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No files matched your search
@@ -1,9 +1,3 @@
|
|||||||
# Build output
|
|
||||||
/bin/
|
|
||||||
/moonminers
|
|
||||||
/web/static/css/app.css
|
|
||||||
/web/static/app/
|
|
||||||
|
|
||||||
# Local env files (never commit)
|
# Local env files (never commit)
|
||||||
.env
|
.env
|
||||||
.env*.local
|
.env*.local
|
||||||
@@ -13,14 +7,12 @@
|
|||||||
.DS_Store
|
.DS_Store
|
||||||
|
|
||||||
# Personal files
|
# Personal files
|
||||||
/sql/create-users.sql
|
|
||||||
/.dir-locals.el
|
/.dir-locals.el
|
||||||
sql/queries.sql
|
|
||||||
/project.todo
|
/project.todo
|
||||||
|
|
||||||
# Blender files (generated by art/equipment scripts)
|
# Blender files
|
||||||
*.blend
|
*.blend
|
||||||
*.blend1
|
*.blend1
|
||||||
/art/equipment/build/
|
|
||||||
/art/advisors/build/
|
# Agent worktree state (scripts/wt)
|
||||||
/art/attachments/build/
|
/.wt/
|
||||||
@@ -1,222 +1,52 @@
|
|||||||
# AGENTS.md — Moon Miners
|
# AGENTS.md — Moon Miners
|
||||||
|
|
||||||
## What this is
|
## What this is
|
||||||
Moon Miners is a browser idle/mining game. Players join anonymously: the server creates a
|
Moon Miners is an 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
|
player and keeps its id in the `mm_user` cookie (or `X-MM-User` for the API). Players own
|
||||||
resource wells, buy and upgrade mining tools (store items) and stake them on wells. When a
|
moons ("staking sources") with resource wells, buy and upgrade mining tools (store items)
|
||||||
stake finishes (drill cycles are seconds: `completionTimeInSecs`, `duration_in_secs`) they
|
and stake them on wells. When a stake finishes (drill cycles are seconds:
|
||||||
claim resources (Sollux, Shadowstone, Azurium, Novafor, Nebulance), which
|
`completionTimeInSecs`, `duration_in_secs`) they claim resources (Sollux, Shadowstone,
|
||||||
they can sell for credits (₥) or refine into refined items (Refinery section: timed batches
|
Azurium, Novafor, Nebulance), which they can sell for credits (₥) or refine into refined
|
||||||
in slots; refined items sell for more and are parts for higher tool upgrades). Drill
|
items (Refinery section: timed batches in slots; refined items sell for more and are parts
|
||||||
attachments (bought in the Store, equipped on a drill from its panel in Equipment) give it
|
for the higher upgrades). Each drill has two upgrade tracks of its own (Equipment: one raises
|
||||||
a modifier that makes it faster or bigger; advisors (Advisors section, one per seat) boost drill speed, yield, sell prices or the
|
its claim per cycle, the other shortens its cycle, a level at a time, per tool); advisors
|
||||||
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`).
|
(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).
|
||||||
|
|
||||||
## Stack
|
## How the parts fit
|
||||||
- Go (standard library `net/http` + `html/template`) with `pgx` for Postgres. One `main`
|
- `server/`: the Go server: game rules, Postgres, the JSON API and the admin pages
|
||||||
package at the repo root; templates, static files and SQL are embedded with `go:embed`.
|
(`/utils`, server-rendered with htmx, behind `ADMIN_PASSWORD`). The server is the only
|
||||||
- The interface is server-rendered HTML. htmx swaps it in place, morphing the game's regions
|
authority on game state. Details: `server/AGENTS.md`.
|
||||||
(idiomorph extension, vendored in `web/static/vendor/idiomorph`) so elements keep their
|
- `client/`: the Defold client (desktop and a WebAssembly build). It talks to the server's
|
||||||
state; Tailwind v4 (standalone CLI) builds the CSS. No bundler, no TypeScript, no Alpine.
|
JSON API (`/api/state`, `/api/act/<action>`, documented in `server/api.md`) and shows
|
||||||
- Experiment: a second web client at `/app` (`web/app/`), Preact + JSX + `@preact/signals`
|
what it sends. It is the only game client, and its moon generator
|
||||||
(vendored in `web/app/vendor`, no other libraries, no preact/compat), bundled by esbuild
|
(`client/modules/moon/terrain.lua`, native `mmterrain`) is the only one. Details:
|
||||||
(standalone binary fetched like Tailwind, `make app`) into `web/static/app/` (built, not
|
`client/AGENTS.md`.
|
||||||
committed). See "web/app" below.
|
- Repo root: `docker-compose.yml` (local Postgres), `docker-compose.prod.yml` (production,
|
||||||
- three.js is a plain ES module loaded through an import map (vendored in `web/static/vendor`).
|
Dokploy; builds `server/`), `IDEAS.md` (features not built yet), `README.md`.
|
||||||
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.
|
|
||||||
|
|
||||||
## Layout
|
## Workspace
|
||||||
- The repo is `server/` in the `MoonMiners/` workspace; agent worktrees go next to it
|
- The repo is `game/` in the `MoonMiners/` workspace. Design notes live in the workspace,
|
||||||
(`git worktree add ../wt-<task> -b <task>`), a Defold client later in `../client`.
|
outside git (`../project.todo`, `../FAQ.org`, `../druid-notes.md`).
|
||||||
- `main.go`: commands (`serve`, `migrate`, `load-config`, `sim [file]`, `moon-traits`), `.env`
|
- Agent worktrees go in the workspace, next to `game/`. Make them with `scripts/wt` (from
|
||||||
loading. `balance.go`: the `sim` command (prints the `sim.go` analysis).
|
the workspace: `game/scripts/wt up <task>`), not by hand: it makes `../wt-<task>` on
|
||||||
- `game.go`: game rules. Each action is one transaction that locks (`for update`) the rows it
|
branch `<task>`, copies the Defold build cache (no remote engine build) and `.env`,
|
||||||
reads; `check (balance >= 0)` in the schema is the safety net. Rule violations return a
|
creates and migrates the database `mm_<task>`, and starts a server (MM_DEV=1) on a free
|
||||||
`GameError` (shown to the player as a toast); other errors are 500s. Past moons (wells
|
port; it prints the `MM_API` to test against. `wt status` lists them, `wt restart <task>`
|
||||||
empty, nothing unclaimed) are computed (`loadPastMoons`, no column); they still count as
|
rebuilds the server, `wt down <task>` stops it and drops the database, `wt rm <task>`
|
||||||
owned for the moon price and well scale, and can't be sold. The Past tab loads them 10 at a
|
also removes the worktree (and the branch if merged). State in `<worktree>/.wt/`.
|
||||||
time (`loadPastPage`, limit/offset; `page=` in the view URL); handlers load state with
|
- A worktree's `.env` names its own database (`DB_DATABASE=mm_<task>`), so `migrate`,
|
||||||
`loadView` (state, the past page, the resolved view).
|
tests and servers run there reach only `mm_<task>`. Never point anything at the main
|
||||||
- `views.go`: the `View` (section, moon, well, tab; carried in the URL as
|
database (`moonminers`): it holds the author's game.
|
||||||
`/?s=&moon=&well=`), the `Page` view model, formatting helpers.
|
- Never use `git stash` in a worktree: the stash list is shared by every worktree, so a
|
||||||
- `server.go`: routes and middleware (request log, `nosniff`/`Referrer-Policy` headers, body
|
pop can take another agent's work. Commit on your branch, or save a patch file.
|
||||||
limits with forms parsed up front, a per-IP limit on new players). `GET /` renders the page
|
- `.env` (database credentials) is in the repo root or in `server/`. Never read, print or
|
||||||
(htmx requests get every region as an out-of-band swap); `POST /act/<action>` runs an
|
commit it.
|
||||||
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, buy
|
|
||||||
seat, seat/unseat/swap/dismiss rules (only seated advisors give a bonus; dismissing
|
|
||||||
refunds nothing), Advisors section and the advisor panel (`adv=` in the URL, in the
|
|
||||||
aside). Tables `advisor_hire` (`seat`, null: not seated), `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`).
|
|
||||||
- `web/css/app.css`: Tailwind input (custom HUD styles); builds to `web/static/css/app.css`.
|
|
||||||
- `web/app/` (the Preact client, `GET /app`, template `spa.html`): the Moons slice (header and
|
|
||||||
wallet, Claim all, moon list with its Active/Past tabs, search and past pages, wells table
|
|
||||||
with multi-well drills and claim-wide, the moon's resale, well panel with the better-well
|
|
||||||
line, a past moon's haul, viewport, toasts) on the JSON API; other sections, buying a moon
|
|
||||||
and the store link to the classic client. `session.js`: like the Defold client's session
|
|
||||||
(`base` server state, `pending` predictions, `shown`/`live` computeds, an outbox sending
|
|
||||||
one request at a time with `clientSeq`, rollback on 422, predicted navigation);
|
|
||||||
`predict.js`: port of the Defold `predict.lua` (claim, stake, redrill; readiness is local,
|
|
||||||
`end <= now`). `clock.js`: server clock, `edge` (bumped at each drill end), the frame loop
|
|
||||||
and eased numbers. `ui.jsx`: `Num`, `Countdown`, `DrillBar` (Web Animation, keyed by tool
|
|
||||||
id; corrections change its playback rate). `fx.js`: effects at the click from the
|
|
||||||
predicted change, using exports of the classic `fx.js`/`sfx.js`. `scene.js` +
|
|
||||||
`scene-worker.js`: the classic `MoonScene` in a worker on an OffscreenCanvas (main thread
|
|
||||||
fallback, `?mainscene`). `dialog.jsx`: the confirm dialog (the classic markup, opened by
|
|
||||||
the classic `ui.js`), for the API's `confirm` texts. Same classes as the classic markup (app.css); `preact.css` only
|
|
||||||
for what differs.
|
|
||||||
Rules: pass signals to JSX as they are; read `.value` only in logic, `computed()` and
|
|
||||||
effects (`scripts/check-signals-jsx.mjs` in `make check` flags `.value` inside JSX).
|
|
||||||
Key list items by stable ids (drills by tool id, not stake id: a predicted stake's id
|
|
||||||
changes when the server answers); never swap an element that animates for another.
|
|
||||||
Animate with transform/opacity (CSS, Web Animations), FLIP (`flip.js`) for rows that move.
|
|
||||||
- `sql/tables.sql`, `sql/data.sql`: schema for fresh databases. `sql/migrations/` (001–016):
|
|
||||||
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.
|
|
||||||
|
|
||||||
## Commands
|
## Conventions (all parts)
|
||||||
- `make dev`: server on :3000 that reloads templates/static from disk, with Tailwind and
|
- The server is the authority: clients show the state it sends and send actions; no game
|
||||||
esbuild (the Preact client) watching. `MM_API_DELAY_MS=300` (with `MM_DEV=1`) holds every
|
rules on the client side beyond what `server/api.md` "Prediction" allows.
|
||||||
game request that long, to try both clients on a slow connection.
|
- Work in one part at a time: a client task doesn't change `server/`, and the other way
|
||||||
- `make build`, `make check` (gofmt, vet, template check, JS syntax of every `web/static/js/*.js`,
|
round, unless the task says so.
|
||||||
moon traits check, the Preact client's `.value` check and build), `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.
|
- Keep changes small. Don't refactor or move files unless asked.
|
||||||
@@ -1,24 +0,0 @@
|
|||||||
# 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/${TAILWIND_VERSION}/tailwindcss-linux-x64 \
|
|
||||||
&& chmod +x /usr/local/bin/tailwindcss
|
|
||||||
ARG ESBUILD_VERSION=0.28.2
|
|
||||||
RUN curl -fsSL https://registry.npmjs.org/@esbuild/linux-x64/-/linux-x64-${ESBUILD_VERSION}.tgz \
|
|
||||||
| tar xz -C /usr/local/bin --strip-components=2 package/bin/esbuild
|
|
||||||
COPY go.mod go.sum ./
|
|
||||||
RUN go mod download
|
|
||||||
COPY . .
|
|
||||||
RUN tailwindcss -i web/css/app.css -o web/static/css/app.css --minify \
|
|
||||||
&& make app ESBUILD=/usr/local/bin/esbuild \
|
|
||||||
&& CGO_ENABLED=0 go build -trimpath -ldflags="-s -w" -o /moonminers .
|
|
||||||
|
|
||||||
FROM scratch
|
|
||||||
COPY --from=build /moonminers /moonminers
|
|
||||||
USER 65532:65532
|
|
||||||
ENV PORT=3000
|
|
||||||
EXPOSE 3000
|
|
||||||
ENTRYPOINT ["/moonminers"]
|
|
||||||
CMD ["serve"]
|
|
||||||
@@ -1,169 +0,0 @@
|
|||||||
# Hand-off: Preact web client experiment (branch `s-preact`)
|
|
||||||
|
|
||||||
## Goal
|
|
||||||
Find out whether a web client can feel as smooth and instant as the Defold client (which
|
|
||||||
predicts click results locally and eases corrections). It's built with Preact + JSX +
|
|
||||||
@preact/signals and compiled by esbuild, on the existing JSON API. It's served at `/app`
|
|
||||||
next to the classic htmx client at `/`. The user will compare them by feel: fast
|
|
||||||
claim/redrill/deploy clicks, and animations that never hitch.
|
|
||||||
|
|
||||||
## What's built
|
|
||||||
- `web/app/` (about 2,400 lines without the vendored code):
|
|
||||||
- `session.js`: a port of the Defold `session.lua`. Holds the `base`/`pending` signals,
|
|
||||||
the `shown`/`live` computeds, and an outbox that sends one request at a time with
|
|
||||||
`clientSeq`. A 422 rolls the prediction back. Navigation is predicted. It refetches at
|
|
||||||
`nextEnd` and keeps the URL in sync.
|
|
||||||
- `predict.js`: a port of `predict.lua` (claim, stake, redrill, derive). One deliberate
|
|
||||||
difference: readiness is local (`s.ready || s.end <= now`).
|
|
||||||
- `clock.js`: server clock offset. An `edge` signal is bumped by a timer at each drill
|
|
||||||
end. Also a single rAF ticker loop and eased numbers (`eased`, `hold`/`release`).
|
|
||||||
- `ui.jsx`:
|
|
||||||
- `Num`: eased number, written by the ticker.
|
|
||||||
- `Countdown`.
|
|
||||||
- `DrillBar`: a WAAPI `scaleX` animation keyed by tool id. A server correction changes
|
|
||||||
`playbackRate` so the bar lands on the true end without jumping.
|
|
||||||
- `SupplyBar`: clip-path.
