omitempty"`
MadeAt int64 `json:"madeAt"`
}
// APINotice is a one-time announcement: kind "save-code" points the player to save codes.
type APINotice struct {
Kind string `json:"kind"`
Text string `json:"text"`
}
type APIToast struct {
Message string `json:"message"`
Error bool `json:"error"`
Kind string `json:"kind"`
}
// APIFX is what the client plays effects from: the action, the moons it mined out and what a
// sale earned.
// APIFX is what the web client plays effects from (fx.js): the action, the moons it mined
// out and what a sale earned.
type APIFX struct {
Kind string `json:"kind"`
Finished []string `json:"finished"`
@@ -631,7 +567,7 @@ func apiServerError(w http.ResponseWriter, err error) {
}
// apiUser finds the player from the X-MM-User header or the mm_user cookie, or creates one
// (rate-limited per IP). It echoes the id in the header and cookie; on a refusal it
// (as POST /session does). It echoes the id in the header and cookie; on a refusal it
// writes the error response and returns "".
func (s *server) apiUser(w http.ResponseWriter, r *http.Request) (userID string, created bool) {
ctx := r.Context()
@@ -641,15 +577,7 @@ func (s *server) apiUser(w http.ResponseWriter, r *http.Request) (userID string,
userID = c.Value
}
}
exists := false
if uuidPattern.MatchString(userID) {
var err error
if exists, err = userExists(ctx, s.db, userID); err != nil {
apiServerError(w, err)
return "", false
}
}
if !exists {
if !uuidPattern.MatchString(userID) || !userExists(ctx, s.db, userID) {
if !s.newPlayers.allow(r) {
apiError(w, http.StatusTooManyRequests, "Too many new players, try again in a minute")
return "", false
@@ -660,10 +588,7 @@ func (s *server) apiUser(w http.ResponseWriter, r *http.Request) (userID string,
return "", false
}
created = true
} else if banned, err := isBanned(ctx, s.db, userID); err != nil {
apiServerError(w, err)
return "", false
} else if banned {
} else if isBanned(ctx, s.db, userID) {
apiError(w, http.StatusForbidden, "This account is suspended")
return "", false
}
@@ -675,11 +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
// request's include= and catalog= (see apiStateWith).
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 {
return nil, err
}
page, err := s.apiPageFor(ctx, state, v)
page, err := s.apiPageFor(ctx, state, v.resolve(state))
if err != nil {
return nil, err
}
@@ -688,12 +613,6 @@ func (s *server) apiPage(ctx context.Context, userID string, v View, get func(st
// apiPageFor builds the page for a resolved view, with what the server loads for it.
func (s *server) apiPageFor(ctx context.Context, state *State, v View) (*Page, error) {
if v.Section == "moons" {
// The moon view is the only one that shows a description (loadState leaves them out).
if err := loadMoonDescription(ctx, s.db, state, v.Moon); err != nil {
return nil, err
}
}
page := state.page(v)
if err := s.loadRanking(ctx, page); err != nil {
return nil, err
@@ -706,7 +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.
func (s *server) apiStateWith(ctx context.Context, page *Page, get func(string) string) (*APIState, error) {
page.Banner = s.banner(ctx)
page.Admin = s.isAdmin(page.S.UserID)
var extra []*Page
for _, section := range apiIncludes(get("include")) {
if section == page.V.Section {
@@ -780,7 +698,7 @@ func (s *server) handleAPIState(w http.ResponseWriter, r *http.Request) {
writeJSON(w, http.StatusOK, APIResponse{OK: true, UserID: userID, New: created, State: state})
}
// handleAPIAction is POST /api/act/{action}: runs an action (runAction) and
// handleAPIAction is POST /api/act/{action}: runs an action like POST /act/{action} and
// answers with the toast and the state after it. A rule violation is a 422 (with the state).
func (s *server) handleAPIAction(w http.ResponseWriter, r *http.Request) {
get, err := apiParams(r)
@@ -788,42 +706,14 @@ func (s *server) handleAPIAction(w http.ResponseWriter, r *http.Request) {
apiError(w, http.StatusBadRequest, "Bad request")
return
}
ctx := r.Context()
action := r.PathValue("action")
var userID string
var created bool
var res actionResult
var saveCode *APISaveCode
switch action {
case "restore":
// Switches to the save code's player (savecode.go); no current player needed.
if userID = s.apiRestore(w, r, get("code")); userID == "" {
return
}
res = actionResult{Action: action, Message: "Welcome back"}
case "save-code":
if userID, created = s.apiUser(w, r); userID == "" {
return
}
code, made, err := makeSaveCode(ctx, s.db, userID)
if err != nil {
apiServerError(w, err)
return
}
saveCode = &APISaveCode{Code: code, MadeAt: made.UnixMilli()}
res = actionResult{Action: action, Message: "Save code made", View: viewFromForm(get)}
default:
if userID, created = s.apiUser(w, r); userID == "" {
return
}
res, err = s.runAction(ctx, userID, action, get)
}
if errors.Is(err, errUnknownAction) {
apiError(w, http.StatusNotFound, "Unknown action")
userID, created := s.apiUser(w, r)
if userID == "" {
return
}
if errors.Is(err, errForbidden) {
apiError(w, http.StatusForbidden, "Missing permission")
ctx := r.Context()
res, err := s.runAction(ctx, userID, r.PathValue("action"), get)
if errors.Is(err, errUnknownAction) {
apiError(w, http.StatusNotFound, "Unknown action")
return
}
if err != nil {
@@ -846,28 +736,19 @@ func (s *server) handleAPIAction(w http.ResponseWriter, r *http.Request) {
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 {
apiServerError(w, err)
return
}
toast := res.toast(state)
page, err := s.apiPageFor(ctx, state, v)
page, err := s.apiPageFor(ctx, state, res.View.resolve(state))
if err != nil {
apiServerError(w, err)
return
}
resp := APIResponse{OK: !toast.Error, UserID: userID, New: created, ClientSeq: apiSeq(get("clientSeq")),
Toast: &APIToast{Message: toast.Message, Error: toast.Error, Kind: toast.Kind}, SaveCode: saveCode}
if !toast.Error && res.Action == "sell" {
// After the first sale, once: where the save code is (savecode.go).
if nudge, err := saveCodeNudge(ctx, s.db, userID); err != nil {
apiServerError(w, err)
return
} else if nudge {
resp.Notice = &APINotice{Kind: "save-code", Text: saveCodeNudgeText}
}
}
Toast: &APIToast{Message: toast.Message, Error: toast.Error, Kind: toast.Kind}}
if !toast.Error {
if res.BoughtTool != "" {
resp.BuyModal = apiBuyModal(state.buySuggestions(res.BoughtTool))
+463
View File
@@ -0,0 +1,463 @@
# Moon Miners JSON API
For game clients other than the htmx page (the Defold client). Same state and rules as the
web game: `GET /api/state` is built from the same view models as `GET /`, and
`POST /api/act/<action>` runs the same code as `POST /act/<action>` (`runAction` in
server.go), onboarding gates included. Code: `api.go`.
Conventions:
- Times are unix milliseconds (`null` when unset), durations seconds. `state.now` is the
server's clock: compute time left as `end - now` (plus the time since the response).
- Amounts and prices are raw numbers; the client formats them (currency symbol ₥, see
[Texts](#texts) for the web's formats).
- Reasons are codes, each with the web's player-facing text next to it (`why` and
`whyText`, `noSale` and `noSaleText`, …), and actions the web confirms carry the dialog's
words (`confirm`, see [Texts](#texts)). Other display text: names, descriptions, toast
messages, banner text and the few labels listed with their fields.
## Auth
The player id is read from the `X-MM-User` header, else the `mm_user` cookie. If neither
names an existing player, a new one is created (at most 10 per minute per IP, else
`429`), with `newPlayer: true` in the body. Every successful response returns the id in
the `X-MM-User` header, the `mm_user` cookie and `userId`; store it and send it back.
Banned players get `403`.
## GET /api/state
Query params (all optional, same as the web URL): `s` (section: `moons`, `equipment`,
`market`, `store`, `refinery`, `advisors`, `leaderboard`, `help`, `new-moon`), `moon`,
`well`, `list=past` (show a mined-out moon), `pick` (market: selected quote), `drill`.
`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
like the web (`state.view` is the resolved view). Opening a revealed section with `s=`
clears its shine.
`catalog`: `0` leaves `state.catalog` out; the `catalogVersion` of the catalog the client
has leaves it out while it's unchanged (it changes when admins change the config). Without
it the catalog comes as before. `state.catalogVersion` is always there.
Response `200`: `{ok: true, userId, newPlayer?, state}`.
## POST /api/act/&lt;action&gt;
Body: form (`application/x-www-form-urlencoded`) or a JSON object (strings, numbers,
booleans; `true` is sent as `"1"`, `false` as unset). Query params work too. Include the
current view (`s`, `moon`, `well`, …, `include` and `catalog`) to get the state for it back.
`clientSeq` (optional, any string or integer) comes back as `clientSeq` in the response
(an integer comes back as a number, so `"007"` becomes `7`), on 200 and 422, so a client can match responses to the
predictions it queued.
Core-loop actions and their params:
| action | params | notes |
|---|---|---|
| `buy-moon` | – | view moves to the new moon |
| `stake` | `tool` (tool id), `target` (well id) | deploy; any idle copy of the tool may be used |
| `claim` | `claim-well` or `claim-moon` or `claim-wide` (moon id), `redeploy=1` | no scope: claim all (needs `unlocked["claim-all"]`); `redeploy` needs `unlocked.redeploy` |
| `redrill` | `redrill-well` (well id) | redeploy idle tools that last mined the well |
| `sell` | `resource`, `amount` or `all=1` | resources and refined items |
The other sections' actions:
| action | params | notes |
|---|---|---|
| `buy-tool` | `id` (store item id) | response has `buyModal` |
| `upgrade` | `tool` (tool id) | `drill=` follows the copy upgraded |
| `sell-tool` | `tool` | idle, nothing to claim, not the last tool (`noSale`) |
| `buy-attachment` | `item` (attachment name) | |
| `equip`, `unequip` | `item` (attachment name), `to` (tool id) | `drill=` follows the copy used |
| `sell-attachment` | `item` | a spare one |
| `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 | |
| `buy-slot` | – | refinery slot |
| `hire` | `advisor` (name) | needs a free seat |
| `buy-seat` | – | advisor seat |
| `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 |
Responses:
- `200` `{ok: true, userId, clientSeq?, toast: {message, error: false, kind}, fx: {kind, finished, credits}, reveal?, buyModal?, state}`.
`kind` is the action (for sounds and effects); `finished` lists moons the action mined
out; `credits` is what a market sale earned. `reveal` (after `buy-moon`) and `buyModal`
(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}`.
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,
`500` `{ok: false, error: "Something went wrong"}`.
## GET /api/moon-settings
The procedural-moon look tuned by admins on `/utils/moons` (no player needed): the saved
JSON object, or `null` when none is saved. Merge it over the defaults (`DEFAULTS` in
`web/static/js/terrain.js`; unknown keys and wrong types are ignored, see
`mergeSettings`), then build each moon from its id like `terrain.js` does. Cache it for the
session; the web page also reads it once per page load.
## State
| key | |
|---|---|
| `userId`, `now` | |
| `view` | `{section, moon, well, past, pick, drill}`, resolved |
| `credits` | balance |
| `resources`, `refined` | `[{name, amount}]` |
| `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 |
| `shine` | revealed sections not opened yet |
| `ready`, `idle`, `nextEnd` | finished drills (all moons), idle tools, soonest drill end |
| `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") |
| `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) |
| `stakes` | every running or unclaimed drill: `{id, moonId, wellId, toolId, resource, amount, reach, start, end, durationSecs, ready, take, covers?}` |
| `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` |
| `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, 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 `""`) |
| `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) |
| `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%") |
| `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}], 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=` |
Section blocks (`equipment`, `store`, `refinery`, `advisors`, `leaderboard`, `help`,
`newMoon`) are left out unless their section is the view's (`s=`) or in `include=`.
Codes and texts: where the web shows a reason (why a button is disabled), the API gives a
short code, listed with each field, and the web's text next to it.
## Sections
### equipment (`s=equipment`)
```
{tools: [{id, storeItemId, name, code, image, tier, maxTier, count, idle, reach, cycleSecs, yield,
attachments, slots, freeSlots, selected, stake, next, preview, ladder, resale, noSale, bonus, gear}],
drill}
```
- 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.
- `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}],
canAfford, blocked, short, blockedText, shortText}`; `blocked` is `credits` or `parts`
(`""` when it can be bought), `short` the credits missing; `blockedText` the button's
tooltip ("Need ₥750 more", "Need 2 Dusk Alloy (you have 0). Make it in the Refinery"),
`shortText` the line under it when credits are short.
- `preview`: what the next tier changes, with the player's bonuses now: `{tier, yieldFrom,
yieldTo, secsFrom, secsTo, reachFrom, reachTo, rateFrom, rateTo, cost, paybackSecs}`
(`rate` is credits per hour; `paybackSecs` null if it never pays back).
- `ladder`: every tier `[{tier, cycleSecs, yield, reach, rate, current, next}]`.
- `resale`: what it sells for; `noSale`: `only-tool`, `claim-first`, `mining` or `""`,
`noSaleText` its text ("Claim its haul first").
- `bonus`: `{speed, yield}` from advisors and its attachments (capped); `gear` the
attachments `[{name, image, effect}]`.
- `drill` (with `drill=<tool id>`, else `null`): the drill panel `{toolId, slots: [{n,
attachment}], spares: [{name, count, cycleSecs, yield, canEquip, why, whyText, price, resale,
confirm}], mining, resale, noSale, noSaleText, confirm, idleSame, idleBest, deployTo, ladder,
gear}`. `attachment` is `""` for an empty slot (unequip with `item=<name>&to=<toolId>`); a
spare's `cycleSecs`/`yield` are the drill's with it equipped, `why` is `fitted` (one is on
already) or `full`; `confirm` (panel) is the sell-tool dialog, a spare's the
sell-attachment one. `gear[].effectText` e.g. "+20% speed". While it mines, `idleSame` idle tools of its type, `idleBest` the one to deploy
and `deployTo` its best well (a suggestion, as in `buyModal`).
### store (`s=store`)
```
{tools: [{storeItemId, name, code, image, description, price, canAfford, owned, yield, cycleSecs, reach, rate, bestRate, whyText}],
attachments: [{name, image, description, effect: {speed, yield}, effectText, price, canAfford, spare, equipped, resale, whyText}]}
```
`whyText`: the disabled Buy button's tooltip ("Need ₥1,400 more"), `""` when affordable.
`yield` and `cycleSecs` are the base stats the card shows; `rate` is credits per hour it
would earn with the player's advisors, `bestRate` the same for their best tool (0: none).
### refinery (`s=refinery`)
```
{slots: [{n, job: {id, slot, item, qty, start, end, ready, progress} | null}], slotCount, maxSlots,
nextSlot, nextSlotPrice, canBuySlot, free, ready, maxBatch,
recipes: [{item, tier, seconds, price, sellPrice, inputs: [{name, need, have}], inputValue, gain,
maxQty, bulkQty, bulkSecs, bulkBonus, owned, why, whyText}],
stock: [{name, amount}], buySlot, buySlotWhyText}
```
`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
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
inputs"). `buySlot` is the buy-slot dialog (`null` at the cap), `buySlotWhyText` why
"+ Slot" is disabled. Refined items sell through `sell` like resources.
### advisors (`s=advisors`)
```
{seats, hired, maxSeats, nextSeat, nextSeatPrice, canBuySeat, seatFree, bonuses, buySeat, buySeatWhyText,
advisors: [{name, title, image, description, price, effect: {speed, yield, sell, refine}, effectText, hired, canAfford,
canHire, why, whyText}]}
```
`buySeat` is the buy-seat dialog (`null` at the cap), `buySeatWhyText` why "+ Seat" is
disabled. An advisor's `why`: `hired` ("On your board"), `seats` ("All seats taken. Buy
another seat first"), `credits` ("Need ₥X more") or `""`.
### leaderboard (`s=leaderboard`)
`{players, top: [{rank, name, credits, me}], you, me: {rank, credits}}`: `you` is the
player's row when they're not in `top` (else `null`); `me` their place either way.
### help (`s=help`)
`{steps: [string], note, newGame}`: the "How to play" steps (the web's text; `note` says
progress is saved on this device). Its button is `new-game`, `newGame` its dialog.
### newMoon (`s=new-moon`)
`{price, canAfford, after, need, types, resources, wellsMin, wellsMax, whyText}`: `after` the
balance after buying, `need` the credits missing, `whyText` why the button is disabled, `types` the moon types it can roll,
`resources` what its wells can hold. Buy with `buy-moon`.
### reveal (in the `buy-moon` response)
```
{moonId, name, kind, description, rating, headline, sub,
worth, multiple, traits: [string], maxSupply, fullAt, wells: [{id, resource, supply, full}]}
```
`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
`fullAt`.
### buyModal (in the `buy-tool` response)
`{toolId, storeItemId, cycleSecs, yield, reach, noMoons, allEmpty, suggestions: [{moonId,
moonName, wellId, resource, supply, credits, perMin, idle, reason}]}`: up to 3 wells to
deploy the new tool on (`stake` with `tool=<toolId>&target=<wellId>`), best first;
`reason` `best-value`, `most-supply`, `no-drill` or `shared`, `reasonText` its text
("Highest value").
### moon.sale (with `s=moons`, once `unlocked.store`)
```
{total, market, replace, delta, capped, factor, lines: [{resource, supply, rate, value}],
last, running, ready, holdEnd, canSell, why, whyText, confirm}
```
`total` is the offer (`market` × `factor`, capped), `replace` a new moon's price after the
sale, `delta` = total − replace; `ready` finished drills are claimed in the sale.
`why`: `last` (only moon), `running` (drills on it), `hold` (sellable at `holdEnd`) or `""`;
`whyText` the web's text ("Wait for 2 drills to finish", "Just bought: you can sell it in
4:27", at `now`); `confirm` the sell-moon dialog.
### market chart (`s=market`)
`market.chart`: `{item, start, step, prices}`, the selected quote's 24h market rate (before
events, advisors and pressure), one point every `step` ms from `start` (289 points, the last
is now). Each quote's `spark` is every 3rd point plus the last (the web's sparkline).
## Texts
Confirm dialogs (`confirm`, `buySlot`, `buySeat`, `newGame`): `{title, text, ok, danger}`,
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
attachments go back to your inventory.", "ok": "Sell for ₥750", "danger": true}`. Texts with
a time in them (`whyText` of a held moon, a banner's `left`) are as of `state.now`.
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
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
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.").
The web's formats:
- credits: `₥` + the amount with thousands commas and up to 2 decimals (`₥1,234.5`);
amounts the same without `₥`. Compact (per hour): `₥1.2M`, `₥45k`, `₥1.5k`, else whole.
- cycles: `3s`, `2m`, `2m 30s`; longer spans `2h 5m`. Countdowns `m:ss`, `h:mm:ss`.
- banner time left: `2d 4h left`, `3h 20m left`, `45m left`.
- bonuses: `+` and the percent with one decimal at most (`+10%`, `+12.5%`).
## Prediction
The client may show results before the server answers; the next state replaces them.
- Stake: a drill takes `tool.cycleSecs` and gets `tool.yield` (× `rules.boosts.yield` of
the well's resource, if any). Each stake carries `start`, `end` and `take` (what claiming
it would get now).
- Sell: `amount` units pay `amount × unpressed × avg`, with
`avg = floor + (1 − floor) × scale × (e^(−p/scale) − e^(−(p+d)/scale)) / d`,
`p` the quote's `pressure`, `d = amount × base` and `floor`, `scale` from
`rules.pressure` (`avg` is `factor` when `d` is 0). `sellAll` is that for the whole
balance. Pressure then becomes `min(p + d, rules.pressure.cap)` and halves every
`halfLifeSecs`.
- Refine: a batch of `qty` takes `round(seconds × qty^bulkExponent / speed)` seconds
(`seconds` per recipe, the rest in `rules.refinery`).
- Every response's `state.now` is the server clock; `clientSeq` matches a response to its
request.
## Example
```
POST /api/act/stake
X-MM-User: 29dea5d5-709d-4c55-a269-cd90e4379fe9
Content-Type: application/json
{"tool": "0fbfcb4f-…", "target": "b9d643c4-…", "moon": "54daa782-…", "well": "b9d643c4-…", "clientSeq": 12}
```
```json
{
"ok": true,
"userId": "29dea5d5-709d-4c55-a269-cd90e4379fe9",
"clientSeq": 12,
"toast": {"message": "Drill deployed", "error": false, "kind": "stake"},
"fx": {"kind": "stake", "finished": [], "credits": 0},
"state": {
"userId": "29dea5d5-709d-4c55-a269-cd90e4379fe9",
"now": 1792391815265,
"view": {"section": "moons", "moon": "54daa782-…", "well": "b9d643c4-…", "past": false, "pick": "", "drill": ""},
"credits": 1644.63,
"resources": [{"name": "Azurium", "amount": 0}, {"name": "Nebulance", "amount": 0}],
"refined": [],
"moonPrice": 400,
"unlocked": {"moons": true, "equipment": true, "market": true, "store": true, "refinery": false, "advisors": false,
"leaderboard": true, "help": true, "new-moon": true, "claim-all": false, "redrill": true, "redeploy": true},
"shine": ["equipment", "store"],
"ready": 0, "idle": 0, "nextEnd": 1792391819259,
"moons": [{"id": "54daa782-…", "name": "Acheris XII", "kind": "Plutargos", "rating": {"tier": "fair", "label": "Fair", "stars": 2, "pct": 30, "top": 70},
"wells": [{"id": "b9d643c4-…", "resource": "Nebulance", "supply": 47}],
"drills": 1, "ready": 0, "over": false, "selected": true, "createdAt": 1792391738240,
"finished": false, "finishedAt": null}],
"past": [],
"tools": [{"id": "0fbfcb4f-…", "storeItemId": 1, "name": "Prospector Drone PD-1", "code": "PD-1",
"image": "/static/assets/items/shovel.png", "tier": 0, "maxTier": 5,
"reach": 1, "cycleSecs": 4, "yield": 2, "attachments": [], "stakeId": "efc5071d-…"}],
"stakes": [{"id": "efc5071d-…", "moonId": "54daa782-…", "wellId": "b9d643c4-…", "toolId": "0fbfcb4f-…",
"resource": "Nebulance", "amount": 2, "reach": 1, "start": 1792391815259, "end": 1792391819259,
"durationSecs": 4, "ready": false, "take": 2}],
"moon": {"id": "54daa782-…", "name": "Acheris XII", "kind": "Plutargos", "description": "A bleached mauve satellite …",
"rating": {"tier": "fair", "label": "Fair", "stars": 2, "pct": 30, "top": 70}, "finished": false, "ready": 0, "nextEnd": 1792391819259,
"wells": [{"id": "b9d643c4-…", "resource": "Nebulance", "supply": 47,
"drills": [{"id": "efc5071d-…", "…": "…", "gets": 2, "here": 2, "state": "ok", "fate": "Prospector Drone PD-1 T0: +2"}],
"ready": 0, "readyAmount": 0, "nextEnd": 1792391819259, "cap": 47, "label": "PD-1 T0", "wide": [],
"selected": true, "redrill": 0, "demand": 2, "remain": 45, "dryAfter": 0, "dryAt": null}],
"wide": null},
"well": {"id": "b9d643c4-…", "resource": "Nebulance", "rate": 11.157, "idle": [], "better": null},
"market": {"quotes": [{"item": "Azurium", "refined": false, "balance": 0, "price": 6.864, "rate": 6.864, "boost": 1,
"advisor": 1, "pressure": 0, "factor": 1, "open": 6.899, "change": -0.501,
"high": 7.151, "low": 5.786, "value": 0}],
"selected": "Azurium", "total": 0},
"banner": [],
"showNav": true, "jobs": [], "bonuses": [], "liveEvents": [],
"rules": {"wellSupplyMax": 90, "maxSupply": 90, "slotsPerTool": 2, "…": "…"},
"catalog": {"tools": ["…"], "attachments": ["…"], "advisors": ["…"], "resources": ["…"], "refined": ["…"], "reach": ["…"]},
"catalogVersion": "7d983412e77a3dde"
}
}
```
## Section examples
From a live server (long ids and arrays shortened).
`GET /api/state?s=equipment&drill=7e40…`, `state.equipment`:
```json
{"tools": [{"id": "7e40…", "storeItemId": 1, "name": "Prospector Drone PD-1", "code": "PD-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,
"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,
"rateFrom": 24015.57, "rateTo": 32020.76, "cost": 900, "paybackSecs": 404.7},
"ladder": [{"tier": 0, "cycleSecs": 3, "yield": 2, "reach": 1, "rate": 16010.38, "current": false, "next": false}, "…"],
"resale": 1175, "noSale": "", "bonus": {"speed": 1.2, "yield": 1},
"gear": [{"name": "Turbo Core", "image": "/static/assets/attachments/turbo-core.png", "effect": {"speed": 1.2, "yield": 1}}]}],
"drill": {"toolId": "7e40…", "slots": [{"n": 1, "attachment": "Turbo Core"}, {"n": 2, "attachment": ""}],
"spares": [{"name": "Diamond Bit", "count": 1, "cycleSecs": 3, "yield": 2.3, "canEquip": true, "why": "",
"price": 4000, "resale": 2000}],
"mining": false, "resale": 750, "noSale": "", "idleSame": 0, "idleBest": "", "deployTo": null,
"ladder": ["…"], "gear": ["…"]}}
```
`s=store`, `state.store`:
```json
{"tools": [{"storeItemId": 1, "name": "Prospector Drone PD-1", "code": "PD-1", "image": "/static/assets/items/shovel.png",
"description": "A hovering scout drone that skims ore off the surface.", "price": 1500, "canAfford": true,
"owned": 1, "yield": 2, "cycleSecs": 4, "reach": 1, "rate": 12007.78, "bestRate": 12007.78}, "…"],
"attachments": [{"name": "Turbo Core", "image": "/static/assets/attachments/turbo-core.png",
"description": "An overdriven motor core. Runs hot, cycles fast.", "effect": {"speed": 1.2, "yield": 1},
"price": 3000, "canAfford": true, "spare": 0, "equipped": 0, "resale": 1500}, "…"]}
```
`s=refinery`, `state.refinery`:
```json
{"slots": [{"n": 1, "job": {"id": "1155…", "slot": 1, "item": "Dusk Alloy", "qty": 3, "start": 1792402355103,
"end": 1792402357103, "ready": false, "progress": 0.004}}],
"slotCount": 1, "maxSlots": 4, "nextSlot": 2, "nextSlotPrice": 1500, "canBuySlot": true, "free": 0, "ready": 0, "maxBatch": 25,
"recipes": [{"item": "Dusk Alloy", "tier": 1, "seconds": 1, "price": 30, "sellPrice": 29.52,
"inputs": [{"name": "Shadowstone", "need": 2, "have": 494}, {"name": "Sollux", "need": 2, "have": 494}],
"inputValue": 15, "gain": 100, "maxQty": 25, "bulkQty": 25, "bulkSecs": 7, "bulkBonus": 72.4,
"owned": 0, "why": "busy"}, "…"],
"stock": []}
```
`s=advisors`, `state.advisors`:
```json
{"seats": 1, "hired": 0, "maxSeats": 4, "nextSeat": 2, "nextSeatPrice": 10000, "canBuySeat": true, "seatFree": true,
"bonuses": [],
"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,
"effect": {"speed": 1.1, "yield": 1, "sell": 1, "refine": 1}, "hired": false, "canAfford": true,
"canHire": true}, "…"]}
```
`s=leaderboard`: `{"players": 2, "top": [{"rank": 1, "name": "…", "credits": 73579.5, "me": true}, "…"], "you": null, "me": {"rank": 1, "credits": 73579.5}}`
`s=new-moon`, `state.newMoon`:
```json
{"price": 400, "canAfford": true, "after": 73179.5, "need": 0, "types": ["Caelusium", "Argentis", "…"],
"resources": ["Azurium", "Nebulance", "Novafor", "Shadowstone", "Sollux"], "wellsMin": 2, "wellsMax": 5}
```
`POST /api/act/buy-moon`, `reveal`:
```json
{"moonId": "9b79…", "name": "Lithara-η", "kind": "Lumineer", "description": "…",
"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,
"traits": [], "maxSupply": 90, "fullAt": 84,
"wells": [{"id": "92cf…", "resource": "Azurium", "supply": 37, "full": false}, "…"]}
```
`POST /api/act/buy-tool`, `buyModal`:
```json
{"toolId": "e79d…", "storeItemId": 1, "cycleSecs": 4, "yield": 2, "reach": 1, "noMoons": false, "allEmpty": false,
"suggestions": [{"moonId": "9b79…", "moonName": "Lithara-η", "wellId": "92cf…", "resource": "Azurium", "supply": 37,
"credits": 13.6, "perMin": 204.0, "idle": true, "reason": "best-value"}, "…"]}
```
`s=moons&moon=…`, `state.moon.sale`:
```json
{"total": 91, "market": 919.54, "replace": 400, "delta": -309, "capped": false, "factor": 0.1,
"lines": [{"resource": "Nebulance", "supply": 64, "rate": 10.55, "value": 675.48}, "…"],
"last": false, "running": 0, "ready": 0, "holdEnd": 1792402983084, "canSell": false, "why": "hold"}
```
`s=market&pick=Azurium`, `state.market` (one quote):
```json
{"selected": "Azurium", "held": 6, "best": "Cryo Cell", "worst": "Dusk Alloy", "total": 17038.73,
"chart": {"item": "Azurium", "start": 1792315800000, "step": 300000, "prices": [7.03, "… 289 points"]},
"quotes": [{"item": "Azurium", "refined": false, "balance": 500, "price": 6.80, "rate": 6.80, "boost": 1, "advisor": 1,
"pressure": 0, "factor": 1, "open": 7.03, "change": -3.33, "high": 7.15, "low": 5.79, "value": 3400.28,
"symbol": "AZU", "unpressed": 6.80, "base": 6.5, "sellAll": 3384.06, "spark": [7.03, "… 97 points"]}, "…"]}
```
+277 -339
View File
@@ -9,31 +9,33 @@ import (
"crypto/sha256"
"encoding/hex"
"encoding/json"
"fmt"
"math"
"strings"
)
// Image URLs, as the templates build them.
const (
itemImages = "/static/assets/items/"
advisorImages = "/static/assets/advisors/"
itemImages = "/static/assets/items/"
attachmentImages = "/static/assets/attachments/"
advisorImages = "/static/assets/advisors/"
)
// ------------------------------------------------------------------ always present
// APICatalog is the static game data: every tool (with its upgrade tracks), advisor,
// resource and refined item with its image and color.
// APICatalog is the static game data: every tool, attachment, advisor, resource and
// refined item with its image and color.
type APICatalog struct {
Tools []APICatalogTool `json:"tools"`
Advisors []APICatalogAdvisor `json:"advisors"`
Resources []APICatalogResource `json:"resources"`
Refined []APICatalogRefined `json:"refined"`
Reach []APIReachText `json:"reach"` // the web's wording of a reach, 1 up to the whole moon
Tools []APICatalogTool `json:"tools"`
Attachments []APICatalogAttachment `json:"attachments"`
Advisors []APICatalogAdvisor `json:"advisors"`
Resources []APICatalogResource `json:"resources"`
Refined []APICatalogRefined `json:"refined"`
Reach []APIReachText `json:"reach"` // the web's wording of a reach, 1 up to the whole moon
}
// APIReachText is how the web words a tool's reach (wells one cycle mines): label on cards
// ("Mines 3 wells", "Strips the whole moon"; "" for one), short on deploy cards ("3 wells",
// "whole moon"; "" for one), wells ("1 well", "whole moon"). A reach at or
// "whole moon"; "" for one), wells in the tier ladder ("1 well", "whole moon"). A reach at or
// above the last entry's is the whole moon.
type APIReachText struct {
Reach int `json:"reach"`
@@ -43,31 +45,25 @@ type APIReachText struct {
}
type APICatalogTool struct {
StoreItemID int `json:"storeItemId"`
Name string `json:"name"`
Code string `json:"code"` // e.g. "PD-1"
Image string `json:"image"`
Description string `json:"description"`
Price float64 `json:"price"`
Yield float64 `json:"yield"` // base (level 0)
CycleSecs float64 `json:"cycleSecs"` // base
Reach int `json:"reach"`
Tracks []APICatalogTrack `json:"tracks"` // yield, then cycle
StoreItemID int `json:"storeItemId"`
Name string `json:"name"`
Code string `json:"code"` // e.g. "PD-1"
Image string `json:"image"`
Description string `json:"description"`
Price float64 `json:"price"`
Yield float64 `json:"yield"` // base, tier 0
CycleSecs int `json:"cycleSecs"` // base
Reach int `json:"reach"` // tier 0
Tiers []APITierUp `json:"tiers"` // upgrades, tier 1 on
}
// APICatalogTrack is one of a tool's upgrade tracks: its levels from 1, each setting the
// track's value (yield per cycle, or cycle seconds) before bonuses.
type APICatalogTrack struct {
Kind string `json:"kind"` // yield, cycle (upgrade with track=<kind>)
Name string `json:"name"`
Levels []APITrackLevel `json:"levels"`
}
type APITrackLevel struct {
Level int `json:"level"`
Value float64 `json:"value"`
Price float64 `json:"price"`
Parts []APIAmount `json:"parts"` // refined items it uses up
type APITierUp struct {
Tier int `json:"tier"`
Price float64 `json:"price"`
ClaimBoost float64 `json:"claimBoost"`
Reach int `json:"reach"` // wells per cycle from this tier on
Parts []APIAmount `json:"parts"` // refined items it uses up
Image string `json:"image"` // the tool's image at this tier
}
type APIEffect struct {
@@ -77,6 +73,16 @@ type APIEffect struct {
Refine float64 `json:"refine,omitempty"`
}
type APICatalogAttachment struct {
Name string `json:"name"`
Image string `json:"image"`
Description string `json:"description"`
Price float64 `json:"price"`
Resale float64 `json:"resale"`
Effect APIEffect `json:"effect"`
EffectText string `json:"effectText"` // e.g. "+20% speed"
}
type APICatalogAdvisor struct {
Name string `json:"name"`
Title string `json:"title"`
@@ -133,23 +139,26 @@ func apiNeed(need map[string]float64) []APIAmount {
func apiCatalog(s *State) *APICatalog {
c := cfg()
cat := &APICatalog{Tools: []APICatalogTool{}, Advisors: []APICatalogAdvisor{},
cat := &APICatalog{Tools: []APICatalogTool{}, Attachments: []APICatalogAttachment{}, Advisors: []APICatalogAdvisor{},
Resources: []APICatalogResource{}, Refined: []APICatalogRefined{}, Reach: []APIReachText{}}
for i := range s.Config.StoreItems {
item := &s.Config.StoreItems[i]
t := APICatalogTool{StoreItemID: item.ID, Name: item.Name, Code: toolCode(item.Name), Image: itemImages + item.Image,
Description: item.Description, Price: item.Price, Yield: item.ClaimAmount,
CycleSecs: float64(item.CompletionTimeInSecs), Reach: item.ToolReach(), Tracks: []APICatalogTrack{}}
for _, kind := range trackKinds {
tr := item.Track(kind)
ct := APICatalogTrack{Kind: kind, Name: tr.Name, Levels: []APITrackLevel{}}
for n, l := range tr.Levels {
ct.Levels = append(ct.Levels, APITrackLevel{Level: n + 1, Value: l.Value, Price: l.Price, Parts: apiNeed(l.Parts)})
}
t.Tracks = append(t.Tracks, ct)
Description: item.Description, Price: item.Price, Yield: item.ClaimAmount, CycleSecs: item.CompletionTimeInSecs,
Reach: max(1, item.ToolReach(0)), Tiers: []APITierUp{}}
for _, u := range item.Upgrades {
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)),
Image: itemImages + item.ImageAt(u.Tier)})
}
cat.Tools = append(cat.Tools, t)
}
for i := range c.Attachments.Items {
a := &c.Attachments.Items[i]
cat.Attachments = append(cat.Attachments, APICatalogAttachment{Name: a.Name, Image: attachmentImages + a.Image,
Description: a.Description, Price: a.Price, Resale: a.Resale(), Effect: effectOf(a.Speed, a.Yield, 0, 0),
EffectText: a.Effect()})
}
for i := range c.Advisors.Items {
a := &c.Advisors.Items[i]
cat.Advisors = append(cat.Advisors, APICatalogAdvisor{Name: a.Name, Title: a.Title, Image: advisorImages + a.Image,
@@ -196,8 +205,9 @@ type APIConfirm struct {
// APIRules are the numbers a client needs to predict results (api.md, Prediction).