|
|
||||||
- `buttons.jsx`: `ReadyButton`. It dispatches `mm:ready` when the clock (not a new
|
|
||||||
state) enables it, and the classic fx.js then plays the pop, sparks and sound.
|
|
||||||
- `header.jsx`, `moons.jsx`, `side.jsx`: the same markup and classes as the classic
|
|
||||||
templates, so they use `app.css`. `preact.css` covers only the differences. The whole
|
|
||||||
Moons slice: the moon list's Active/Past tabs, search and past pages, a past moon's
|
|
||||||
haul, the multi-well row and claim-wide (not predicted: the server splits it), the
|
|
||||||
moon sale, and the well panel's better-well line ("Deploy there" moves the view, so it
|
|
||||||
waits for the server).
|
|
||||||
- `dialog.jsx`: the classic confirm dialog (its markup, opened by the classic `ui.js`),
|
|
||||||
for the API's `confirm` texts (the moon sale).
|
|
||||||
- `fx.js`: effects at the click, from the predicted diff. Uses exports added to
|
|
||||||
`web/static/js/fx.js` (`floatText`, `stream`, `mark`, `centerOf`, `formatMoney`) and to
|
|
||||||
`sfx.js`.
|
|
||||||
- `flip.js`: FLIP for keyed rows, with positions relative to the container.
|
|
||||||
- `scene.js` + `scene-worker.js`: the classic `MoonScene` runs in a worker on an
|
|
||||||
OffscreenCanvas. It uses stand-ins for the canvas, its container, `ResizeObserver` and
|
|
||||||
`document`. Pointer and wheel events and the size are forwarded from the page. Drag and
|
|
||||||
zoom were verified. If the worker fails it falls back to the page's thread;
|
|
||||||
`?mainscene` forces that.
|
|
||||||
- `vendor/`: preact 11.0.1 and signals 2.11.3 / signals-core 1.14.4. `jsconfig.json`
|
|
||||||
holds the path aliases, including `three`, used by the worker bundle.
|
|
||||||
- Go: `GET /app` renders `web/templates/spa.html`. `MM_API_DELAY_MS` (dev only) delays
|
|
||||||
`/act/`, `/api/act/`, `/api/state` and htmx `GET /` for both clients.
|
|
||||||
- Build:
|
|
||||||
- `make app`: esbuild is fetched into `bin/` from the npm tarball. It outputs `app.js`,
|
|
||||||
`app.css`, `scene-worker.js` and `moon-worker.js` to `web/static/app/`, which is
|
|
||||||
gitignored and in `.dockerignore`.
|
|
||||||
- `make dev` watches the client.
|
|
||||||
- `make build` depends on `app`.
|
|
||||||
- The Dockerfile fetches esbuild and runs `make app`.
|
|
||||||
- `make check` (passes) also runs `scripts/check-signals-jsx.mjs`, which flags `.value`
|
|
||||||
inside JSX, and builds the client.
|
|
||||||
- AGENTS.md documents `web/app` and its rules. `/app` is in `templates_test.go` and
|
|
||||||
`test-endpoints.restclient`.
|
|
||||||
|
|
||||||
## How to try it
|
|
||||||
```
|
|
||||||
cd wt-s-preact && make app && go build -o bin/moonminers .
|
|
||||||
DB_DATABASE=mm_s_preact PORT=3151 MM_DEV=1 ./bin/moonminers serve
|
|
||||||
# second, slow server on the same DB: MM_API_DELAY_MS=300 PORT=3152 ...
|
|
||||||
```
|
|
||||||
Open `http://localhost:3151/app` and `http://localhost:3151/`. They share the same player
|
|
||||||
cookie. The database `mm_s_preact` is kept. `.env` was copied from `../server/.env` and is
|
|
||||||
gitignored. **The servers are stopped now**; restart them with the commands above.
|
|
||||||
|
|
||||||
## Measurements
|
|
||||||
|
|
||||||
### Second run (Oct 20, after the Moons slice was finished)
|
|
||||||
Headless Chrome 155 on macOS over the DevTools protocol (no puppeteer), Metal GPU
|
|
||||||
(`--use-angle=metal --enable-gpu --ignore-gpu-blocklist`), 1440×900. Same method as below:
|
|
||||||
the median of 3 alternating runs; latency from pointerdown to the first frame where the
|
|
||||||
side panel's drill line count changes. Each test starts from a known state set through the
|
|
||||||
API and admin endpoints (the wells topped up, one drone finished on the well). No other
|
|
||||||
engine was running; the machine's load average was 6 to 9 from other work.
|
|
||||||
|
|
||||||
| | classic, 0 ms | app, 0 ms | classic, +300 ms | app, +300 ms |
|
|
||||||
|---|---|---|---|---|
|
|
||||||
| claim to visible result | 30 ms | 13 ms | 347 ms | 14 ms |
|
|
||||||
| redrill to visible result | 31 ms | 15 ms | 331 ms | 14 ms |
|
|
||||||
| 6 deploy clicks 120 ms apart that took effect | 6, 6, 6 | 6, 6, 6 | **2, 2, 2** | 6, 6, 6 |
|
|
||||||
| Redrill clickable 150 ms after Claim | yes | yes | **no** | yes |
|
|
||||||
| dropped frames (>25 ms) per run | 0, 0, 0 | 0, 0, 0 | 0, 0, 1 | 0, 0, 0 |
|
|
||||||
|
|
||||||
Main-thread time for one claim (Chrome's Performance.getMetrics counters, from the click to
|
|
||||||
1.5 s after, 0 ms delay, median of 3):
|
|
||||||
|
|
||||||
| | script | layout | style | all tasks |
|
|
||||||
|---|---|---|---|---|
|
|
||||||
| classic | 25 ms | 5 ms | 9 ms | 69 ms |
|
|
||||||
| app | 11 ms | 8 ms | 10 ms | 62 ms |
|
|
||||||
|
|
||||||
- The classic client's first claim of a page load had 109 ms of script (the AudioContext on
|
|
||||||
the first gesture, as below); the others 24–25 ms.
|
|
||||||
- Most of "all tasks" is the viewport and other frames in the window, the same in both.
|
|
||||||
- With an idle GPU the frame drops are gone for both clients: the earlier noise was the
|
|
||||||
other engine.
|
|
||||||
- Side-by-side screenshots (moon, well panel, multi-well moon, past moons) are identical but
|
|
||||||
for the header's Classic/Admin link.
|
|
||||||
|
|
||||||
### First run
|
|
||||||
Headless Chromium 156 (Playwright's cache) with puppeteer-core, GPU via
|
|
||||||
`--enable-gpu --use-angle=gl-egl`. Swiftshader is far too slow to use. Each figure is the
|
|
||||||
median of 3 alternating runs. The latency is the time from pointerdown to the first frame
|
|
||||||
where the side panel's drill lines change.
|
|
||||||
|
|
||||||
| | classic, 0 ms | app, 0 ms | classic, +300 ms | app, +300 ms |
|
|
||||||
|---|---|---|---|---|
|
|
||||||
| claim to visible result | 52 ms | 14 ms | 342 ms | 12 ms |
|
|
||||||
| redrill to visible result | 41 ms | 11 ms | 329 ms | 8 ms |
|
|
||||||
| 6 deploy clicks 120 ms apart that took effect | 6, 6, 5 | 6, 6, 6 | **2, 2, 2** | 6, 6, 6 |
|
|
||||||
| Redrill clickable 150 ms after Claim | yes | yes | **no** | yes |
|
|
||||||
| dropped frames (>25 ms) per run | 9, 7, 2 | 7, 12, 1 | 9, 5, 1 | 4, 4, 2 |
|
|
||||||
|
|
||||||
- The classic client drops clicks while a request runs: `body.is-busy` sets
|
|
||||||
`pointer-events: none`.
|
|
||||||
- Frame drops were noisy and about the same for both clients. Another agent's Defold engine
|
|
||||||
was using about 460% CPU and the GPU.
|
|
||||||
- Long-animation-frame entries show the frames waiting on the GPU or presentation rather
|
|
||||||
than on scripts.
|
|
||||||
- The worker viewport and the main-thread viewport (`app-main`) showed no clear difference
|
|
||||||
under this load.
|
|
||||||
- The first click in each run has a long task of about 120 ms in both clients. It comes
|
|
||||||
from `sfx.js` creating the AudioContext on the first gesture.
|
|
||||||
- The harness lives in the session scratchpad, which is not kept. If it's needed again,
|
|
||||||
recreate it from this description: `measure.mjs` (in-page rAF sampling, longtask/LoAF
|
|
||||||
observers, a `watch` predicate on the drill-line count, `page.mouse.click`), `setup.mjs`
|
|
||||||
(a player via the admin endpoints: unlock all, 5 drones, credits, a moon) and
|
|
||||||
`runall.sh`.
|
|
||||||
|
|
||||||
## Unfinished / next steps
|
|
||||||
Done since the first hand-off: the well panel and Moons section gaps (better well, multi-well
|
|
||||||
rows and claim-wide, moon sale, past moons tab, search and pages), navigation and sale and
|
|
||||||
mined-out effects, the measurements on a quiet GPU with main-thread time per claim, and the
|
|
||||||
side-by-side screenshots. What's left:
|
|
||||||
1. Other sections (Equipment, Store, Market, Refinery, Advisors, Leaderboard, Help), buying
|
|
||||||
a moon (the new-moon teaser and reveal) and the store link still open the classic client.
|
|
||||||
The API has every section's state and the prediction rules for sells and refinery
|
|
||||||
batches (api.md "Prediction").
|
|
||||||
2. Moon sale, claim-wide and "Deploy there" wait for the server (a spinner); predicting them
|
|
||||||
would need the server's split of multi-well claims and the sale's payout rules.
|
|
||||||
3. The measurement harness lived in a session scratchpad again (CDP: an in-page rAF watch on
|
|
||||||
the drill-line count, clicks through Input.dispatchMouseEvent, Performance.getMetrics
|
|
||||||
around a claim). Worth keeping in `scripts/` if the comparison continues.
|
|
||||||
4. Report: rough line counts are above. Hard parts:
|
|
||||||
- predicted stake ids differ from the server's, so drill rows are keyed by tool id;
|
|
||||||
- easing bar corrections (playbackRate);
|
|
||||||
- OffscreenCanvas shims for OrbitControls (`getRootNode`, pointer capture, readonly
|
|
||||||
`Event.type`);
|
|
||||||
- avoiding ticker writes conflicting with Preact's children (the ticker writes into
|
|
||||||
empty spans).
|
|
||||||
|
|
||||||
## Gotchas
|
|
||||||
- `live` re-derives counts on every `edge`. Components read `live.value` in their body,
|
|
||||||
which is allowed. Never read `.value` inside JSX.
|
|
||||||
- Readiness from the clock: `clockCaused()` compares the time of the last edge with the
|
|
||||||
last `shown` change, because Preact re-renders asynchronously.
|
|
||||||
- The worker bundle includes three.js (about 600 KB). The page itself uses the import map
|
|
||||||
only for the main-thread fallback.
|
|
||||||
- esbuild needs `--tsconfig=web/app/jsconfig.json` so that `three` resolves for
|
|
||||||
`web/static/js/scene.js` too.
|
|
||||||
- Never `pkill -f` a pattern contained in your own command line; it kills your own shell.
|
|
||||||
- `scripts/check-signals-jsx.mjs` flags any `.value` in JSX, including plain objects' fields
|
|
||||||
(the sale lines' `value`): destructure them under another name.
|
|
||||||
- Headless Chrome plays the game's sounds through the speakers; start it with `--mute-audio`.
|
|
||||||
@@ -1,50 +0,0 @@
|
|||||||
TAILWIND_VERSION := v4.1.14
|
|
||||||
TAILWIND := bin/tailwindcss
|
|
||||||
CSS := web/static/css/app.css
|
|
||||||
ESBUILD_VERSION := 0.28.2
|
|
||||||
ESBUILD := bin/esbuild
|
|
||||||
# The Preact client (web/app) bundled into web/static/app: app.js, app.css and the viewport's
|
|
||||||
# worker with three.js (scene-worker.js, which starts moon-worker.js for meshes). The page loads the classic client's modules
|
|
||||||
# (/static/js/...) by URL.
|
|
||||||
APP := $(ESBUILD) app=web/app/main.jsx scene-worker=web/app/scene-worker.js moon-worker=web/static/js/moon-worker.js --bundle --format=esm --target=es2022 '--external:/static/*' --tsconfig=web/app/jsconfig.json --outdir=web/static/app
|
|
||||||
|
|
||||||
.PHONY: build dev css app migrate load-config check
|
|
||||||
|
|
||||||
build: css app
|
|
||||||
go build -o bin/moonminers .
|
|
||||||
|
|
||||||
# Server on :3000 that reloads templates and static files from disk; CSS and the Preact
|
|
||||||
# client rebuild on change.
|
|
||||||
dev: $(TAILWIND) $(ESBUILD)
|
|
||||||
$(TAILWIND) -i web/css/app.css -o $(CSS) --watch=always & \
|
|
||||||
$(APP) --sourcemap --watch=forever & \
|
|
||||||
trap 'kill $$(jobs -p)' EXIT; MM_DEV=1 go run . serve
|
|
||||||
|
|
||||||
css: $(TAILWIND)
|
|
||||||
$(TAILWIND) -i web/css/app.css -o $(CSS) --minify
|
|
||||||
|
|
||||||
app: $(ESBUILD)
|
|
||||||
$(APP) --minify
|
|
||||||
|
|
||||||
migrate:
|
|
||||||
go run . migrate
|
|
||||||
|
|
||||||
load-config:
|
|
||||||
go run . load-config
|
|
||||||
|
|
||||||
check:
|
|
||||||
test -z "$$(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
|
|
||||||
node scripts/check-signals-jsx.mjs web/app
|
|
||||||
$(APP) --minify --log-level=warning
|
|
||||||
|
|
||||||
$(ESBUILD):
|
|
||||||
mkdir -p bin
|
|
||||||
curl -fsSL https://registry.npmjs.org/@esbuild/linux-x64/-/linux-x64-$(ESBUILD_VERSION).tgz | tar xz -C bin --strip-components=2 package/bin/esbuild
|
|
||||||
|
|
||||||
$(TAILWIND):
|
|
||||||
mkdir -p bin
|
|
||||||
curl -fsSL -o $@ https://github.com/tailwindlabs/tailwindcss/releases/download/$(TAILWIND_VERSION)/tailwindcss-linux-x64
|
|
||||||
chmod +x $@
|
|
||||||
@@ -1,252 +1,45 @@
|
|||||||
# Moon Miners
|
# Moon Miners
|
||||||
|
|
||||||
A browser mining game. Players own moons (staking sources) with resource wells, buy and
|
An idle mining game: own moons, drill their wells, claim resources, sell or refine them.