type APIRules struct {
WellSupplyMax float64 `json:"wellSupplyMax"` // the default grade's biggest well (each moon has its maxSupply)
MaxSupply float64 `json:"maxSupply"` // the scale of the web's supply bars: the selected moon's grade
WellSupplyMax float64 `json:"wellSupplyMax"` // config max: a full reveal bar is this × the well scale
MaxSupply float64 `json:"maxSupply"` // the scale of the web's supply bars
SlotsPerTool int `json:"slotsPerTool"`
WellsMin int `json:"wellsMin"`
WellsMax int `json:"wellsMax"`
Pressure APIPressure `json:"pressure"`
@@ -205,7 +215,7 @@ type APIRules struct {
MoonResale MoonResale `json:"moonResale"`
EquipmentResale float64 `json:"equipmentResale"` // factor of the credit price
BonusCaps BonusCaps `json:"bonusCaps"`
Bonus APIEffect `json:"bonus"` // the advisors' bonus now, capped
Bonus APIEffect `json:"bonus"` // the advisors' bonus now, capped (tools add attachments)
Boosts map[string]APIMap `json:"boosts"` // live event multipliers: price, cycle, yield, by resource or "all"
}
@@ -219,20 +229,20 @@ type APIPressure struct {
}
type APIRefineryRules struct {
BulkLog float64 `json:"bulkLog"`
MaxBatch int `json:"maxBatch"`
Speed float64 `json:"speed"` // advisors' refine bonus × the cycle event for "all"
BulkExponent float64 `json:"bulkExponent"`
MaxBatch int `json:"maxBatch"`
Speed float64 `json:"speed"` // advisors' refine bonus × the cycle event for "all"
}
func apiRules(p *Page) *APIRules {
s, c := p.S, cfg()
b := s.Bonus()
lo, hi := s.wellCountRange()
r := &APIRules{WellSupplyMax: s.MoonGrade().WellSupplyMax, MaxSupply: p.MaxSupply,
lo, hi := wellCountRange()
r := &APIRules{WellSupplyMax: c.WellSupplyMax, MaxSupply: p.MaxSupply, SlotsPerTool: c.Attachments.SlotsPerTool,
WellsMin: lo, WellsMax: hi,
Pressure: APIPressure{Floor: c.MarketPressure.Floor, Scale: c.MarketPressure.Scale,
HalfLifeSecs: c.MarketPressure.HalfLifeSecs, Cap: pressureCap * c.MarketPressure.Scale},
Refinery: APIRefineryRules{BulkLog: c.Refinery.BulkLog, MaxBatch: c.Refinery.maxBatchAt(s.RefineryBatchLevel),
Refinery: APIRefineryRules{BulkExponent: c.Refinery.BulkExponent, MaxBatch: c.Refinery.MaxBatch,
Speed: b.Refine * s.CycleBoosts.For("all")},
MoonResale: c.MoonResale, EquipmentResale: c.EquipmentResale.Factor, BonusCaps: c.BonusCaps,
Bonus: APIEffect{Speed: b.Speed, Yield: b.Yield, Sell: b.Sell, Refine: b.Refine},
@@ -304,51 +314,47 @@ type APILiveEvent struct {
// ------------------------------------------------------------------ equipment
type APIEquipment struct {
Tools []APIToolRow `json:"tools"` // copies of a tool (same type and levels) grouped
// The upgrade ladders by ladderKey (store item and levels: every tool with those has
// the same), each track's by kind; a tool row names its own (ladderKey).
Ladders map[string]map[string][]APILadderStep `json:"ladders"`
Drill *APIDrillPanel `json:"drill"` // drill=<tool id>
Tools []APIToolRow `json:"tools"` // copies of a tool (same type, tier, attachments) grouped
Drill *APIDrillPanel `json:"drill"` // drill=<tool id>
}
type APIToolRow struct {
ID string `json:"id"` // the copy shown (selected, else an idle one, else the first to finish)
StoreItemID int `json:"storeItemId"`
Name string `json:"name"`
Code string `json:"code"`
Image string `json:"image"`
YieldLevel int `json:"yieldLevel"`
CycleLevel int `json:"cycleLevel"`
Count int `json:"count"`
Idle int `json:"idle"`
Reach int `json:"reach"`
CycleSecs float64 `json:"cycleSecs"`
Yield float64 `json:"yield"`
Selected bool `json:"selected"`
Stake *APIStake `json:"stake"` // the shown copy's drill
Tracks []APITrack `json:"tracks"` // yield, then cycle
LadderKey string `json:"ladderKey"` // its tracks' ladders in equipment.ladders
Resale float64 `json:"resale"`
NoSale string `json:"noSale"` // only-tool, claim-first, mining; "" can sell
NoSaleText string `json:"noSaleText"`
Bonus APIEffect `json:"bonus"` // advisors, capped
ID string `json:"id"` // the copy shown (selected, else an idle one, else the first to finish)
StoreItemID int `json:"storeItemId"`
Name string `json:"name"`
Code string `json:"code"`
Image string `json:"image"`
Tier int `json:"tier"`
MaxTier int `json:"maxTier"`
Count int `json:"count"`
Idle int `json:"idle"`
Reach int `json:"reach"`
CycleSecs int `json:"cycleSecs"`
Yield float64 `json:"yield"`
Attachments []string `json:"attachments"`
Slots int `json:"slots"`
FreeSlots int `json:"freeSlots"`
Selected bool `json:"selected"`
Stake *APIStake `json:"stake"` // the shown copy's drill
Next *APINextTier `json:"next"` // null at the max tier
Preview *APIPreview `json:"preview"`
Ladder []APITierRow `json:"ladder"`
Resale float64 `json:"resale"`
NoSale string `json:"noSale"` // only-tool, claim-first, mining; "" can sell
NoSaleText string `json:"noSaleText"`
Bonus APIEffect `json:"bonus"` // advisors and its attachments, capped
Gear []APIGearDetail `json:"gear"`
}
// APITrack is one of a tool's upgrade tracks: values are a stake's now (yield per cycle,
// or the cycle in seconds), with bonuses and live events.
type APITrack struct {
Kind string `json:"kind"` // yield, cycle: upgrade with tool=<id>&track=<kind>
Name string `json:"name"`
Level int `json:"level"`
Max int `json:"max"`
Value float64 `json:"value"`
Next *APINextLevel `json:"next"` // null at the top level
type APIGearDetail struct {
Name string `json:"name"`
Image string `json:"image"`
Effect APIEffect `json:"effect"`
EffectText string `json:"effectText"`
}
type APINextLevel struct {
Level int `json:"level"`
Value float64 `json:"value"`
Label string `json:"label"` // the button's track name and level, "Twin rotors 2"
type APINextTier struct {
Tier int `json:"tier"`
Price float64 `json:"price"`
Parts []APIPart `json:"parts"`
CanAfford bool `json:"canAfford"` // credits and parts
@@ -356,12 +362,8 @@ type APINextLevel struct {
Short float64 `json:"short"` // credits missing
// The web's texts: why the upgrade button is disabled (its tooltip) and the line under it
// when credits are short ("Need ₥X more").
BlockedText string `json:"blockedText"`
ShortText string `json:"shortText"`
RateFrom float64 `json:"rateFrom"` // credits per hour now and after it
RateTo float64 `json:"rateTo"`
Cost float64 `json:"cost"` // price plus the parts at sell value
PaybackSecs *float64 `json:"paybackSecs"` // null if it never pays back
BlockedText string `json:"blockedText"`
ShortText string `json:"shortText"`
}
type APIPart struct {
@@ -370,106 +372,148 @@ type APIPart struct {
Have float64 `json:"have"`
}
type APILadderStep struct {
Level int `json:"level"`
Value float64 `json:"value"`
Rate float64 `json:"rate"` // credits per hour
Price float64 `json:"price"` // 0 for level 0
Parts []APIPart `json:"parts"`
Current bool `json:"current"`
Next bool `json:"next"`
type APIPreview struct {
Tier int `json:"tier"`
YieldFrom float64 `json:"yieldFrom"`
YieldTo float64 `json:"yieldTo"`
SecsFrom int `json:"secsFrom"`
SecsTo int `json:"secsTo"`
ReachFrom int `json:"reachFrom"`
ReachTo int `json:"reachTo"`
RateFrom float64 `json:"rateFrom"` // credits per hour
RateTo float64 `json:"rateTo"`
Cost float64 `json:"cost"` // price plus the parts at sell value
PaybackSecs *float64 `json:"paybackSecs"` // null if it never pays back
}
type APITierRow struct {
Tier int `json:"tier"`
CycleSecs int `json:"cycleSecs"`
Yield float64 `json:"yield"`
Reach int `json:"reach"`
Rate float64 `json:"rate"` // credits per hour
Current bool `json:"current"`
Next bool `json:"next"`
}
type APIDrillPanel struct {
ToolID string `json:"toolId"`
Mining bool `json:"mining"`
Resale float64 `json:"resale"`
NoSale string `json:"noSale"`
NoSaleText string `json:"noSaleText"`
Confirm APIConfirm `json:"confirm"` // before sell-tool
IdleSame int `json:"idleSame"` // while it mines: idle tools of its type
IdleBest string `json:"idleBest"` // the one pickTool would deploy
DeployTo *APISuggestion `json:"deployTo"` // its best well
ToolID string `json:"toolId"`
Slots []APISlot `json:"slots"`
Spares []APISpare `json:"spares"`
Mining bool `json:"mining"`
Resale float64 `json:"resale"`
NoSale string `json:"noSale"`
NoSaleText string `json:"noSaleText"`
Confirm APIConfirm `json:"confirm"` // before sell-tool
IdleSame int `json:"idleSame"` // while it mines: idle tools of its type
IdleBest string `json:"idleBest"` // the one pickTool would deploy
DeployTo *APISuggestion `json:"deployTo"` // its best well
Ladder []APITierRow `json:"ladder"`
Gear []APIGearDetail `json:"gear"`
}
func apiParts(rows []PartRow) []APIPart {
out := []APIPart{}
for _, p := range rows {
out = append(out, APIPart{Name: p.Name, Need: p.Need, Have: p.Have})
}
return out
type APISlot struct {
N int `json:"n"`
Attachment string `json:"attachment"` // "" empty; unequip with item=<name>&to=<toolId>
}
func apiTracks(s *State, rows []TrackRow) []APITrack {
out := []APITrack{}
type APISpare struct {
Name string `json:"name"`
Count int `json:"count"`
CycleSecs int `json:"cycleSecs"` // the drill's stats with it equipped
Yield float64 `json:"yield"`
CanEquip bool `json:"canEquip"`
Why string `json:"why"` // fitted, full
WhyText string `json:"whyText"`
Price float64 `json:"price"`
Resale float64 `json:"resale"`
Confirm APIConfirm `json:"confirm"` // before sell-attachment
}
func apiTierRows(rows []TierRow) []APITierRow {
out := []APITierRow{}
for _, r := range rows {
t := APITrack{Kind: r.Kind, Name: r.Name, Level: r.Level, Max: r.Max, Value: r.Value}
if n := r.Next; n != nil {
next := &APINextLevel{Level: r.Level + 1, Value: r.NextValue, Label: r.Label(), Price: n.Price,
Parts: apiParts(r.Parts), CanAfford: r.CanAfford, Short: max(0, n.Price-s.Balance),
BlockedText: r.Missing, ShortText: r.Short, RateFrom: r.RateFrom, RateTo: r.RateTo, Cost: r.Cost}
for _, part := range r.Parts {
if !part.OK() && next.Blocked == "" {
next.Blocked = "parts"
}
}
if next.Short > 0 {
next.Blocked = "credits"
}
if gain := r.RateGain(); gain > 0 {
secs := r.Cost / gain * 3600
next.PaybackSecs = &secs
}
t.Next = next
}
out = append(out, t)
out = append(out, APITierRow{Tier: r.Tier, CycleSecs: r.Secs, Yield: r.Yield, Reach: r.Reach, Rate: r.Rate,
Current: r.Current, Next: r.Next})
}
return out
}
// ladderKey names a tool's ladders: "<store item>:<yield level>:<cycle level>".
func ladderKey(storeItemID int, lv Levels) string {
return fmt.Sprintf("%d:%d:%d", storeItemID, lv.Yield, lv.Cycle)
}
// apiLadders are the item's ladders at the levels, by kind (the tracks it has).
func apiLadders(s *State, item *StoreItem, lv Levels, tracks []TrackRow) map[string][]APILadderStep {
out := map[string][]APILadderStep{}
for _, r := range tracks {
steps := []APILadderStep{}
for _, st := range s.trackLadder(item, lv, r.Kind) {
steps = append(steps, APILadderStep{Level: st.Level, Value: st.Value, Rate: st.Rate, Price: st.Price,
Parts: apiParts(st.Parts), Current: st.Current, Next: st.Next})
}
out[r.Kind] = steps
func apiGearDetail(gear []*Attachment) []APIGearDetail {
out := []APIGearDetail{}
for _, a := range gear {
out = append(out, APIGearDetail{Name: a.Name, Image: attachmentImages + a.Image, Effect: effectOf(a.Speed, a.Yield, 0, 0),
EffectText: a.Effect()})
}
return out
}
func apiEquipment(p *Page) *APIEquipment {
s := p.S
b := s.Bonus()
e := &APIEquipment{Tools: []APIToolRow{}, Ladders: map[string]map[string][]APILadderStep{}}
e := &APIEquipment{Tools: []APIToolRow{}}
for _, row := range p.Equipment {
key := ladderKey(row.StoreItemID, row.Levels())
if _, ok := e.Ladders[key]; !ok {
e.Ladders[key] = apiLadders(s, row.Item, row.Levels(), row.Tracks)
}
b := s.toolBonus(row.ID)
t := APIToolRow{ID: row.ID, StoreItemID: row.StoreItemID, Name: row.Item.Name, Code: toolCode(row.Item.Name),
Image: itemImages + row.Item.Image, YieldLevel: row.YieldLevel, CycleLevel: row.CycleLevel,
Count: row.Count, Idle: row.Idle, Reach: max(1, row.Reach), CycleSecs: row.Secs, Yield: row.Yield,
Selected: row.Selected, Tracks: apiTracks(s, row.Tracks), LadderKey: key, Resale: row.Item.ToolResale(row.Levels()),
NoSale: s.noSale(row), NoSaleText: noSaleText[s.noSale(row)], Bonus: APIEffect{Speed: b.Speed, Yield: b.Yield}}
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),
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),
NoSaleText: noSaleText[s.noSale(row)],
Bonus: APIEffect{Speed: b.Speed, Yield: b.Yield}, Gear: apiGearDetail(row.Gear)}
if row.Stake != nil {
st := apiStake(*row.Stake, false)
t.Stake = &st
}
if n := row.Next; n != nil {
next := &APINextTier{Tier: n.Tier, Price: n.Price, Parts: []APIPart{}, CanAfford: row.CanAfford,
Short: max(0, n.Price-s.Balance), BlockedText: row.Missing, ShortText: row.Short}
for _, part := range row.Parts {
next.Parts = append(next.Parts, APIPart{Name: part.Name, Need: part.Need, Have: part.Have})
if !part.OK() && next.Blocked == "" && next.Short == 0 {
next.Blocked = "parts"
}
}
if next.Short > 0 {
next.Blocked = "credits"
}
t.Next = next
}
if u := row.Preview; u != nil {
pv := &APIPreview{Tier: u.Tier, YieldFrom: u.YieldFrom, YieldTo: u.YieldTo, SecsFrom: u.SecsFrom, SecsTo: u.SecsTo,
ReachFrom: max(1, u.ReachFrom), ReachTo: max(1, u.ReachTo), RateFrom: u.RateFrom, RateTo: u.RateTo, Cost: u.Cost}
if gain := u.RateGain(); gain > 0 {
secs := u.Cost / gain * 3600
pv.PaybackSecs = &secs
}
t.Preview = pv
}
e.Tools = append(e.Tools, t)
}
if d := p.Drill; d != nil {
dp := &APIDrillPanel{ToolID: d.ID, Mining: d.Mining, Resale: d.Resale,
NoSale: s.noSale(d.ToolRow), NoSaleText: d.NoSale, IdleSame: d.IdleSame,
dp := &APIDrillPanel{ToolID: d.ID, Slots: []APISlot{}, Spares: []APISpare{}, Mining: d.Mining, Resale: d.Resale,
NoSale: s.noSale(d.ToolRow), NoSaleText: d.NoSale, IdleSame: d.IdleSame, Ladder: apiTierRows(d.Ladder),
Gear: apiGearDetail(d.Gear),
Confirm: APIConfirm{Title: "Sell drill", Text: d.SellConfirm(), OK: "Sell for " + formatCredits(d.Resale), Danger: true}}
for _, slot := range d.Slots {
a := APISlot{N: slot.N}
if slot.Gear != nil {
a.Attachment = slot.Gear.Name
}
dp.Slots = append(dp.Slots, a)
}
for _, sg := range d.Spares {
sp := APISpare{Name: sg.Name, Count: sg.Count, CycleSecs: sg.Secs, Yield: sg.Yield, CanEquip: sg.CanEquip,
WhyText: sg.Why, Price: sg.Price, Resale: sg.Resale(),
Confirm: APIConfirm{Title: "Sell " + sg.Name, Text: sg.Confirm(), OK: "Sell for " + formatCredits(sg.Resale()), Danger: true}}
switch {
case sg.CanEquip:
case strings.HasPrefix(sg.Why, "Already"):
sp.Why = "fitted"
default:
sp.Why = "full"
}
dp.Spares = append(dp.Spares, sp)
}
if d.IdleBest != nil {
dp.IdleBest = d.IdleBest.ID
}
@@ -488,7 +532,7 @@ func apiEquipment(p *Page) *APIEquipment {
type APIBuyModal struct {
ToolID string `json:"toolId"`
StoreItemID int `json:"storeItemId"`
CycleSecs float64 `json:"cycleSecs"`
CycleSecs int `json:"cycleSecs"`
Yield float64 `json:"yield"`
Reach int `json:"reach"`
NoMoons bool `json:"noMoons"`
@@ -532,7 +576,8 @@ func apiBuyModal(m *BuyModal) *APIBuyModal {
// ------------------------------------------------------------------ store
type APIStore struct {
Tools []APIStoreTool `json:"tools"`
Tools []APIStoreTool `json:"tools"`
Attachments []APIStoreGear `json:"attachments"`
}
type APIStoreTool struct {
@@ -545,13 +590,27 @@ type APIStoreTool struct {
CanAfford bool `json:"canAfford"`
Owned int `json:"owned"`
Yield float64 `json:"yield"` // base, as the card shows
CycleSecs float64 `json:"cycleSecs"` // base
CycleSecs int `json:"cycleSecs"` // base
Reach int `json:"reach"`
Rate float64 `json:"rate"` // credits per hour it would earn, with advisors
BestRate float64 `json:"bestRate"` // the same for the player's best tool
WhyText string `json:"whyText"` // why Buy is disabled ("Need ₥X more"), "" if it isn't
}
type APIStoreGear struct {
Name string `json:"name"` // buy-attachment item=<name>
Image string `json:"image"`
Description string `json:"description"`
Effect APIEffect `json:"effect"`
EffectText string `json:"effectText"`
Price float64 `json:"price"`
CanAfford bool `json:"canAfford"`
Spare int `json:"spare"`
Equipped int `json:"equipped"`
Resale float64 `json:"resale"`
WhyText string `json:"whyText"` // why Buy is disabled, "" if it isn't
}
// whyShort is the web's tooltip on a Buy button the player can't afford, "" when they can.
func whyShort(canAfford bool, balance, price float64) string {
if canAfford {
@@ -562,12 +621,17 @@ func whyShort(canAfford bool, balance, price float64) string {
func apiStore(p *Page) *APIStore {
bal := p.S.Balance
st := &APIStore{Tools: []APIStoreTool{}}
st := &APIStore{Tools: []APIStoreTool{}, Attachments: []APIStoreGear{}}
for _, r := range p.Store {
st.Tools = append(st.Tools, APIStoreTool{StoreItemID: r.Item.ID, Name: r.Item.Name, Code: toolCode(r.Item.Name),
Image: itemImages + r.Item.Image, Description: r.Item.Description, Price: r.Item.Price, CanAfford: r.CanAfford,
Owned: r.Owned, Yield: r.Item.ClaimAmount, CycleSecs: float64(r.Item.CompletionTimeInSecs),
Reach: r.Item.ToolReach(), Rate: r.Rate, BestRate: r.BestRate, WhyText: whyShort(r.CanAfford, bal, r.Item.Price)})
Owned: r.Owned, Yield: r.Item.ClaimAmount, CycleSecs: r.Item.CompletionTimeInSecs,
Reach: max(1, r.Item.ToolReach(0)), Rate: r.Rate, BestRate: r.BestRate, WhyText: whyShort(r.CanAfford, bal, r.Item.Price)})
}
for _, g := range p.Gear {
st.Attachments = append(st.Attachments, APIStoreGear{Name: g.Name, Image: attachmentImages + g.Image,
Description: g.Description, Effect: effectOf(g.Speed, g.Yield, 0, 0), EffectText: g.Attachment.Effect(), Price: g.Price,
CanAfford: g.CanAfford, Spare: g.Spare, Equipped: g.Equipped, Resale: g.Resale(), WhyText: whyShort(g.CanAfford, bal, g.Price)})
}
return st
}
@@ -575,23 +639,19 @@ func apiStore(p *Page) *APIStore {
// ------------------------------------------------------------------ refinery
type APIRefinery struct {
Slots []APIRefinerySlot `json:"slots"`
SlotCount int `json:"slotCount"`
MaxSlots int `json:"maxSlots"`
NextSlot int `json:"nextSlot"`
NextSlotPrice float64 `json:"nextSlotPrice"` // 0 at the cap
CanBuySlot bool `json:"canBuySlot"`
Free int `json:"free"`
Ready int `json:"ready"`
MaxBatch int `json:"maxBatch"` // most per batch now (batch upgrades bought)
NextBatch int `json:"nextBatch"` // after upgrade-batch; 0 at the top
NextBatchPrice float64 `json:"nextBatchPrice"` // 0 at the top
CanUpgradeBatch bool `json:"canUpgradeBatch"`
UpgradeBatchWhy string `json:"upgradeBatchWhyText"` // why the upgrade is disabled, "" if it isn't
Recipes []APIRecipe `json:"recipes"`
Stock []APIAmount `json:"stock"` // refined items owned
BuySlot *APIConfirm `json:"buySlot"` // before buy-slot; null at the cap
BuySlotWhy string `json:"buySlotWhyText"` // why "+ Slot" is disabled, "" if it isn't
Slots []APIRefinerySlot `json:"slots"`
SlotCount int `json:"slotCount"`
MaxSlots int `json:"maxSlots"`
NextSlot int `json:"nextSlot"`
NextSlotPrice float64 `json:"nextSlotPrice"` // 0 at the cap
CanBuySlot bool `json:"canBuySlot"`
Free int `json:"free"`
Ready int `json:"ready"`
MaxBatch int `json:"maxBatch"`
Recipes []APIRecipe `json:"recipes"`
Stock []APIAmount `json:"stock"` // refined items owned
BuySlot *APIConfirm `json:"buySlot"` // before buy-slot; null at the cap
BuySlotWhy string `json:"buySlotWhyText"` // why "+ Slot" is disabled, "" if it isn't
}
type APIRefinerySlot struct {
@@ -623,11 +683,7 @@ func apiRefinery(p *Page) *APIRefinery {
speed := s.Bonus().Refine * s.CycleBoosts.For("all")
r := &APIRefinery{Slots: []APIRefinerySlot{}, SlotCount: rp.SlotCount, MaxSlots: rp.MaxSlots, NextSlot: rp.NextSlot,
NextSlotPrice: rp.NextSlotPrice, CanBuySlot: rp.CanBuySlot, Free: rp.Free, Ready: rp.Ready, MaxBatch: rp.MaxBatch,
NextBatch: rp.NextBatch, NextBatchPrice: rp.NextBatchPrice, CanUpgradeBatch: rp.CanUpgradeBatch,
Recipes: []APIRecipe{}, Stock: []APIAmount{}}
if rp.NextBatch > 0 {
r.UpgradeBatchWhy = whyShort(rp.CanUpgradeBatch, s.Balance, rp.NextBatchPrice)
}
if rp.NextSlotPrice > 0 {
r.BuySlot = &APIConfirm{Title: "New refinery slot", Text: rp.SlotConfirm(), OK: "Buy slot"}
r.BuySlotWhy = whyShort(rp.CanBuySlot, s.Balance, rp.NextSlotPrice)
@@ -672,27 +728,16 @@ func apiRefinery(p *Page) *APIRefinery {
type APIAdvisors struct {
Seats int `json:"seats"`
Hired int `json:"hired"` // seats filled
Benched int `json:"benched"` // hired, not seated
Hired int `json:"hired"`
MaxSeats int `json:"maxSeats"`
NextSeat int `json:"nextSeat"`
NextSeatPrice float64 `json:"nextSeatPrice"` // 0 at the cap
CanBuySeat bool `json:"canBuySeat"`
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"`
Advisors []APIAdvisorUp `json:"advisors"`
BuySeat *APIConfirm `json:"buySeat"` // before buy-seat; null at the cap
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 {
@@ -703,48 +748,26 @@ type APIAdvisorUp struct {
Price float64 `json:"price"`
Effect APIEffect `json:"effect"`
Hired bool `json:"hired"`
Seat int `json:"seat"` // hired: their seat, 0 if not seated (no bonus)
CanAfford bool `json:"canAfford"`
CanHire bool `json:"canHire"` // not hired, a seat free, affordable
EffectText string `json:"effectText"`
Why string `json:"why"` // hired, seats (none free), credits; "" can hire
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 {
ap := p.Advisors
a := &APIAdvisors{Seats: ap.Seats, Hired: ap.Hired, Benched: ap.Benched, MaxSeats: ap.MaxSeats, NextSeat: ap.NextSeat,
NextSeatPrice: ap.NextSeatPrice, CanBuySeat: ap.CanBuySeat, SeatFree: ap.SeatFree(), FreeSeat: ap.FreeSeat,
SeatList: []APISeat{}, Bench: []string{}, Bonuses: apiBonusRows(p.S.Bonus()), Advisors: []APIAdvisorUp{}, Selected: p.V.Adv}
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)
}
a := &APIAdvisors{Seats: ap.Seats, Hired: ap.Hired, MaxSeats: ap.MaxSeats, NextSeat: ap.NextSeat,
NextSeatPrice: ap.NextSeatPrice, CanBuySeat: ap.CanBuySeat, SeatFree: ap.SeatFree(),
Bonuses: apiBonusRows(p.S.Bonus()), Advisors: []APIAdvisorUp{}}
if ap.NextSeatPrice > 0 {
a.BuySeat = &APIConfirm{Title: "New seat", Text: ap.SeatConfirm(), OK: "Buy seat"}
a.BuySeatWhy = whyShort(ap.CanBuySeat, p.S.Balance, ap.NextSeatPrice)
}
up := func(c AdvisorCard) APIAdvisorUp {
up := APIAdvisorUp{Name: c.Name, Title: c.Title, 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(),
EffectText: c.Advisor.Effect()}
if c.Image != "" {
up.Image = advisorImages + c.Image
}
for _, c := range ap.Cards {
up := APIAdvisorUp{Name: c.Name, Title: c.Title, Image: advisorImages + c.Image,
Description: c.Description, Price: c.Price, Effect: effectOf(c.Speed, c.Yield, mult(c.Sell), mult(c.Refine)),
Hired: c.Hired, CanAfford: c.CanAfford, CanHire: !c.Hired && c.CanAfford && ap.SeatFree(), EffectText: c.Advisor.Effect()}
switch {
case c.Hired:
up.Why, up.WhyText = "hired", "On your board"
@@ -753,42 +776,11 @@ func apiAdvisors(p *Page) *APIAdvisors {
case !c.CanAfford:
up.Why, up.WhyText = "credits", ap.HireWhy(c, p.S.Balance)
}
if c.Hired {
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)
}
a.Advisors = append(a.Advisors, up)
}
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
type APILeaderboard struct {
@@ -844,69 +836,27 @@ func apiHelp(s *State) *APIHelp {
"Pick a well on your moon and deploy a tool on it.",
`When the drill finishes, claim what it dug up. "Claim and redeploy" puts the tool straight back to work; after a claim, "Redrill" does the same.`,
"Sell resources in the Market, upgrade your equipment, claim more moons.",
"Each drill has two upgrade tracks in Equipment: one raises what a cycle mines, the other makes cycles shorter. Hire advisors to boost your whole operation.",
"Buy attachments in the Store and equip them on a drill (click it in Equipment) to make it faster or bigger. Hire advisors to boost your whole operation.",
}, Note: "Your progress is saved on this device.",
NewGame: APIConfirm{Title: "Start over", Text: newGameConfirm, OK: "Start over", Danger: true}}
}
type APINewMoon struct {
Grade string `json:"grade"` // the default grade (buy-moon without a grade); the fields below are its
Grades []APIMoonGrade `json:"grades"` // every grade, cheapest first: buy-moon with grade=<grade>
Price float64 `json:"price"`
CanAfford bool `json:"canAfford"`
After float64 `json:"after"` // balance after buying
Need float64 `json:"need"` // credits missing
Types []string `json:"types"`
Resources []string `json:"resources"`
WellsMin int `json:"wellsMin"`
WellsMax int `json:"wellsMax"`
WhyText string `json:"whyText"` // why "Claim and reveal" is disabled, "" if it isn't
}
// APIMoonGrade is one moon vendor in the new-moon panel.
type APIMoonGrade struct {
Grade string `json:"grade"`
Price float64 `json:"price"`
CanAfford bool `json:"canAfford"`
WellsMin int `json:"wellsMin"`
WellsMax int `json:"wellsMax"`
SupplyMin float64 `json:"supplyMin"` // units per well, from supplyMin to just under supplyMax
SupplyMax float64 `json:"supplyMax"`
Default bool `json:"default"` // what buy-moon without a grade buys
WhyText string `json:"whyText"` // why its buy button is disabled, "" if it isn't
// Moon packs (once the store is open): buy-moon with grade=<grade>&count=<count>.
Packs []APIMoonPack `json:"packs"`
}
// APIMoonPack is count moons of a grade bought at once, for price (discount off; each moon
// at least a little better than a single one's floor).
type APIMoonPack struct {
Count int `json:"count"`
Price float64 `json:"price"`
Discount float64 `json:"discount"`
CanAfford bool `json:"canAfford"`
}
func apiMoonGrades(gs []GradeOffer) []APIMoonGrade {
out := []APIMoonGrade{}
for _, g := range gs {
a := APIMoonGrade{Grade: g.Grade, Price: g.Price, CanAfford: g.CanAfford, WellsMin: g.WellsMin, WellsMax: g.WellsMax,
SupplyMin: g.SupplyMin, SupplyMax: g.SupplyMax, Default: g.Default, Packs: []APIMoonPack{}}
for _, p := range g.Packs {
a.Packs = append(a.Packs, APIMoonPack{Count: p.Count, Price: p.Price, Discount: p.Discount, CanAfford: p.CanAfford})
}
if !g.CanAfford {
a.WhyText = "Not enough credits"
}
out = append(out, a)
}
return out
Price float64 `json:"price"`
CanAfford bool `json:"canAfford"`
After float64 `json:"after"` // balance after buying
Need float64 `json:"need"` // credits missing
Types []string `json:"types"`
Resources []string `json:"resources"`
WellsMin int `json:"wellsMin"`
WellsMax int `json:"wellsMax"`
WhyText string `json:"whyText"` // why "Claim and reveal" is disabled, "" if it isn't
}
func apiNewMoon(t *NewMoonTeaser) *APINewMoon {
lo, hi := cfg().grade(t.Grade).wellCountRange()
a := &APINewMoon{Grade: t.Grade, Grades: apiMoonGrades(t.Grades), Price: t.Price, CanAfford: t.CanAfford, After: t.After,
Need: t.Need, Types: []string{}, Resources: []string{}, WellsMin: lo, WellsMax: hi}
lo, hi := wellCountRange()
a := &APINewMoon{Price: t.Price, CanAfford: t.CanAfford, After: t.After, Need: t.Need, Types: []string{},
Resources: []string{}, WellsMin: lo, WellsMax: hi}
if !t.CanAfford {
a.WhyText = "Not enough credits"
}
@@ -920,9 +870,8 @@ type APIReveal struct {
MoonID string `json:"moonId"`
Name string `json:"name"`
Kind string `json:"kind"`
Grade string `json:"grade"`
Description string `json:"description"`
Rating APIRating `json:"rating"` // against moons of its grade
Rating APIRating `json:"rating"`
Headline string `json:"headline"`
Sub string `json:"sub"`
Worth float64 `json:"worth"` // its wells at market prices now
@@ -931,16 +880,6 @@ type APIReveal struct {
MaxSupply float64 `json:"maxSupply"` // a full bar
FullAt float64 `json:"fullAt"` // wells from here count as full
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 {
Grade string `json:"grade"` // the grade just bought: buy-moon with grade=<grade>
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 {
@@ -954,11 +893,10 @@ func apiReveal(r *MoonReveal) *APIReveal {
if r == nil {
return nil
}
a := &APIReveal{MoonID: r.ID, Name: r.Name, Kind: r.Kind, Grade: r.Grade, Description: r.Description,
a := &APIReveal{MoonID: r.ID, Name: r.Name, Kind: r.Kind, Description: r.Description,
Rating: *apiRating(&r.Rating),
Headline: r.Headline, Sub: r.Sub, Worth: r.Worth, Multiple: r.Multiple, Traits: []string{}, MaxSupply: r.MaxSupply,
FullAt: r.FullAt, Wells: []APIRevealWell{},
Next: APINextMoon{Grade: r.Next.Grade, Price: r.Next.Price, CanBuy: r.Next.CanBuy, Why: r.Next.Why, WhyText: r.Next.WhyText}}
FullAt: r.FullAt, Wells: []APIRevealWell{}}
a.Traits = append(a.Traits, r.Traits...)