|
||||||
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.
|
|
||||||
|
|
||||||
It's a Go server that renders the interface as HTML (with htmx for in-place updates) next to
|
- `server/`: Go server: the JSON API (`server/api.md`) and the admin pages (`/utils`).
|
||||||
a three.js view of the selected moon, generated procedurally from its id. Game rules run in
|
- `client/`: Defold client, for desktop and the browser (WebAssembly).
|
||||||
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.
|
|
||||||
|
|
||||||
Players join anonymously: on the first visit the server creates a player and stores its id in
|
## Server
|
||||||
a cookie. No wallet or sign-up needed.
|
|
||||||
|
|
||||||
## Requirements
|
Needs Go 1.25+ and Podman or Docker. Put a `.env` in the repo root (variables in
|
||||||
|
`server/README.md`).
|
||||||
|
|
||||||
- Go 1.25+
|
```bash
|
||||||
- PostgreSQL 16 (stock image is fine), or Podman/Docker to run it
|
podman-compose up -d db # or: docker compose up -d db
|
||||||
- Node.js, only for `make check` (syntax-checks the JS)
|
cd server
|
||||||
|
make migrate
|
||||||
`make` downloads the Tailwind standalone CLI into `bin/` on first use.
|
make dev # http://localhost:3000: the game (once built, below); /utils: the admin
|
||||||
|
|
||||||
## 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
|
|
||||||
```
|
```
|
||||||
|
|
||||||
Optional: `PORT` (default 3000), `DB_SSLMODE` (default `disable`), `MM_DEV=1` (reload templates
|
After pulling changes or editing `server/config/game.json`, run `make migrate` again before
|
||||||
and static files from disk; also makes everyone an admin), `ADMIN_USER_IDS` (comma-separated
|
starting the server: it applies new migrations and syncs the tools and prices with the
|
||||||
player ids allowed on the admin pages; unset means no admins), `TRUST_PROXY=1` (behind a reverse proxy: rate-limit new
|
config (the server alone doesn't).
|
||||||
players by the last `X-Forwarded-For` address instead of the connection's; new players are
|
|
||||||
limited to 10 a minute per IP).
|
|
||||||
|
|
||||||
## Local development
|
## Defold client
|
||||||
|
|
||||||
1. Create `.env` as above.
|
Needs the Defold editor (https://defold.com/download/) or Java 21+. The Makefile downloads
|
||||||
2. Start Postgres and set up the database (roles, schema, migrations, store items from
|
Defold's command-line builder (`bob.jar`) and runs it with the Java the editor ships, found
|
||||||
`config/game.json`):
|
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.
|
||||||
|
|
||||||
```bash
|
```bash
|
||||||
podman-compose up -d db # or: docker compose up -d db
|
cd client
|
||||||
make migrate
|
make run # desktop build, plays against http://localhost:3000
|
||||||
```
|
make web # browser build into dist/web/MoonMiners/
|
||||||
|
```
|
||||||
|
|
||||||
3. Run the server and open http://localhost:3000:
|
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.
|
||||||
|
|
||||||
```bash
|
## Deploy
|
||||||
make dev
|
|
||||||
```
|
|
||||||
|
|
||||||
Template, CSS and JS changes show up on reload; Go changes need a restart.
|
Dokploy, Docker Compose with `docker-compose.prod.yml`. Details in `server/README.md`.
|
||||||
|
|
||||||
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).
|
|
||||||
@@ -1,18 +0,0 @@
|
|||||||
# 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).
|
|
||||||
@@ -1,48 +0,0 @@
|
|||||||
"""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()
|
|
||||||
@@ -1,174 +0,0 @@
|
|||||||
"""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},
|
|
||||||
}
|
|
||||||
@@ -1,87 +0,0 @@
|
|||||||
"""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()
|
|
||||||
@@ -1,9 +0,0 @@
|
|||||||
#!/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"
|
|
||||||
@@ -1,318 +0,0 @@
|
|||||||
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
|
|
||||||
}
|
|
||||||
@@ -0,0 +1,7 @@
|
|||||||
|
build/
|
||||||
|
tools/
|
||||||
|
.internal/
|
||||||
|
*.der
|
||||||
|
.DS_Store
|
||||||
|
dist/
|
||||||
|
__pycache__/
|
||||||
@@ -0,0 +1,200 @@
|
|||||||
|
# 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`.
|
||||||
@@ -0,0 +1,70 @@
|
|||||||
|
# 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.
|
||||||
@@ -0,0 +1,115 @@
|
|||||||
|
# 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
|
||||||
@@ -0,0 +1,92 @@
|
|||||||
|
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.
|
||||||
@@ -0,0 +1,93 @@
|
|||||||
|
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.
|
||||||
@@ -0,0 +1,93 @@
|
|||||||
|
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.
|
||||||
@@ -0,0 +1,9 @@
|
|||||||
|
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"
|
||||||
@@ -0,0 +1,9 @@
|
|||||||
|
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: " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~\302\267\303\227\342\200\224\342\200\223\342\200\246\342\200\242\342\200\231\342\200\234\342\200\235\342\210\222\342\200\271\342\200\272"
|
||||||
@@ -0,0 +1,9 @@
|
|||||||
|
font: "/assets/fonts/Rajdhani-Medium.ttf"
|
||||||
|
material: "/builtins/fonts/font-df.material"
|
||||||
|
size: 40
|
||||||
|
outline_alpha: 0.0
|
||||||
|
outline_width: 0.0
|
||||||
|
shadow_alpha: 0.0
|
||||||
|
output_format: TYPE_DISTANCE_FIELD
|
||||||
|
render_mode: MODE_SINGLE_LAYER
|
||||||
|
characters: " !\"#$%&'()*+,-./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"
|
||||||
@@ -0,0 +1,9 @@
|
|||||||
|
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: " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~\302\267\303\227\342\200\224\342\200\223\342\200\246\342\200\242\342\200\231\342\200\234\342\200\235\342\210\222\342\200\271\342\200\272"
|
||||||
@@ -0,0 +1,9 @@
|
|||||||
|
font: "/assets/fonts/Rajdhani-SemiBold.ttf"
|
||||||
|
material: "/builtins/fonts/font-df.material"
|
||||||
|
size: 40
|
||||||
|
outline_alpha: 0.0
|
||||||
|
outline_width: 0.0
|
||||||
|
shadow_alpha: 0.0
|
||||||
|
output_format: TYPE_DISTANCE_FIELD
|
||||||
|
render_mode: MODE_SINGLE_LAYER
|
||||||
|
characters: " !\"#$%&'()*+,-./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"
|
||||||
@@ -0,0 +1,9 @@
|
|||||||
|
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"
|
||||||
|
After Width: | Height: | Size: 111 B |
|
After Width: | Height: | Size: 394 B |
|
After Width: | Height: | Size: 877 B |
|
After Width: | Height: | Size: 10 KiB |
|
After Width: | Height: | Size: 1013 B |
|
After Width: | Height: | Size: 330 B |
|
After Width: | Height: | Size: 1.4 KiB |
|
After Width: | Height: | Size: 806 B |
|
After Width: | Height: | Size: 2.9 KiB |
|
After Width: | Height: | Size: 234 B |
|
After Width: | Height: | Size: 712 B |
|
After Width: | Height: | Size: 703 B |
|
After Width: | Height: | Size: 5.5 KiB |
|
After Width: | Height: | Size: 988 B |
|
After Width: | Height: | Size: 310 B |
@@ -0,0 +1,34 @@
|
|||||||
|
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.
|
||||||
@@ -0,0 +1,48 @@
|
|||||||
|
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
|
||||||
@@ -0,0 +1,85 @@
|
|||||||
|
-- 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
|
||||||
@@ -0,0 +1,213 @@
|
|||||||
|
-- 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
|
||||||
@@ -0,0 +1,325 @@
|
|||||||
|
-- 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
|
||||||
@@ -0,0 +1,54 @@
|
|||||||
|
-- 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
|
||||||
@@ -0,0 +1,354 @@
|
|||||||
|
-- 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
|
||||||
@@ -0,0 +1,107 @@
|
|||||||
|
-- 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
|
||||||
@@ -0,0 +1,47 @@
|
|||||||
|
-- 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
|
||||||
@@ -0,0 +1,151 @@
|
|||||||
|
-- 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
|
||||||
@@ -0,0 +1,94 @@
|
|||||||
|
-- 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
|
||||||
@@ -0,0 +1,99 @@
|
|||||||
|
-- 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
|
||||||
@@ -0,0 +1,31 @@
|
|||||||
|
-- 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
|
||||||
@@ -0,0 +1,193 @@
|
|||||||
|
-- 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
|
||||||
@@ -0,0 +1,66 @@
|
|||||||
|
[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
|
||||||
@@ -0,0 +1,79 @@
|
|||||||
|
fonts {
|
||||||
|
name: "sans_semi"
|
||||||
|
font: "/assets/fonts/sans_semi.font"
|
||||||
|
}
|
||||||
|
textures {
|
||||||
|
name: "ui"
|
||||||
|
texture: "/assets/ui.atlas"
|
||||||
|
}
|
||||||
|
nodes {
|
||||||
|
position {
|
||||||
|
x: 0.0000
|
||||||
|
y: 0.0000
|
||||||
|
}
|
||||||
|
size {
|
||||||
|
x: 160.0000
|
||||||
|
y: 44.0000
|
||||||
|
}
|
||||||
|
color {
|
||||||
|
x: 0.3725
|
||||||
|
y: 0.8314
|
||||||
|
z: 1.0000
|
||||||
|
}
|
||||||
|
type: TYPE_BOX
|
||||||
|
texture: "ui/white"
|
||||||
|
id: "root"
|
||||||
|
pivot: PIVOT_NW
|
||||||
|
alpha: 0.1
|
||||||
|
}
|
||||||
|
nodes {
|
||||||
|
position {
|
||||||
|
x: 0.0000
|
||||||
|
y: 0.0000
|
||||||
|
}
|
||||||
|
size {
|
||||||
|
x: 160.0000
|
||||||
|
y: 44.0000
|
||||||
|
}
|
||||||
|
color {
|
||||||
|
x: 0.3725
|
||||||
|
y: 0.8314
|
||||||
|
z: 1.0000
|
||||||
|
}
|
||||||
|
type: TYPE_BOX
|
||||||
|
texture: "ui/outline"
|
||||||
|
id: "edge"
|
||||||
|
pivot: PIVOT_NW
|
||||||
|
parent: "root"
|
||||||
|
slice9 {
|
||||||
|
x: 2.0000
|
||||||
|
y: 2.0000
|
||||||
|
z: 2.0000
|
||||||
|
w: 2.0000
|
||||||
|
}
|
||||||
|
}
|
||||||
|
nodes {
|
||||||
|
position {
|
||||||
|
x: 80.0000
|
||||||
|
y: -22.0000
|
||||||
|
}
|
||||||
|
size {
|
||||||
|
x: 150.0000
|
||||||
|
y: 24.0000
|
||||||
|
}
|
||||||
|
color {
|
||||||
|
x: 0.8745
|
||||||
|
y: 0.9647
|
||||||
|
z: 1.0000
|
||||||
|
}
|
||||||
|
type: TYPE_TEXT
|
||||||
|
text: "Button"
|
||||||
|
font: "sans_semi"
|
||||||
|
id: "text"
|
||||||
|
pivot: PIVOT_CENTER
|
||||||
|
parent: "root"
|
||||||
|
outline_alpha: 0.0
|
||||||
|
shadow_alpha: 0.0
|
||||||
|
}
|
||||||
|
material: "/builtins/materials/gui.material"
|
||||||
|
adjust_reference: ADJUST_REFERENCE_PARENT
|
||||||
@@ -0,0 +1,73 @@
|
|||||||
|
fonts {
|
||||||
|
name: "mono"
|
||||||
|
font: "/assets/fonts/mono.font"
|
||||||
|
}
|
||||||
|
textures {
|
||||||
|
name: "ui"
|
||||||
|
texture: "/assets/ui.atlas"
|
||||||
|
}
|
||||||
|
nodes {
|
||||||
|
position {
|
||||||
|
x: 0.0000
|
||||||
|
y: 0.0000
|
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|
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||||||
|
x: 520.0000
|
||||||
|
y: 1.0000
|
||||||
|
}
|
||||||
|
color {
|
||||||
|
x: 0.3725
|
||||||
|
y: 0.8314
|
||||||
|
z: 1.0000
|
||||||
|
}
|
||||||
|
type: TYPE_BOX
|
||||||
|
texture: "ui/white"
|
||||||
|
id: "line"
|
||||||
|
pivot: PIVOT_NW
|
||||||
|
parent: "root"
|
||||||
|
alpha: 0.14
|
||||||
|
}
|
||||||
|
nodes {
|
||||||
|
position {
|
||||||
|
x: 10.0000
|
||||||
|
y: -22.0000
|
||||||
|
}
|
||||||
|
size {
|
||||||
|
x: 8.0000
|
||||||
|
y: 8.0000
|
||||||
|
}
|
||||||
|
color {
|
||||||
|
x: 1.0000
|
||||||
|
y: 1.0000
|
||||||
|
z: 1.0000
|
||||||
|
}
|
||||||
|
type: TYPE_BOX
|
||||||
|
texture: "ui/white"
|
||||||
|
id: "dot"
|
||||||
|
pivot: PIVOT_NW
|
||||||
|
parent: "root"
|
||||||
|
}
|
||||||
|
nodes {
|
||||||
|
position {
|
||||||
|
x: 26.0000
|
||||||
|
y: -26.0000
|
||||||
|
}
|
||||||
|
size {
|
||||||
|
x: 120.0000
|
||||||
|
y: 20.0000
|
||||||
|
}
|
||||||
|
color {
|
||||||
|
x: 0.8745
|
||||||
|
y: 0.9647
|
||||||
|
z: 1.0000
|
||||||
|
}
|
||||||
|
type: TYPE_TEXT
|
||||||
|
text: "Well"
|
||||||
|
font: "sans"
|
||||||
|
id: "name"
|
||||||
|
pivot: PIVOT_W
|
||||||
|
parent: "root"
|
||||||
|
outline_alpha: 0.0
|
||||||
|
shadow_alpha: 0.0
|
||||||
|
}
|
||||||
|
nodes {
|
||||||
|
position {
|
||||||
|