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})
+28 -101
View File
@@ -5,24 +5,27 @@ package main
import (
"encoding/json"
"math"
"io/fs"
"testing"
)
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.Onboarding = []string{"all"}
asides := map[bool]bool{}
for _, s := range []*State{veteranState(), newPlayerState(), unlocked, fullBoardState()} {
for _, s := range []*State{veteranState(), newPlayerState(), unlocked} {
for _, v := range testViews(s) {
s.pagePastInMemory(v.Page)
p := s.page(v.resolve(s))
testRanking(p)
p.Admin = len(s.Tools) > 0
a := apiState(p)
if a.Admin != p.Admin {
t.Errorf("view %+v: admin %v", v, a.Admin)
}
if _, err := json.Marshal(a); err != nil {
t.Fatalf("marshal %+v: %v", v, err)
}
@@ -43,7 +46,7 @@ func TestAPI(t *testing.T) {
}
if a.Market != nil {
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)
}
}
@@ -59,8 +62,7 @@ func TestAPI(t *testing.T) {
}
if p.Moon != nil {
// 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 == "" ||
r.Next.Price != s.MoonPrice() || r.Next.CanBuy != (r.Next.Why == "") || (r.Next.Why == "") != (r.Next.WhyText == "") {
if r := apiReveal(p.moonReveal()); r == nil || len(r.Wells) != len(p.Moon.Wells) || r.Headline == "" {
t.Errorf("view %+v: reveal %+v", v, r)
}
}
@@ -88,13 +90,6 @@ func TestAPI(t *testing.T) {
if _, err := json.Marshal(all); err != nil {
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 {
t.Errorf("view %+v: state has %+v", p.V, a.View)
}
@@ -102,25 +97,18 @@ func TestAPI(t *testing.T) {
t.Errorf("view %+v: %d stakes, %d tools", v, len(a.Stakes), len(a.Tools))
}
for _, st := range a.Stakes {
if st.End-st.Start != int64(math.Round(st.Secs*1000)) {
if st.End-st.Start != int64(st.Secs)*1000 {
t.Errorf("stake %s: end - start is not its duration", st.ID)
}
}
if (a.Moon != nil) != (p.Moon != nil) || (a.Well != nil) != (p.Well != nil) {
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") {
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())))
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)
@@ -162,11 +150,8 @@ func checkAPITexts(t *testing.T, v View, a *APIState) {
if len(w.Drills) > 0 && w.Label == "" {
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 {
if d.Fate == "" || (d.Reach > 1) != (d.ReachText != "") {
if d.Fate == "" {
fail("drill fate", d)
}
}
@@ -175,13 +160,6 @@ func checkAPITexts(t *testing.T, v View, a *APIState) {
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 {
if b.Label == "" || b.Text == "" {
fail("bonus", b)
@@ -191,28 +169,27 @@ func checkAPITexts(t *testing.T, v View, a *APIState) {
if len(c.Reach) != len(c.Resources) {
fail("reach texts", c.Reach)
}
for _, tool := range c.Tools {
if len(tool.Tracks) != 2 || tool.Tracks[0].Kind != "yield" || tool.Tracks[1].Kind != "cycle" {
fail("tool tracks", tool)
for _, at := range c.Attachments {
if at.EffectText == "" {
fail("attachment effect", at)
}
}
}
if e := a.Equipment; e != nil {
for _, r := range e.Tools {
if (r.NoSale != "") != (r.NoSaleText != "") {
if (r.NoSale != "") != (r.NoSaleText != "") || r.Next != nil && (r.Next.Blocked != "") != (r.Next.BlockedText != "") {
fail("tool row texts", r)
}
for _, tr := range r.Tracks {
if n := tr.Next; n != nil && ((n.Blocked != "") != (n.BlockedText != "") || n.Label == "") ||
len(e.Ladders[r.LadderKey][tr.Kind]) != tr.Max+1 {
fail("track texts", tr)
}
}
}
if d := e.Drill; d != nil {
if (d.NoSale != "") != (d.NoSaleText != "") || d.Confirm.Text == "" {
fail("drill panel texts", d)
}
for _, sp := range d.Spares {
if (sp.Why != "") != (sp.WhyText != "") || sp.Confirm.Text == "" {
fail("spare texts", sp)
}
}
}
}
if st := a.Store; st != nil {
@@ -240,10 +217,6 @@ func checkAPITexts(t *testing.T, v View, a *APIState) {
if (up.Why != "") != (up.WhyText != "") || up.Why == "" && !up.CanHire {
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 {
@@ -269,9 +242,11 @@ func checkAPISections(t *testing.T, s *State, v View, a *APIState) {
t.Errorf("view %+v: equipment %+v", v, a.Equipment)
} else if (a.Equipment.Drill != nil) != (v.Drill != "") {
t.Errorf("view %+v: drill panel %v", v, a.Equipment.Drill != nil)
} else if d := a.Equipment.Drill; d != nil && len(d.Slots) != cfg().Attachments.SlotsPerTool {
t.Errorf("view %+v: %d slots", v, len(d.Slots))
}
case "store":
if a.Store == nil || len(a.Store.Tools) != len(s.Config.StoreItems) {
if a.Store == nil || len(a.Store.Tools) != len(s.Config.StoreItems) || len(a.Store.Attachments) != len(cfg().Attachments.Items) {
t.Errorf("view %+v: store %+v", v, a.Store)
}
case "refinery":
@@ -279,15 +254,9 @@ func checkAPISections(t *testing.T, s *State, v View, a *APIState) {
t.Errorf("view %+v: refinery %+v", v, a.Refinery)
}
case "advisors":
if a.Advisors == nil || len(a.Advisors.Advisors) < len(cfg().Advisors.Items) || len(a.Advisors.SeatList) != s.AdvisorSeats ||
a.Advisors.Hired+a.Advisors.Benched != len(s.Hires) || a.Advisors.Selected != v.Adv || len(a.Advisors.Bench) != a.Advisors.Benched {
if a.Advisors == nil || len(a.Advisors.Advisors) != len(cfg().Advisors.Items) {
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":
if a.Leaderboard == nil || a.Leaderboard.Me == nil || a.Leaderboard.Me.Rank != 12 {
t.Errorf("view %+v: leaderboard %+v", v, a.Leaderboard)
@@ -306,45 +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)
}
}
File renamed without changes.
+18
View File
@@ -0,0 +1,18 @@
# Drill attachment art
The attachment images (`web/static/assets/attachments/<image>`, `image` in
`config/game.json` `attachments.items`) are rendered in Blender (4.5 LTS, Cycles on
CPU) with the equipment pipeline: `art/equipment/lib.py` for materials, the regolith
ground, world, lights, camera and render settings.
```sh
art/attachments/render_all.sh # all four
art/attachments/render_all.sh diamond-bit # just one
```
`render.py` builds and renders at 1024px, `finish.py` (system `python3` with Pillow)
writes the 512px PNGs and contact sheets in `build/`. `--res N` and `--samples N`
give quick previews.
`parts.py`: one build function per attachment and `PARTS` (key = image name, detail
scale `S`, ground seed).
+48
View File
@@ -0,0 +1,48 @@
"""Turn raw 1024px renders into the 512px game images, plus contact sheets.
python3 art/attachments/finish.py [RAW_DIR] [--sheet DIR]
Needs Pillow. Writes web/static/assets/attachments/<name>.png for every <name>.png in RAW_DIR
(the names are the `image` slugs in config/game.json).
"""
import os
import sys
from PIL import Image
HERE = os.path.dirname(os.path.abspath(__file__))
OUT = os.path.normpath(os.path.join(HERE, '..', '..', 'web', 'static', 'assets', 'attachments'))
def main():
a = sys.argv[1:]
sheet_dir = None
if '--sheet' in a:
i = a.index('--sheet')
sheet_dir = a[i + 1]
del a[i:i + 2]
raw = a[0] if a else os.path.join(HERE, 'build')
os.makedirs(OUT, exist_ok=True)
imgs = []
for fname in sorted(f for f in os.listdir(raw) if f.endswith('.png') and not f.startswith('contact_sheet')):
im = Image.open(os.path.join(raw, fname)).convert('RGB').resize((512, 512), Image.LANCZOS)
out = os.path.join(OUT, fname)
im.save(out, 'PNG', optimize=True)
if os.path.getsize(out) > 200_000:
q = im.quantize(256, method=Image.Quantize.MEDIANCUT, dither=Image.Dither.FLOYDSTEINBERG)
q.save(out, 'PNG', optimize=True)
print(f'{fname}: {os.path.getsize(out) // 1024} KB')
imgs.append(Image.open(out).convert('RGB'))
if sheet_dir and imgs:
os.makedirs(sheet_dir, exist_ok=True)
for size, fn in ((512, 'contact_sheet.png'), (200, 'contact_sheet_200px.png')):
pad = 8
sheet = Image.new('RGB', (len(imgs) * (size + pad) + pad, size + 2 * pad), (4, 10, 22))
for i, im in enumerate(imgs):
sheet.paste(im.resize((size, size), Image.LANCZOS), (pad + i * (size + pad), pad))
sheet.save(os.path.join(sheet_dir, fn))
print('contact sheets in', sheet_dir)
main()
+174
View File
@@ -0,0 +1,174 @@
"""The four drill attachments. Each build function draws into a lib.Builder (art/equipment).
Coordinates: metres, Z up, front faces -Y (the camera sits front-right, +X/-Y).
Keys are the image names (`image` in config/game.json `attachments.items`, minus .png).
"""
import math
from lib import CYAN, AMBER
PI = math.pi
# Turbo Core: an overdriven motor core. Finned housing, glowing copper windings, flange.
def turbo_core(b):
z0 = 0.05
# mounting flange and feet
b.cyl(0.17, 0.035, 'graphite', (0, 0, z0 + 0.0175))
for k in range(8):
a = k / 8 * 2 * PI + PI / 8
b.cyl(0.011, 0.012, 'chrome', (math.cos(a) * 0.145, math.sin(a) * 0.145, z0 + 0.04), seg=8)
for sx in (-1, 1):
b.box((0.06, 0.32, 0.05), 'dark', (sx * 0.14, 0, 0.025), bevel=0.008)
# housing: lower stator drum with radial fins
zc = z0 + 0.035
b.cyl(0.12, 0.22, 'steel', (0, 0, zc + 0.11))
for k in range(20):
a = k / 20 * 2 * PI
with b.at((0, 0, zc + 0.11), (0, 0, a)):
b.box((0.05, 0.008, 0.2), 'graphite', (0.135, 0, 0), bevel=0.002)
for z in (zc + 0.015, zc + 0.205):
b.torus(0.155, 0.012, 'graphite', (0, 0, z))
# exposed windings: glowing core behind a cage
zw = zc + 0.22
b.cyl(0.085, 0.13, 'core_hot', (0, 0, zw + 0.065))
b.helix((0, 0), 0.092, zw + 0.008, zw + 0.122, 7, 0.008, 'brass')
for k in range(8):
a = k / 8 * 2 * PI
b.strut((math.cos(a) * 0.105, math.sin(a) * 0.105, zw), (math.cos(a) * 0.105, math.sin(a) * 0.105, zw + 0.13),
0.006, 'chrome', seg=8)
b.light((0, -0.16, zw + 0.07), AMBER, 6, 0.03)
b.light((0.16, 0.0, zw + 0.07), AMBER, 3, 0.03)
# cap with turbine fan and shaft coupling
zt = zw + 0.13
b.cyl(0.115, 0.03, 'white', (0, 0, zt + 0.015))
b.cyl(0.08, 0.02, 'dark', (0, 0, zt + 0.04))
for k in range(12):
a = k / 12 * 2 * PI
with b.at((0, 0, zt + 0.045), (0, 0, a)):
b.box((0.065, 0.004, 0.012), 'metal', (0.04, 0, 0), (0.6, 0, 0), bevel=0.001)
b.cyl(0.03, 0.08, 'chrome', (0, 0, zt + 0.08))
b.cyl(0.04, 0.02, 'graphite', (0, 0, zt + 0.125))
for k in range(4):
a = k / 4 * 2 * PI
b.box((0.012, 0.012, 0.02), 'chrome', (math.cos(a) * 0.04, math.sin(a) * 0.04, zt + 0.14), (0, 0, a), bevel=0.002)
# status lamp, label plate and cables
b.box((0.08, 0.006, 0.04), 'white', (0.0, -0.157, zc + 0.12), bevel=0.002)
b.box((0.05, 0.004, 0.006), 'amber', (0.0, -0.161, zc + 0.12), bevel=0)
b.lamp((0.1, -0.1, zt + 0.035), 0.012, 'red', housing=False)
b.tube([(-0.12, 0.08, zw + 0.03), (-0.2, 0.12, zw - 0.05), (-0.24, 0.05, 0.02)], 0.012, 'rubber')
b.tube([(-0.12, 0.03, zw + 0.06), (-0.22, 0.02, zw - 0.02), (-0.26, -0.06, 0.02)], 0.009, 'orange')
# Diamond Bit: a fluted drill bit with a diamond-studded cutting crown, upright on its shank.
def diamond_bit(b):
# shank in a coupling block on the ground
b.box((0.2, 0.2, 0.05), 'graphite', (0, 0, 0.025), bevel=0.01)
b.hazard_band(0.21, 0.21, 0.015, (0, 0, 0.055))
b.cyl(0.065, 0.08, 'steel', (0, 0, 0.1))
for k in range(6):
a = k / 6 * 2 * PI
b.box((0.018, 0.035, 0.07), 'metal', (math.cos(a) * 0.066, math.sin(a) * 0.066, 0.1), (0, 0, a), bevel=0.004)
# fluted body
z0, z1 = 0.14, 0.44
b.cyl(0.045, z1 - z0, 'graphite', (0, 0, (z0 + z1) / 2))
for k in range(2):
pts = []
n = 48
for i in range(n + 1):
t = i / n
a = k * PI + t * 2.6 * PI
pts.append((math.cos(a) * 0.055, math.sin(a) * 0.055, z0 + (z1 - z0) * t))
b.tube(pts, 0.024, 'metal', seg=12, steps=2)
# crown: carbide ring with diamond studs, cone tip
zc = z1 + 0.01
b.lathe([(0.07, zc - 0.03), (0.09, zc), (0.09, zc + 0.035), (0.08, zc + 0.045), (0.0, zc + 0.045)], 'graphite')
b.lathe([(0.078, zc + 0.045), (0.05, zc + 0.09), (0.015, zc + 0.13), (0.0, zc + 0.135)], 'steel')
for k in range(12):
a = k / 12 * 2 * PI
b.sphere(0.014, 'diamond', (math.cos(a) * 0.089, math.sin(a) * 0.089, zc + 0.02), seg=6)
for k in range(7):
a = k / 7 * 2 * PI + 0.3
b.sphere(0.011, 'diamond', (math.cos(a) * 0.05, math.sin(a) * 0.05, zc + 0.088), seg=6)
b.sphere(0.01, 'diamond', (0, 0, zc + 0.136), seg=6)
b.light((0.0, -0.15, zc + 0.06), CYAN, 3, 0.02)
# a couple of loose diamonds on the ground
for x, y in ((0.16, -0.1), (-0.13, -0.15), (0.07, -0.17)):
b.sphere(0.013, 'diamond', (x, y, 0.008), seg=6)
# Cryo Cooler: a coolant jacket that wraps the spindle. Frosted canister, glowing coolant
# windows, coiled lines and a gauge.
def cryo_cooler(b):
b.cyl(0.16, 0.03, 'graphite', (0, 0, 0.015))
b.cyl(0.15, 0.015, 'cyan_soft', (0, 0, 0.035))
# jacket
z0, z1 = 0.045, 0.34
b.cyl(0.11, z1 - z0, 'frost', (0, 0, (z0 + z1) / 2))
for z in (z0 + 0.02, (z0 + z1) / 2, z1 - 0.02):
b.torus(0.112, 0.012, 'steel', (0, 0, z))
for k in range(4):
a = k / 4 * 2 * PI + PI / 4
with b.at((0, 0, 0), (0, 0, a)):
b.box((0.012, 0.04, 0.1), 'coolant', (0.0, -0.104, z0 + 0.075), bevel=0.003)
b.box((0.012, 0.04, 0.1), 'coolant', (0.0, -0.104, z1 - 0.075), bevel=0.003)
b.light((0, -0.25, 0.19), CYAN, 8, 0.05)
# spindle through the middle
b.cyl(0.035, 0.12, 'chrome', (0, 0, z1 + 0.06))
b.cyl(0.075, 0.03, 'white', (0, 0, z1 + 0.015))
b.cyl(0.045, 0.02, 'graphite', (0, 0, z1 + 0.12))
# coolant coil around the jacket and feed lines
b.helix((0, 0), 0.128, z0 + 0.04, z1 - 0.04, 4, 0.007, 'chrome')
b.tube([(0.12, 0.05, z1 - 0.04), (0.2, 0.08, z1 + 0.02), (0.24, 0.12, 0.1), (0.26, 0.2, 0.02)], 0.014, 'white')
b.tube([(-0.12, 0.05, z0 + 0.05), (-0.2, 0.1, 0.05), (-0.22, 0.2, 0.02)], 0.012, 'rubber')
# pressure gauge
with b.at((-0.08, -0.1, z1 - 0.05), (0, 0, -0.6)):
b.cyl(0.03, 0.02, 'steel', (0, -0.02, 0), axis='y')
b.cyl(0.024, 0.005, 'white', (0, -0.031, 0), axis='y')
b.box((0.003, 0.002, 0.02), 'red', (0.005, -0.034, 0.004), (0, 0.6, 0), bevel=0)
# frost chips on the ground
for x, y, r in ((0.18, -0.06, 0.016), (-0.17, -0.1, 0.012), (0.08, -0.18, 0.01)):
b.sphere(r, 'ice', (x, y, r * 0.4), seg=10, scale=(1.2, 1.0, 0.6))
# Seam Scanner: ground-penetrating radar on a sled. Antenna panel facing the ground,
# rotating dish, a scan display.
def seam_scanner(b):
# sled runners
for sx in (-1, 1):
b.box((0.03, 0.42, 0.025), 'dark', (sx * 0.15, 0, 0.0125), bevel=0.008)
b.strut((sx * 0.15, -0.21, 0.012), (sx * 0.15, -0.25, 0.05), 0.013, 'dark')
# radar body with glowing underside emitter
b.box((0.36, 0.34, 0.08), 'white', (0, 0, 0.075), bevel=0.02)
b.box((0.3, 0.28, 0.02), 'cyan', (0, 0, 0.032), bevel=0.004)
b.light((0, 0, 0.01), CYAN, 5, 0.1)
b.hazard_band(0.37, 0.02, 0.02, (0, -0.17, 0.085))
# electronics box
b.box((0.22, 0.2, 0.1), 'graphite', (0.02, 0.04, 0.165), bevel=0.012)
b.vent(0.12, 0.05, (0.131, 0.06, 0.165), (0, 0, PI / 2))
# display with a scan grid
with b.at((-0.02, -0.08, 0.23), (-0.5, 0, 0)):
b.box((0.16, 0.012, 0.11), 'dark', (0, 0, 0), bevel=0.006)
b.box((0.14, 0.004, 0.09), 'glass', (0, -0.007, 0), bevel=0)
# mast with a dish
b.cyl(0.018, 0.16, 'steel', (0.08, 0.1, 0.29))
b.cyl(0.03, 0.02, 'graphite', (0.08, 0.1, 0.37))
b.lathe([(0.0, 0.0), (0.05, 0.012), (0.09, 0.04)], 'white', (0.08, 0.1, 0.39), (0.5, 0.0, -0.4))
b.strut((0.08, 0.1, 0.39), (0.08 - 0.02, 0.1 - 0.035, 0.45), 0.004, 'graphite')
b.lamp((0.06, 0.065, 0.455), 0.01, 'cyan', housing=False)
# antenna whips and lamp
b.strut((-0.13, 0.12, 0.215), (-0.15, 0.14, 0.42), 0.004, 'graphite')
b.lamp((-0.15, 0.14, 0.425), 0.009, 'amber', housing=False)
b.lamp((0.14, -0.1, 0.13), 0.01, 'amber')
# cable reel at the back
b.cyl(0.05, 0.05, 'orange', (-0.1, 0.13, 0.17), axis='x')
b.cyl(0.035, 0.055, 'rubber', (-0.1, 0.13, 0.17), axis='x')
PARTS = {
'turbo-core': {'build': turbo_core, 'S': 0.3, 'seed': 11},
'diamond-bit': {'build': diamond_bit, 'S': 0.25, 'seed': 12, 'fill': 0.8},
'cryo-cooler': {'build': cryo_cooler, 'S': 0.3, 'seed': 13},
'seam-scanner': {'build': seam_scanner, 'S': 0.3, 'seed': 14},
}
+87
View File
@@ -0,0 +1,87 @@
"""Build and render the drill attachment icons.