x: 150.0000
|
||||||
|
y: -23.0000
|
||||||
|
}
|
||||||
|
size {
|
||||||
|
x: 140.0000
|
||||||
|
y: 6.0000
|
||||||
|
}
|
||||||
|
color {
|
||||||
|
x: 0.3725
|
||||||
|
y: 0.8314
|
||||||
|
z: 1.0000
|
||||||
|
}
|
||||||
|
type: TYPE_BOX
|
||||||
|
texture: "ui/white"
|
||||||
|
id: "bar_bg"
|
||||||
|
pivot: PIVOT_NW
|
||||||
|
parent: "root"
|
||||||
|
alpha: 0.14
|
||||||
|
}
|
||||||
|
nodes {
|
||||||
|
position {
|
||||||
|
x: 150.0000
|
||||||
|
y: -23.0000
|
||||||
|
}
|
||||||
|
size {
|
||||||
|
x: 70.0000
|
||||||
|
y: 6.0000
|
||||||
|
}
|
||||||
|
color {
|
||||||
|
x: 1.0000
|
||||||
|
y: 1.0000
|
||||||
|
z: 1.0000
|
||||||
|
}
|
||||||
|
type: TYPE_BOX
|
||||||
|
texture: "ui/white"
|
||||||
|
id: "bar"
|
||||||
|
pivot: PIVOT_NW
|
||||||
|
parent: "root"
|
||||||
|
}
|
||||||
|
nodes {
|
||||||
|
position {
|
||||||
|
x: 150.0000
|
||||||
|
y: -38.0000
|
||||||
|
}
|
||||||
|
size {
|
||||||
|
x: 140.0000
|
||||||
|
y: 16.0000
|
||||||
|
}
|
||||||
|
color {
|
||||||
|
x: 0.4980
|
||||||
|
y: 0.6078
|
||||||
|
z: 0.7216
|
||||||
|
}
|
||||||
|
type: TYPE_TEXT
|
||||||
|
text: "0"
|
||||||
|
font: "mono"
|
||||||
|
id: "supply"
|
||||||
|
pivot: PIVOT_W
|
||||||
|
parent: "root"
|
||||||
|
outline_alpha: 0.0
|
||||||
|
shadow_alpha: 0.0
|
||||||
|
}
|
||||||
|
nodes {
|
||||||
|
position {
|
||||||
|
x: 310.0000
|
||||||
|
y: -26.0000
|
||||||
|
}
|
||||||
|
size {
|
||||||
|
x: 100.0000
|
||||||
|
y: 20.0000
|
||||||
|
}
|
||||||
|
color {
|
||||||
|
x: 0.4980
|
||||||
|
y: 0.6078
|
||||||
|
z: 0.7216
|
||||||
|
}
|
||||||
|
type: TYPE_TEXT
|
||||||
|
text: "Empty"
|
||||||
|
font: "sans"
|
||||||
|
id: "drill"
|
||||||
|
pivot: PIVOT_W
|
||||||
|
parent: "root"
|
||||||
|
outline_alpha: 0.0
|
||||||
|
shadow_alpha: 0.0
|
||||||
|
}
|
||||||
|
nodes {
|
||||||
|
position {
|
||||||
|
x: 510.0000
|
||||||
|
y: -26.0000
|
||||||
|
}
|
||||||
|
size {
|
||||||
|
x: 100.0000
|
||||||
|
y: 20.0000
|
||||||
|
}
|
||||||
|
color {
|
||||||
|
x: 0.8745
|
||||||
|
y: 0.9647
|
||||||
|
z: 1.0000
|
||||||
|
}
|
||||||
|
type: TYPE_TEXT
|
||||||
|
text: ""
|
||||||
|
font: "mono"
|
||||||
|
id: "status"
|
||||||
|
pivot: PIVOT_E
|
||||||
|
parent: "root"
|
||||||
|
outline_alpha: 0.0
|
||||||
|
shadow_alpha: 0.0
|
||||||
|
}
|
||||||
|
material: "/builtins/materials/gui.material"
|
||||||
|
adjust_reference: ADJUST_REFERENCE_PARENT
|
||||||
@@ -0,0 +1,153 @@
|
|||||||
|
name: "main"
|
||||||
|
scale_along_z: 0
|
||||||
|
embedded_instances {
|
||||||
|
id: "main"
|
||||||
|
data: "components {\n"
|
||||||
|
" id: \"main\"\n"
|
||||||
|
" component: \"/main/main.script\"\n"
|
||||||
|
"}\n"
|
||||||
|
""
|
||||||
|
}
|
||||||
|
embedded_instances {
|
||||||
|
id: "game"
|
||||||
|
data: "components {\n"
|
||||||
|
" id: \"screen_proxy\"\n"
|
||||||
|
" component: \"/monarch/screen_proxy.script\"\n"
|
||||||
|
" properties {\n"
|
||||||
|
" id: \"screen_id\"\n"
|
||||||
|
" value: \"game\"\n"
|
||||||
|
" type: PROPERTY_TYPE_HASH\n"
|
||||||
|
" }\n"
|
||||||
|
"}\n"
|
||||||
|
"embedded_components {\n"
|
||||||
|
" id: \"collectionproxy\"\n"
|
||||||
|
" type: \"collectionproxy\"\n"
|
||||||
|
" data: \"collection: \\\"/screens/game/game.collection\\\"\\n"
|
||||||
|
"\"\n"
|
||||||
|
"}\n"
|
||||||
|
""
|
||||||
|
}
|
||||||
|
embedded_instances {
|
||||||
|
id: "sfx"
|
||||||
|
data: "embedded_components {\n"
|
||||||
|
" id: \"arrive\"\n"
|
||||||
|
" type: \"sound\"\n"
|
||||||
|
" data: \"sound: \\\"/assets/sfx/arrive.wav\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||||
|
"}\n"
|
||||||
|
"embedded_components {\n"
|
||||||
|
" id: \"burst\"\n"
|
||||||
|
" type: \"sound\"\n"
|
||||||
|
" data: \"sound: \\\"/assets/sfx/burst.wav\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||||
|
"}\n"
|
||||||
|
"embedded_components {\n"
|
||||||
|
" id: \"buy\"\n"
|
||||||
|
" type: \"sound\"\n"
|
||||||
|
" data: \"sound: \\\"/assets/sfx/buy.ogg\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||||
|
"}\n"
|
||||||
|
"embedded_components {\n"
|
||||||
|
" id: \"charge\"\n"
|
||||||
|
" type: \"sound\"\n"
|
||||||
|
" data: \"sound: \\\"/assets/sfx/charge.wav\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||||
|
"}\n"
|
||||||
|
"embedded_components {\n"
|
||||||
|
" id: \"rumble\"\n"
|
||||||
|
" type: \"sound\"\n"
|
||||||
|
" data: \"sound: \\\"/assets/sfx/rumble.wav\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||||
|
"}\n"
|
||||||
|
"embedded_components {\n"
|
||||||
|
" id: \"reveal\"\n"
|
||||||
|
" type: \"sound\"\n"
|
||||||
|
" data: \"sound: \\\"/assets/sfx/reveal.wav\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||||
|
"}\n"
|
||||||
|
"embedded_components {\n"
|
||||||
|
" id: \"close\"\n"
|
||||||
|
" type: \"sound\"\n"
|
||||||
|
" data: \"sound: \\\"/assets/sfx/close.wav\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||||
|
"}\n"
|
||||||
|
"embedded_components {\n"
|
||||||
|
" id: \"coin\"\n"
|
||||||
|
" type: \"sound\"\n"
|
||||||
|
" data: \"sound: \\\"/assets/sfx/coin.wav\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||||
|
"}\n"
|
||||||
|
"embedded_components {\n"
|
||||||
|
" id: \"collect\"\n"
|
||||||
|
" type: \"sound\"\n"
|
||||||
|
" data: \"sound: \\\"/assets/sfx/collect.ogg\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||||
|
"}\n"
|
||||||
|
"embedded_components {\n"
|
||||||
|
" id: \"confirm\"\n"
|
||||||
|
" type: \"sound\"\n"
|
||||||
|
" data: \"sound: \\\"/assets/sfx/confirm.ogg\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||||
|
"}\n"
|
||||||
|
"embedded_components {\n"
|
||||||
|
" id: \"deploy\"\n"
|
||||||
|
" type: \"sound\"\n"
|
||||||
|
" data: \"sound: \\\"/assets/sfx/deploy.ogg\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||||
|
"}\n"
|
||||||
|
"embedded_components {\n"
|
||||||
|
" id: \"error\"\n"
|
||||||
|
" type: \"sound\"\n"
|
||||||
|
" data: \"sound: \\\"/assets/sfx/error.wav\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||||
|
"}\n"
|
||||||
|
"embedded_components {\n"
|
||||||
|
" id: \"harvest\"\n"
|
||||||
|
" type: \"sound\"\n"
|
||||||
|
" data: \"sound: \\\"/assets/sfx/harvest.wav\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||||
|
"}\n"
|
||||||
|
"embedded_components {\n"
|
||||||
|
" id: \"modal\"\n"
|
||||||
|
" type: \"sound\"\n"
|
||||||
|
" data: \"sound: \\\"/assets/sfx/modal.wav\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||||
|
"}\n"
|
||||||
|
"embedded_components {\n"
|
||||||
|
" id: \"moon\"\n"
|
||||||
|
" type: \"sound\"\n"
|
||||||
|
" data: \"sound: \\\"/assets/sfx/moon.ogg\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||||
|
"}\n"
|
||||||
|
"embedded_components {\n"
|
||||||
|
" id: \"nav\"\n"
|
||||||
|
" type: \"sound\"\n"
|
||||||
|
" data: \"sound: \\\"/assets/sfx/nav.wav\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||||
|
"}\n"
|
||||||
|
"embedded_components {\n"
|
||||||
|
" id: \"open\"\n"
|
||||||
|
" type: \"sound\"\n"
|
||||||
|
" data: \"sound: \\\"/assets/sfx/open.wav\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||||
|
"}\n"
|
||||||
|
"embedded_components {\n"
|
||||||
|
" id: \"powerdown\"\n"
|
||||||
|
" type: \"sound\"\n"
|
||||||
|
" data: \"sound: \\\"/assets/sfx/powerdown.wav\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||||
|
"}\n"
|
||||||
|
"embedded_components {\n"
|
||||||
|
" id: \"ready\"\n"
|
||||||
|
" type: \"sound\"\n"
|
||||||
|
" data: \"sound: \\\"/assets/sfx/ready.wav\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||||
|
"}\n"
|
||||||
|
"embedded_components {\n"
|
||||||
|
" id: \"refine\"\n"
|
||||||
|
" type: \"sound\"\n"
|
||||||
|
" data: \"sound: \\\"/assets/sfx/refine.ogg\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||||
|
"}\n"
|
||||||
|
"embedded_components {\n"
|
||||||
|
" id: \"shimmer\"\n"
|
||||||
|
" type: \"sound\"\n"
|
||||||
|
" data: \"sound: \\\"/assets/sfx/shimmer.wav\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||||
|
"}\n"
|
||||||
|
"embedded_components {\n"
|
||||||
|
" id: \"tick\"\n"
|
||||||
|
" type: \"sound\"\n"
|
||||||
|
" data: \"sound: \\\"/assets/sfx/tick.wav\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||||
|
"}\n"
|
||||||
|
"embedded_components {\n"
|
||||||
|
" id: \"toggle\"\n"
|
||||||
|
" type: \"sound\"\n"
|
||||||
|
" data: \"sound: \\\"/assets/sfx/toggle.wav\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||||
|
"}\n"
|
||||||
|
"embedded_components {\n"
|
||||||
|
" id: \"upgrade\"\n"
|
||||||
|
" type: \"sound\"\n"
|
||||||
|
" data: \"sound: \\\"/assets/sfx/upgrade.ogg\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||||
|
"}\n"
|
||||||
|
""
|
||||||
|
}
|
||||||
@@ -0,0 +1,55 @@
|
|||||||
|
-- Bootstrap: shows the game screen once the Monarch screen proxies have registered.
|
||||||
|
--
|
||||||
|
-- Debug flags (game.project [mm], or --config=mm.<key>=<value> at launch):
|
||||||
|
-- mm.quit_after seconds after which the game exits (used by `make shot`; 0: never)
|
||||||
|
-- mm.popup 1: open a dialog on start (to check it in a shot; core/main.lua)
|
||||||
|
-- mm.window WxH: resize the window on start (to check scaling; display.width and
|
||||||
|
-- display.height are the minimum layout size and stay 1280x800)
|
||||||
|
-- mm.ui_scale the UI scale, forced (not saved; modules/screen.lua)
|
||||||
|
-- mm.display_scale pretend the display has this scale (HiDPI checks; modules/screen.lua)
|
||||||
|
--
|
||||||
|
-- The window listener: sound goes silent while the window is unfocused or minimized
|
||||||
|
-- (modules/sfx set_hidden, like the web tab going hidden).
|
||||||
|
|
||||||
|
local monarch = require("monarch.monarch")
|
||||||
|
local api = require("modules.api")
|
||||||
|
local sfx = require("modules.sfx")
|
||||||
|
local screen = require("modules.screen")
|
||||||
|
|
||||||
|
local function on_window(self, event, data)
|
||||||
|
if event == window.WINDOW_EVENT_FOCUS_LOST or event == window.WINDOW_EVENT_ICONIFIED then
|
||||||
|
sfx.set_hidden(true)
|
||||||
|
elseif event == window.WINDOW_EVENT_FOCUS_GAINED or event == window.WINDOW_EVENT_DEICONIFIED then
|
||||||
|
sfx.set_hidden(false)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
function init(self)
|
||||||
|
print("mm: api " .. api.base .. ", player " .. (api.player_id() or "none yet"))
|
||||||
|
-- In a browser the frames come from requestAnimationFrame at the display's rate; with
|
||||||
|
-- display.update_frequency set the engine skips callbacks to approach it (judder on
|
||||||
|
-- 120/144 Hz displays, dropped frames on jittery 60 Hz ones). Variable rate there:
|
||||||
|
-- every callback is a frame, dt is the real time.
|
||||||
|
if html5 then
|
||||||
|
sys.set_update_frequency(0)
|
||||||
|
end
|
||||||
|
local w, h = sys.get_config_string("mm.window", ""):match("^(%d+)x(%d+)$")
|
||||||
|
if w then
|
||||||
|
msg.post("@render:", "resize", { width = tonumber(w), height = tonumber(h) })
|
||||||
|
end
|
||||||
|
window.set_listener(on_window)
|
||||||
|
screen.apply_saved()
|
||||||
|
msg.post("#", "start")
|
||||||
|
local quit_after = sys.get_config_number("mm.quit_after", 0)
|
||||||
|
if quit_after > 0 then
|
||||||
|
timer.delay(quit_after, false, function()
|
||||||
|
sys.exit(0)
|
||||||
|
end)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
function on_message(self, message_id, message, sender)
|
||||||
|
if message_id == hash("start") then
|
||||||
|
monarch.show(hash("game"))
|
||||||
|
end
|
||||||
|
end
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
name: "MMTerrain"
|
||||||
@@ -0,0 +1,37 @@
|
|||||||
|
// The two calls mmterrain.c needs from the engine's C++-only buffer API, as C functions:
|
||||||
|
// the float32 x3 streams of the buffer at a Lua stack index, and marking it changed.