blender -b --factory-startup --python art/attachments/render.py -- [names...|all] [--out DIR]
[--res N] [--samples N]
Raw renders go to --out (default art/attachments/build); finish.py turns them into the
game images. Uses art/equipment/lib.py, so the parts match the store equipment.
"""
import os
import sys
import time
import bpy
HERE = os.path.dirname(os.path.abspath(__file__))
sys.path.insert(0, HERE)
sys.path.insert(0, os.path.join(HERE, '..', 'equipment'))
import lib # noqa: E402
import parts # noqa: E402
from lib import srgb # noqa: E402
def args():
a = sys.argv[sys.argv.index('--') + 1:] if '--' in sys.argv else []
opts = {'out': os.path.join(HERE, 'build'), 'res': 1024, 'samples': 96}
names = []
i = 0
while i < len(a):
k = a[i]
if k == '--out':
opts['out'] = a[i + 1]; i += 2
elif k in ('--res', '--samples'):
opts[k[2:]] = int(a[i + 1]); i += 2
else:
names.append(k); i += 1
if not names or names == ['all']:
names = list(parts.PARTS)
return names, opts
def materials(S):
M = lib.make_materials(S)
M['core_hot'] = lib.emissive('core_hot', srgb('#ff8a2b'), 9.0, base=srgb('#5a2a0a'))
M['diamond'] = lib.simple('diamond', srgb('#e8f8ff'), metal=0.3, rough=0.03, coat=1.0,
emission=srgb('#9fe8ff'), estrength=0.35)
M['frost'] = lib.paint('frost', srgb('#e4f1f8'), S, rough=0.55, panels=False, wear=0.2, dirt=0.25)
M['coolant'] = lib.emissive('coolant', srgb('#5fd4ff'), 5.0, base=srgb('#10303c'))
M['ice'] = lib.simple('ice', srgb('#cfeefc'), rough=0.15, coat=1.0, emission=srgb('#5fd4ff'), estrength=0.3)
return M
def build_scene(name):
spec = parts.PARTS[name]
lib.reset()
coll = bpy.context.scene.collection
S = spec['S']
b = lib.Builder(name, materials(S), S)
spec['build'](b)
objs = b.finish(coll)
return spec, objs, coll
def main():
names, o = args()
for name in names:
t0 = time.time()
spec, objs, coll = build_scene(name)
pts = lib.machine_points(objs)
lo = [min(p[i] for p in pts) for i in range(3)]
hi = [max(p[i] for p in pts) for i in range(3)]
span = max(hi[0] - lo[0], hi[1] - lo[1])
lib.build_ground(coll, spec['S'], span * spec.get('ground', 0.9), ((lo[0], lo[1]), (hi[0], hi[1])),
seed=spec.get('seed', 3))
lib.build_world()
lib.add_lights(coll)
lib.setup_camera(coll, pts, fill=spec.get('fill', 0.78), aim=spec.get('aim', (0.5, 0.5)))
lib.setup_render(o['res'], o['samples'])
os.makedirs(o['out'], exist_ok=True)
sc = bpy.context.scene
sc.render.filepath = os.path.join(o['out'], name + '.png')
bpy.ops.render.render(write_still=True)
print(f'[attachments] {name}: {time.time() - t0:.1f}s', flush=True)
main()
+9
View File
@@ -0,0 +1,9 @@
#!/bin/sh
# Render every attachments image (or the named ones) and write the game images.
# art/attachments/render_all.sh [name ...]
set -e
here=$(cd "$(dirname "$0")" && pwd)
blender=${BLENDER:-blender}
[ $# -eq 0 ] && set -- all
"$blender" -b --factory-startup --python "$here/render.py" -- "$@" --out "$here/build"
python3 "$here/finish.py" "$here/build" --sheet "$here/build"
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+318
View File
@@ -0,0 +1,318 @@
package main
// Drill attachments: equipment bought in the Store that goes into the player's inventory,
// then is equipped on one drill in the Equipment section (the drill's side panel). An
// attachment's modifier makes the drill's stakes faster (speed) or bigger (yield). A drill
// has attachments.slotsPerTool slots and takes at most one of each kind. Equipping and
// unequipping work any time, also while the drill mines: like every bonus (bonus.go), it
// counts from the drill's next stake. Table attachment (inventory_item_id null: unequipped).
import (
"context"
"errors"
"fmt"
"strings"
"github.com/jackc/pgx/v5"
"github.com/jackc/pgx/v5/pgxpool"
)
type AttachmentConfig struct {
SlotsPerTool int `json:"slotsPerTool"`
Items []Attachment `json:"items"`
}
type Attachment struct {
Name string `json:"name"`
Description string `json:"description"`
Image string `json:"image"` // in web/static/assets/attachments
Price float64 `json:"price"`
Speed float64 `json:"speed,omitempty"` // modifiers (multipliers); unset is 1
Yield float64 `json:"yield,omitempty"`
}
func (c *GameConfig) attachment(name string) *Attachment {
for i := range c.Attachments.Items {
if c.Attachments.Items[i].Name == name {
return &c.Attachments.Items[i]
}
}
return nil
}
// Effect describes the modifier, e.g. "+20% speed".
func (a *Attachment) Effect() string {
var parts []string
if a.Speed > 1 {
parts = append(parts, pctText(a.Speed)+" speed")
}
if a.Yield > 1 {
parts = append(parts, pctText(a.Yield)+" yield")
}
return strings.Join(parts, ", ")
}
// buyAttachment buys an attachment into the player's inventory (unequipped).
func buyAttachment(ctx context.Context, db *pgxpool.Pool, userID, name string) error {
a := cfg().attachment(name)
if a == nil {
return gameErr("That attachment isn't for sale")
}
return inTx(ctx, db, func(tx pgx.Tx) error {
if err := debit(ctx, tx, userID, a.Price); err != nil {
return err
}
_, err := tx.Exec(ctx, "insert into attachment(user_id, item) values ($1, $2)", userID, a.Name)
if err != nil {
return err
}
if err := unlock(ctx, tx, userID, "advisors"); err != nil {
return err
}
return logEvent(ctx, tx, userID, "buy_attachment", map[string]any{"item": a.Name, "price": a.Price})
})
}
// lockTool locks one of the player's tools.
func lockTool(ctx context.Context, tx pgx.Tx, userID, toolID string) error {
if !uuidPattern.MatchString(toolID) {
return gameErr("Tool not found")
}
var id string
err := tx.QueryRow(ctx, `
select id from inventory_item where id = $1 and user_id = $2 for update`, toolID, userID).Scan(&id)
if errors.Is(err, pgx.ErrNoRows) {
return gameErr("Tool not found")
}
return err
}
// equipAttachment puts one of the player's spare attachments of a kind on a tool (an idle
// copy of it, if there is one: see pickTool) and returns the tool it went on.
func equipAttachment(ctx context.Context, db *pgxpool.Pool, userID, name, toolID string) (string, error) {
a := cfg().attachment(name)
if a == nil {
return "", gameErr("Unknown attachment")
}
err := inTx(ctx, db, func(tx pgx.Tx) error {
// The tool row first, then its attachments.
var err error
if toolID, err = pickTool(ctx, tx, userID, toolID, false); err != nil {
return err
}
rows, err := tx.Query(ctx, `
select item from attachment where inventory_item_id = $1 for update`, toolID)
if err != nil {
return err
}
fitted, err := pgx.CollectRows(rows, pgx.RowTo[string])
if err != nil {
return err
}
for _, f := range fitted {
if f == a.Name {
return gameErr("This drill already has a %s", a.Name)
}
}
if len(fitted) >= cfg().Attachments.SlotsPerTool {
return gameErr("This drill's slots are full. Unequip one first")
}
var id string
err = tx.QueryRow(ctx, `
select id from attachment
where user_id = $1 and item = $2 and inventory_item_id is null
limit 1 for update skip locked`, userID, a.Name).Scan(&id)
if errors.Is(err, pgx.ErrNoRows) {
return gameErr("You have no spare %s. Buy one in the store", a.Name)
} else if err != nil {
return err
}
_, err = tx.Exec(ctx, "update attachment set inventory_item_id = $2 where id = $1", id, toolID)
if err != nil {
return err
}
return logEvent(ctx, tx, userID, "equip", map[string]any{"item": a.Name, "tool": toolID})
})
return toolID, err
}
// unequipAttachment takes an attachment of a kind off a tool (an idle copy of it, if there
// is one), back into the inventory, and returns the tool it came off.
func unequipAttachment(ctx context.Context, db *pgxpool.Pool, userID, name, toolID string) (string, error) {
err := inTx(ctx, db, func(tx pgx.Tx) error {
var err error
if toolID, err = pickTool(ctx, tx, userID, toolID, false); err != nil {
return err
}
tag, err := tx.Exec(ctx, `
update attachment set inventory_item_id = null
where inventory_item_id = $1 and item = $2`, toolID, name)
if err != nil {
return err
}
if tag.RowsAffected() == 0 {
return gameErr("That attachment isn't on this drill")
}
return logEvent(ctx, tx, userID, "unequip", map[string]any{"item": name, "tool": toolID})
})
return toolID, err
}
// ------------------------------------------------------------------ view
// gear is the attachments equipped on a tool, in config order.
func (s *State) gear(toolID string) []*Attachment {
var out []*Attachment
for i := range cfg().Attachments.Items {
a := &cfg().Attachments.Items[i]
for _, name := range s.Fitted[toolID] {
if name == a.Name {
out = append(out, a)
}
}
}
return out
}
// AttachmentCard is an attachment in the store.
type AttachmentCard struct {
*Attachment
Spare, Equipped int
CanAfford bool
}
func (s *State) attachmentCards() []AttachmentCard {
var cards []AttachmentCard
for i := range cfg().Attachments.Items {
a := &cfg().Attachments.Items[i]
card := AttachmentCard{Attachment: a, Spare: s.Spare[a.Name], CanAfford: s.Balance >= a.Price}
for _, names := range s.Fitted {
for _, n := range names {
if n == a.Name {
card.Equipped++
}
}
}
cards = append(cards, card)
}
return cards
}
// DrillPanel is the side panel for a drill selected in the Equipment section: its slots
// and the spare attachments that fit, with the stats they'd give.
type DrillPanel struct {
ToolRow
Slots []SlotGear
Spares []SpareGear
Mining bool
Resale float64 // what it sells for (resale.go)
NoSale string // why it can't be sold, if it can't
// While it mines: the idle tools of its type, the best one and its best well.
IdleSame int
IdleBest *Tool
DeployTo *Suggestion
IdleURL string // opens IdleBest's panel
}
// SlotGear is one attachment slot; Gear is nil when it's empty.
type SlotGear struct {
N int
Gear *Attachment
}
// SpareGear is a kind of spare attachment and the drill's stats with it equipped.
type SpareGear struct {
*Attachment
Count int
Secs int
Yield float64
CanEquip bool
Why string // why it can't be equipped
}
// noSale is why a tool can't be sold (only-tool, claim-first, mining), "" if it can.
func (s *State) noSale(row ToolRow) string {
switch {
case len(s.Tools) <= 1:
return "only-tool"
case row.Stake != nil && row.Stake.Ready:
return "claim-first"
case row.Stake != nil:
return "mining"
}
return ""
}
// Confirm is the question before selling one (the Sell button's confirm dialog).
func (sg SpareGear) Confirm() string {
return fmt.Sprintf("Sell a spare %s for %s? You paid %s.", sg.Name, formatCredits(sg.Resale()), formatCredits(sg.Price))
}
// SellConfirm is the question before selling the drill (its Sell button's confirm dialog).
func (d *DrillPanel) SellConfirm() string {
q := fmt.Sprintf("Sell this %s (T%d) for %s?", d.Item.Name, d.Tier, formatCredits(d.Resale))
if len(d.Gear) > 0 {
q += " Its attachments go back to your inventory."
}
return q
}
var noSaleText = map[string]string{
"only-tool": "You can't sell your only tool",
"claim-first": "Claim its haul first",
"mining": "Still mining. Sell it once it's idle",
}
func (s *State) drillPanel(row ToolRow) *DrillPanel {
d := &DrillPanel{ToolRow: row, Mining: row.Stake != nil, Resale: row.Item.ToolResale(row.Tier)}
d.NoSale = noSaleText[s.noSale(row)]
for i := range cfg().Attachments.SlotsPerTool {
slot := SlotGear{N: i + 1}
if i < len(row.Gear) {
slot.Gear = row.Gear[i]
}
d.Slots = append(d.Slots, slot)
}
for i := range cfg().Attachments.Items {
a := &cfg().Attachments.Items[i]
n := s.Spare[a.Name]
if n == 0 {
continue
}
sg := SpareGear{Attachment: a, Count: n, CanEquip: true}
names := append([]string{a.Name}, s.Fitted[row.ID]...)
sg.Secs, sg.Yield = drillStats(row.Item.CompletionTimeInSecs, row.Item.ToolYield(row.Tier),
cfg().bonusesFor(s.Advisors, names), s.CycleBoosts.For("all"), s.YieldBoosts.For(""))
for _, g := range row.Gear {
if g.Name == a.Name {
sg.CanEquip, sg.Why = false, "Already on this drill"
}
}
if sg.CanEquip && row.FreeSlots == 0 {
sg.CanEquip, sg.Why = false, "Slots full. Unequip one first"
}
d.Spares = append(d.Spares, sg)
}
if d.Mining {
// Highest tier, then most attachments: the one pickTool would deploy.