|
||||||
|
#include <dmsdk/sdk.h>
|
||||||
|
|
||||||
|
static float* stream(dmBuffer::HBuffer buf, const char* name, uint32_t* count, uint32_t* stride)
|
||||||
|
{
|
||||||
|
void* data = 0;
|
||||||
|
uint32_t components = 0;
|
||||||
|
if (dmBuffer::GetStream(buf, dmHashString64(name), &data, count, &components, stride) != dmBuffer::RESULT_OK)
|
||||||
|
return 0;
|
||||||
|
if (components != 3)
|
||||||
|
return 0;
|
||||||
|
dmBuffer::ValueType type;
|
||||||
|
if (dmBuffer::GetStreamType(buf, dmHashString64(name), &type, &components) != dmBuffer::RESULT_OK
|
||||||
|
|| type != dmBuffer::VALUE_TYPE_FLOAT32)
|
||||||
|
return 0;
|
||||||
|
return (float*)data;
|
||||||
|
}
|
||||||
|
|
||||||
|
extern "C" int mm_buffer_streams(lua_State* L, int index, float** pos, float** nor, float** col, unsigned* count, unsigned* stride)
|
||||||
|
{
|
||||||
|
dmBuffer::HBuffer buf = dmScript::CheckBufferUnpack(L, index);
|
||||||
|
uint32_t c[3], s[3];
|
||||||
|
*pos = stream(buf, "position", &c[0], &s[0]);
|
||||||
|
*nor = stream(buf, "normal", &c[1], &s[1]);
|
||||||
|
*col = stream(buf, "color", &c[2], &s[2]);
|
||||||
|
if (!*pos || !*nor || !*col || s[0] != s[1] || s[0] != s[2])
|
||||||
|
return 0;
|
||||||
|
*count = c[0];
|
||||||
|
*stride = s[0];
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
extern "C" void mm_buffer_touch(lua_State* L, int index)
|
||||||
|
{
|
||||||
|
dmBuffer::UpdateContentVersion(dmScript::CheckBufferUnpack(L, index));
|
||||||
|
}
|
||||||
@@ -0,0 +1,201 @@
|
|||||||
|
/* mmterrain: the moon generator (terrain.c) for Lua. Plain C; the engine's buffer API is
|
||||||
|
* C++ only, so buffer_shim.cpp reaches a buffer's streams for mmterrain.fill.
|
||||||
|
*
|
||||||
|
* local gen = mmterrain.new(terrain.native_params(p)) -- p: terrain.resolve's result
|
||||||
|
* mmterrain.start(gen) -> true: it runs on a thread of its own (desktop);
|
||||||
|
* false: step it (web)
|
||||||
|
* mmterrain.step(gen, secs) -> true when done (works about secs; 0: to the end)
|
||||||
|
* mmterrain.done(gen) -> true when done (threaded or stepped)
|
||||||
|
* mmterrain.vertices(gen) -> the triangle strip's length (terrain.strip)
|
||||||
|
* mmterrain.fill(gen, buf [, from, to]) fills buf's position, normal and color
|
||||||
|
* streams (float32 x3, at least vertices(gen) long) with the
|
||||||
|
* strip: its vertices from..to (1-based, inclusive; default
|
||||||
|
* all)
|
||||||
|
* mmterrain.result(gen) -> { n, count, positions, normals, colors, min_h, max_h }
|
||||||
|
* mmterrain.free(gen) frees it now (else the garbage collector does)
|
||||||
|
* Don't call anything but done/free on a started generator until done is true.
|
||||||
|
*/
|
||||||
|
#include <dmsdk/extension/extension.h>
|
||||||
|
#include <dmsdk/dlib/align.h>
|
||||||
|
|
||||||
|
#include "terrain.h"
|
||||||
|
|
||||||
|
#define META "mmterrain.gen"
|
||||||
|
|
||||||
|
/* The extender compiles .c files in C++ mode (clang++, "treating 'c' input as 'c++'"), so
|
||||||
|
* this file and terrain.c are valid as both; what links across files is extern "C". */
|
||||||
|
#ifdef __cplusplus
|
||||||
|
extern "C" {
|
||||||
|
#endif
|
||||||
|
/* buffer_shim.cpp: a buffer's three float32 x3 streams, or 0. */
|
||||||
|
int mm_buffer_streams(lua_State* L, int index, float** pos, float** nor, float** col, unsigned* count, unsigned* stride);
|
||||||
|
void mm_buffer_touch(lua_State* L, int index);
|
||||||
|
void MMTerrain(void);
|
||||||
|
#ifdef __cplusplus
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
static mt_gen** check_slot(lua_State* L)
|
||||||
|
{
|
||||||
|
return (mt_gen**)luaL_checkudata(L, 1, META);
|
||||||
|
}
|
||||||
|
|
||||||
|
static mt_gen* check_gen(lua_State* L)
|
||||||
|
{
|
||||||
|
mt_gen** slot = check_slot(L);
|
||||||
|
if (!*slot)
|
||||||
|
luaL_error(L, "mmterrain: generator already freed");
|
||||||
|
return *slot;
|
||||||
|
}
|
||||||
|
|
||||||
|
static mt_gen* check_done(lua_State* L)
|
||||||
|
{
|
||||||
|
mt_gen* g = check_gen(L);
|
||||||
|
if (!mt_done(g))
|
||||||
|
luaL_error(L, "mmterrain: generation not done");
|
||||||
|
return g;
|
||||||
|
}
|
||||||
|
|
||||||
|
static int New(lua_State* L)
|
||||||
|
{
|
||||||
|
double a[MT_PARAM_COUNT];
|
||||||
|
mt_params p;
|
||||||
|
mt_gen** slot;
|
||||||
|
int i;
|
||||||
|
luaL_checktype(L, 1, LUA_TTABLE);
|
||||||
|
for (i = 0; i < MT_PARAM_COUNT; ++i) {
|
||||||
|
lua_rawgeti(L, 1, i + 1);
|
||||||
|
a[i] = luaL_checknumber(L, -1);
|
||||||
|
lua_pop(L, 1);
|
||||||
|
}
|
||||||
|
mt_params_from_array(a, MT_PARAM_COUNT, &p);
|
||||||
|
slot = (mt_gen**)lua_newuserdata(L, sizeof(mt_gen*));
|
||||||
|
*slot = 0;
|
||||||
|
luaL_getmetatable(L, META);
|
||||||
|
lua_setmetatable(L, -2);
|
||||||
|
*slot = mt_new(&p);
|
||||||
|
if (!*slot)
|
||||||
|
return luaL_error(L, "mmterrain: out of memory");
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
static int Start(lua_State* L)
|
||||||
|
{
|
||||||
|
lua_pushboolean(L, mt_start(check_gen(L)));
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
static int Step(lua_State* L)
|
||||||
|
{
|
||||||
|
mt_gen* g = check_gen(L);
|
||||||
|
lua_pushboolean(L, mt_done(g) || mt_step(g, luaL_optnumber(L, 2, 0)));
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
static int Done(lua_State* L)
|
||||||
|
{
|
||||||
|
lua_pushboolean(L, mt_done(check_gen(L)));
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
static int Vertices(lua_State* L)
|
||||||
|
{
|
||||||
|
lua_pushinteger(L, mt_strip_len(mt_n(check_gen(L))));
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
static int Fill(lua_State* L)
|
||||||
|
{
|
||||||
|
mt_gen* g = check_done(L);
|
||||||
|
float *pos, *nor, *col;
|
||||||
|
unsigned count, stride;
|
||||||
|
if (!mm_buffer_streams(L, 2, &pos, &nor, &col, &count, &stride))
|
||||||
|
return luaL_error(L, "mmterrain.fill: needs position, normal and color streams (float32 x3)");
|
||||||
|
int len = mt_strip_len(mt_n(g));
|
||||||
|
int from = (int)luaL_optinteger(L, 3, 1) - 1, to = (int)luaL_optinteger(L, 4, len);
|
||||||
|
if (count < (unsigned)len)
|
||||||
|
return luaL_error(L, "mmterrain.fill: buffer too short");
|
||||||
|
mt_fill(g, pos, nor, col, (int)stride, from < 0 ? 0 : from, to > len ? len : to);
|
||||||
|
mm_buffer_touch(L, 2);
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
static void push_array(lua_State* L, const double* a, int n)
|
||||||
|
{
|
||||||
|
int i;
|
||||||
|
lua_createtable(L, n, 0);
|
||||||
|
for (i = 0; i < n; ++i) {
|
||||||
|
lua_pushnumber(L, a[i]);
|
||||||
|
lua_rawseti(L, -2, i + 1);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
static int Result(lua_State* L)
|
||||||
|
{
|
||||||
|
mt_gen* g = check_done(L);
|
||||||
|
int c = mt_count(g);
|
||||||
|
lua_createtable(L, 0, 7);
|
||||||
|
lua_pushinteger(L, mt_n(g));
|
||||||
|
lua_setfield(L, -2, "n");
|
||||||
|
lua_pushinteger(L, c);
|
||||||
|
lua_setfield(L, -2, "count");
|
||||||
|
push_array(L, mt_positions(g), c * 3);
|
||||||
|
lua_setfield(L, -2, "positions");
|
||||||
|
push_array(L, mt_normals(g), c * 3);
|
||||||
|
lua_setfield(L, -2, "normals");
|
||||||
|
push_array(L, mt_colors(g), c * 3);
|
||||||
|
lua_setfield(L, -2, "colors");
|
||||||
|
lua_pushnumber(L, mt_min_h(g));
|
||||||
|
lua_setfield(L, -2, "min_h");
|
||||||
|
lua_pushnumber(L, mt_max_h(g));
|
||||||
|
lua_setfield(L, -2, "max_h");
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
static int Free(lua_State* L)
|
||||||
|
{
|
||||||
|
mt_gen** slot = check_slot(L);
|
||||||
|
mt_free(*slot); /* (joins a running thread) */
|
||||||
|
*slot = 0;
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
static const luaL_Reg Module_methods[] = {
|
||||||
|
{ "new", New },
|
||||||
|
{ "start", Start },
|
||||||
|
{ "step", Step },
|
||||||
|
{ "done", Done },
|
||||||
|
{ "vertices", Vertices },
|
||||||
|
{ "fill", Fill },
|
||||||
|
{ "result", Result },
|
||||||
|
{ "free", Free },
|
||||||
|
{ 0, 0 },
|
||||||
|
};
|
||||||
|
|
||||||
|
static ExtensionResult Initialize(ExtensionParams* params)
|
||||||
|
{
|
||||||
|
lua_State* L = params->m_L;
|
||||||
|
int top = lua_gettop(L);
|
||||||
|
luaL_newmetatable(L, META);
|
||||||
|
lua_pushcfunction(L, Free);
|
||||||
|
lua_setfield(L, -2, "__gc");
|
||||||
|
lua_pop(L, 1);
|
||||||
|
luaL_register(L, "mmterrain", Module_methods);
|
||||||
|
lua_pop(L, 1);
|
||||||
|
(void)top;
|
||||||
|
return EXTENSION_RESULT_OK;
|
||||||
|
}
|
||||||
|
|
||||||
|
static ExtensionResult Finalize(ExtensionParams* params)
|
||||||
|
{
|
||||||
|
(void)params;
|
||||||
|
return EXTENSION_RESULT_OK;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* DM_DECLARE_EXTENSION, written out for C (the macro's function is extern "C"). */
|
||||||
|
static uint8_t DM_ALIGNED(16) g_Desc[128]; /* ExtensionDescBufferSize (a const, not a C constant) */
|
||||||
|
|
||||||
|
void MMTerrain(void)
|
||||||
|
{
|
||||||
|
ExtensionRegister((void*)g_Desc, sizeof(g_Desc), "MMTerrain", 0, 0, Initialize, Finalize, 0, 0);
|
||||||
|
}
|
||||||
@@ -0,0 +1,830 @@
|
|||||||
|
/* The moon generator (see terrain.h), a port of the server's web/static/js/terrain.js:
|
||||||
|
* keep the two in sync (scripts/moon-check.mjs compares them). */
|
||||||
|
#if !defined(_WIN32) && !defined(_POSIX_C_SOURCE)
|
||||||
|
#define _POSIX_C_SOURCE 199309L /* clock_gettime */
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#include "terrain.h"
|
||||||
|
|
||||||
|
#include <math.h>
|
||||||
|
#if MT_THREADS
|
||||||
|
#include <pthread.h>
|
||||||
|
#endif
|
||||||
|
#include <stdint.h>
|
||||||
|
#include <stdlib.h>
|
||||||
|
#include <string.h>
|
||||||
|
|
||||||
|
#if defined(_WIN32)
|
||||||
|
#include <windows.h>
|
||||||
|
#else
|
||||||
|
#include <time.h>
|
||||||
|
#endif
|
||||||
|
|
||||||
|
/* The same rounding as the JS: no fused multiply-adds. */
|
||||||
|
#if defined(__clang__)
|
||||||
|
#pragma clang fp contract(off)
|
||||||
|
#elif defined(__GNUC__)
|
||||||
|
#pragma GCC optimize("fp-contract=off")
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifndef M_PI
|
||||||
|
#define M_PI 3.14159265358979323846
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#define MAX_OCTAVES 10
|
||||||
|
#define MAX_CRATERS 2000
|
||||||
|
#define GRID 12
|
||||||
|
|
||||||
|
static double clock_secs(void)
|
||||||
|
{
|
||||||
|
#if defined(_WIN32)
|
||||||
|
LARGE_INTEGER f, c;
|
||||||
|
QueryPerformanceFrequency(&f);