for i := range s.Tools {
t := &s.Tools[i]
if t.StoreItemID != row.StoreItemID || s.StakeForTool(t.ID) != nil {
continue
}
d.IdleSame++
if b := d.IdleBest; b == nil || t.Tier > b.Tier ||
(t.Tier == b.Tier && len(s.Fitted[t.ID]) > len(s.Fitted[b.ID])) {
d.IdleBest = t
}
}
if d.IdleBest != nil {
d.IdleURL = View{Section: "equipment", Drill: d.IdleBest.ID}.URL()
if m := s.buySuggestions(d.IdleBest.ID); m != nil && len(m.Suggestions) > 0 {
d.DeployTo = &m.Suggestions[0]
}
}
}
return d
}
+30 -19
View File
@@ -20,16 +20,17 @@ func runSim(args []string) error {
}
}
a := analyze(&c, nil, 0)
printGradeSim(&c)
fmt.Printf("\navg price %.2f default grade: avg well %.0f units (%.2f wells)\n", a.AvgPrice, a.AvgSupply, a.AvgWells)
fmt.Printf("avg price %.2f avg well %.0f units (%.2f wells) moon: price %s, ore %.0f units worth %s (%.2f×)\n",
a.AvgPrice, a.AvgSupply, a.AvgWells, formatCredits(c.MoonPrice), a.MoonUnits, formatCredits(a.MoonValue),
a.MoonValue/max(1, c.MoonPrice))
fmt.Println("(on moon: what a claim gets on average from a fresh moon, given what the wells in its reach hold; ₥/h at that)")
fmt.Printf("\n%-38s %8s %5s %6s %5s %7s %8s %8s %7s\n", "tool", "price", "secs", "claim", "wells", "on moon", "₥/h", "payback", "ratio")
for _, t := range a.Tools {
fmt.Printf("%-38s %8.0f %5d %6.0f %5d %7.0f %8.0f %8s %7s\n", t.Name, t.Price, t.Secs, t.Claim,
t.Reach, t.Eff, t.CreditsPerHour, t.Payback, t.Ratio)
for _, u := range t.Levels {
fmt.Printf(" %-5s %d %8.0f + parts %5.0f yield %5.0f cycle %4.1fs on moon %5.0f %9.0f ₥/h payback %s\n",
u.Track, u.Level, u.Price, u.PartsValue, u.Yield, u.Secs, u.Eff, u.CreditsPerHour, u.Payback)
for _, u := range t.Tiers {
fmt.Printf(" tier %d %6.0f + parts %5.0f yield %5.0f wells %d on moon %5.0f %8.0f ₥/h payback %s\n",
u.Tier, u.Price, u.PartsValue, u.Yield, u.Reach, u.Eff, u.CreditsPerHour, u.Payback)
}
}
fmt.Println("\nrefinery")
@@ -40,8 +41,30 @@ func runSim(args []string) error {
for _, s := range a.Refining.Slots {
fmt.Printf(" slot %d %s payback %s\n", s.Slot, formatCredits(s.Price), s.Payback)
}
if os.Getenv("OLDSIM") != "" {
printOldSim(a.Sim)
s := a.Sim
fmt.Println("\nsim")
for _, t := range s.Tools {
fmt.Printf(" %-38s afford %8s bought %8s ×%d\n", t.Name, t.AffordAt, t.BoughtAt, t.Count)
}
for _, m := range s.Attachments {
fmt.Printf(" attachment %-27s bought %8s ×%d\n", m.Name, m.BoughtAt, m.Count)
}
for _, a := range s.Advisors {
fmt.Printf(" advisor %-29s hired %8s\n", a.Name, a.BoughtAt)
}
fmt.Printf(" advisor seats %d\n", s.Seats)
for _, m := range s.Moons {
fmt.Printf(" moon #%d at %s\n", m.Count, m.At)
}
for _, sn := range s.Snapshots {
fmt.Printf(" %s credits %10.0f earned %10.0f rate %9.0f/h tools %3d moons %3d (+%d) pressure %s\n",
sn.At, sn.Credits, sn.Earned, sn.RatePerHour, sn.Tools, sn.Moons, sn.MoonsBought, sn.PressureText())
}
if os.Getenv("EVENTS") != "" {
for _, e := range s.Events {
fmt.Println(" " + e)
}
fmt.Printf(" (+%d more)\n", s.MoreEvents)
}
fmt.Println("\nwarnings")
for _, w := range a.Warnings {
@@ -49,15 +72,3 @@ func runSim(args []string) error {
}
return nil
}
// printOldSim prints the economy page's progression sim (sim.go).
func printOldSim(s *SimResult) {
fmt.Println("\nsim")
for _, t := range s.Tools {
fmt.Printf(" %-38s afford %8s bought %8s ×%d\n", t.Name, t.AffordAt, t.BoughtAt, t.Count)
}
for _, sn := range s.Snapshots {
fmt.Printf(" %s credits %10.0f earned %10.0f rate %9.0f/h tools %3d moons %3d (+%d) pressure %s\n",
sn.At, sn.Credits, sn.Earned, sn.RatePerHour, sn.Tools, sn.Moons, sn.MoonsBought, sn.PressureText())
}
}
+76 -37
View File
@@ -1,7 +1,8 @@
package main
// Player bonuses: advisors (advisors.go, for the whole operation). Each bonus is a
// multiplier (1.1 = +10%). A player's advisors multiply, then each kind is capped by bonusCaps
// Player bonuses: drill attachments (attachments.go, equipped on one tool; their bonus is
// the modifier) and advisors (advisors.go, for the whole operation). Each bonus is a
// multiplier (1.1 = +10%). Within a player's attachments and advisors they multiply, then each kind is capped by bonusCaps
// in the config; live events (events.go) multiply on top, uncapped. Bonuses are applied
// when an action runs: a stake fixes its duration and amount when it starts.
@@ -14,7 +15,7 @@ import (
"github.com/jackc/pgx/v5"
)
// BonusCaps are the highest combined multipliers a player's advisors give.
// BonusCaps are the highest combined multipliers a player's attachments and advisors give.
type BonusCaps struct {
Speed float64 `json:"speed"` // drill speed: cycle duration is divided by it
Yield float64 `json:"yield"` // resources per stake
@@ -37,8 +38,8 @@ func mult(v float64) float64 {
return v
}
// bonusesFor combines the named advisors, capped.
func (c *GameConfig) bonusesFor(advisors []string) Bonus {
// bonusesFor combines the named advisors and attachments, capped.
func (c *GameConfig) bonusesFor(advisors, attachments []string) Bonus {
b := noBonus
for _, name := range advisors {
if a := c.advisor(name); a != nil {
@@ -48,6 +49,12 @@ func (c *GameConfig) bonusesFor(advisors []string) Bonus {
b.Refine *= mult(a.Refine)
}
}
for _, name := range attachments {
if m := c.attachment(name); m != nil {
b.Speed *= mult(m.Speed)
b.Yield *= mult(m.Yield)
}
}
b.Speed = min(b.Speed, c.BonusCaps.Speed)
b.Yield = min(b.Yield, c.BonusCaps.Yield)
b.Sell = min(b.Sell, c.BonusCaps.Sell)
@@ -55,10 +62,10 @@ func (c *GameConfig) bonusesFor(advisors []string) Bonus {
return b
}
// drillStats is a tool's cycle (seconds, to a tenth, at least 1) and yield per stake with
// the player's bonus and the live event multipliers. stakeInTx and the views both use it.
func drillStats(secs, yield float64, b Bonus, eventSpeed, eventYield float64) (float64, float64) {
return max(1, roundSecs(secs/(b.Speed*eventSpeed))), yield * b.Yield * eventYield
// drillStats is a tool's cycle (seconds) and yield per stake with the player's bonus and
// the live event multipliers. stakeInTx and the views both use it.
func drillStats(secs int, yield float64, b Bonus, eventSpeed, eventYield float64) (int, float64) {
return max(1, int(math.Round(float64(secs)/(b.Speed*eventSpeed)))), yield * b.Yield * eventYield
}
// pctText formats a multiplier as a bonus, e.g. 1.1 → "+10%".
@@ -74,12 +81,25 @@ func (cfg *GameConfig) validateBonuses() error {
}
}
okMult := func(v float64) bool { return v == 0 || v >= 1 }
if len(cfg.Attachments.Items) > 0 && cfg.Attachments.SlotsPerTool < 1 {
return fmt.Errorf("attachments: slotsPerTool must be at least 1")
}
names := map[string]bool{}
for _, m := range cfg.Attachments.Items {
if m.Name == "" || names[m.Name] {
return fmt.Errorf("attachments: names must be set and unique (%q)", m.Name)
}
names[m.Name] = true
if m.Price < 0 || !okMult(m.Speed) || !okMult(m.Yield) {
return fmt.Errorf("attachment %q: price can't be negative, speed and yield must be at least 1", m.Name)
}
}
for i, p := range cfg.Advisors.SeatPrices {
if p < 0 {
return fmt.Errorf("advisors: seat %d price is negative", i+2)
}
}
names := map[string]bool{}
names = map[string]bool{}
for _, a := range cfg.Advisors.Items {
if a.Name == "" || names[a.Name] {
return fmt.Errorf("advisors: names must be set and unique (%q)", a.Name)
@@ -94,11 +114,12 @@ func (cfg *GameConfig) validateBonuses() error {
// ------------------------------------------------------------------ in a transaction
// loadBonus reads the player's seated advisors and combines them. The advisor rows are
// 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
// share-locked so a hire can't change them halfway through the action.
func loadBonus(ctx context.Context, tx pgx.Tx, userID string) (Bonus, error) {
func loadBonus(ctx context.Context, tx pgx.Tx, userID, toolID string) (Bonus, error) {
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 {
return noBonus, err
}
@@ -106,54 +127,72 @@ func loadBonus(ctx context.Context, tx pgx.Tx, userID string) (Bonus, error) {
if err != nil {
return noBonus, err
}
return cfg().bonusesFor(advisors), nil
var mods []string
if toolID != "" {
rows, err = tx.Query(ctx, `
select item from attachment where inventory_item_id = $1 order by item`, toolID)
if err != nil {
return noBonus, err
}
if mods, err = pgx.CollectRows(rows, pgx.RowTo[string]); err != nil {
return noBonus, err
}
}
return cfg().bonusesFor(advisors, mods), nil
}
// ------------------------------------------------------------------ state
// loadBonusState loads the player's advisors (hired, and the seated ones) and
// advisor seats into the state.
// loadBonusState loads the player's attachments, advisors and advisor seats into the state.
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)
if err != nil {
return err
}
rows, err := db.Query(ctx, `
select advisor, coalesce(seat, 0) from advisor_hire where user_id = $1
order by seat nulls last, hired_at, advisor`, s.UserID)
select advisor from advisor_hire where user_id = $1 order by hired_at, advisor`, s.UserID)
if err != nil {
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
}
s.Advisors = nil
for _, h := range s.Hires {
if h.Seat > 0 {
s.Advisors = append(s.Advisors, h.Name)
}
rows, err = db.Query(ctx, `
select coalesce(inventory_item_id::text, ''), item from attachment
where user_id = $1 order by item`, s.UserID)
if err != nil {
return err
}
return nil
s.Fitted, s.Spare = map[string][]string{}, map[string]int{}
var toolID, item string
_, err = pgx.ForEachRow(rows, []any{&toolID, &item}, func() error {
if toolID == "" {
s.Spare[item]++
} else {
s.Fitted[toolID] = append(s.Fitted[toolID], item)
}
return nil
})
return err
}
// Bonus is the player's advisor bonus.
func (s *State) Bonus() Bonus { return cfg().bonusesFor(s.Advisors) }
// Bonus is the player's advisor bonus (no attachments).
func (s *State) Bonus() Bonus { return cfg().bonusesFor(s.Advisors, nil) }
// toolBonus is the bonus for stakes of one tool: advisors and its attachments.
func (s *State) toolBonus(toolID string) Bonus {
return cfg().bonusesFor(s.Advisors, s.Fitted[toolID])
}
// drill is what a stake of the tool on a well of the resource would take and return now.
func (s *State) drill(t Tool, item *StoreItem, resource string) (float64, float64) {
return s.drillAt(item, t.Levels(), resource)
}
// drillAt is what a stake of the item at the levels would take and return now.
func (s *State) drillAt(item *StoreItem, lv Levels, resource string) (float64, float64) {
return drillStats(item.ToolSecs(lv), item.ToolYield(lv), s.Bonus(),
func (s *State) drill(t Tool, item *StoreItem, resource string) (int, float64) {
return drillStats(item.CompletionTimeInSecs, item.ToolYield(t.Tier), s.toolBonus(t.ID),
s.CycleBoosts.For("all"), s.YieldBoosts.For(resource))
}
// sellPrice is what one unit pays the player now, before selling pressure: the shared
// quote × their advisors.
// sellPrice is what one unit sells for now: market rate × live events × advisors.
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.
-7
View File
@@ -1,7 +0,0 @@
build/
tools/
.internal/
*.der
.DS_Store
dist/
__pycache__/
-200
View File
@@ -1,200 +0,0 @@
# AGENTS.md — Moon Miners client (Defold)
A native client for Moon Miners (rules and state live in the Go server: `../server`,
`../server/AGENTS.md`; the repo: `../AGENTS.md`), and the only game client. Layout and HUD
look come from the old web client (header, moon list left, the section in the middle, aside with the moon viewport and the
selected well; on Moons the aside only shows, every action is on the well cards), 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. Mouse now,
gamepad later. Details live in each file's header comment; this file has the rules and a
map.
## Rules
- The server is the authority. Show the state it sends, send actions. Prediction may show
an action's result early, 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 tick locally as display only.
- Keep changes small; don't touch `../server` from here.
- Flex-first: new or reworked UI is laid out with `modules/flex.lua` / `flex_gui.lua`, no
hand-placed coordinates (`26 + ui.text_width(name) + 7`). When you touch a hand-placed
part, port it. The point is fewer layout bugs and less rework, not fewer lines.
- Slot rule: layout owns an outer slot node per box (an `anim.group`, a card's root, a
label); animations own what's inside (CSS layout vs transform). Never give a box a node
that something animates by position or size. Widgets built at a size (ui.button, bars,
dashed edges) are built after the solve at their box's rect; text is cut after it
(`ui.fit_text`). Kept blocks aren't re-laid out: solve only what you build.
- Clicker rule: buttons never move under the pointer while the player clicks. Nothing above
a button changes its position (reserve room: fixed heights, placeholders), and when a
thing is used up the next of its kind slides into the same spot (refinery slots, deploy
cards), so repeated clicks at one place keep working.
- Input focus: the game screen takes input focus once in `init`. Druid never touches it
(`[druid] no_auto_input = 1`: a Druid instance's `final()` would release focus for the
whole gui script, so closing a dialog left the game deaf). Don't post
acquire/release_input_focus anywhere else. The dialog's input invariant
(`dialog:check`) logs `ERROR:MM: input invariant broken` when repaired; check.py fails on
`ERROR:MM`.
- One Monarch screen (`game`). Dialogs are `g.dialog` (components/dialog), never screens.
One Druid instance per gui_script (the dialog has its own). Interaction goes through
Druid via the components; a raw `druid:new_button` is mouse-only and has no test id.
- Every interactive element registers a stable test id (button.bind, tabs.tab, row, field
do; ids in `modules/test.lua`'s header). Give new interactive things an id: focus,
keys, fx and the test driver depend on it.
- Build from templates cloned at runtime (`ui.clone`; new kinds: a template in
`gui/templates/`, instanced under `protos` in `game.gui`). Template roots are pivot NW;
layout is top-left based (x right, y down).
- Rebuilds: a section that reads a new state key adds it to `SECTION_KEYS` (core/main.lua;
`ASIDE_KEYS` and the header's sig likewise; the moon list's rows: `moonlist.rows_sig`;
the moon's facts in the aside: `aside.facts_sig`; the Moons parts: their models in
moons.lua) or it won't update. The shown state is frozen (`blocks.freeze`: `blocks.sig`
writes each part once per state, by content): never change `g.state` in place; a
prediction changes its copy before it is shown. What must survive
a rebuild lives on `g` or on a layer outside `g.layout`; never keep a layout node across
builds outside its block. A new per-build registry notes its entries in the block journal
(`blocks.note`/`push`/`put`); code that builds outside a build runs through
`blocks.bound(fn)`.
- Theme: every color is a token (`theme.color`, dark and light, from the old web client's CSS): no hex or
vector colors in code (templates via `theme.template`, config colors via `theme.item`,
glows via `theme.glow_blend()`). The moon viewport stays dark. Sizes from `theme.size`.
- Text: styles from `theme.text`; `₥`, `★` and other symbols through the `sym` font
(`ui.credits`, `ui.label`). `ui.text` escapes markup unless the style has `markup = true`;
server text is safe to pass. Add missing characters to the `.font` (make check names them).
- Node budget: `max_nodes: 4096` in `game.gui`; text past the font batch limit silently
doesn't render (make check catches the warning); stencils and images split batches.
Outline textures use slice9 2.
- Motion: easing curves match the old web client (`modules/anim.lua`). GUI nodes don't pass alpha to
children: fade content in from under a veil, not by fading a subtree. Every new
animation honors reduced motion (`anim.reduced`). Effects for action results go in
`modules/fx.lua`; numbers that change ease (`H.tick_num`); the wallet counts through fx.
- Scaling: layout size = window / (UI scale × display scale); below 960x600 it scales down;
below 1250 wide the aside gets its own row and the page scrolls. Content caps
(`theme.size`) are all above what fits at 1280x800; keep it that way (compare shots).
- Web: use dt or the clock for motion (variable frame rate); after render changes check the
browser console (WebGL feedback loops, Firefox target resizes).
- Native code (`mmwindow/`, `mmterrain/`): 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: no
classes, methods, templates, STL, references, own namespaces, exceptions, RTTI). The
extender compiles `.c` as C++, so the C must also be valid C++, with `extern "C"` across
files. Changing a native extension (or the dependencies) sends a remote engine build.
- `[mm]` in `game.project` holds only the keys in `scripts/check.py` `MM_DEFAULTS` at their
shipped values; pass others with `--config=mm.<key>=<value>`. Don't change
`display.width/height`.
- Never kill processes by name; scripts stop the game by its pid.
## Testing
- Use your own server and database: `../scripts/wt up <task>` (see `../AGENTS.md`) prints
the `MM_API` to use. Never test against the dev server on :3000, never touch the user's
running game or their settings file (`~/.local/share/moonminers/settings`): give any game
you start its own `XDG_DATA_HOME` (drive.py does: `<out>/data`).
- After a visual change, look at it: `make drive SCENARIO=sections MM_API=...` (or
`scripts/views.sh` against a baseline) at 1280x800 and 2560x1600, and the dialog when you
touch it. Add a scenario per feature (`scripts/scenarios/*.py`; each file's docstring
says what it checks and needs). Run `make check` (with `MM_API` set to your test
server; it makes a fixture player there) before calling it done.
- Drive commands (`scripts/drive.py`, through the test hook): `click(id | prefix |
"label=<text>")`, `hover`, `scroll_to`, `key`, `type`, `navigate`, `wait_for(lua expr)`,
`idle()`, `eval`, `elements()`, `state()`, `set(...)`, `shot(name)`, `log_has`,
`expect`, `restart()`, `cmd("frames", "reset")`; real X input: `os_click`, `os_move`,
`os_key`, `os_point`. `--attach $(cat dist/dev/port)` drives a `make dev`/`make run` game.
- `scripts/fixture.py <api>` makes a player with every section filled (needs an MM_DEV=1
server, which `wt up` starts).
- Layout lint instead of judging screenshots: `make lint MM_API=...` lints every section at
1280x800 and 1920x1080 and checks the clicker rule on a few actions (claim, collect,
sell, buy, upgrade); issues in `dist/drive/lint-<size>/lint-summary.json`. One screen:
`drive.py [--attach PORT] dump "{section='store'}"`. In a scenario: `game.lint(name)`,
`game.click_check(id)`, `game.dump(name)` (the test hook's `dump`: every shown node's
rect, kind, test id, text, clip). Rules and output: `scripts/ui_lint.py` header (overlap,
overflow, off_screen, small_hit, text_cut; moved, clicked_moved, clicked_gone). Add a
click_check to a feature's scenario when it has buttons people click repeatedly.
## Commands
- `make build`: `bob build bundle` (debug) into `dist/x86_64-linux/MoonMiners/`; `build/` is
bob's output, `build/x86_64-linux/dmengine` the engine with our extensions.
- `make run ARGS="--config=mm.api_base=http://localhost:3101"`: build, then run the game
from `build/default` in the foreground (loose files, engine service on), so `make reload`
works on it.
- `make dev` (same, in the background; `HEADLESS=1` under its own Xvfb), `make reload`,
`make dev-stop`: hot reload, below. State in `dist/dev/` (pid, port, display, game.log).
- `make shot`, `make play`, `make drive`, `make check`, `make web`, `make serve-web`: see
the Makefile comments. Web build test: `make web WEB_VARIANT=debug`, `scripts/serve-web.py`,
`node scripts/web-shots.mjs` (Playwright; header of the script).
## Hot reload (`make reload`, `scripts/dev.py`)
`make reload` runs `bob build` (no bundle, a few seconds) and posts every changed file in
`build/default` to the running debug game's resource reload (`/post/@resource/reload`, as
the editor does); the game's gui script runs again and rebuilds, keeping its state (player,
view, scroll offsets). It fails loudly on a compile error and keeps the old code running.
- Reloads: our Lua modules (`modules/`, `screens/`, `widgets/`, `components/`) and the
game's `.gui_script` (tested). Other changed resources (`.gui`, atlases, fonts) are sent
too; restart if one looks wrong.
- Needs a restart (reload says so; `make dev-stop dev`, or quit and `make run`):
collections, game objects, `main.script`, materials, shaders, the render script; modules
that hold state shared with other scripts (`modules.moon.*`, `modules.api`,
`modules.sfx`, `modules.images`, `modules.screen`, `modules.hot`); `game.project`;
native extensions and dependencies (a new engine).
- New fields that `init` sets on `g` don't exist after a reload: make them in `ensure`
(core/main.lua) or lazily.
## Map
Game screen (`screens/game/`); `game.gui_script` forwards to `core/main.lua`. Module
contract: `M.build(g, root, x, y, w, h, H)`, optional `M.aside`, `M.aside_below`,
`M.update(g, dt)`, `M.teardown(g)` (header of core/main.lua). A new section: a module here,
an entry in `M.SECTIONS` (core/main.lua), a tab in `header.lua` `SECTIONS`.
- `core/main.lua`: lifecycle, rebuilds, build orchestration, entrances, `on_reload`.
- `core/session.lua`: state, server requests (one at a time), prediction hookup, history.
- `core/hooks.lua`: the `H` helpers (`action`, `link`, `claim_wait`, text blocks).
- `core/keys.lua`: keyboard (focus, Enter/Space, scrolling keys, fields, F11, Ctrl +/-/0).
- `core/ready.lua`: ready counts on our clock. `core/ticks.lua`: countdowns, bars, eased numbers.
- Regions: `banner.lua`, `header.lua`, `moonlist.lua`, `aside.lua`, `settings.lua` (gear
menu), `savecode.lua`, `grant.lua` (admin grant dialog), `admin.lua` (admin area from the gear
menu, instead of the page; screens: `moonlab.lua`, the moon settings editor).
- Sections: `moons.lua`, `market.lua` (+ `ticker.lua`, `chart.lua`, `sale.lua`,
`leaderboard.lua`), `refinery.lua`, `equipment.lua`, `store.lua`, `advisors.lua`,
`help.lua`, `moon_sale.lua`, `reveal.lua` (new-moon teaser and reveal window), `cards.lua`
(shared by card sections).
- Scripted runs: `autoplay.lua`, `autoplay_refinery.lua`, `predict_demo.lua`.
Components (`components/`, API in each header; build new UI from these): `button`,
`dialog`, `panel`, `card` (+ `card.grid`), `tabs`, `list` (long lists, Druid Data List),
`scroll`, `bar`, `chip`, `stat`, `row`, `slider`. `widgets/moon_row.lua`: the moon list row.
Modules (`modules/`):
- `flex.lua` (pure flexbox/grid solver, tests in `scripts/flex_test.lua`), `flex_gui.lua`
(applies it to nodes, tree builders), `blocks.lua` (kept blocks, journal). For text and
parts that come and go, use flex_gui's guards: `fg.reserve(style, kid_or_nil)` (a fixed
slot whether its content shows: a "Need ₥ more" line, a count, a note), `fg.label(...,
{ fit = true, shrink_text = 0.8 })` (one line: shrink, then cut with …), `fg.para(...,
{ lines = 2 })` (at most n lines, cut with …).
- `ui.lua` (clone, text, rects, markup), `theme.lua`, `anim.lua`, `fx.lua`, `sfx.lua`,
`toasts.lua`, `tooltip.lua`, `focus.lua`, `field.lua`, `screen.lua` (scaling, fullscreen),
`settings.lua` (the settings file), `images.lua`, `tween_numbers.lua`.
- `api.lua` (server API, `X-MM-User`), `predict.lua` (predictors), `test.lua` (test hook),
`hot.lua` (hot reload).
- `moon/moon.lua` + `moon/terrain.lua`: the viewport's moon (API, the moon settings and
their `DEFAULTS`, the look the server's `moondesc.go` mirrors).
Elsewhere:
- `main/`: bootstrap (`main.script`, Monarch proxy, window focus, sfx object).
- `moon/`: moon collection, `moon.script`, materials (port of scene.js).
`render/mm.render_script`: HDR moon pass with bloom.
- `mmwindow/`: native fullscreen and sticky input. `mmterrain/`: native moon generator, the
game's only one (it began as a C port of the web client's terrain.js, now deleted).
- `gui/templates/`: node templates. `assets/`: fonts (Rajdhani, Oxanium, Inter `sym`),
`ui.atlas`, `sfx/` (CREDITS.txt; `scripts/zzfx-render.mjs`).
- `web/index.html`: the web build's page.
- `scripts/`: `dev.py` (run/hot reload), `drive.py` + `scenarios/`, `check.py`,
`fixture.py`, `shot.sh`, `views.sh`, `serve-web.py`, `web-shots.mjs`, `errproxy.py`.
## Stack
Defold 1.14.0 beta (editor in `/opt/Defold`, engine sha1
`6823d775883a04f4210bf04cd54cbffc468ac0ad`, `tools/bob.jar` of the same sha). Dependencies
(pinned in `game.project`): Druid 1.4.1, Monarch 6.0.3, Defold Event 21 (native, so the
engine comes from Defold's build server; bob caches it in `.internal/cache` until the
native inputs change). Druid and Defold GUI findings: `../../druid-notes.md`. Sources
(read-only): `~/Development/Refold/druid`, `~/Development/Refold/Defold`.
## Config (`--config=mm.<key>=<value>`)
`api_base` (server; default `http://localhost:3000`, on the web the page's origin; player id
saved per server), `player`, `new_player=1`, `view` (`section=equipment&drill=<id>`),
`window=WxH`, `ui_scale`, `display_scale`, `theme`, `reduced_motion`, `moon_id`,
`moon_spin=0`, `autoplay`, `autoplay_script`, `quit_after`, `popup`, `test=0`; debug:
`fake_latency_ms`, `fake_reject=<action>[:n]`, `predict_skew`, `tween_ms`, `predict_demo`,
`reveal_freeze`, `sfx_debug`.
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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. Builds with bob.jar, run by the Java the Defold editor ships
# (its packages/jdk-*), so the editor is all a build needs. The editor is looked for where it
# usually is on Linux (~/Defold, /opt/Defold), macOS (Defold.app in /Applications or
# ~/Applications) and Windows (~/Defold, C:/Defold, Git Bash or MSYS make); DEFOLD=<the folder
# holding its packages> for another place, JAVA=<path> for a Java of your own. With no editor
# found it is java (21+) from PATH. xvfb-run, Xvfb, ImageMagick, xdotool, python3 and luajit
# for shot, play, drive, dev and check (Linux).
DEFOLD_DIRS := $(DEFOLD) $(HOME)/Defold /opt/Defold \
/Applications/Defold.app/Contents/Resources $(HOME)/Applications/Defold.app/Contents/Resources \
$(USERPROFILE)/Defold C:/Defold
# (make's own wildcard and sort, no shell tools; the last after sorting is the newest)
DEFOLD_JAVA := $(lastword $(sort $(foreach d,$(DEFOLD_DIRS),$(wildcard \
$(d)/packages/jdk*/bin/java $(d)/packages/jdk*/bin/java.exe $(d)/packages/jdk*/Contents/Home/bin/java))))
JAVA ?= $(or $(DEFOLD_JAVA),java)
BOB_SHA := 6823d775883a04f4210bf04cd54cbffc468ac0ad
BOB_URL := https://d.defold.com/archive/beta/$(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 lint 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).
# The game server serves it at / (server.go, MM_WEB_DIR); `make serve-web` serves it on :8080
# with /api and /static proxied to UPSTREAM (a test server).
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)
# Layout lint of every section at 1280x800 and 1920x1080 (scenarios/lint.py, ui_lint.py):
# dist/drive/lint-<size>/. Needs MM_API (a test server).
lint: $(BOB) .internal/lib/dependencies.json
@mkdir -p dist
@$(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; }
@for s in 1280x800 1920x1080; do scripts/drive.py --fixture --size $$s --out dist/drive/lint-$$s lint $$s; done
# 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
# The game from build/default (loose files, engine service on), so `make reload` works on it.
# The bundle in dist/ is for shot, play and shipping.
run: build
scripts/dev.py run $(ARGS)
# Screenshot of the running game at 1280x800 under Xvfb (POPUP=1 opens the modal too).
shot: build
scripts/shot.sh $(BIN) $(SHOT) $(if $(MM_API),--config=mm.api_base=$(MM_API)) $(ARGS) $(if $(POPUP),--config=mm.popup=1)
# Scripted play-through as a new player (mm.autoplay), a screenshot per stage in dist/play/.
# Needs MM_API (a test server): it makes a new player there.
play: build
@test -n "$(MM_API)" || { echo "make play: set MM_API to a test server (no default)"; exit 1; }
SHOTS_DIR=$(abspath dist/play) scripts/shot.sh $(BIN) dist/play/last.png --config=mm.api_base=$(MM_API) --config=mm.autoplay=1 --config=mm.new_player=1 $(ARGS)
clean:
rm -rf build dist .internal/cache
Binary file not shown.
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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
View File
@@ -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
View File
@@ -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
View File
@@ -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: " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~\302\267\303\227\342\200\224\342\200\223\342\200\246\342\200\242\342\200\231\342\200\234\342\200\235\342\210\222\342\200\271\342\200\272"
-9
View File
@@ -1,9 +0,0 @@
font: "/assets/fonts/Rajdhani-SemiBold.ttf"
material: "/builtins/fonts/font-df.material"
size: 40
outline_alpha: 0.0
outline_width: 0.0
shadow_alpha: 0.0
output_format: TYPE_DISTANCE_FIELD
render_mode: MODE_SINGLE_LAYER
characters: " !\"#$%&'()*+,-./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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-34
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@@ -1,34 +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). rumble.wav and reveal.wav (the new-moon
reveal's build-up and burst, client only) are synthesized by the same script.
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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-48
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@@ -1,48 +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/gear.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
View File
@@ -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
View File
@@ -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 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, level chips, advisor tags): a 1 px outlined box with
-- a short label, optionally filled. Returns the box node and its width.
--
-- chip.new(parent, "Y2 C1", 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).
--
-- chip.grade(parent, "B", x, y, { h = 16 }) -- a moon grade badge (D..S), GRADE_W wide
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
-- A plain box holds the fill and the edge above it (gui.move_below on a child would
-- move the fill out to box's parent, at its 0, 0).
local edge = box
box = ui.rect(parent, left, y - h / 2, w, h, color, opts.fill)
gui.set_parent(edge, box, false)
gui.set_position(edge, vmath.vector3(0, 0, 0))
end
ui.text(box, label, style, w / 2, h / 2, gui.PIVOT_CENTER)
return box, w
end
-- Moon grade badges: edge/text color per grade, cheapest to best.
M.GRADE = { D = "line_hi", C = "text_2", B = "cyan", A = "violet_hi", S = "ready" }
M.GRADE_W = 18
function M.grade(parent, grade, x, y, opts)
opts = opts or {}
local color = M.GRADE[grade] or "line_hi"
return M.new(parent, grade, x, y, { color = color, text = grade == "D" and "muted" or color,
font = "mono_semi", px = opts.px or 11, h = opts.h or 16, pad = 3, min_w = opts.w or M.GRADE_W,
right = opts.right })
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)
-- menu = { right, top }: a dropdown instead (the header's settings menu): no dimmed
-- backdrop (a click outside still closes it), no title or buttons, its top-right
-- corner `right` from the page's right edge and `top` down; build makes the content.
-- 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 menu = opts.menu
local scrim = ui.rect(root, 0, 0, W, H, menu and "none" or 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 = menu and opts.h or math.max(opts.h or H0, 64 + msg_h + 24 + 44 + 24)
local holder = anim.group(root, menu and W - menu.right - w / 2 or W / 2, menu and menu.top + h / 2 or 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)
if menu then
opts.build(self, box, w, h)
test.set_scope("page")
sfx.play("toggle")
return
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")
local menu = self.opts and self.opts.menu
if menu then
gui.set_position(self.holder, vec(W - menu.right - self.w / 2, -(menu.top + self.h / 2)))
else
gui.set_position(self.holder, vec(W / 2, -H / 2))
end
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
-107
View File
@@ -1,107 +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)
-- on_remove = function(node, item) ... end }) -- (optional) a row scrolled out, before
-- -- its node is deleted (not when the
-- -- list itself goes in a rebuild)
-- 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)
if opts.on_remove then
l.data.on_element_remove:subscribe(function(_, _, node, _, item)
if not g.tearing_down then
opts.on_remove(node, item)
end
end)
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
self.items = items
-- At the saved offset first (Druid clamps it to the rows), so the data list makes the
-- rows there, not the top ones only to drop them again.
local s = self.scroll
s:set_size(self.grid:get_size_for(#items))
s.target_position.y = saved
s:_set_scroll_position(s.position.x, saved)
s.target_position.y = s.position.y
self.data:set_data(items)
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
-99
View File
@@ -1,99 +0,0 @@
-- Slider (the web's input type=range): a thin track, its filled part and a knob. Press
-- anywhere on the track's row to jump there, drag to move; the value follows the pointer
-- exactly (screen position mapped into the track, not summed deltas).
--
-- local s = slider.new(g, parent, x, y, w, h, { min, max, step, value, id, zone,
-- on_change = fn(v), on_release = fn(v) })
-- s:set(v) -- move it without on_change (another control changed the value)
--
-- Built on Druid's slider (input priority high, so a scroll area under it doesn't take
-- the drag); its input is replaced by the pointer mapping above. zone: a node the press
-- must be inside (a scroll area's view: hidden rows can't be grabbed). on_change gets
-- the value snapped to step; on_release when the drag ends. Test id: opts.id (kind
-- "slider", no keyboard focus: the number field beside it is the keyboard's way in).
local ui = require("modules.ui")
local test = require("modules.test")
local M = {}
M.__index = M
local TOUCH = hash("touch")
local KNOB_W, KNOB_H, TRACK_H = 10, 16, 4
local function vec(x, y)
return vmath.vector3(x, y, 0)
end
local function snap(v, o)
local n = math.floor((v - o.min) / o.step + 0.5)
v = o.min + n * o.step
-- (decimal steps: drop float noise like 0.30000000000000004)
v = tonumber(string.format("%.6f", v))
return math.max(o.min, math.min(o.max, v))
end
function M.new(g, parent, x, y, w, h, opts)
local self = setmetatable({ opts = opts, w = w }, M)
local hit = ui.rect(parent, x, y, w, h, "none")
ui.rect(hit, 0, math.floor((h - TRACK_H) / 2), w, TRACK_H, "line_hi")
self.fill = ui.rect(hit, 0, math.floor((h - TRACK_H) / 2), 0, TRACK_H, "cyan", 0.7)
local knob = ui.rect(hit, 0, 0, KNOB_W, KNOB_H, "cyan")
gui.set_pivot(knob, gui.PIVOT_CENTER)
gui.set_position(knob, vec(0, -h / 2))
self.knob = knob
local s = g.druid:new_slider(knob, vec(w, -h / 2), function(_, f)
local v = snap(opts.min + f * (opts.max - opts.min), opts)
self:_fill(f)
if v ~= self.value then
self.value = v
if opts.on_change then
opts.on_change(v)
end
end
end)
self.s = s
local zone = opts.zone
s.on_input = function(sl, action_id, action)
if action_id ~= TOUCH or not action.screen_x then
return false
end
if not sl.is_drag then
if not (action.pressed and gui.pick_node(hit, action.x, action.y)
and (not zone or gui.pick_node(zone, action.x, action.y))) then
return false
end
sl.is_drag = true
end
local p = gui.screen_to_local(knob, vec(action.screen_x, action.screen_y))
local f = math.max(0, math.min(1, p.x / w))
if f ~= sl.value then
sl:set(f)
end
if action.released then
sl.is_drag = false
if opts.on_release then
opts.on_release(self.value)
end
end
return true
end
self:set(opts.value)
test.register(opts.id, hit, "slider", opts.label, zone, true)
return self
end
function M:_fill(f)
gui.set_size(self.fill, vec(math.floor(self.w * f + 0.5), TRACK_H))
end
function M:set(v)
local o = self.opts
v = math.max(o.min, math.min(o.max, tonumber(v) or o.min))
self.value = v
local f = o.max > o.min and (v - o.min) / (o.max - o.min) or 0
self.s:set(f, true)
self:_fill(f)
end
return M
-31
View File
@@ -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
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