|
||||||
|
QueryPerformanceCounter(&c);
|
||||||
|
return (double)c.QuadPart / (double)f.QuadPart;
|
||||||
|
#else
|
||||||
|
struct timespec ts;
|
||||||
|
clock_gettime(CLOCK_MONOTONIC, &ts);
|
||||||
|
return (double)ts.tv_sec + ts.tv_nsec * 1e-9;
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
|
||||||
|
static double dmin(double a, double b) { return a < b ? a : b; }
|
||||||
|
static double dmax(double a, double b) { return a > b ? a : b; }
|
||||||
|
static double lround_(double x) { return floor(x + 0.5); }
|
||||||
|
|
||||||
|
/* ------------------------------------------------------------ random */
|
||||||
|
|
||||||
|
/* mulberry32, uniform in [0, 1). */
|
||||||
|
typedef struct { uint32_t a; } mt_rng;
|
||||||
|
|
||||||
|
static mt_rng rng_new(double seed)
|
||||||
|
{
|
||||||
|
mt_rng r;
|
||||||
|
/* bit.tobit: the number modulo 2^32 */
|
||||||
|
r.a = (uint32_t)(int64_t)fmod(seed, 4294967296.0);
|
||||||
|
return r;
|
||||||
|
}
|
||||||
|
|
||||||
|
static double rng_next(mt_rng* r)
|
||||||
|
{
|
||||||
|
uint32_t t;
|
||||||
|
r->a += 0x6d2b79f5u;
|
||||||
|
t = (r->a ^ (r->a >> 15)) * (1u | r->a);
|
||||||
|
t = (t + (t ^ (t >> 7)) * (61u | t)) ^ t;
|
||||||
|
return (double)(t ^ (t >> 14)) / 4294967296.0;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* ------------------------------------------------------------ noise */
|
||||||
|
|
||||||
|
static const double GRAD3[36] = {
|
||||||
|
1, 1, 0, -1, 1, 0, 1, -1, 0, -1, -1, 0, 1, 0, 1, -1, 0, 1, 1, 0, -1, -1, 0, -1, 0, 1, 1, 0, -1, 1, 0, 1, -1, 0, -1, -1,
|
||||||
|
};
|
||||||
|
static int PERM[512];
|
||||||
|
static double GX[256], GY[256], GZ[256];
|
||||||
|
static int perm_ready = 0;
|
||||||
|
|
||||||
|
static void perm_init(void)
|
||||||
|
{
|
||||||
|
int p[256], i;
|
||||||
|
mt_rng r;
|
||||||
|
if (perm_ready)
|
||||||
|
return;
|
||||||
|
for (i = 0; i < 256; ++i)
|
||||||
|
p[i] = i;
|
||||||
|
r = rng_new(1337);
|
||||||
|
for (i = 255; i >= 1; --i) {
|
||||||
|
int j = (int)floor(rng_next(&r) * (i + 1));
|
||||||
|
int t = p[i];
|
||||||
|
p[i] = p[j];
|
||||||
|
p[j] = t;
|
||||||
|
}
|
||||||
|
for (i = 0; i < 512; ++i)
|
||||||
|
PERM[i] = p[i & 255];
|
||||||
|
for (i = 0; i < 256; ++i) {
|
||||||
|
int g = (i % 12) * 3;
|
||||||
|
GX[i] = GRAD3[g];
|
||||||
|
GY[i] = GRAD3[g + 1];
|
||||||
|
GZ[i] = GRAD3[g + 2];
|
||||||
|
}
|
||||||
|
perm_ready = 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
#define F3 (1.0 / 3.0)
|
||||||
|
#define G3 (1.0 / 6.0)
|
||||||
|
|
||||||
|
/* floor without a libm call (x86_64's baseline has no rounding instruction); the same
|
||||||
|
* value for |x| < 2^53. */
|
||||||
|
static double ffloor(double x)
|
||||||
|
{
|
||||||
|
double t = (double)(int64_t)x;
|
||||||
|
return t > x ? t - 1 : t;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* terrain.lua simplex3 (branch-free, the same values as the reference's if/else chains,
|
||||||
|
* and faster here too: the corner order is unpredictable). */
|
||||||
|
static double simplex3(double x, double y, double z)
|
||||||
|
{
|
||||||
|
const int* P = PERM;
|
||||||
|
double s = (x + y + z) * F3;
|
||||||
|
double i = ffloor(x + s), j = ffloor(y + s), k = ffloor(z + s);
|
||||||
|
double t = (i + j + k) * G3;
|
||||||
|
double x0 = x - (i - t), y0 = y - (j - t), z0 = z - (k - t);
|
||||||
|
double a = x0 >= y0 ? 1 : 0; /* 1 + floor(x0 - y0) in the Lua: |x0 - y0| < 1 */
|
||||||
|
double b = y0 >= z0 ? 1 : 0;
|
||||||
|
double c = x0 >= z0 ? 1 : 0;
|
||||||
|
double i1 = a * (b + (1 - b) * c);
|
||||||
|
double j1 = (1 - a) * b;
|
||||||
|
double k1 = 1 - i1 - j1;
|
||||||
|
double i2 = a + (1 - a) * b * c;
|
||||||
|
double j2 = a * b + 1 - a;
|
||||||
|
double k2 = 2 - i2 - j2;
|
||||||
|
int ii = (int)((int64_t)i & 255), jj = (int)((int64_t)j & 255), kk = (int)((int64_t)k & 255);
|
||||||
|
int ii1 = (int)i1, jj1 = (int)j1, kk1 = (int)k1, ii2 = (int)i2, jj2 = (int)j2, kk2 = (int)k2;
|
||||||
|
double tt, n, x1, y1, z1, x2, y2, z2, x3, y3, z3;
|
||||||
|
int g;
|
||||||
|
tt = dmax(0, 0.6 - x0 * x0 - y0 * y0 - z0 * z0);
|
||||||
|
g = P[ii + P[jj + P[kk]]];
|
||||||
|
tt = tt * tt;
|
||||||
|
n = tt * tt * (GX[g] * x0 + GY[g] * y0 + GZ[g] * z0);
|
||||||
|
x1 = x0 - i1 + G3; y1 = y0 - j1 + G3; z1 = z0 - k1 + G3;
|
||||||
|
tt = dmax(0, 0.6 - x1 * x1 - y1 * y1 - z1 * z1);
|
||||||
|
g = P[ii + ii1 + P[jj + jj1 + P[kk + kk1]]];
|
||||||
|
tt = tt * tt;
|
||||||
|
n = n + tt * tt * (GX[g] * x1 + GY[g] * y1 + GZ[g] * z1);
|
||||||
|
x2 = x0 - i2 + 2 * G3; y2 = y0 - j2 + 2 * G3; z2 = z0 - k2 + 2 * G3;
|
||||||
|
tt = dmax(0, 0.6 - x2 * x2 - y2 * y2 - z2 * z2);
|
||||||
|
g = P[ii + ii2 + P[jj + jj2 + P[kk + kk2]]];
|
||||||
|
tt = tt * tt;
|
||||||
|
n = n + tt * tt * (GX[g] * x2 + GY[g] * y2 + GZ[g] * z2);
|
||||||
|
x3 = x0 - 1 + 3 * G3; y3 = y0 - 1 + 3 * G3; z3 = z0 - 1 + 3 * G3;
|
||||||
|
tt = dmax(0, 0.6 - x3 * x3 - y3 * y3 - z3 * z3);
|
||||||
|
g = P[ii + 1 + P[jj + 1 + P[kk + 1]]];
|
||||||
|
tt = tt * tt;
|
||||||
|
n = n + tt * tt * (GX[g] * x3 + GY[g] * y3 + GZ[g] * z3);
|
||||||
|
return 32 * n;
|
||||||
|
}
|
||||||
|
|
||||||
|
static double fbm(double x, double y, double z, double octaves, double frequency, double persistence, double lacunarity)
|
||||||
|
{
|
||||||
|
double sum = 0, amp = 1, norm = 0, f = frequency, o, top = dmin(octaves, MAX_OCTAVES);
|
||||||
|
for (o = 1; o <= top; o += 1) {
|
||||||
|
sum = sum + simplex3(x * f, y * f, z * f) * amp;
|
||||||
|
norm = norm + amp;
|
||||||
|
amp = amp * persistence;
|
||||||
|
f = f * lacunarity;
|
||||||
|
}
|
||||||
|
return sum / norm;
|
||||||
|
}
|
||||||
|
|
||||||
|
static double billow(double x, double y, double z, double octaves, double frequency, double persistence, double lacunarity)
|
||||||
|
{
|
||||||
|
double sum = 0, amp = 1, norm = 0, f = frequency, o, top = dmin(octaves, MAX_OCTAVES);
|
||||||
|
for (o = 1; o <= top; o += 1) {
|
||||||
|
sum = sum + fabs(simplex3(x * f, y * f, z * f)) * amp;
|
||||||
|
norm = norm + amp;
|
||||||
|
amp = amp * persistence;
|
||||||
|
f = f * lacunarity;
|
||||||
|
}
|
||||||
|
return sum / norm;
|
||||||
|
}
|
||||||
|
|
||||||
|
static double ridged(double x, double y, double z, double octaves, double frequency, double persistence, double lacunarity,
|
||||||
|
double sharpness, double gain)
|
||||||
|
{
|
||||||
|
double sum = 0, amp = 1, norm = 0, weight = 1, f = frequency, o, top = dmin(octaves, MAX_OCTAVES);
|
||||||
|
for (o = 1; o <= top; o += 1) {
|
||||||
|
double v = 1 - fabs(simplex3(x * f, y * f, z * f));
|
||||||
|
v = pow(v, sharpness) * weight;
|
||||||
|
weight = dmin(1, dmax(0, v * gain));
|
||||||
|
sum = sum + v * amp;
|
||||||
|
norm = norm + amp;
|
||||||
|
amp = amp * persistence;
|
||||||
|
f = f * lacunarity;
|
||||||
|
}
|
||||||
|
return sum / norm;
|
||||||
|
}
|
||||||
|
|
||||||
|
static double smooth_min(double a, double b, double k)
|
||||||
|
{
|
||||||
|
double h;
|
||||||
|
if (k <= 0)
|
||||||
|
return dmin(a, b);
|
||||||
|
h = dmin(1, dmax(0, (b - a + k) / (2 * k)));
|
||||||
|
return a * h + b * (1 - h) - k * h * (1 - h);
|
||||||
|
}
|
||||||
|
|
||||||
|
static double smooth_max(double a, double b, double k)
|
||||||
|
{
|
||||||
|
return -smooth_min(-a, -b, k);
|
||||||
|
}
|
||||||
|
|
||||||
|
static double smoothstep(double e0, double e1, double x)
|
||||||
|
{
|
||||||
|
double d = e1 - e0, t;
|
||||||
|
if (d == 0)
|
||||||
|
d = 1e-6;
|
||||||
|
t = dmin(1, dmax(0, (x - e0) / d));
|
||||||
|
return t * t * (3 - 2 * t);
|
||||||
|
}
|
||||||
|
|
||||||
|
/* ------------------------------------------------------------ colors */
|
||||||
|
|
||||||
|
int mt_params_from_array(const double* a, int n, mt_params* p)
|
||||||
|
{
|
||||||
|
int i = 0, k;
|
||||||
|
if (n < MT_PARAM_COUNT)
|
||||||
|
return 0;
|
||||||
|
p->resolution = a[i++];
|
||||||
|
p->technique = (int)a[i++];
|
||||||
|
p->shape_strength = a[i++]; p->shape_frequency = a[i++]; p->shape_octaves = a[i++];
|
||||||
|
p->shape_persistence = a[i++]; p->shape_lacunarity = a[i++]; p->shape_min = a[i++];
|
||||||
|
p->ridge_strength = a[i++]; p->ridge_frequency = a[i++]; p->ridge_octaves = a[i++];
|
||||||
|
p->ridge_persistence = a[i++]; p->ridge_lacunarity = a[i++]; p->ridge_sharpness = a[i++];
|
||||||
|
p->ridge_gain = a[i++]; p->ridge_min = a[i++];
|
||||||
|
p->warp_strength = a[i++]; p->warp_frequency = a[i++]; p->warp_octaves = a[i++];
|
||||||
|
p->crater_count = a[i++]; p->crater_min_radius = a[i++]; p->crater_max_radius = a[i++];
|
||||||
|
p->crater_size_bias = a[i++]; p->crater_depth = a[i++]; p->crater_rim_width = a[i++];
|
||||||
|
p->crater_rim_steepness = a[i++]; p->crater_floor = a[i++]; p->crater_smoothness = a[i++];
|
||||||
|
p->crater_ejecta = a[i++];
|
||||||
|
for (k = 0; k < 3; ++k) p->low[k] = a[i++];
|
||||||
|
for (k = 0; k < 3; ++k) p->mid[k] = a[i++];
|
||||||
|
for (k = 0; k < 3; ++k) p->high[k] = a[i++];
|
||||||
|
for (k = 0; k < 3; ++k) p->steep[k] = a[i++];
|
||||||
|
for (k = 0; k < 3; ++k) p->patch[k] = a[i++];
|
||||||
|
p->steep_threshold = a[i++]; p->steep_blend = a[i++]; p->patch_amount = a[i++];
|
||||||
|
p->patch_frequency = a[i++]; p->grain = a[i++];
|
||||||
|
for (k = 0; k < 3; ++k) p->offset[k] = a[i++];
|
||||||
|
p->crater_seed = a[i++];
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* ------------------------------------------------------------ generator */
|
||||||
|
|
||||||
|
typedef struct crater {
|
||||||
|
double x, y, z, r, reach;
|
||||||
|
} crater;
|
||||||
|
|
||||||
|
enum { ST_DIRS, ST_CRATERS, ST_HEIGHTS, ST_MEAN, ST_POSITIONS, ST_NORMALS, ST_SEAMS, ST_NORMALIZE, ST_COLORS, ST_DONE };
|
||||||
|
|
||||||
|
struct mt_gen {
|
||||||
|
mt_params p;
|
||||||
|
#if MT_THREADS
|
||||||
|
pthread_t thread;
|
||||||
|
int threaded;
|
||||||
|
int finished; /* (set by the thread, read with atomics) */
|
||||||
|
#endif
|
||||||
|
int n, row, per, count;
|
||||||
|
int stage, i;
|
||||||
|
double* dirs;
|
||||||
|
int* keys;
|
||||||
|
double *heights, *ejecta, *positions, *normals, *colors;
|
||||||
|
crater* craters;
|
||||||
|
int n_craters;
|
||||||
|
int* cell_start; /* GRID^3 + 1 offsets into cell_list */
|
||||||
|
int* cell_list;
|
||||||
|
double x_max, mean, min_h, max_h;
|
||||||
|
};
|
||||||
|
|
||||||
|
static const double FACES[6][9] = {
|
||||||
|
{ 1, 0, 0, 0, 1, 0, 0, 0, 1 },
|
||||||
|
{ -1, 0, 0, 0, 0, 1, 0, 1, 0 },
|
||||||
|
{ 0, 1, 0, 0, 0, 1, 1, 0, 0 },
|
||||||
|
{ 0, -1, 0, 1, 0, 0, 0, 0, 1 },
|
||||||
|
{ 0, 0, 1, 1, 0, 0, 0, 1, 0 },
|
||||||
|
{ 0, 0, -1, 0, 1, 0, 1, 0, 0 },
|
||||||
|
};
|
||||||
|
|
||||||
|
mt_gen* mt_new(const mt_params* p)
|
||||||
|
{
|
||||||
|
mt_gen* g = (mt_gen*)calloc(1, sizeof(mt_gen));
|
||||||
|
size_t c3;
|
||||||
|
if (!g)
|
||||||
|
return 0;
|
||||||
|
perm_init();
|
||||||
|
g->p = *p;
|
||||||
|
g->n = (int)dmax(8, dmin(320, lround_(p->resolution)));
|
||||||
|
g->row = g->n + 1;
|
||||||
|
g->per = g->row * g->row;
|
||||||
|
g->count = 6 * g->per;
|
||||||
|
c3 = (size_t)g->count * 3;
|
||||||
|
g->dirs = (double*)malloc(c3 * sizeof(double));
|
||||||
|
g->keys = (int*)malloc((size_t)g->count * sizeof(int));
|
||||||
|
g->heights = (double*)malloc((size_t)g->count * sizeof(double));
|
||||||
|
g->ejecta = (double*)malloc((size_t)g->count * sizeof(double));
|
||||||
|
g->positions = (double*)malloc(c3 * sizeof(double));
|
||||||
|
g->normals = (double*)calloc(c3, sizeof(double));
|
||||||
|
g->colors = (double*)malloc(c3 * sizeof(double));
|
||||||
|
if (!g->dirs || !g->keys || !g->heights || !g->ejecta || !g->positions || !g->normals || !g->colors) {
|
||||||
|
mt_free(g);
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
g->stage = ST_DIRS;
|
||||||
|
return g;
|
||||||
|
}
|
||||||
|
|
||||||
|
void mt_free(mt_gen* g)
|
||||||
|
{
|
||||||
|
if (!g)
|
||||||
|
return;
|
||||||
|
#if MT_THREADS
|
||||||
|
if (g->threaded)
|
||||||
|
pthread_join(g->thread, 0);
|
||||||
|
#endif
|
||||||
|
free(g->dirs);
|
||||||
|
free(g->keys);
|
||||||
|
free(g->heights);
|
||||||
|
free(g->ejecta);
|
||||||
|
free(g->positions);
|
||||||
|
free(g->normals);
|
||||||
|
free(g->colors);
|
||||||
|
free(g->craters);
|
||||||
|
free(g->cell_start);
|
||||||
|
free(g->cell_list);
|
||||||
|
free(g);
|
||||||
|
}
|
||||||
|
|
||||||
|
static void dir_at(mt_gen* g, int v)
|
||||||
|
{
|
||||||
|
int n = g->n, row = g->row, f = v / g->per, r = v % g->per, j = r / row, i = r % row;
|
||||||
|
const double* F = FACES[f];
|
||||||
|
double s = ((double)i / n) * 2 - 1;
|
||||||
|
double t = ((double)j / n) * 2 - 1;
|
||||||
|
double cx = F[0] + s * F[3] + t * F[6];
|
||||||
|
double cy = F[1] + s * F[4] + t * F[7];
|
||||||
|
double cz = F[2] + s * F[5] + t * F[8];
|
||||||
|
double x2 = cx * cx, y2 = cy * cy, z2 = cz * cz;
|
||||||
|
g->dirs[v * 3] = cx * sqrt(1 - y2 / 2 - z2 / 2 + (y2 * z2) / 3);
|
||||||
|
g->dirs[v * 3 + 1] = cy * sqrt(1 - x2 / 2 - z2 / 2 + (x2 * z2) / 3);
|
||||||
|
g->dirs[v * 3 + 2] = cz * sqrt(1 - x2 / 2 - y2 / 2 + (x2 * y2) / 3);
|
||||||
|
if (i == 0 || j == 0 || i == n || j == n) {
|
||||||
|
int kx = (int)lround_(((cx + 1) / 2) * n), ky = (int)lround_(((cy + 1) / 2) * n), kz = (int)lround_(((cz + 1) / 2) * n);
|
||||||
|
g->keys[v] = (kx * row + ky) * row + kz;
|
||||||
|
} else {
|
||||||
|
g->keys[v] = -1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
static int cell_at(double v)
|
||||||
|
{
|
||||||
|
double cell = 2.0 / GRID;
|
||||||
|
return (int)dmin(GRID - 1, dmax(0, floor((v + 1) / cell)));
|
||||||
|
}
|
||||||
|
|
||||||
|
/* terrain.lua make_craters: the list, then each grid cell's craters in list order. */
|
||||||
|
static int make_craters(mt_gen* g)
|
||||||
|
{
|
||||||
|
const mt_params* p = &g->p;
|
||||||
|
int field = p->technique == MT_CRATER_FIELD;
|
||||||
|
double min_r = field ? p->crater_min_radius * 0.8 : p->crater_min_radius;
|
||||||
|
double max_r = field ? p->crater_max_radius * 0.6 : p->crater_max_radius;
|
||||||
|
double scale = field ? 3 : 1;
|
||||||
|
int count = (int)lround_(dmin(p->crater_count, MAX_CRATERS) * scale), i, c, x, y, z, total;
|
||||||
|
mt_rng r = rng_new(p->crater_seed);
|
||||||
|
int cells = GRID * GRID * GRID;
|
||||||
|
int* fill;
|
||||||
|
if (count < 0)
|
||||||
|
count = 0;
|
||||||
|
g->x_max = dmax(1 + p->crater_rim_width, sqrt(1 + dmax(0, p->crater_smoothness)));
|
||||||
|
g->craters = (crater*)malloc((size_t)(count > 0 ? count : 1) * sizeof(crater));
|
||||||
|
g->cell_start = (int*)calloc((size_t)cells + 1, sizeof(int));
|
||||||
|
if (!g->craters || !g->cell_start)
|
||||||
|
return 0;
|
||||||
|
for (i = 0; i < count; ++i) {
|
||||||
|
double zz = rng_next(&r) * 2 - 1;
|
||||||
|
double a = rng_next(&r) * M_PI * 2;
|
||||||
|
double q = sqrt(1 - zz * zz);
|
||||||
|
double radius = min_r + (max_r - min_r) * pow(rng_next(&r), p->crater_size_bias);
|
||||||
|
crater* k = &g->craters[i];
|
||||||
|
k->x = q * cos(a);
|
||||||
|
k->y = q * sin(a);
|
||||||
|
k->z = zz;
|
||||||
|
k->r = radius;
|
||||||
|
k->reach = radius * g->x_max;
|
||||||
|
}
|
||||||
|
g->n_craters = count;
|
||||||
|
/* Two passes: counts per cell, then the lists. */
|
||||||
|
for (c = 0; c < count; ++c) {
|
||||||
|
crater* k = &g->craters[c];
|
||||||
|
for (x = cell_at(k->x - k->reach); x <= cell_at(k->x + k->reach); ++x)
|
||||||
|
for (y = cell_at(k->y - k->reach); y <= cell_at(k->y + k->reach); ++y)
|
||||||
|
for (z = cell_at(k->z - k->reach); z <= cell_at(k->z + k->reach); ++z)
|
||||||
|
g->cell_start[(x * GRID + y) * GRID + z + 1]++;
|
||||||
|
}
|
||||||
|
for (i = 0; i < cells; ++i)
|
||||||
|
g->cell_start[i + 1] += g->cell_start[i];
|
||||||
|
total = g->cell_start[cells];
|
||||||
|
g->cell_list = (int*)malloc((size_t)(total > 0 ? total : 1) * sizeof(int));
|
||||||
|
fill = (int*)calloc((size_t)cells, sizeof(int));
|
||||||
|
if (!g->cell_list || !fill) {
|
||||||
|
free(fill);
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
for (c = 0; c < count; ++c) {
|
||||||
|
crater* k = &g->craters[c];
|
||||||
|
for (x = cell_at(k->x - k->reach); x <= cell_at(k->x + k->reach); ++x)
|
||||||
|
for (y = cell_at(k->y - k->reach); y <= cell_at(k->y + k->reach); ++y)
|
||||||
|
for (z = cell_at(k->z - k->reach); z <= cell_at(k->z + k->reach); ++z) {
|
||||||
|
int cell = (x * GRID + y) * GRID + z;
|
||||||
|
g->cell_list[g->cell_start[cell] + fill[cell]++] = c;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
free(fill);
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
static void height_at(mt_gen* g, int i)
|
||||||
|
{
|
||||||
|
const mt_params* p = &g->p;
|
||||||
|
int field = p->technique == MT_CRATER_FIELD;
|
||||||
|
double x = g->dirs[i * 3], y = g->dirs[i * 3 + 1], z = g->dirs[i * 3 + 2];
|
||||||
|
double px = x + p->offset[0], py = y + p->offset[1], pz = z + p->offset[2];
|
||||||
|
double value, h, crater_h = 0, glow = 0;
|
||||||
|
double shape_strength = field ? p->shape_strength * 0.4 : p->shape_strength;
|
||||||
|
double smooth = dmax(0, p->crater_smoothness);
|
||||||
|
double ejecta_reach = 1 + p->crater_rim_width * 2.5;
|
||||||
|
double x_max = g->x_max;
|
||||||
|
int cell, c, end;
|
||||||
|
switch (p->technique) {
|
||||||
|
case MT_RIDGED:
|
||||||
|
value = ridged(px, py, pz, p->shape_octaves, p->shape_frequency, p->shape_persistence, p->shape_lacunarity,
|
||||||
|
p->ridge_sharpness, p->ridge_gain);
|
||||||
|
break;
|
||||||
|
case MT_BILLOW:
|
||||||
|
value = billow(px, py, pz, p->shape_octaves, p->shape_frequency, p->shape_persistence, p->shape_lacunarity);
|
||||||
|
break;
|
||||||
|
case MT_WARPED: {
|
||||||
|
double wf = p->warp_frequency;
|
||||||
|
double wx = fbm(px + 5.2, py + 1.3, pz, p->warp_octaves, wf, 0.5, 2);
|
||||||
|
double wy = fbm(px, py + 9.7, pz + 2.8, p->warp_octaves, wf, 0.5, 2);
|
||||||
|
double wz = fbm(px + 3.1, py, pz + 7.4, p->warp_octaves, wf, 0.5, 2);
|
||||||
|
double s = p->warp_strength;
|
||||||
|
value = (fbm(px + wx * s, py + wy * s, pz + wz * s, p->shape_octaves, p->shape_frequency, p->shape_persistence,
|
||||||
|
p->shape_lacunarity) + 1) / 2;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
default:
|
||||||
|
value = (fbm(px, py, pz, p->shape_octaves, p->shape_frequency, p->shape_persistence, p->shape_lacunarity) + 1) / 2;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
h = dmax(0, value - p->shape_min) * shape_strength;
|
||||||
|
if (p->ridge_strength != 0) {
|
||||||
|
double r = ridged(px - 11.3, py + 4.1, pz - 7.9, p->ridge_octaves, p->ridge_frequency, p->ridge_persistence,
|
||||||
|
p->ridge_lacunarity, p->ridge_sharpness, p->ridge_gain);
|
||||||
|
h = h + dmax(0, r - p->ridge_min) * p->ridge_strength;
|
||||||
|
}
|
||||||
|
cell = (cell_at(x) * GRID + cell_at(y)) * GRID + cell_at(z);
|
||||||
|
end = g->cell_start[cell + 1];
|
||||||
|
for (c = g->cell_start[cell]; c < end; ++c) {
|
||||||
|
const crater* k = &g->craters[g->cell_list[c]];
|
||||||
|
double dx = x - k->x, dy = y - k->y, dz = z - k->z;
|
||||||
|
double d2 = dx * dx + dy * dy + dz * dz;
|
||||||
|
double reach = dmax(k->reach, k->r * ejecta_reach);
|
||||||
|
if (d2 <= reach * reach) {
|
||||||
|
double dist = sqrt(d2) / k->r;
|
||||||
|
if (dist < x_max) {
|
||||||
|
double cavity = dist * dist - 1;
|
||||||
|
double rim_x = dmin(dist - 1 - p->crater_rim_width, 0);
|
||||||
|
double rim = p->crater_rim_steepness * rim_x * rim_x;
|
||||||
|
double shape = smooth_max(cavity, p->crater_floor, smooth);
|
||||||
|
shape = smooth_min(shape, rim, smooth);
|
||||||
|
crater_h = crater_h + shape * k->r;
|
||||||
|
}
|
||||||
|
if (dist > 0.8 && dist < ejecta_reach)
|
||||||
|
glow = glow + 1 - smoothstep(1, ejecta_reach, dist);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
g->heights[i] = h + crater_h * p->crater_depth;
|
||||||
|
g->ejecta[i] = dmin(1, glow);
|
||||||
|
}
|
||||||
|
|
||||||
|
static void tri(mt_gen* g, int a, int b, int c)
|
||||||
|
{
|
||||||
|
const double* P = g->positions;
|
||||||
|
double* N = g->normals;
|
||||||
|
double e1x, e1y, e1z, e2x, e2y, e2z, nx, ny, nz;
|
||||||
|
a *= 3;
|
||||||
|
b *= 3;
|
||||||
|
c *= 3;
|
||||||
|
e1x = P[b] - P[a]; e1y = P[b + 1] - P[a + 1]; e1z = P[b + 2] - P[a + 2];
|
||||||
|
e2x = P[c] - P[a]; e2y = P[c + 1] - P[a + 1]; e2z = P[c + 2] - P[a + 2];
|
||||||
|
nx = e1y * e2z - e1z * e2y;
|
||||||
|
ny = e1z * e2x - e1x * e2z;
|
||||||
|
nz = e1x * e2y - e1y * e2x;
|
||||||
|
N[a] += nx; N[a + 1] += ny; N[a + 2] += nz;
|
||||||
|
N[b] += nx; N[b + 1] += ny; N[b + 2] += nz;
|
||||||
|
N[c] += nx; N[c + 1] += ny; N[c + 2] += nz;
|
||||||
|
}
|
||||||
|
|
||||||
|
typedef struct seam {
|
||||||
|
int key, index;
|
||||||
|
} seam;
|
||||||
|
|
||||||
|
static int seam_cmp(const void* a, const void* b)
|
||||||
|
{
|
||||||
|
const seam* x = (const seam*)a;
|
||||||
|
const seam* y = (const seam*)b;
|
||||||
|
if (x->key != y->key)
|
||||||
|
return x->key < y->key ? -1 : 1;
|
||||||
|
return x->index < y->index ? -1 : (x->index > y->index);
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Faces duplicate their edge vertices: each copy gets the sum (in index order, like the
|
||||||
|
* Lua's ipairs over its group). */
|
||||||
|
static int seams(mt_gen* g)
|
||||||
|
{
|
||||||
|
int count = g->count, i, m = 0, a, b, k;
|
||||||
|
seam* list = (seam*)malloc((size_t)count * sizeof(seam));
|
||||||
|
if (!list)
|
||||||
|
return 0;
|
||||||
|
for (i = 0; i < count; ++i)
|
||||||
|
if (g->keys[i] >= 0) {
|
||||||
|
list[m].key = g->keys[i];
|
||||||
|
list[m].index = i;
|
||||||
|
++m;
|
||||||
|
}
|
||||||
|
qsort(list, (size_t)m, sizeof(seam), seam_cmp);
|
||||||
|
for (a = 0; a < m; a = b) {
|
||||||
|
double sx = 0, sy = 0, sz = 0;
|
||||||
|
for (b = a; b < m && list[b].key == list[a].key; ++b) {
|
||||||
|
}
|
||||||
|
if (b - a < 2)
|
||||||
|
continue;
|
||||||
|
for (k = a; k < b; ++k) {
|
||||||
|
int o = list[k].index * 3;
|
||||||
|
sx = sx + g->normals[o];
|
||||||
|
sy = sy + g->normals[o + 1];
|
||||||
|
sz = sz + g->normals[o + 2];
|
||||||
|
}
|
||||||
|
for (k = a; k < b; ++k) {
|
||||||
|
int o = list[k].index * 3;
|
||||||
|
g->normals[o] = sx;
|
||||||
|
g->normals[o + 1] = sy;
|
||||||
|
g->normals[o + 2] = sz;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
free(list);
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
static void color_at(mt_gen* g, int i)
|
||||||
|
{
|
||||||
|
const mt_params* p = &g->p;
|
||||||
|
int o = i * 3;
|
||||||
|
double x = g->dirs[o], y = g->dirs[o + 1], z = g->dirs[o + 2];
|
||||||
|
double ox = p->offset[0], oy = p->offset[1], oz = p->offset[2];
|
||||||
|
double range = g->max_h - g->min_h;
|
||||||
|
double e, te, c1, c2, c3, gg, steepness, ws, gr;
|
||||||
|
const double *lo, *hi;
|
||||||
|
if (range == 0)
|
||||||
|
range = 1;
|
||||||
|
e = (g->heights[i] - g->min_h) / range;
|
||||||
|
if (e < 0.5) {
|
||||||
|
lo = p->low; hi = p->mid; te = e * 2;
|
||||||
|
} else {
|
||||||
|
lo = p->mid; hi = p->high; te = (e - 0.5) * 2;
|
||||||
|
}
|
||||||
|
c1 = lo[0] + (hi[0] - lo[0]) * te;
|
||||||
|
c2 = lo[1] + (hi[1] - lo[1]) * te;
|
||||||
|
c3 = lo[2] + (hi[2] - lo[2]) * te;
|
||||||
|
if (p->patch_amount > 0) {
|
||||||
|
double pn = fbm(x + ox + 31.7, y + oy - 12.2, z + oz + 5.5, 4, p->patch_frequency, 0.5, 2);
|
||||||
|
double w = smoothstep(-0.05, 0.4, pn) * p->patch_amount * (1 - e * 0.6);
|
||||||
|
c1 = c1 + (p->patch[0] - c1) * w;
|
||||||
|
c2 = c2 + (p->patch[1] - c2) * w;
|
||||||
|
c3 = c3 + (p->patch[2] - c3) * w;
|
||||||
|
}
|
||||||
|
gg = g->ejecta[i] * p->crater_ejecta;
|
||||||
|
c1 = c1 + (p->high[0] - c1) * gg;
|
||||||
|
c2 = c2 + (p->high[1] - c2) * gg;
|
||||||
|
c3 = c3 + (p->high[2] - c3) * gg;
|
||||||
|
steepness = 1 - (g->normals[o] * x + g->normals[o + 1] * y + g->normals[o + 2] * z);
|
||||||
|
ws = smoothstep(p->steep_threshold - p->steep_blend, p->steep_threshold + p->steep_blend, steepness);
|
||||||
|
c1 = c1 + (p->steep[0] - c1) * ws;
|
||||||
|
c2 = c2 + (p->steep[1] - c2) * ws;
|
||||||
|
c3 = c3 + (p->steep[2] - c3) * ws;
|
||||||
|
gr = 1 + fbm(x + ox, y + oy, z + oz, 2, 14, 0.5, 2) * p->grain;
|
||||||
|
g->colors[o] = c1 * gr;
|
||||||
|
g->colors[o + 1] = c2 * gr;
|
||||||
|
g->colors[o + 2] = c3 * gr;
|
||||||
|
}
|
||||||
|
|
||||||
|
int mt_step(mt_gen* g, double budget)
|
||||||
|
{
|
||||||
|
double deadline = clock_secs() + budget;
|
||||||
|
int count = g->count, every = 0;
|
||||||
|
#define DUE() (budget > 0 && (++every & 31) == 0 && clock_secs() > deadline)
|
||||||
|
while (g->stage != ST_DONE) {
|
||||||
|
switch (g->stage) {
|
||||||
|
case ST_DIRS:
|
||||||
|
while (g->i < count) {
|
||||||
|
dir_at(g, g->i++);
|
||||||
|
if (DUE())
|
||||||
|
goto out;
|
||||||
|
}
|
||||||
|
g->stage = ST_CRATERS;
|
||||||
|
break;
|
||||||
|
case ST_CRATERS:
|
||||||
|
if (!make_craters(g)) {
|
||||||
|
g->stage = ST_DONE; /* (out of memory: a flat moon) */
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
g->stage = ST_HEIGHTS;
|
||||||
|
g->i = 0;
|
||||||
|
break;
|
||||||
|
case ST_HEIGHTS:
|
||||||
|
while (g->i < count) {
|
||||||
|
height_at(g, g->i++);
|
||||||
|
if (DUE())
|
||||||
|
goto out;
|
||||||
|
}
|
||||||
|
g->stage = ST_MEAN;
|
||||||
|
break;
|
||||||
|
case ST_MEAN: {
|
||||||
|
double mean = 0;
|
||||||
|
int i;
|
||||||
|
for (i = 0; i < count; ++i)
|
||||||
|
mean = mean + g->heights[i];
|
||||||
|
g->mean = mean / count;
|
||||||
|
g->min_h = HUGE_VAL;
|
||||||
|
g->max_h = -HUGE_VAL;
|
||||||
|
g->stage = ST_POSITIONS;
|
||||||
|
g->i = 0;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case ST_POSITIONS: {
|
||||||
|
int i;
|
||||||
|
for (i = 0; i < count; ++i) {
|
||||||
|
double hh = g->heights[i] - g->mean, r;
|
||||||
|
g->heights[i] = hh;
|
||||||
|
r = 1 + hh;
|
||||||
|
g->positions[i * 3] = g->dirs[i * 3] * r;
|
||||||
|
g->positions[i * 3 + 1] = g->dirs[i * 3 + 1] * r;
|
||||||
|
g->positions[i * 3 + 2] = g->dirs[i * 3 + 2] * r;
|
||||||
|
if (hh < g->min_h)
|
||||||
|
g->min_h = hh;
|
||||||
|
if (hh > g->max_h)
|
||||||
|
g->max_h = hh;
|
||||||
|
}
|
||||||
|
g->stage = ST_NORMALS;
|
||||||
|
g->i = 0;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case ST_NORMALS: {
|
||||||
|
/* g->i: the row (face * n + y) */
|
||||||
|
int n = g->n, rows = 6 * n;
|
||||||
|
while (g->i < rows) {
|
||||||
|
int f = g->i / n, y = g->i % n, x;
|
||||||
|
int base = f * g->per;
|
||||||
|
for (x = 0; x < n; ++x) {
|
||||||
|
int i = base + y * g->row + x;
|
||||||
|
tri(g, i, i + 1, i + n + 2);
|
||||||
|
tri(g, i, i + n + 2, i + n + 1);
|
||||||
|
}
|
||||||
|
++g->i;
|
||||||
|
if (budget > 0 && clock_secs() > deadline)
|
||||||
|
goto out;
|
||||||
|
}
|
||||||
|
g->stage = ST_SEAMS;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case ST_SEAMS:
|
||||||
|
seams(g);
|
||||||
|
g->stage = ST_NORMALIZE;
|
||||||
|
break;
|
||||||
|
case ST_NORMALIZE: {
|
||||||
|
int i;
|
||||||
|
for (i = 0; i < count; ++i) {
|
||||||
|
int o = i * 3;
|
||||||
|
double nx = g->normals[o], ny = g->normals[o + 1], nz = g->normals[o + 2];
|
||||||
|
double len = sqrt(nx * nx + ny * ny + nz * nz);
|
||||||
|
if (len == 0)
|
||||||
|
len = 1;
|
||||||
|
g->normals[o] = nx / len;
|
||||||
|
g->normals[o + 1] = ny / len;
|
||||||
|
g->normals[o + 2] = nz / len;
|
||||||
|
}
|
||||||
|
g->stage = ST_COLORS;
|
||||||
|
g->i = 0;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case ST_COLORS:
|
||||||
|
while (g->i < count) {
|
||||||
|
color_at(g, g->i++);
|
||||||
|
if (DUE())
|
||||||
|
goto out;
|
||||||
|
}
|
||||||
|
g->stage = ST_DONE;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
out:
|
||||||
|
#undef DUE
|
||||||
|
return g->stage == ST_DONE;
|
||||||
|
}
|
||||||
|
|
||||||
|
int mt_n(const mt_gen* g) { return g->n; }
|
||||||
|
int mt_count(const mt_gen* g) { return g->count; }
|
||||||
|
const double* mt_positions(const mt_gen* g) { return g->positions; }
|
||||||
|
const double* mt_normals(const mt_gen* g) { return g->normals; }
|
||||||
|
const double* mt_colors(const mt_gen* g) { return g->colors; }
|
||||||
|
double mt_min_h(const mt_gen* g) { return g->min_h; }
|
||||||
|
double mt_max_h(const mt_gen* g) { return g->max_h; }
|
||||||
|
|
||||||
|
int mt_strip_len(int n)
|
||||||
|
{
|
||||||
|
/* per face n rows of 2 (n + 1), joined by 2 repeated vertices (none before the first) */
|
||||||
|
return 6 * n * 2 * (n + 1) + 2 * (6 * n - 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
void mt_strip(int n, int* out)
|
||||||
|
{
|
||||||
|
int row = n + 1, per = row * row, c = 0, f, j, i;
|
||||||
|
for (f = 0; f < 6; ++f) {
|
||||||
|
int base = f * per;
|
||||||
|
for (j = 0; j < n; ++j) {
|
||||||
|
if (c > 0) {
|
||||||
|
out[c] = out[c - 1];
|
||||||
|
out[c + 1] = base + (j + 1) * row;
|
||||||
|
c += 2;
|
||||||
|
}
|
||||||
|
for (i = 0; i <= n; ++i) {
|
||||||
|
out[c] = base + (j + 1) * row + i;
|
||||||
|
out[c + 1] = base + j * row + i;
|
||||||
|
c += 2;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void mt_fill(const mt_gen* g, float* pos, float* nor, float* col, int stride, int from, int to)
|
||||||
|
{
|
||||||
|
int n = g->n, row = n + 1, per = row * row, k = 0, f, j, i, last = -1;
|
||||||
|
/* the strip of mt_strip, walked without the index array */
|
||||||
|
#define PUT(v) \
|
||||||
|
do { \
|
||||||
|
int v3 = (v) * 3; \
|
||||||
|
if (k < from || k >= to) { \
|
||||||
|
last = (v); \
|
||||||
|
++k; \
|
||||||
|
break; \
|
||||||
|
} \
|
||||||
|
float* pp = pos ? pos + (size_t)k * stride : 0; \
|
||||||
|
float* nn = nor ? nor + (size_t)k * stride : 0; \
|
||||||
|
float* cc = col ? col + (size_t)k * stride : 0; \
|
||||||
|
if (pp) { pp[0] = (float)g->positions[v3]; pp[1] = (float)g->positions[v3 + 1]; pp[2] = (float)g->positions[v3 + 2]; } \
|
||||||
|
if (nn) { nn[0] = (float)g->normals[v3]; nn[1] = (float)g->normals[v3 + 1]; nn[2] = (float)g->normals[v3 + 2]; } \
|
||||||
|
if (cc) { cc[0] = (float)g->colors[v3]; cc[1] = (float)g->colors[v3 + 1]; cc[2] = (float)g->colors[v3 + 2]; } \
|
||||||
|
last = (v); \
|
||||||
|
++k; \
|
||||||
|
} while (0)
|
||||||
|
for (f = 0; f < 6; ++f) {
|
||||||
|
int base = f * per;
|
||||||
|
for (j = 0; j < n; ++j) {
|
||||||
|
if (k > 0) {
|
||||||
|
int prev = last;
|
||||||
|
PUT(prev);
|
||||||
|
PUT(base + (j + 1) * row);
|
||||||
|
}
|
||||||
|
for (i = 0; i <= n; ++i) {
|
||||||
|
PUT(base + (j + 1) * row + i);
|
||||||
|
PUT(base + j * row + i);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#undef PUT
|
||||||
|
}
|
||||||
|
|
||||||
|
#if MT_THREADS
|
||||||
|
static void* run_thread(void* arg)
|
||||||
|
{
|
||||||
|
mt_gen* g = (mt_gen*)arg;
|
||||||
|
mt_step(g, 0);
|
||||||
|
__atomic_store_n(&g->finished, 1, __ATOMIC_RELEASE);
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
int mt_start(mt_gen* g)
|
||||||
|
{
|
||||||
|
#if MT_THREADS
|
||||||
|
if (g->threaded || g->stage == ST_DONE)
|
||||||
|
return g->threaded;
|
||||||
|
if (pthread_create(&g->thread, 0, run_thread, g) != 0)
|
||||||
|
return 0;
|
||||||
|
g->threaded = 1;
|
||||||
|
return 1;
|
||||||
|
#else
|
||||||
|
(void)g;
|
||||||
|
return 0;
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
|
||||||
|
int mt_done(mt_gen* g)
|
||||||
|
{
|
||||||
|
#if MT_THREADS
|
||||||
|
if (g->threaded)
|
||||||
|
return __atomic_load_n(&g->finished, __ATOMIC_ACQUIRE);
|
||||||
|
#endif
|
||||||
|
return g->stage == ST_DONE;
|
||||||
|
}
|
||||||